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Post by Legume on Mar 18, 2019 4:23:55 GMT -5
Finding a fighting ring which was both cheap enough to afford and which was not already booked for the next three months was a task easier said than done. The fact that there was a demand for fighting matches in Space Vegas also meant that the supply adjusted accordingly - either you pay up a lot or you are going to deal with very, very long lines of applicants.
Thankfully, Legume eventually found a place where he and Etohn can duke it out - a small fighting ring among Space Vegas's many residential areas. Unfortunately, this meant that neither one of them would be able to let themselves go or else risk destroying the whole neighbourhood.
See, this is why people prefer uninhabited planets...
As soon as Etohn caught up to his location, Legume having messaged him the location of their fighting ring as soon as he booked it, the swordwielding Saiyan led his peer inside, into a brightly lit room somewhat resembling a basketball arena, he spoke up:
"This arena could only afford very basic energy shields, so don't let yourself go too wild, we don't want to destroy everything around us."
As soon as he finished his sentence, Legume clenched his fists, a familiar golden aura gently cloaking his body and the Saiyan's hair bursting forth in a controlled Super Saiyan transformation.
"So, you're a Super Saiyan too, correct?"
Defensive Phase
Defensive Techniques and Items Activated:
ETOHNAROT [ATTACK] - atk vs def - result [ATTACK] - atk vs def - result
Offensive Phase
Bonus Action: Mastered Super Saiyan (T1 - Measured and Stubborn)
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Converted to Bonus Action - Energy Shield, -5 ki
Standard Action 2: Converted to Bonus Action - Paparapapa, -10 ki
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Sidekick: Active
T1 ki drain: 0 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 0/50 War Cruiser usage: 0/1
Toughness: 23
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 0/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 70/70 Ki - 85/100 Defense - 120 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
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Post by Etohn on Mar 19, 2019 0:41:40 GMT -5
Waiting around in the hotel room he rented out, Etohn awaits the call from Legume. He's got nothing else planned for the day, and not wanting to get caught up in something unrelated, he resigns himself to relaxing on his bed. He was too anxious to feel very relaxed from it, as this would be the very first Super Saiyan he'll fight, and could very well be the only one. It's not like they were exactly common. Etohn never got a read on Legume's power, as they obviously were suppressing their power to some degree, but he had no idea where to put their strength. Etohn has since passed Taro's strength as of when he last met him, and he never personally witnessed Radia's strength, so for all he knew, he was the strongest Saiyan alive. That is, unless Legume is even stronger. It's unlikely, but possible, and the thought both terrified and excited him.
After getting a message relaying the location, Etohn quickly makes his way over, meeting up with Legume. From what it looked like, they rented out a simple little arena meant for new martial artists. A bit inconvenient given how this is going to be a clash between two Saiyans that have achieved a transformation that puts them above any other Saiyans, but it'll have to do. Etohn quickly glances around the place, getting a good bearing of how much space he has to work with, and returns his gaze to find Legume...already transformed? Recoiling slightly in surprise, he glances around, seeing if this was an elaborate trick, or some dummy or anything to explain what just happened. And yet, there's nothing but Legume standing there, already a Super Saiyan in the blink of an eye, a monstrous power radiating from him, his posture and expression not even different from before his eyes wandered away. "Uhh...how'd you do that? I haven't seen many people transform into Super Saiyans before, but it...never just pops up like that. Like, they usually have to groan and yell while their muscles expand from the power, sometimes there's a bit of lightning shooting from the sky, and then they look pissed off while they're still in it," he exclaims. "Like, I've gotta pull off somethin' like this." Dropping into a widened stance, his arms held tightly to his sides. Furrowing his brows, and with a spirited shout his aura roars to life around him, quickly dyeing itself into a golden hue, his clothes billowing wildly and his hair turning blonde as he assumes the transformation. The ground rumbles slightly for a brief moment, a great improvement over previous times. "Man, we're not even close in power at all," he sighs. With how little Etohn could do in terms of practical training whilst held by Riko, it almost feels like he's regressed in power, making the gap sting all that much more. BATTLE TRACKER Action Summary:
BA: Saiyan Durability (Energy Shield) | +20 Toughness | 5 ki
AW: Saiyan Durability (Dampening Field) | +10 Toughness
BA: Paparapapa | 5 ki
BA: Super Saiyan (T1) | Stubborn, Emboldened | x4 PL | -2 Ki per turn
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Paparapapa
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance. Dampening Field: At-will gain +10 toughness. (0/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (1/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (1/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (1/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (1/1)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 88/100 | TOUGHNESS: 30 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 1 Tags: Legume
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Post by Legume on Mar 19, 2019 16:17:08 GMT -5
"Huh?"
Apparently, the fact that Legume was able to tap into his Super Saiyan transformation pretty much at a whim was surprising to Etohn, who followed it up my lamenting about needing to exert a lot more pressure upon himself for the same result - and this reaction was, in turn, surprising to Legume.
"Really, you haven't mastered the transformation yet?" the Saiyan spoke as he took off his greatsword Vanity off its resting place on his back, getting into a basic offensive swordwielding stance. "I suppose this means any transformations beyond Super Saiyan are out of question to you, too... I guess it's a good thing I only tapped into the first level, then."
Even if Etohn had somehow been able to achieve Super Saiyan 2, Legume could tell that the difference in power between the two was so great that it would hardly be able to make up for the edge. And the fellow Saiyan noticed this as well, complaining about his lesser strength. Legume cracked a smirk and commented in response:
"I've fought enough battles completely overwhelmed by the opponent to know that raw power is probably the last thing you want to concern yourself with."
Not letting his opponent say anything else, the Saiyan suddenly slammed his weapon down to the ground, picking up a powerful shockwave rolling across the entire arena and aiming to swallow Etohn whole. That wasn't all, either - right after the opening slam, Legume winded his weapon back and then suddenly swung across the air, sending a torrent of air and dust towards his opponent.
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform
ETOHNAROT [ATTACK] - vs 130 def - result [ATTACK] - vs 130 def - result
Offensive Phase
At-Will: Edge II vs. Etohn - +10 defense, 2 damage negation At-Will: Heavy Slam (Minion Attack) - Deal pVO4AqdS1d6 direct damage to Etohn. At-Will: Heavy Slam (War Cruiser) - Deal 3d4 direct damage to Etohn.
Bonus Action: None
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Sidekick: Active
T1 ki drain: 0 per turn Talented usage: 0/1 uses Trinket usage: 0/1 uses Dark Nimbus usage: 0/1 uses Haste usage: 0/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 0/50 War Cruiser usage: 1/1
Toughness: 26
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 0/1 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 0/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 70/70 Ki - 75/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·3d4·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Mar 21, 2019 1:08:16 GMT -5
"...What?"Not only did Legume seem just as surprised as Etohn about how much less advanced his transformation is, but as an off-handed statement they speak of this being 'the first level.' If this was the first level, that meant there was something beyond Super Saiyan. Something being beyond Super Saiyan meant that, of everyone Etohn knew of, or he thought he knew, had no clue about such a thing, meaning Legume, possibly, is the only Saiyan he knows that can go beyond it. Did he really just happen to meet a guy like this in a bar? He couldn't take time to think this new bombshell of information, however, as Legume immediately began the fight, slamming his colossal blade upon the ground. A wave of force flew at him, though it didn't take Etohn much to hop over them as they approach. Following up on that, Legume sent a wave of dust flying his way, which he again navigates around without much effort. For an attack, it didn't really feel like it was meant to hit him. Odd. "Alright, my turn then. Tell me, you ever seen magic where you're from?" Without waiting for a response, Etohn would stoop down, slamming his right hand upon the ground. As soon as his palm made contact with the arena floor, a hole seemingly formed in front of him, a void-like opening vacuuming air into it as it expands. A shadowy mass begins rising from it, darkness falling away like feathers. Small beams of light radiate from the core of it as more of it falls away, until finally the void tears it all away and closes itself, returning the budget arena to its original appearance. A small faerie-like being floats atop Etohn's shoulder, sprinkling dust over his form. "Ahh, Sylph. I haven't fought with you, yet. Just try to hang back and keep me magick'd up, alright?" With a curt nod, the fairy comes off of his shoulder, hovering behind Etohn as he charges towards Legume. Despite Etohn's relatively small power, he was moving fast. Very fast. Way faster than he conceivably should. He just looks like a blur of motions as he approaches, his fists wildly swinging out at a rapid pace against his opponent. Whatever Sylph did to him, it obviously improved his capabilities, the speed of his movement and attacks easily exposing that fact. BATTLE TRACKER Action Summary:
AW: Sonic Sway (Blur): Nullifies Heavy Slam (Minion Attack and War Cruiser) | 5 ki
BA: Greater Summon: Sylph (Multi Form) | 15 ki
SA: Hasted Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: cy|q1FhT1d100+40
Dmg: 1d12
Stun: 1d100
SA: Hasted Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40 (Critical Hit! Crush may be inflicted!)
Dmg: 1d12 (+1 Dmg)
Stun: 1d100
MFSA: Hasted Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40 (Critical Hit! Crush may be inflicted!)
Dmg: 1d12 (+3 Dmg)
Stun: 1d100
AW: Blitz | Gain another basic attack for one SA
AW: Impact | Gain +1 dmg dice
SA: Hasted Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40 (Critical Hit! Crush may be inflicted!)
Dmg: 2d12 (+11 Dmg)
Stun: 1d100
AW: Combat Pressure (Portal)
Dmg: 1d6+1
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Paparapapa (Portal 2/3) Greater Summon: Sylph (Multi Form): 10/10 HP
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance. Dampening Field: At-will gain +10 toughness. (0/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (1/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (2/2) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (1/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (1/1)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (1/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 66/100 | TOUGHNESS: 36 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 2 Tags: Legume 1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d100+40·2d12·1d100·1d6+1
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Post by Legume on Mar 21, 2019 12:36:52 GMT -5
Apparently, even the fact that there were levels beyond Super Saiyan was shocking to his opponent, forcing him to mutter out a "What?", which... should have honestly been completely understandable, but left Legume surprised regardless. The general power level of this Galaxy in the past is a lot lesser, right? It should come as no surprise that the Saiyans which lived in that time did not have as much insight into how the Super Saiyan technique works. And yet... he expected somewhat more from Etohn, as if he imagined that such a veteran member of the Saiyan Dominion would at least have the knowledge about what levels beyond Super Saiyan are.
Whatever. They'll be able to discuss it after their spar.
Approached with a question on magic, Legume slightly tilted his head and replied:
"I can't say I've got much personal experience with it, but yeah, sure, I've heard of what magic is. We try to avoid that name, however, it's too much of a call towards debunked myths, and try to explain it in more rational ways."
Apparently, Etohn knew a magic spell himself - the Saiyan suddenly summoned something which looked like a small fairy, serving as an ally to him right before the warrior charged forward. Summoning portals, then... Before Legume could even start considering what that would entail in battle, the Saiyan struck swift and hard. Despite his weaker power level, Etohn was not lacking in speed, Legume's senses immediately struggling to keep up as several punches were thrown at him from various directions in a mere instant.
Thankfully, the sword wielding Saiyan was not lacking in speed himself and countered as many of the blows as he could, by stepping out of the way or raising his greatsword to block some of the slower attacks. Until finally, one slipped. In a blinding speed, Etohn's punch passed by Legume's greatsword and, though the Saiyan did the best he could to summon as much ki around his face as he could to soften the attack, struck him directly in the cheek. The sheer impact of the blow echoed across the ring and Legume made a weak step backward - however, as the pace of the battle ground to a halt, it became clear that the Super Saiyan was not wounded by the blow at all.
Etohn's fist was now embedded in his cheek, the two Saiyans standing mere inches away from one another. Before his opponent could escape or retreat, Legume pulled the primary trick beneath his sleeve. A crystalline bubble of time formed around him, and for a fraction of a second, everything in the sparring room froze in place. In the following window of time which the Time Skip technique lended him, Legume suddenly pushed himself forward, sending his left fist towards Etohn's kidney before following it up with a sharp right hook across the fellow Saiyan's face.
From an outsider's perspective, it would appear as if Legume suddenly vanished from where he stood and reappeared a foot closer to his opponent, the impact of two blows suddenly manifesting upon Etohn.
"I'll take a bet and guess that being nimble is what you've been focusing on." the Saiyan muttered as he wiped a faint trail of saliva off his chin, and promptly swung his heavy weapon across the air yet again, releasing a powerful shockwave and air blast towards Etohn.
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform, Sonic Sway, Trinket
ETOHNAROT Combat Pressure - avoided with Sonic Sway! Hasted Flurry - vs 130 def - miss! Hasted Flurry - vs 130 def - avoided with Sonic Sway! Hasted Flurry - vs 130 def - avoided with Sonic Sway! Hasted Flurry - vs 130 def - crits for 31 damage, reduced by Edge to 29 damage, inflicts Crush! Stun removed by Trinket!
Total 29 damage reduced by Toughness to 0 damage.
Offensive Phase
At-Will: Makeshift Defense (Trinket) - 5 toughness, remove all status.
Bonus Action: Ludicrous Speed (Sonic Sway), -5 ki
At-Will: Resolve - Recover 29 ki. At-Will: Time Skip Strike (Minion Attack) - Deal xeL3EFAT1d6 direct damage to Etohn. At-Will (Blur): Time Skip Strike (Drunken Fist) - Choose Etohn's attacks 1 and 3. Deal 15 direct damage to Etohn.
At-Will: Haste - Gain a second bonus action during your turn. At-Will: Dark Nimbus - Gain an additional use of Sonic Sway. All attacks siphon 3 ki if they hit for 3 turns.
Bonus Action: Time Skip Finishing Blow (Redirect 2 Seeking attacks)
Need 75 or less to hit Etohn for 25 direct damage - 1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphon 3 ki if hit)
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphon 3 ki if hit)
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Sidekick: Inactive (5 damage negation left)
T1 ki drain: 0 per turn Talented usage: 0/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses, 1/3 turns Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 29/50 War Cruiser usage: 1/1
Toughness: 5
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 1/2 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 1/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 70/70 Ki - 89/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d6·1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Mar 23, 2019 16:16:37 GMT -5
The sound of Etohn's fist smashing against Legume's cheek echoed throughout the room, the force of his strike sending tremors through his own bones. If this were any of Etohn's normal opponents, the fight would already be over. The mysterious Saiyan, however, looked hardly phased, seemingly almost bored by his attack as they stared back. Sweat forms on his brow as he realizes what he's up against. Almost reflexively, the Half-Saiyan took the cautionary measure of activating his Rift technique, fearing a fierce followup by Legume. However, rather than even seeing the man move in the slightest, Etohn would feel his kidney-area and his jaw vanish and reappear on his body, unknowingly defending him from the force of his opponent's strikes in stopped time. Whilst they could control time, Etohn had control over space. Still bewildered by how Legume seemingly attacked without doing anything, Etohn leaps back as Legume swings their weapon for him again, the force of which sends out another powerful gale of wind. Taking Sylph into his hands, he weaves around the display of force, releasing the fairy after it seemed as though they were safe. "Man...you're just full of surprises. I don't know how you almost hit me two times without moving, but I've definitely never fought anything like that. You've actually got me pretty excited, not gonna lie." Steeling his resolve with an excited grin forming on his face, he rushes back towards Legume, a blade similar in size and shape to Legume's suddenly appearing in his left hand. With surprising dexterity, he throws his weight into a wide slash with the weapon, immediately relinquishing his grip of it after the attack, letting it spin off, smashing into a nearby wall. Bringing that same arm in, he lunges forward to smash his elbow into the other Saiyan's chest, following up by hopping up to deliver a roundhouse with each of his legs, quickly flying back after the second kick to stand at the ready. BATTLE TRACKER Action Summary:
AW: Rift Avoidance (Light Bullet) (Blur): Nullifies Time Skip (Minion Attack, Drunken Fist, and Seeking) | 5 ki
BA: Fired Up (Magic Materialization): Auxillary Core | 5 ki
SA: HSA: Conjured Armaments III | Slashing | Freeze 50% | 5 ki
Acc: teujcQ4H1d100+40
Dmg: 2d12
Freeze (50%): 1d100
AW: Impact | Gain +1 dmg dice
SA: Strong Elbow Strike (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40 (Critical Hit! Crush may be inflicted!)
Dmg: 2d12 (+11 Dmg!)
Stun: 1d100
MFSA: Tornado Kick (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40 (Critical Hit! Crush may be inflicted!)
Dmg: 1d12 (+5 Dmg!)
Stun: 1d100
AW: Blitz | Gain another basic attack for one SA
Blitz: Tornado Kick, but Again (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40 (Critical Hit! Crush may be inflicted!)
Dmg: 1d12 (+3 Dmg!)
Stun: 1d100
AW: Combat Pressure (Portal)
Dmg: 1d6+1
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Paparapapa (Portal 3/3) Greater Summon: Sylph (Multi Form): 10/10 HP
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Auxillary Core: As a reactive at-will action, gain 20 artificial ki that you can only use on techniques. If not spent by the beginning of your next turn, it disappears. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (1/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (1/2) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (0/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 49/100 | TOUGHNESS: 39 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 3 Tags: Legume 1d100+40·2d12·1d100·1d100+40·2d12·1d100·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d6+1
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Post by Legume on Mar 24, 2019 5:21:25 GMT -5
What?!
"What?!"
Did Etohn's body just... warp itself to not get hit by any of Legume's attacks? He thought he was seeing a some sort of mind trick, but no - that's exactly what happened. Legume's abdomen and jaw suddenly vanished and promptly popped back into existence as soon as the time-skipping Saiyan's blows passed by them. What was he, a some sort of Majin?
In this shocking moment, Etohn, after stating his excitement in fighting a technique he had not witnessed before, charged forth, Legume having been caught completely off-guard. Though the weapon which the Saiyan summoned to strike him came and went, deflected by Legume's Vanity, the elbow strike which came right after clocked the Saiyan straight in the chest, passing through all of his attempts to soften the blow - swatting the greatsword aside and punching through a narrow barrier of concentrated aura around his body. And this time, it actually left some impact.
Before Legume could find himself pummeled by even more blows, all of which were coming at such ludicrous speeds that they might as well have been instantaneous, he instinctively activated his Time Skip to dodge-roll to the side and thus leave both of the flying kicks hitting nothing but air. Before he could even get a moment of reprieve, Legume tapped into the technique again, this time to send a sharp blow towards the gap between his opponent's ribs, continuing the momentum of the attack as soon as the technique faded with a vertical cleave towards Etohn's shoulder.
"I might need for you to explain your surprise first before we get into mine."
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform, Crush, Sonic Sway, Minion Dmg Reduction
ETOHNAROT Combat Pressure - avoided with Sonic Sway! Conjured Armaments - vs 115 def - miss! Hasted Flurry - vs 115 def - one die avoided with Sonic Sway! Crits for 22 damage! Crush inflicted! Hasted Flurry - vs 115 def - avoided with Sonic Sway! Hasted Flurry - vs 115 def - avoided with Sonic Sway!
Total 22 damage reduced by Toughness to 17 damage. Minion and Edge II reduce damage to 10.
Offensive Phase
At-Will: Makeshift Defense (Minion Dmg Reduction) - spend sidekick for 5 damage reduction.
At-Will: Resolve - Recover 5 ki. At-Will (Blur): Time Skip Dodge (Sonic Sway), -5 ki
At-Will: Talented - Gain an additional use of Sonic Sway.
Bonus Action: Time Skip Counterstrike (Redirect 2 Seeking attacks)
Need 75 or less to hit Etohn for 20 direct damage - ho7lgIBn1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphon 3 ki if hit)
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphon 3 ki if hit)
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Crushed: 1/4 turns
T1 ki drain: 0 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses, 2/3 turns Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 34/50 War Cruiser usage: 1/1
Toughness: 3
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 2/3 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 1/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 60/70 Ki - 79/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Mar 25, 2019 1:32:46 GMT -5
As his kicks were flying towards the flustered Legume, the impact seemingly imminent, his opponent just...vanished? Quickly using his energy to push himself back, he gazes around, noticing that the other Saiyan seemingly was standing up from something before once again vanishing. Was this some form of teleportation? Immediately appearing right beside Etohn, the feeling of a powerful blow to his ribs, the bones bending and digging into his flesh from the force of the blow, causing him to stumble back, clutching at it. Noticing that Legume's sword was simultaneously coming down towards him, he weakly sidesteps it, their blade cleaving through the air beside him. Sylph quickly sprinkles more sparkling dust over Etohn's frame, the throbbing of where Legume had struck him quickly fading. A simple healing spell, but something very appreciated after suffering that blow. "Oh, that," Etohn quips in response to Legume's question over his 'surprise.' "So, uhh, y'know how I summoned Sylph here and that big sword?" As he speaks, he motions to the things he referred to, the small fairy giving their opponent a curtsy. "Well, uhh, I just found a way to make it so, if I'm about to get hit by something, I just do the opposite with what's about to get hit. Can't do that for too long cuz, y'know, leaving open blood vessels and making it so my organs suddenly vanish isn't very good for me, but it helps with dodging hits, at least." With a mischievous grin, Etohn adds, "That's not the only thing I can do with it, though." A swirling vortex would seemingly originate from the Half-Saiyan, pulling his body unnaturally into it before vanishing. The man had just completely vanished, not even leaving a trace of his energy. This was, of course, not because he had hidden it or something of the sort. He was, in fact, not really in the same dimension, having quickly retreated to his 'pocket dimension' of his own design. Finding his body freely floating in a large, white room, with large piles of assorted weaponry and combat tools randomly strewn about, he dives towards an unsorted weapon rack, pulling out a sizable spear, which his ki immediately flows through as soon as the tip of his finger touched the shaft, as though it were a natural extension of his own body. Turning his gaze towards a nearby wall, a wavery image looking down at what was happening back in the room Legume was in would appear. Flying directly into the surface, the world begins warping around Etohn as he reappears above the other Saiyan. Chucking his spear downwards towards Legume, Etohn would reenter his rift, almost immediately reappearing directly in front of the other Saiyan, swinging his head forward to headbutt them, following up by quickly jutting a knee out to strike their gut before stomping the leg down, a wicked haymaker being swung forth. BATTLE TRACKER Action Summary:
Legume: Time Skip Counterstrike | 20 Dmg
Legume: Vanity Strike 1 & 2 | Miss
BA: Senzu Bean (Healing Magic) | +20 HP and Ki
SA: HSA: Conjured Armaments III | Slashing | Freeze 50% | 5 ki
Acc: 7RKBYTaL1d100+40
Dmg: 2d12
Freeze (50%): 1d100
AW: Impact | Gain +1 dmg dice
SA: Headbutt (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
MFSA: Knee Strike (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Blitz | Gain another basic attack for one SA
Blitz: Haymaker (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
AW: Combat Pressure (Portal)
Dmg: 1d6+1 (-1 Dmg due to portal having already faded)
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Greater Summon: Sylph (Multi Form): 10/10 HP
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (1/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Auxillary Core: As a reactive at-will action, gain 20 artificial ki that you can only use on techniques. If not spent by the beginning of your next turn, it disappears. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (1/2) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (0/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 64/100 | TOUGHNESS: 42 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 4 Tags: Legume 1d100+40·2d12·1d100·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d100+40·2d12·1d100·1d6+1
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Post by Legume on Mar 25, 2019 14:49:59 GMT -5
Etohn's explanation for what he had been using to avoid Legume's blows was... honestly, quite surprising, The Saiyan was able to utilize a some sort of personalized portal technique to temporarily vanish pieces of his body away and leave gaps where they were supposed to be, at least for a short period of time. I've never fought against such a technique before...
Well, this is going to be exciting, then.
The Saiyan struck again, this time utilizing his portals to vanish into the void completely, before reappearing yet again, this time with a spear in his hands and descending upon Legume.
"Some sort of... space manipulation, then," the swordwielding Saiyan spoke to himself as he casually deflected the incoming spear with his weapon, his senses immediately coming on guard as his mind prepared itself for a relentless barrage of teleportation blows. "Casting portals. Creating dimensional rifts. You're more interesting than I initially thought, Etohn."
A yet another warp, this time right in front of him. Taking a brief step back, Legume tracked his opponent's moves with his eyes, opting no not activate his primary trick until the last second to not receive a Rift response so suddenly. "I suppose you could say that I'm in the same metaphorical boat as you - although, unlike you, I'm able to warp time rather than space."
The headbutt wasn't all that hard to avoid, just a step back was all he needed, while the knee strike was slow enough for him to simply strafe to the side and leave himself unscathed. "I call the technique Time Skip. Don't want to bore you to death with all the intricacies, so all you really need to know is that I can pause time for the fraction of a second, enough to send a few precise blows the opponent simply cannot avoid."
As soon as the haymaker came and went, Legume suddenly activated the aforementioned technique, sending a counter-blow towards the Saiyan's solar plexus while their arm was still stretched out forward, and then, whether or not the Rift technique responded to the blow before it struck, leapt back, slashing across the air with Vanity to release several sharp compressed waves of air towards Etohn.
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform, Crush
ETOHNAROT Combat Pressure - 2 direct dmg! Conjured Armaments - vs 115 def - miss! Headbutt - vs 115 def - miss! Knee Strike - vs 115 def - miss! Haymaker - vs 115 def - miss!
Total 2 damage reduced by Toughness to 0 damage.
Offensive Phase
At-Will: Resolve - Recover 2 ki. At-Will (Blur): Time Skip Counter-Blow (Drunken Fist + Blur) - Choose Etohn's attacks 2 and 3. Deal 18 direct damage to Etohn.
Bonus Action: Time Skip Counter-Blow (Redirect 2 Seeking attacks)
Need 75 or less to hit Etohn for 22 direct damage - n00TKU1e1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphon 3 ki if hit)
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
(Siphon 3 ki if hit)
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Crushed: 2/4 turns
T1 ki drain: 0 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses, 3/3 turns Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 36/50 War Cruiser usage: 1/1
Toughness: 4
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 2/3 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 2/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 60/70 Ki - 71/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Mar 26, 2019 14:05:47 GMT -5
As Legume defends against Etohn's attacks, he goes on to explain his special technique that had befuddled the Half-Saiyan thus far was something called the Time Skip. For a little bit of time, Legume's able to completely stop time for other beings, letting him do whatever he wished in the meantime. A really annoying trick to deal with when, without his Rift technique, Etohn would have no way to guard against it. As Etohn threw his fist towards Legume, he'd once again quickly activate his Rift, soon finding a chunk in his chest returning to his body. There was a pattern to when he activated it, always being when Etohn is close and able to be struck, and they never remained overextended after ending the technique. They really weren't kidding when they said it was a fraction of a second. It was not fun to guard against, but at least they were very restricted in how they could use it. Sending out another air blast with their blade, Etohn weaves around it as he charges back in, this time conjuring a huge hammer into his hands, the head of it actually bending it from its sheer weight. Hopping into the air, he'd come crashing down with it, the impact of it smashing the ground apart and sending rubble flying every-which direction. Even if he can pause time, could he really avoid his swing, the shockwave of it, and the debris? BATTLE TRACKER Action Summary:
AW: Light Bullet (Blur) to avoid Time Skip Counter-Blow (Drunken Fist & Seeking | 5 Ki
AW: Talented (Light Bullet)
Legume: Vanity Strike 1 & 2 | Miss
BA:
SA: HSA: Conjured Armaments III | Slashing | Freeze 50% | 5 ki
Acc: Bpc3IjEd1d100+40
Dmg: 2d12
Freeze (50%): 1d100
AW: Impact | Gain +1 dmg dice
SA: Shockwave (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
MFSA: Debris (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Blitz | Gain another basic attack for one SA
Blitz: Debris (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Combat Pressure (Portal)
Dmg: 1d6
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Greater Summon: Sylph (Multi Form): 10/10 HP
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (0/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Auxillary Core: As a reactive at-will action, gain 20 artificial ki that you can only use on techniques. If not spent by the beginning of your next turn, it disappears. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (1/3) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (0/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 52/100 | TOUGHNESS: 45 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 5 Tags: Legume 1d100+40·2d12·1d100·1d100+40·2d12·1d100·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d6
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Post by Legume on Mar 27, 2019 3:52:51 GMT -5
Much like Legume had anticipated, Etohn's Rift technique countered his Time Skip technique yet again, all the blows leaving no damage in the end. That's annoying, but fair. This is what he'll need to deal with in this fight, then - so, his strategy now was to test the Rift technique and see how far he can push it. Is there a some sort of limit to how many times the Saiyan can use it? Are there negative side-effects from activating it too many times? No better way to find out, Etohn is surely not going to tell that to him.
The Saiyan's counterattack came in the form of a gigantic energy construct hammer smashing to the ground, picking up a powerful shockwave and a wave of debris rolling across the battlefield. Functionally, it wasn't dissimilar from how Legume used his greatsword - which meant that he also knew the way how to counter such an attack. The Super Saiyan suddenly amplified his aura, releasing a powerful burst of energy from his body which blew away the rubble and the incoming shockwaves, then charged forward. Right before the hammer slam, he activated his Time Skip, closing in the distance to his opponent and sending a powerful right hook towards his enemy's jawline before the technique faded.
As soon as the passage of time returned to normal, Legume lifted up his own massive weapon, sending an X cut towards Etohn to build upon the Time Skip strike.
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform, Crush, Scouter
ETOHNAROT Combat Pressure - 6 direct dmg! Conjured Armaments - vs 130 def - miss! Shockwave - vs 115 def - miss! Debris - vs 115 def - miss! Debris - vs 115 def - miss!
Total 6 damage reduced by Toughness to 2 damage.
Offensive Phase
At-Will: Resolve - Recover 4 ki. At-Will (Blur): Time Skip Counter-Blow (Drunken Fist + Blur) - Choose Etohn's attacks 2 and 3. Deal 20 direct damage to Etohn.
Bonus Action: Time Skip Counter-Blow (Redirect 2 Seeking attacks)
Need 75 or less to hit Etohn for 22 direct damage - vEwwS4RY1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Crushed: 3/4 turns
T1 ki drain: 0 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 40/50 War Cruiser usage: 1/1
Toughness: 3
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 2/3 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 3/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 58/70 Ki - 65/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Mar 30, 2019 1:41:19 GMT -5
As his hammer swings downwards, Etohn feels his jaw suddenly vanish and reform onto his face, Legume now appearing right in front of him. Releasing the hammer, he leaps away, narrowly evading the slashes of their blade in his retreat. Touching back on the ground, the Half-Saiyan grins at his opponent, and is about to say something snarky before he'd suddenly lock in place. His eyes widen in shock as he doubles over, barely moving his arms in the way to stop him from falling to the ground. His breathing comes in gasps as he stays there, sweat coating his body. So this is what Riko meant...shifting in and out of my dimension so much really takes a toll.It wasn't like pain was wracking his body, but more as though his body was beginning to lose function. His arms violently shake, his mouth would refuse to close, and his vision would suddenly, drastically worsen, leaving him in a cloudy mess of colors. Even his lungs seemingly refused to take in the oxygen he was breathing. This episode would only last a brief moment, though, control snapping back to his body. Shakily, he pushes himself upright, chuckling. "Heheh, guess I overdid it a bit. No more easy outs against your Time Skip for now, then." Wiping some sweat from his forehead, he tries to shake off the sudden fatigue by charging towards Legume, stopping just short of crashing into them to zip around as a blur, striking out at every angle he can. With no way to defend himself against the Time Skip, it was now a matter of trying to end the match as quickly as possible. BATTLE TRACKER Action Summary:
AW: Light Bullet (Blur) to avoid Time Skip Counter-Blow (Drunken Fist & Seeking | 5 Ki
Legume: Vanity Strike 1 & 2 | Miss
BA:
SA: Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: vrDLzc9u1d100+40
Dmg: 2d12
Stun: 1d100
AW: Impact | Gain +1 dmg dice
SA: Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
MFSA: Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Blitz | Gain another basic attack for one SA
Blitz: Flurry (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Combat Pressure (Portal)
Dmg: 1d6
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Greater Summon: Sylph (Multi Form): 10/10 HP
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (0/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Auxillary Core: As a reactive at-will action, gain 20 artificial ki that you can only use on techniques. If not spent by the beginning of your next turn, it disappears. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (0/3) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (0/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 45/100 | TOUGHNESS: 48 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 5 Tags: Legume 1d100+40·2d12·1d100·1d100+40·2d12·1d100·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d6
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Post by Legume on Mar 30, 2019 14:48:52 GMT -5
Everything went exactly like Legume had planned from the beginning - Etohn's Rift technique was powerful, but also taxing and dangerous to use, as such, after pressing it on and on with each subsequent Time Skip strike, it eventually simply stopped working. The Saiyan doubled over, shackled by the negative effects of the technique, and stated exactly what Legume wanted to hear - that it's not going to be available from now on.
"Music to my ears..."
A massive flurry of physical strikes immediately followed, aimed at Legume from all directions and seeking to pummel him with a sheer unstoppable quantity of blows. Despite the massive speed of the attacks, Legume avoided the majority of them with strategic side-stepping and dodging, leaving the absolute majority of them hitting nothing but air. A few landed closer to home, however - and one bypassed all of Legume's reaction speeds, the fist aiming straight for the Saiyan's chin before getting suddenly blocked by Legume's forearm. A brief shockwave rolled across the battlefield, and Legume immediately responded by activating his Time Skip.
In the following fraction of a second, Legume navigated around Etohn's stretched out fist and sent a jab towards the Saiyan's neck, before following it up with a powerful smash at his opponent's ribs. The impact of both of the attacks manifested itself as soon as the Time Skip technique faded, at which point the Saiyan attacked yet again, swinging his greatsword across the air to send two horizontal slashes at Etohn.
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform, Crush, Trinket
ETOHNAROT Combat Pressure - 4 direct dmg! Flurry - vs 115 def - miss! Flurry - vs 115 def - crits for 5 damage, inflicts Crushed! Edge reduces total damage to 3! Stun removed by Trinket! Flurry - vs 115 def - miss! Flurry - vs 115 def - miss!
Total 7 damage reduced by Toughness to 0 damage.
Offensive Phase
At-Will: Makeshift Defense (Trinket) - 5 toughness, remove all status effects At-Will: Resolve - Recover 7 ki. At-Will (Blur): Time Skip Counter-Blow (Drunken Fist + Blur) - Choose Etohn's attacks 3 and 4. Deal 14 direct damage to Etohn.
Bonus Action: Time Skip Palm Strike (Redirect 2 Seeking attacks)
Need 75 or less to hit Etohn for 12 direct damage - T5w|AEiK1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Crushed: 4/6 turns
T1 ki drain: 0 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 47/50 War Cruiser usage: 1/1
Toughness: 4
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 2/3 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 58/70 Ki - 62/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Mar 31, 2019 13:33:57 GMT -5
Etohn grits his teeth as he maintains his offensive against Legume, the stronger Saiyan easily swatting aside his attacks. Only once before has he ever felt so powerless against his opponent, that being that Human, Rin. Even when his power was a fraction of Lute's when he fought him as a Super Saiyan, or when he was the last person standing against Lord Trombone, or even his fight with Ipomea, he always felt like he was getting somewhere in the fight, that he had a chance. Here, though, with his rift ability already expiring, he felt no such thing. As a final ditch effort to get past his guard, he put all of his force behind a blow, swinging it out as swiftly as he could, only to meet with the back of Legume's arm. In that moment, anticipating another Time Skip, Etohn reinforces his ki around his ribs, acting as a shield. The other man seemed to frequently try striking him there earlier, so it was a safe assumption that they'd do so again. This guess did manage to pay off, as well, as a strong thud shatters his ki he was concentrating there, though leaving him unharmed. Legume struck twice, though, and Etohn reels back holding his throat in his hands from the blow there. While sputtering, he notices Legume's blade swing at him again. Swaying to the side as their slash narrowly missed him, he closes in, thrusting both of his hands forwards in a double punch motion to their sternum, following up by unclasping his fists and detonating two ki blasts at a point-blank range. BATTLE TRACKER Action Summary:
Legume: Time Skip Counter-Blow (Drunken Fist) | 14 dmg, reduced to 0 by AW spending 14 toughness
Legume: Vanity Strike 1 & 2 | Miss
BA:
SA: Double Punch (Basic) - Crits on 85+ | Stun 50%
Acc: Pmc7V_JG1d100+40
Dmg: 1d12
Stun: 1d100
AW: Impact | Gain +1 dmg dice
SA: Double Punch (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 2d12
Stun: 1d100
MFSA: Ki Blast Detonation (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Blitz | Gain another basic attack for one SA
Blitz: Ki Blast Detonation (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Combat Pressure (Portal)
Dmg: 1d6
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Greater Summon: Sylph (Multi Form): 10/10 HP
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (0/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Auxillary Core: As a reactive at-will action, gain 20 artificial ki that you can only use on techniques. If not spent by the beginning of your next turn, it disappears. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (1/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (0/3) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (0/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 43/100 | TOUGHNESS: 37 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 7 Tags: Legume 1d100+40·1d12·1d100·1d100+40·2d12·1d100·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d6
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Post by Legume on Apr 1, 2019 3:38:21 GMT -5
Surprisingly, despite Etohn's Rift ability no longer being in the play, the Saiyan managed to counter one of Legume's blows anyway, by infusing his ki into his ribcage and thus enduring the incoming Time Skip strike before it landed. He's starting to predict how my patterns work... that's not good. Aside from being faster than time, like a specific Majin he was not going to mention by name, that was perhaps the only possible counter to Time Skip attacks. Knowing where your enemy will strike and boosting your defenses there.
Thankfully, much like Etohn had started predicting him, so did Legume - avoiding Etohn's double punch without much of a problem with a quick side-step, which, alongside with a few backflips, also left him unscathed by the following point-blank ki explosion. The swordwielding Super Saiyan did not waste even a second after Etohn's attacks concluded, activating Time Skip yet again and charging forth, this time using the short timeframe to send his right foot towards his opponent's neck.
As soon as the Time Skip technique faded, Legume continued his attack, drawing an X across the air with his sword and thus sending several energetic slashes of air towards his opponent.
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform, Crush
ETOHNAROT Combat Pressure - 3 direct dmg! Double Punch - vs 115 def - miss! Double Punch - vs 115 def - miss! Ki Blast - vs 115 def - miss! Ki Blast - vs 115 def - miss!
Total 3 damage reduced by Toughness to 0 damage.
Offensive Phase
At-Will: Resolve - Recover 3 ki.
Bonus Action: Time Skip Neck Blow (Redirect 2 Seeking attacks)
Need 75 or less to hit Etohn for 15 direct damage - ZbQW_Epa1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Crushed: 5/6 turns
T1 ki drain: 0 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 50/50 War Cruiser usage: 1/1
Toughness: 4
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 2/3 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 0/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 58/70 Ki - 55/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Apr 1, 2019 19:11:37 GMT -5
With Legume just getting out of the range of his ki, Etohn had no time to think of where they would strike him next. Legume capitalizes on this, resulting in a sudden force striking against Etohn's neck, sending him tumbling across the ground. Hearing something swish in the air, the Half-Saiyan suddenly pushes himself from the ground, rising over the air slashes launched towards him. Touching back to the ground, he would suddenly thrust his left hand forward, a large ball of ki shooting forth and detonating right in front of Legume. While this was his Big Bang Attack technique, Etohn was trying to conserve his energy, already feeling the taxing drain of his form getting to him, so it was little more than an exaggerated ki blast. Even if it proved less than effective, however, it did have a brilliant explosion, covering the arena temporarily in a cloud of dust. Shooting out towards Legume's energy signature, Etohn throws out a quick barrage of jabs, concluded by a sudden kick towards the bottom of their jaw. The force of his strikes eventually caused the dust to be dismissed, though hopefully the surprise factor of his attack would net him something. It needed to. Otherwise, he really can't do much else against Legume aside from try to get lucky blows in when he can. BATTLE TRACKER Action Summary:
Legume: Time Skip Neck Blow (Seeking) | 15 dmg, reduced to 0 by AW spending 15 toughness
Legume: Vanity Strike 1 & 2 | Miss
BA:
AW: Impact | Gain +1 dmg dice
SA: Big Bang Attack (Basic) - Crits on 85+ | Stun 50%
Acc: QsZLagQX1d100+40
Dmg: 2d12
Stun: 1d100
AW: Big Bang Attack (War Cruiser)
Dmg: 3d4
SA: Jab Barrage (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
MFSA: Jab Barrage (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Blitz | Gain another basic attack for one SA
Blitz: Chin Kick (Basic) - Crits on 85+ | Stun 50%
Acc: 1d100+40
Dmg: 1d12
Stun: 1d100
AW: Combat Pressure (Portal)
Dmg: 1d6
ACTIVE EFFECTS Super Saiyan (T1): +3 Toughness per turn, x4 PL, -2 Ki per turn Greater Summon: Sylph (Multi Form): 10/10 HP
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (0/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Auxillary Core: As a reactive at-will action, gain 20 artificial ki that you can only use on techniques. If not spent by the beginning of your next turn, it disappears. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (0/3) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (0/1)
CURRENT PL: 651,443 (162,861) HP: 50/50 | KI: 41/100 | TOUGHNESS: 25 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 8 Tags: Legume 1d100+40·2d12·1d100·3d4·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d100+40·1d12·1d100·1d6
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Post by Legume on Apr 2, 2019 7:08:35 GMT -5
The Time Skip blow landed exactly where it needed to, striking Etohn straight to the neck - however, before Legume could take advantage of it and continue the combination, his opponent suddenly sent his hand forward, releasing a powerful burst of energy straight from it. Not managing to react in time, Legume could only do one thing - cross his arms and endure the power of the attack head-on, his body thrown across the room before finally stopping with a slide.
And that wasn't even the end. Soon, Etohn charged forward yet again, releasing a barrage of light jabs straight towards his opponent. This time, the dust which had set in across the room worked in his favor, allowing Etohn to land a few blows on Legume's body before he finally realized what was going on and, by the time when the finishing jaw kick came, stop time entirely, granting him a brief moment of reprieve as well as the fraction of a second necessary to counterattack. This time, Legume sent his right fist forward to try to land a blow on Etohn's arm - if it doesn't get busted entirely, it will at least hopefully send some second thoughts to the fellow Saiyan before he attacks again.
And, once again, as the Time Skip faded, Legume continued to put the pressure with several swift sword slashes with his greatsword.
Defensive Phase
Defensive Techniques and Items Activated: Edge II, Patrol Uniform, Crush, Aura Guard
ETOHNAROT 13 direct dmg! Big Bang Attack - vs 115 def - miss! Jab Barrage - vs 115 def - miss! Jab Barrage - vs 115 def - hits for 1 dmg, Stun avoided by Aura Guard! Chin Kick - vs 115 def - miss!
Total 14 damage reduced by Toughness to 10 damage.
Offensive Phase
At-Will: Aura Guard, -5 ki
Bonus Action: Time Skip Arm Blow (Redirect 2 Seeking attacks)
Need 75 or less to hit Etohn for 14 direct damage - TvvbIqaV1d100
At-Will: Stubborn T1 - Gain 3 Toughness.
Standard Action 1: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Guile - Attach Charging to next atk.
Standard Action 2: Vanity Strike (Seeking/Cripple Single), -5 ki
Accuracy - 1d100+5 Damage - 2d12+2 Damage (Charging) - 2d12+2 Cripple (Need 50 or less) - 1d100
At-Will: Adaptive Fighting Style (Patrol Uniform) - +10 Defense next turn
Passive Modifiers
Crushed: 6/6 turns
T1 ki drain: 0 per turn Talented usage: 1/1 uses Trinket usage: 1/1 uses Dark Nimbus usage: 1/1 uses Haste usage: 1/2 uses Recuperate ki recovered: 0/50 Resolve ki recovered: 50/50 War Cruiser usage: 1/1
Toughness: 3
Technique uses remaining:
Deflect: 0/2 Divination: 0/1 Sonic Sway: 2/3 Energy Shield: 1/1 Wild Sense: 0/1 Aura Guard: 1/2 Drunken Fist: 4/4 Magic Materialization: 0/1 Paparapapa: 1/1
Dimension Hole: 0/2 Time Skip: 0/1
Stats
Power Level - 1 695 244 (565 081)
HP - 48/70 Ki - 55/100 Defense - 130 (100) Accuracy mod - +5 Damage die - Rank 7 (d12+1)
Traits
T1 Transformation - Mastered Super Saiyan (Stubborn and Measured): You gain x3 PL. T1 costs 0 ki to maintain. 3 Toughness per turn.
T2 Transformation - Mastered Super Saiyan 2 (Heightened, Measured and Stubborn): You gain x6 PL. T2 costs 1 ki to maintain. Gain 3 Toughness every turn. +10 Defense against Super Attacks.
Fighting Style - Analytical: +5 Fighting. As an at-will action you can add a second (and different) major effect onto one Super Attack during your turn.
Alacrity: Passive. +10 def while above 50% HP. Resolve: At-Will. Regain 1 ki per 1 toughness spent reducing dmg during turn. 50 ki restored max. Haste: At-will. Gain a second bonus action. 2 uses. Blur: Passive. One Movement tech can be at-will on turn. Talented: At-will. Gain extra use of one Def or Util tech. Extra use costs 0 ki.
Items
Artifact - Vanity (Dark Nimbus) At-will. Gain add. use of non-legendary Movement tech. Also on hit atks siphon 3 ki for 3 turns. 1 use.
Patrol Uniform: At-will. Choose one at turn end +10 def or +10 acc w/ all atks. Scouter: Passive. +15 defense against Super Atks. Trinket: At-will. Remove all non-special status effects. Gain 5 tou. 1 use.
Facilities:
Arena: Gives you and opponent +250 PL in spar. Freighter: Base that holds 1 facility. Increases zeni from Adventures and Events by 10%. War Cruiser: Deals 3d4 direct damage to all enemies. Dragon Ball Radar
Techniques
Vanity Strike III (Signature/Single - 2 damage dice/Seeking - may redirect 2 missed Seeking attacks with a Bonus Action/Crippling - 50% chance to inflict Cripple), -5 ki Psychic Powers III (Standard Action. Make a Basic Atk with +10 acc but the dmg die is 1 rank lower.) Divination III (Bonus Action. Gain +15 defense for 3 turns. 1 use.), -10 ki Aura Guard III (At-will. Immune to non-special status effects and negates critical hit bonus dmg. 2 uses.), -5 ki Deflect III (Bonus Action. Take half dmg from two attacks that hit you. 2 uses.), -10 ki Paparapapa III (Bonus Action. Summon minion. See desc. for details. 1 use.), -10 ki Energy Shield III (Bonus Action. Gain 20 tou. 1 use.), -5 ki Sonic Sway III (Bonus Action. Avoid dmg from any die that rolls under a nat 8. Movement tech. 1 use.), -5 ki Wild Sense III (Bonus Action. Choose foe. Each attack they make gainst you gives +5 def. At +25 def lasts 1 turn then fades.), -10 ki Magic Materialization III (Bonus Action. Create an item to go into a gear slot. Replaces item. 1 use.), -10 ki Drunken Fist III (At-Will. Deal lowest dmg die from missed atks. Two lowest with Blur trait. Movement tech. 4 uses.), -0 ki Light Bullet III (Bonus Action. Avoids all direct dmg. Movement tech. 2 uses.), -5 ki
Time Skip III (Bonus Action. Target rolls two d100s for acc and takes lesser when attacking you for 3 turns. 1 use.), -10 ki Dimensional Rift III (Bonus Action. Avoid two basic attack during turn and deal their full dmg back to atker. 2 uses.), -10 ki
1d100·1d100+5·2d12+2·1d100·1d100+5·2d12+2·2d12+2·1d100
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Post by Etohn on Apr 4, 2019 14:47:16 GMT -5
As Etohn's foot was rising up towards Legume's jaw, the man would suddenly appear out of the way of his strike, the sudden force of a punch to his left arm causing him to backpedal a bit. Rubbing the spot, already feeling some swelling from the strike, he continues backing up, Sylph gently touching back down upon his shoulders as he tries to think of a new way to go about this. However, nothing came to mind. Etohn's thrown out pretty much everything he had, and while he could continue trying to smash his face into the wall that was Legume, it probably just wouldn't get him anywhere. "Well...I think I'm done. I just can't beat you," he says, sighing in relief as he leaves his transformed state. With his power dropping back down to a relaxed level, he looks around at the state of the arena. small craters in the flooring, dust and pebbles blown all over the area, with a sword and hammer laying amidst it all. "Guess we should clean up a bit before we get out, then." Snapping his fingers, Etohn opens up a small portal in front of himself, causing the weapons he spawned earlier to be drawn in, vanishing in its depths. As it begins to close, the small fairy-like companion of the Half-Saiyan's would jump into the rift, leaving him there alone with Legume. BATTLE TRACKER Action Summary:
Legume: Time Skip Neck Blow (Seeking) | 14 dmg, reduced to 0 by AW spending 14 toughness
Legume: Vanity Strike 1 & 2 | Miss
AW: Power down to 10,000 PL
Etohn concedes, ending the spar.
ACTIVE EFFECTS
FIGHTING STYLE - Brutal Power - You start with +5 EC Impact - As an at-will action you can add an extra damage die to one attack during your turn.
TRAITS Blur: As a passive effect you can use one Movement techniques as an at-will action on your turn. Blitz: Make 2 basic attacks during one standard action in a turn as an at-will action. Haste: Gain extra bonus action at-will. (2/2) Crush: Scoring a critical hit with a Basic Attack gives the special status effect Crushed. While Crushed the target's defense is lowered by 15 for the duration. Talented: Gain an extra usage of one non-legendary defensive or utility technique you know at-will. (0/1)
TRANSFORMATION Super Saiyan (T1 | Emboldened | Stubborn): Bonus action. Gain x4 PL. Passively generate +3 toughness a turn. -2 ki a turn.
EQUIPMENT Weighted Clothing: +50% PL per post or 200 words. Power Pole: Basic Attacks score a critical hit on natural rolls of 85+. Also, all basic attacks have a passive 50% stun chance.
Dampening Field: At-will gain +10 toughness. (0/1) Auxillary Core: As a reactive at-will action, gain 20 artificial ki that you can only use on techniques. If not spent by the beginning of your next turn, it disappears. (1/1) Senzu Bean: As a bonus action, gain +20 HP and Ki. Only one restorative item allowed per thread. (0/1)
OTHER ITEMS Big Bang Attack (War Cruser): 3d4 direct dmg to all targets. (0/1) Portal: +1 to paparapapa dmg for 3 turns after activation.
SUPER ATTACKS Conjured Armaments | Single - Slashing - Freezing | 5 ki
TECHS Energy Shield III - (0/1) Light Bullet III - (0/3) Sonic Sway III - (0/1) Wild Sense III - (1/1) Aura Guard III - (2/2) Psychic Powers III Divination III - (1/1) Magic Materialization III - (0/1) Paparapapa III - (0/1) Deflect III - (2/2) Recuperate - (0/50)
LEGENDARY TECHS Rift Travel (Time Skip) III - (1/1) Greater Summon (Multi Form) III - (0/1)
CURRENT PL: 10,000 HP: 50/50 | KI: 41/100 | TOUGHNESS: 14 | DEF: 90 | DMG DIE: d12 | ACC: +40 | Post Count: 9 Tags: Legume
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Post by Legume on Apr 5, 2019 3:28:19 GMT -5
"...What?"
Here Legume was, expecting the two of them to enter the second phase of the fight. The phase where much of Legume's antics and initial techniques had already been countered and his stamina was slowly starting to run short from all the Time Skipping, which was always an interesting race against time. And yet, Etohn suddenly stopped, declared his intention to stand down, went back to his base form and shoved all of his weapons through a portal.
Legume blinked a few times, unsure on Etohn's intentions, but finally sighed and opted to stand down as well. Though the golden Super Saiyan hair remained, for now, the sword-wielding Saiyan sheathed his weapon and placed his hands into his pockets.
"Right, we probably should..." he muttered in response to Etohn's comment, though how the two of them were going to rebuild the arena in any reasonable amount of time was lost on him. Legume briefly glanced towards Etohn himself. "Perhaps it shouldn't have been shocking at all that someone like you is a competent fighter... but it was a welcome surprise regardless. It's not often that I get to find someone able to counter Time-Skip so effectively."
When they don't outright unpause time. God damn Ala. Legume struck a confident smile.
"And it's good to see people like that on our side."
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Post by Etohn on Apr 6, 2019 14:25:11 GMT -5
Etohn grins at Legume's comments, nodding in affirmation. "Heh, yeah, I've had to fight people stronger than me a lot in the past, so I kinda needed to improve a lot. The fact that my rift technique works against your Time Skip was a coincidence, though. If I didn't get lucky and use it right as you were using it at first, there'd be nothing I could do." He was fully truthful when he said that, knowing that he had no other way to even stand a chance without it. Gazing back at the arena, Etohn scratches his chin, thinking about how they'd get it fixed up again so that they didn't get fined for it. Etohn may have some magic tricks, but he wasn't a miracle worker. Fixing the broken tiling would definitely take a while, too. "Hmm...Ehh, I've got some zeni to burn. I'm just gonna call up a repairman to take care of," he chortles, already messing with a PDA he pulled out of his pocket. With his funds from various tournaments and exhibitions, it really wasn't a problem, and he's had to call up services like this a number of times before to handle the stuff that he ends up breaking. "So, uhh, let's meet up again sometime. Get me introduced to your buddies you're working with, y'know?"Tags: Legume
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