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Post by Nal on Aug 23, 2021 8:04:24 GMT -8
The freshly sprouted city of Nalakazam stood there, on the slope of the Mount Frying Pan, enticing from afar with it's bright colours, candy-like textures and the white mist of snow, falling over the city and covering it's rooftops and streets like a thin layer of frosting. In the center of it stood a fighting arena - a place for friendly bouts and practice, both things that Nal intended to use the place for this day. She grinned to herself, nodding. This was amazing. A new place to fight and train, with her old friends and new friends, made by two of said friends and her. A home for her kind, and herself. And here she was, about to get stronger, AND teach a friend to get stronger in the process! What was NOT to love about it?! Nal waited for Alaka, grinning to herself. She remembered the gift given to the pink majin - a set of clothes, so expertly crafted, with such good weight distribution that it made the body respond to practice better, but without the hindering quality of weighted robes. She used it in the past, fighting her old friends, but now - Alaka needed it more. She may have proven herself a true majin by devouring that awfully dense cake (even witnessing it was enough for Nal to feel stronger herself!), but there was still a long way to go to be as awesome as Zam. And Nal knew her new friend had the potential for it. Bouncing in place, she awaited Alaka's arrival. Figuring out the name for this place in the meantime. Alakarena? Hmm... that sounded like either a fighting place, or a stage to dance macarena in. It sounded weird and dumb... but also endearing in away. Could it be the new name? Probably not. [300] BATTLE TRACKERDEFENSE PHASE: Attack 1: Nal 70 vs Alaka (score) = result Attack 2: Nal 70 vs Alaka (score) = result Total damage: (score) - 16 = result
OFFENSE PHASE:
At-Will: - Bonus Action: -
Standard Action 1: - Accuracy: Damage: Standard Action 2: Accuracy: Damage:
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Willpower: Reduce all damage taken to 0 this turn. | Reactive At-will | 1 use per thread (1/1) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Bend the Limits: Give additional use to another, spent ability. | Reactive At-will | 1 use per thread (1/1) Monk: Reduce own DR to 0 and give the amount reduced to all attacks dealt this turn. | At-will Mysticism: Gain 6 arcane points, spendable on mystic abilities (6/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
EQUIPMENT:
First Aid Kit: Heal 30 HP to an ally or self | 1 use per thread (1/1) Champion's Gi (flavour: Mystic's Focus): Choose one at start of the turn: gain +10 defense, gain +15 accuracy with all basic techniques, or gain +15 accuracy on one special technique. Flexmetal Staff (flavour: Majin Frenzy): Add one additional Strike for each Strike you naturally perform this turn. All Strikes deal additional 1d4 (1d6 if Enhanced) damage this turn. | Bonus Action | 3 uses per thread (3/3) Bio-Suit (flavour: Majin Regeneration): Heal 3 hitpoints every end turn.
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d6 damage per strike. Can target multiple opponents for additional 5 ki per opponent per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 40 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:
EIGHT ARMS Action: At-will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Once per thread.
Fiendish Fists of Fury Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 85/85 | KI: 100/100 | PL: 26,631 (base) | | FIGHTING ACCURACY: 60 | ENERGY ACCURACY: 35 | DEF: 70 | | DR: +16 | DMG MODIFIER: +7 | KI COST: -1 |
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Post by CloudTF458 on Aug 27, 2021 7:37:30 GMT -8
"Naaaaaal!" And here she was, the dim pink majin showed up to the arena of the newly built city of Nalakazam. Bright and energetic as ever, and still just as curious. This was her first time in the arena that was her idea, and she was happy to see it from inside. "Alakaracarena is looking nice!" What a stupid name. "The candy smells nice, it's big and destructive...This is suuuuch an awesome idea, yes it is!" Heh at least she was pretty hapy about herself. On closer look it was clear that Alaka wasn't wearing her usual getup but instead a different uniform, the one Nal had given her! A baggy set of gi pants and top with long sleeves, a black top underneat it which looked to be weighted by how it lacked visible clothing marks. Her feet had a pair of equally-weighted boots and on her hands a pair of fighting gloves. Oh, not to forget an extra accessory that she got from somewhere: A headband! A long red headband that seemed like something out of a show.
"Hehe...Okay, so, we're gonna fight! Uh, any rules or something? Back home we usually did something called a "Spar" which is like a restrained fight buuut this is my new home so..." She shrugged. "How do majins fight again?" Right! She didn't know much about, uh, the etiquette of her race. "Do we like...Do somekinda martial art? I do muay thai! Or well, used to before I began to travel. It's fun! I should teach you sometime!" She keeps jumping around both from topic to topic and foot to foot. "AH! Thanks for the clothes by the way! They are sooo comfy and heavy, comfyheavy!
[288]
BATTLE TRACKER {Spoiler} DEFENSE PHASE: Attack 1: Nal 70 vs Alaka (score) = result Attack 2: Nal 70 vs Alaka (score) = result Total damage: (score) - 16 = result
OFFENSE PHASE:
At-Will: - Bonus Action: -
Standard Action 1: - Accuracy: Damage: Standard Action 2: Accuracy: Damage:
EFFECTS: -
ABILITIES: Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5 Assault - Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
EQUIPMENT: Expert Training Gear: You gain an additional 50% PL from thread rewards while wearing this outfit.
DEFENSE/UTILITY TECHNIQUES: CLASH I You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki
LIGHTNING AURA A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:Fiendish Fists of Fury Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki | HP: 70/70 | KI: 100/100 | PL: 3556 (base) | | FIGHTING ACCURACY: +9 | ENERGY ACCURACY: +9 | DEF: 65 | | DR: +4 | DMG MODIFIER: +2 | KI COST: 0 |
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Post by Nal on Aug 28, 2021 0:02:21 GMT -8
Nal shrugged. "I don't know, I only know how I fight and how Zam fights, and that is, we do it to have fun unless something hurts or scares us, at which point we just give all we have and beat the hell out of whoever hurt us" - the majin nodded sagely. "But! I am a little bit stronger so I'll have to hold back a bit, otherwise it would not be fun and you wouldn't get a whole lot better. And the point here is for you to get better! So..."The majin took a battle stance. It was simple - legs spread, arms stretched out before her, hands closed into fists as the gray girl grinned joyfully. She surpressed her power considerably, to be more of a sensible match for Alaka. About her level... yeah. She also relaxed a bit, letting her body get a little softer, nodding to herself. The rubbery form was cool, but it made training really hard sometimes. But, that was for later to consider. "I'll let you start! Come at me and try to hit me. I won't just let you! But show me this thai mai thing you know and we'll work with it! Make it into your own fighting style that you can do and use and be awesome with. I don't really have any real training, I just hit things on instinct. Let it guide you too. It is the Majin way, we do what our spirit leads us to do."[250|550] BATTLE TRACKERDEFENSE PHASE: Attack 1: Nal 45 vs Alaka (score) = result Attack 2: Nal 45 vs Alaka (score) = result Total damage: (score) - 4 = result
OFFENSE PHASE:
At-Will: Suppression Bonus Action: -
Standard Action 1: - Accuracy: Damage: Standard Action 2: Accuracy: Damage:
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Willpower: Reduce all damage taken to 0 this turn. | Reactive At-will | 1 use per thread (1/1) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Bend the Limits: Give additional use to another, spent ability. | Reactive At-will | 1 use per thread (1/1) Monk: Reduce own DR to 0 and give the amount reduced to all attacks dealt this turn. | At-will Mysticism: Gain 6 arcane points, spendable on mystic abilities (6/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
EQUIPMENT:
First Aid Kit: Heal 30 HP to an ally or self | 1 use per thread (1/1) Champion's Gi (flavour: Mystic's Focus): Choose one at start of the turn: gain +10 defense, gain +15 accuracy with all basic techniques, or gain +15 accuracy on one special technique. Flexmetal Staff (flavour: Majin Frenzy): Add one additional Strike for each Strike you naturally perform this turn. All Strikes deal additional 1d4 (1d6 if Enhanced) damage this turn. | Bonus Action | 3 uses per thread (3/3) Bio-Suit (flavour: Majin Regeneration): Heal 3 hitpoints every end turn.
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d6 damage per strike. Can target multiple opponents for additional 5 ki per opponent per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 40 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:
EIGHT ARMS Action: At-will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Once per thread.
Fiendish Fists of Fury Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 85/85 | KI: 100/100 | PL: 26,631 (base) > 3500 (suppressed) | | FIGHTING ACCURACY: 60 > 30 | ENERGY ACCURACY: 35 | DEF: 70 > 45| | DR: +16 > 4| DMG MODIFIER: +7 > +2| KI COST: -1 |
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Post by CloudTF458 on Aug 29, 2021 9:40:12 GMT -8
"Huuuh...That's pretty wise! Okay, so basically just fight it out until one of us gets too tired?" She thought about it for a moment. It wasn't all that different from what she did back home during her training. "Mmm...Maybe if I do this...or that...mmm...oh, nevermind but if I..." She began to think on the spot about what she could do for this fight. Techniques and the like. She didn't know what it would be like fighting one of her own kin... "...Huh? wha-wha-wha? we're starting already? ALRIGHT!" She eventually ended up noticing Nal adopting her stance and did the same herself. Her boots stomped down one near the other, her hands closing into fists and lifting in a guard around her head and then a knee lifted, adopting a classic Muay Thai stance. Her form was pretty good, it was clear that even if she didn't have the Ki strength to show it, she had been trained in something outside of just being a wild fighting animal. "OKAY! Here I come!" With those words the fight was on! The dim pink majin crouched for a moment before dashing forward, quickly attempting to close the distance with her majin friend and unleash an assault of punches! Left-right-left-right...She intended to batter her friend's face for a moment before stopping, lowering her stance, and bringing her back leg forward while she spun in a powerful roundhouse kick towards her side, intending to send her flying with the impact! "ORA!" [252/540]
BATTLE TRACKER{Spoiler} DEFENSE PHASE: Attack 1: Alaka 65 vs Nal (score) = result Attack 2: Alaka 65 vs Nal (score) = result Total damage: (score) - 4 = result
OFFENSE PHASE:
At-Will: - Bonus Action: Dragon Dash (-7 Ki)
Standard Action 1: Strike (Enhanced) Accuracy: H6HX34li1-100 + 9 = 48 Damage:1-12 + 2 + 3 = 18 Standard Action 2: Strike (Enhanced) Accuracy: 1-100 + 9 = 45 Damage:1-12 + 2 + 3 = 7
EFFECTS: Dragon Dash: Increase your Damage with Melee Attacks used on this turn by +3.
ABILITIES: Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5 Assault - Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
EQUIPMENT: Expert Training Gear: You gain an additional 50% PL from thread rewards while wearing this outfit.
DEFENSE/UTILITY TECHNIQUES: CLASH I You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread.
FLIGHT Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha. Type: Defensive Action: Bonus Action - Reaction Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. Out of Battle: This technique may lower travel time/word/EP requirements by 25%. Cost: 15 Ki
LIGHTNING AURA A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:Fiendish Fists of Fury Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki | HP: 70/70 | KI: 93/100 | PL: 3556 (base) | | FIGHTING ACCURACY: +9 | ENERGY ACCURACY: +9 | DEF: 65 | | DR: +4 | DMG MODIFIER: +2 | KI COST: 0 |
1-100·1-12·1-100·1-12
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Post by Nal on Sept 2, 2021 22:27:02 GMT -8
The majin grinned, her naturally honed reflexes had her swish and dodge some of the attacks, even at their muted state. Alaka's technique was... elegand and purposeful, unlike Nal's own. The rush almost caught her off guard, but the majin just barely managed to sway away from it - before getting socked in the face! Time and time again, she got punched, then, upon trying to lean back to dodge the kick - the gray gal was just narrowly grazed, still enough to stagger her back, though. The majin... grinned, clapping excitedly and bouncing up and down a little. She was proud of her friend! "Good! But I feel you aren't giving it your all. Come on! Swing at me with all you have. Like this!" - she responded, following that with a swift, open-palmed punch aimed at the other majin's stomach. Her instincts told her to follow through with another strike, but she managed to tame them just a little bit. This was meant to be a training fight, not going all out! At least not yet. She wanted to push her friend, to help her discover new things, new powers within herself. She still remembered how frustrating it was to get obliterated by Bryce the technoman, she barely landed a hit on him... though she had learned a thing or two since. But still, her power was better used in aid rather than outright fight, and that was what she intended to do - aid Alaka in becoming as strong as Nal! [250|800] BATTLE TRACKER{Spoiler}DEFENSE PHASE: Attack 1: Nal 45 vs Alaka 48 = Hit! Attack 2: Nal 45 vs Alaka 45 = Hit! Total damage: 25 - 4 = 21
OFFENSE PHASE:
At-Will: Mysticism (Restoration) Bonus Action: -
Standard Action 1: Strike (Open Palm Push) Accuracy: 7i7aGp111-100 + 30 = 64 Damage: 1-12 + 2 = 6 Standard Action 2: -
EFFECTS: - Restoration (+10 HP) - Majin Regeneration (+3 HP) ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Willpower: Reduce all damage taken to 0 this turn. | Reactive At-will | 1 use per thread (1/1) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Bend the Limits: Give additional use to another, spent ability. | Reactive At-will | 1 use per thread (1/1) Monk: Reduce own DR to 0 and give the amount reduced to all attacks dealt this turn. | At-will Mysticism: Gain 6 arcane points, spendable on mystic abilities (5/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
EQUIPMENT:
First Aid Kit: Heal 30 HP to an ally or self | 1 use per thread (1/1) Champion's Gi (flavour: Mystic's Focus): Choose one at start of the turn: gain +10 defense, gain +15 accuracy with all basic techniques, or gain +15 accuracy on one special technique. Flexmetal Staff (flavour: Majin Frenzy): Add one additional Strike for each Strike you naturally perform this turn. All Strikes deal additional 1d4 (1d6 if Enhanced) damage this turn. | Bonus Action | 3 uses per thread (3/3) Bio-Suit (flavour: Majin Regeneration): Heal 3 hitpoints every end turn.
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d6 damage per strike. Can target multiple opponents for additional 5 ki per opponent per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 40 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:
EIGHT ARMS Action: At-will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Once per thread.
Fiendish Fists of Fury Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 77/85 | KI: 100/100 | PL: 26,631 (base) > 3500 (suppressed) | | FIGHTING ACCURACY: 60 > 30 | ENERGY ACCURACY: 35 | DEF: 70 > 45| | DR: +16 > 4| DMG MODIFIER: +7 > +2| KI COST: -1 | 1-100·1-12
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