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Post by Majin Zam on Nov 25, 2019 3:15:39 GMT -8
Arid winds howled over a beaten wasteland. Snakes and scorpions scurried from shadow to shadow, trying to stay out of the merciless sun. Somewhere, loud booms and bangs shook the sandy landscape. From the distance, the display resembled glittering, pink fireworks going off. Anyone with sharp senses and good intuition could tell that it was a crazy amount of pure ki erupting towards the skies. However, said ki signature a weird, wobbly question mark. It was massive. Wait, no, miniscule. Several different kinds! Oooor just one creature...? Demonic. No, magical. Wait, something else entirely? It felt like someone telling a rambling story without beginning, end or any sort of logic.
On a closer look, any curious investigator would find a scorched scene filled with smoldering craters and rocky rubble. A large gang of menacing monsters were... huddled against a mountain wall and shaking? They had been cornered by a small girl, who almost passed for a human next to the scaly creatures. Almost. Her skin was pink like bubblegum and lined with odd holes along the chest and arms. Pale horns jutted from her messy hair, wiggling curiously. She was dressed in puffy, white pants and a black bandeau, along with matching boots and sleeves. They made her seem like something that had popped out of a story book.
Insistently the little creature pestered the hulking monsters. “Come ooonnn! Play with meee!” Her childish demands were met with fearful glances at each other. One veeery carefully claimed that they were... uh... busy. Yes. With monster stuff. Others were quick to agree. The girl puffed her cheeks with frustration. “Hmmmmph! But I’m bored!” She aimed an accusing point at the green dragon who had accidentally become the spokesmonster among them. “And you always say you’re busy! I wanna come do monster stuff with you too!” When the nervous lizard tried to reason that only monsters got to do monster stuff, he just received more flailing and protesting.
“That’s so unfair!”
[332/332] BATTLE TRACKERRolling for turn order: vnWHwC6N1d100{Click Me!} DEFENSE PHASE. Opponent Attack 1: Zam 50 vs Opponent (Acc) = Result Attack 2: Zam 50 vs Opponent (Acc) = Result Total damage: - 3 =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. -
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS. Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 100/100 | KI: 155/155 PL: 7620 (base) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100
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Post by Tolvur-Q12 on Nov 25, 2019 10:00:30 GMT -8
Bryce was enjoying his day, thinking about the fight he had with Nal, the one with Savina, the one with Cade and the one with.. that rude girl who never gave her name. Somewhere deep down the mandroid wanted to meet her again just to get her name. And if he ever got it, he would then smash her into a pulp. Hold on, bad thoughts. It seemed he had been without a fight for too long, so long in fact, that simply thinking about a fight would not keep his mind at ease anymore, and instead of saying bad things or thinking bad things he would just.. brutally murder people in those thoughts he was trying to stave those thoughts off with. Luckily it changed when his eye suddenly went off, alerting him to an eruption of energy not too far away. It felt.. odd to say the least though, he couldn't really tell who it was from or exactly how big it was. The one thing that the android could tell though, was the direction in which he could find out more. And when he drew closer he felt it was big enough of a signature to remind him of Nal, be it both in size and shape. And intent. It felt like.. a big child wanting to play, and getting even closer proved that. Luckily he was at no risk of being detected himself though, since almost everyone had issues with sensing him or his energy. He walked closer still and noticed that it was just one individual that was responsible for this power, and it made Bryce want to fight this 'kid' even more. And the resemblance to Nal was also there. A girl, short though powerful, oddly gooey and full of holes. Just.. this one had horns. ''Hey!'' Bryce yelled out, coming close enough to be heard. ''Pick on someone your own size!'' He didn't quite know how to act though, but eventually he started assuming that maybe the resemblance to Nal wasn't purely physical. ''Wanna play?'' He asked, partly dropping into a fighting stance. ============= WC: 350 8KvV2qPP1d100Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will:
BONUS ACTION: STANDARD ACTION 1: STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: Damage:
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 6,546 Health Points; 90/90 Ki; 100/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -20 ki + cost of attack 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.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [0/3]
Countermeasures [1/1] -15 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Elder student's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class 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. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100
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Post by Majin Zam on Nov 26, 2019 7:02:42 GMT -8
Before the little Majin’s pestering could turn into a full-blown tantrum, a sudden shout stole her attention. All eyes turned towards the stranger. The monsters couldn’t believe it... Against all odds, a hero appeared to save the day! Thank the heavens! Most of the trembling monsters shared a sigh of relief, but one grumpy imp muttered how this felt all kinds of backwards. Others quickly clamped his mouth shut, not wanting to draw any attention to themselves. Slooowly the group inched along the wall, until the got past the immediate danger zone... And ran for dear life. A cloud of dust was left in their wake as they vanished into the wilderness.
Meanwhile, Zam cocked her head at the stranger’s odd demand. A puff of steam briefly formed a question mark. “But... How?” The question chimed with childish honesty. Her brow furrowed. “Nobody is my own size! It’s not fair!” Flailing fists punctuated her frustration. Even her new friend had been slightly bigger and taller... Then muuuch bigger and taller! This person wasn’t her own size either. So what did he want then? The more she thought about it, the more confused she felt...
Luckily, the stranger soon found the magic words. The pink girl’s eyes started immediately twinkling with excitement, resembling tiny stars. Frustration was promptly forgotten. “Ooh, I do!” Of course she wanted to play. Her skin glimmered with magic as she prepared herself for mischief. The pale, jagged horns on her head wiggled like some sort of rubbery antennae, snooping for what eyes couldn’t see. Wiggle... Wiggle wiggle... Until she blinked. Puzzled. Baffled even. “Huh...?” With a surprised gasp, the girl suddenly pointed at the man. “You don’t have a tingle!” In typical Majin fashion, she offered no clarification for the weird exclamation. The challenger was left to... uh... draw his own conclusions.
[314/646] BATTLE TRACKER{Click Me!}DEFENSE PHASE. Bryce Attack 1: Zam 50 vs Bryce (Acc) = Result Attack 2: Zam 50 vs Bryce (Acc) = Result Total damage: - 3 =
OFFENSE PHASE.
At-Will: Suppression Weird Power | PL drops to 6546
Countermeasures Mischievous Magic | Gain 2 stacks of Countermeasures | -14 ki
Standard Action 1: -
Standard Action 2: -
Passive: Kai Robes Endless Energy | +3 ki
EFFECTS. Weird Power | PL suppressed to 6546 Countermeasures | Stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 100/100 | KI: 144/155 PL: 7620 (base) -> 6546 (suppressed) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1
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Post by Tolvur-Q12 on Nov 26, 2019 10:31:34 GMT -8
The more this girl, whom he totally was assuming was a girl, spoke the more she made Bryce want to explain himself. But the more she spoke she also showed signs of.. being a child. Not unlike Nal. The power he could sense from her.. it wasn't low at all, and it infuriated him quite a bit that something so childish that it only positively responded to having a playdate was so strong! Did he do something wrong, or was this.. majin, he supposed, a freak of nature? Then there was mention of the mandroid not having a tingle, which she did not even try to explain, and it caught Bryce by surprise as he then dropped out of his half battle stance, scratching his head as he tried to figure it out. ''Tingle? The fuck is a tingle?'' He mentally asked himself when it dawned on him he wouldn't get any useful words from this- Majin? Demon?- who basically took monsters hostage for whatever reason. So either she was playing with her food, suicidal, or insane. Or a combination of the three. Though there was also the possibility she really did want to just play.. And those monsters did seem happy when Bryce stepped in and took her attention long enough for them to be able to run away. ''I.. do not know what a tingle is or why I should have it.'' But suddenly, as he said that and had been wringing out everything his brain had stored over the days, he realized that maybe the tingle was being able to sense him, and that because he was a technoman he had none. A short moment of clarity and then a smile. Though he wasn't going to let her know he knew what a tingle was just yet. Besides, it seemed like she assumed he did anyway, and she didn't seem like the type to know the difference between knowing and not knowing. ..maybe he needed to treat her as one of those kids from back at the temple, though he did not like the idea of that at all. Besides, those kids had some intelligence. This one just.. felt strong. And he also didn't know a name, which he hated. At least Nal had been kind enough to tell him her name. He started adopting a fighting stance as he looked at the pink humanlike blob. ''Let's have some fun.'' Bryce said, since it seemed that the word 'play' or 'fun' seemed to do things around those.. gooey things. Thank you, Nal. ================= WC: 425 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 2/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Elder student's gi: +10 accuracy for basic attacks
BONUS ACTION: Countermeasures -15 ki STANDARD ACTION 1: STANDARD ACTION 2:
ROLLS
STANDARD ACTION 1: Damage:
STANDARD ACTION 2: Damage:
Stats: Powerlevel: 6,546 Health Points; 90/90 Ki; 87/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -20 ki + cost of attack 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.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [1/3]
Countermeasures [0/1] -15 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Elder student's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class 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. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100G4|BdHpM
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Post by Majin Zam on Nov 26, 2019 23:21:23 GMT -8
Much to Zam’s continued shock, the stranger claimed he didn’t even know about tingles. Her eyes widened and jaw dropped with a gasp. “Wha-?” She immediately protested. “Of course you should have tingle! Everybody has a tingle! All the things!” And yet... She couldn’t feel one from him. No matter how much she tried it felt like... There was nothing there. Her gaze narrowed. Veeerrry suspicious. Unless...
Suddenly the imaginary light bulb lit up in the girl’s mind. Her eyes widened, glimmering with the realization. Lacking any filter whatsoever, she blurted out something questionable. Aaand a little rude. “Ooh, maybe your tingle is just really tiny!” ...Followed up with the gravest insult imaginable for a proud fighter. “Cuz you’re super weak!” That same innocent honesty still shined brightly in her voice. Well... At least the man managed to stop the verbal blows by uttering the other almost magical line...
Fun.
The word echoed through the Majin’s mind. A big grin spread across her features. Excitement ignited her aura into a pink blaze. “Okay! Ready or not, here I come!” She leapt at the foe like a living rocket. It was a simple and straightforward tackle. Without even pausing, she followed up with a flurry of punches. If the foe got caught, he would find the rubbery fists were more like cannonballs. For someone so small, her physical strength was monstrous. ...Buuut her aim left a lot to be desired. Quantity didn’t mean quality, as the numerous strikes went all over the place.
[259/905] BATTLE TRACKER{Spoiler}{Click Me!}DEFENSE PHASE. Bryce Attack 1: Zam 50 vs Bryce (Acc) = Result Attack 2: Zam 50 vs Bryce (Acc) = Result Total damage: - 3 =
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
At-Will: - Bonus Action: Dragon Dash | +3 dmg to melee attacks | -6 ki
Standard Action 1: Strike (leaping tackle) Accuracy: k6lu9b_01d100+25 Damage: 1d8+5
Standard Action 2: Strike (flurry of punches) Accuracy: 1d100+25 Damage: 1d8+5
Passive: Kai Robes Endless Energy | +3 ki
EFFECTS. Weird Power | PL suppressed to 6546 Countermeasures | Stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 100/100 | KI: 144/155 PL: 7620 (base) -> 6546 (suppressed) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+25·1d8+5·1d100+25·1d8+5
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Post by Tolvur-Q12 on Nov 27, 2019 9:39:24 GMT -8
''Weak?'' Right off the bat there was a big difference between this one and Nal, because at least that other pink child thing didn't poke fun at his tingle! A few seconds earlier he didn't even know what a tingle was, but the moment he figured out what exactly was meant by it it was then instantly assumed to mean a low level of strength because little miss pink perfection couldn't sense it! It angered Bryce and meant for a rather messy start of what he thought was going to be a fun training. Although, when he calmed down a bit it surprised him a bit how he reacted to a claim like that. He just blamed the other androids though, they probably made him think like this. Then, when the mandroid had mentioned fun and the girl before him basically mentioned the fact she was going to start the spar, or 'fun', he had a little trouble at first to follow the movements, though he quickly figured out the pattern and could see exactly where the girl was aiming for. Or rather, where she wanted to aim because her aim was as horrid as she assumed his power to be. He was easily able to step to the side simply to dodge it, stretching out his foot a bit to hopefully make the rushing demon girl lose footing and trip. But whether or not that hit, he woould then try an attempt at throwing a closed fist to her back as she passed by that would either (hopefully) push her away if she didn't trip or slam her down to the ground if she did trip. =============== WC: 277 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 2/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Elder student's gi: +10 accuracy for basic attacks
BONUS ACTION: Enhanced Sense: +5 defense/accuracy, +1 DR/dmg STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: dp9qmzla1d100+65 Damage: 1d8+5 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+65 Damage: 1d8+5 Thrill of the hunt: 1d6
Stats: Powerlevel: 6,546 Health Points; 90/90 Ki; 89/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -20 ki + cost of attack 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.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [2/3]
Countermeasures [0/1] -15 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Elder student's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class 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. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+65·1d8+5·1d6·1d100+65·1d8+5·1d6
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Post by Majin Zam on Nov 28, 2019 3:34:36 GMT -8
Power was no substitute for skill, Zam once again found out. Despite trying her very best, she couldn’t land a single punch. The man was... just... so... slippery! Before she could flail even harder, her balance was suddenly robbed from her. “Eep!” She was slammed face first into the ground with devastating force. Cracks spread across the tough dirt, reminiscent of a spiderweb. A muffled yelp came from the dirt. “Ow, by dose!” Even her rubbery body couldn’t fully absorb the impact. An average creature would’ve been badly hurt. Or worse. Buuut Majins weren’t exactly average.
Zam’s body twitched and flopped. She pushed her hands against the dirt and puuulled her head free. Her features had been squished beyond recognition. At least until she took a deep breath, puffed her cheeks and... Pop! Her face snapped back into its usual shape like a rubber ball. She rubbed her bruised nose tenderly. Ow... However, the bruises were already starting to fade away. Her regeneration was slowly working its magic.
As the girl returned her attention onto the foe, unstable energy started crackling around her frame. It gathered into her palms, forming twin orbs. They pulsed, growing to the size of a baseball. She drew her hand back. “Take this! And this!” The orbs were flung in quick succession. Upon touching anything, they would blow up in a shower of glimmering sparks. After launching the orbs, the Majin paused for a moment. An idea bubbled in that chaotic little mind... Her smile twisted into a crescent grin. “Hey! Wanna see something COOL?” The childish glee in her tone didn’t quite match the ominous shine in her eyes. The stranger might want to think his words carefully... Or not. He wasn’t scared of a little girl, was he?
[303/1208] BATTLE TRACKER{Click me!} DEFENSE PHASE. Bryce Attack 1: Zam 50 vs Bryce 101 = Hit! 14 dmg! Attack 2: Zam 50 vs Bryce 147 = Hit! 14 dmg! Bonus Action - Reactive: Guard Majin Malleability | +10 DR | -9 ki Total damage: 28 - 13 = 15
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
At-Will: -
Standard Action 1: Energy Blast (Orb One) | -1 ki Accuracy: uZz8FiCv1d100+40 Damage: 2d6+4
Standard Action 2: Energy Blast (Orb Two) | -1 ki Accuracy: 1d100+40 Damage: 2d6+4
Passive: Kai Robes Endless Energy | +3 ki
EFFECTS. Weird Power | PL suppressed to 6546 Countermeasures | Stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 88/100 | KI: 139/155 PL: 7620 (base) -> 6546 (suppressed) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+40·2d6+4·1d100+40·2d6+4
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Post by Tolvur-Q12 on Nov 28, 2019 13:14:32 GMT -8
What he had gathered from Nal in his earlier spar with her, he had hoped for much more in this one since she spoke so highly. Unless.. this was somehow the wrong majin. ''Zam?'' He uttered with the small moment of reprieve between them. ''Nal told me about you.'' Bryce would go on, assuming this was indeed that same majin he had been told about that absolutely 'wrecked' Nal. Now, if he had been correct on what a tingle was exactly he could try and use it against her, try and pull the majin he had been told about to the surface. Because judging by the two first attempts at hits against him.. well, she wasn't providing the fight he had been longing for. ''Tingle, tingle, tingle.'' He said with a minor lull in his voice, a sigh coming from his lips as he swayed from side to side, almost taunting the majin before him who he assumed was called Zam. She did mention something cool though, and it caught the attention of the mandroid. Though that was after she shot out two spheres of energy aimed at him, both of which he was able to dodge by simply continuing to sway back and forth. It looked cool, held a good amount of energy and seemed to create quite the commotion when they hit a rock behind him. But it wasn't enough to distract him, because while he wasn't able to do anything of the sorts, he had been around enough people to know what to expect. And with Zam.. once again these two attempts on damaging him adding to the pile of failed attacks, he was losing interest. Again, this was until she mentioned showing him something cool, which was.. a small glimmer of hope even if the majin before Vandross gave him anything but hope, but rather taking from it with every failed blow. This was a new feeling; boredom and lack of will. And so soon too! This felt like a won battle for Bryce before even starting to really fight. Maybe.. he needed to step it up a notch in the hopes Zam would do the same. ''You wanna feel something cool?'' Bryce asked, though having a kind of cocky tone he couldn't get rid of while slowly stepping forward. A smile on his face, and constantly moving fingers made for a constant clicking sound, as if his hand was locked up or something. Though it was anything but when he suddenly removed himself from the vicinity, appearing in front of the majin and attempting to land his opened palm against her sternum, before then trying to raise his leg and push it straight forward to hopefully push back the demon. If he succeeded, the next attempted hit would be a half circled dropkick with a leg aimed at her shoulder. =================== WC: 475 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 2/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Elder student's gi: +5 defense for one turn At will: Blitz
BONUS ACTION: Enhanced Sense: +5 defense/accuracy, +2 DR/dmg STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: mDni213Z1d100+65 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+65 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION BLITZ: 1d100+65 Damage: 1d8+6 Crit! +5 damage! Thrill of the hunt: 1d6
Stats: Powerlevel: 6,546 Health Points; 90/90 Ki; 91/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -20 ki + cost of attack 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.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [3/6]
Countermeasures [0/1] -15 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Elder student's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class 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. [+10] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+65·1d8+6·1d6·1d100+65·1d8+6·1d6·1d100+65·1d8+6·1d6
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Post by Majin Zam on Nov 29, 2019 1:43:30 GMT -8
Much to the small girl’s growing confusion and frustration, none of her attacks were hitting. She hadn’t caught on that she was fighting against impossible odds. Power meant nothing when it simply had no hope of reaching the enemy. Before she could even respond, the stranger closed the distance. Her golden gaze widened. Stunned. Startled. She was an easy target against the strike that crushed her sternum. Air escaped her lungs with a squeak. “Eep!” Much like a rubbery toy. The combination of kicks sent her stumbling back, until she crashed against a boulder with stone-splitting force. Dust danced in the air.
Once the curtain of dust parted, the pink girl was revealed lying in a pile of rubble. Deep prints still marked each impact on her body. For most creatures, each one of those would have been a lethal injury... Buuut Majins worked in weird ways. Suddenly the beaten girl stirred. With a frustrated huff and a whistle of steam, she pushed herself back up again. Tears glimmered in the golden gaze. “Sniff... You big meanie! That didn’t feel cool at all!” Her body was terribly twisted and bruised, yet... Against all logic... She kept moving. In fact, her motions quickened.
Zam lifted her right hand and splayed her fingers, a pose that had always felt so oddly familiar. The air became charged with static. Crackling bolts of raw ki crawled up her arm, squirming like angry snakes. She grit her teeth with angry focus. “Hnnnngh... Dodge this!” The unstable energy gathered, intensified, condensed... Until it violently erupted towards the sky. She resembled a tiny geyser, spewing a massive torrent of glittering energy. It didn’t come even close to hitting the foe though. Or so it seemed at first.
But... What went up...
Soon, gravity took hold and the first energy droplets came raining down. It started off as a light drizzle, resembling raindrops full of glitter. Yet within seconds it grew into a dangerous storm. Each volatile drop detonated on contact, battering the area with miniature explosions. They carried enough power to bash energy right out of one’s body. Bright flashes threatened to blind the foe. All the while the little Majin grinned gleefully, devilishly, enjoying her very own fireworks show.
[378/1586] BATTLE TRACKER{Click me!} DEFENSE PHASE. Bryce Attack 1: Zam 50 vs Bryce 76 = Hit! 19 dmg! Attack 2: Zam 50 vs Bryce 127 = Hit! 16 dmg! Attack 2: Zam 50 vs Bryce 161 = Hit! +Crit! 20 dmg! Total damage: 55 - 3 = 52
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Bonus Action: Focus Energy | +15 Acc to Energy attacks this turn | -9 ki
At-Will: Phaser Ring Energy Rain | Perform an Enhanced Energy Blast | Cannot crit hit or crit miss Accuracy: 7Hu3G1qy1d100+55 Damage: 2d6+4
Standard Action 1: Bright Burst (Energy Rain) | -14 ki | Bashing | Blind 30% Accuracy: 1d100+55 Damage: 3d10+2 Status: 1d100 (30 or below)
Standard Action 2: Bright Burst (Energy Rain) | -14 ki | Bashing | Blind 30% Accuracy: 1d100+55 Damage: 3d10+2 Status: 1d100 (30 or below)
At-Will: Reckoning | Gain an additional Standard Action Standard Action 3: Bright Burst (Energy Rain) | -14 ki | Bashing | Blind 30% Accuracy: 1d100+55 Damage: 3d10+2 Status: 1d100 (30 or below)
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Weird Power | PL suppressed to 6546 Countermeasures | Stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 39/100 | KI: 94/155 PL: 7620 (base) -> 6546 (suppressed) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+55·2d6+4·1d100+55·3d10+2·1d100·1d100+55·3d10+2·1d100·1d100+55·3d10+2·1d100
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Post by Tolvur-Q12 on Nov 29, 2019 4:44:26 GMT -8
For a mere moment Bryce felt bad, his mind going back to his fight with Nal, where he also lost himself for a few attacks and got chewed out by the other majin for it. This was.. almost the same. Almost. He'd gotten lost, like before, in making it hurt when all this was was nothing but a fight to train. It wasn't supposed to hurt, or so he would figure for himself as he heard Zam whine about him being a meanie and for some reason being about ready to cry about it. Almost like the kids back at the temple before they were taught anything and thought they could get away with childish behaviour. By thinking about that combined with the whine he got from the majin before him, his regret faded like snow in front of the sun. Or rocks when bombarded with that energy zam just let go. It was cool to see, he had to give her that as his gaze followed it up to the air. But what went up.. would almost always come back down. And because of that simple logic Bryce knew he would have to be prepared to dodge it, even though he wasn't quite sure he could dodge all of it. He decided to loosen up his knees, which was an odd thing to do since it was all metal aside from the flesh around it, and when he heard a loud popping noise he was suddenly able to move his legs a tad faster. How that worked he would never be able to answer, but he thanked the gods that it worked. With a speed that stunned even himself, a speed that he rarely used and took quite a bit out of him, he managed to sway around every drop of energy, and beyond every explosion said energy made. It always surprised him how fast people could be, and now that he was no longer people he was casually avoiding being hit by 'rain'. Slowly he crept closer to the majin in this way, smiling as he appeared right in front of her before vanishing once more in the hopes of making her focus on the front, so that the open palm he would throw towards one of her shoulder blades from behind actually hit it's mark and not some kind of wall. But as he pun around to do that he would then follow up with lowering his body in that spin, his leg extending in an attempt to sweep her legs out from under her. =================== WC: 429 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 1/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Elder student's gi: +10 accuracy with basics At will: Countermeasures: Rapid movement -15 ki
BONUS ACTION: Enhanced Sense: +5 defense/accuracy, +2 DR/dmg STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: pl7IiZ2X1d100+95 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+95 Damage: 1d8+6 Crit! +5 damage! Thrill of the hunt: 1d6
Stats: Powerlevel: 6,546 Health Points; 90/90 Ki; 78/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -20 ki + cost of attack 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.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [4/6]
Countermeasures [0/1] -15 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Elder student's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class 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. [+20] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+95·1d8+6·1d6·1d100+95·1d8+6·1d6
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Post by Majin Zam on Nov 30, 2019 1:05:36 GMT -8
Slowly the Majin’s smile faded away. Died on her lips. Inside her head, the red hues of frustration were mixing with the violet tones of fear. Why? She couldn’t understand why none of her moves were hitting. It didn’t make any sense! C-cheating... He had to be cheating! She wasn’t able to voice the accusation though. First the foe appeared right in front of her, making her take a step back. The rain stopped. Then he vanished... And struck! Again the foe found some sort of critical weakness in the rubbery body. His strike landed hard, sending the girl tumbling like a rag doll. She came to a skidding stop, face down in the dirt. Eerie silence fell over the battlefield.
Zam’s body started crackling. It spread from the center of her chest all across her frame. “It’s... not fair...” A wavering voice teetered in the wind. She slammed her fist against the dirt. “It’s not fair!” Slowly she tried to push herself up, only to almost collapse again. Her defiant glare focused on the stranger. “You... You cheater! Total meanie! I hate you!” Crackling intensified. A bolt of pink lightning shot out, threatening to strike the foe. She wasn’t in control anymore. As she struggled back onto her feet, two more bolts lashed out. She took a deep breath. “GO AWAY!” The crackling stopped.
-BOOOOOM!-
An enormous, pink explosion shook the scenery. The resulting cloud rocketed towards the sky, vaguely resembling a mushroom. A circular shock wave blew across the terrain, cracking boulders and flattening trees. Sheer, overwhelming heat made the closest tones glow orange. Once the blast finally subsided, a huge, scorched crater was left in its wake. the pink powerhouse was standing in the center. Panting. Quivering. White wisps of steam rose from the holes lining her body. Purple blood dripped from her lips with each wheeze. Even her unnatural regeneration couldn’t keep up with the recoil. She wouldn’t last long anymore...
[335/1921] BATTLE TRACKER{Click me!} DEFENSE PHASE. Bryce Attack 1: Zam 50 vs Bryce 76 = Hit! 14 dmg! Attack 2: Zam 50 vs Bryce 161 = Hit! +Crit! 15 dmg! Total damage: 29 - 3 = 26
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Bonus Action: Focus Energy | +15 Acc to Energy attacks this turn | -9 ki
At-Will: Angery... | Release Suppression
Phaser Ring Unstable Bolt | Perform an Enhanced Energy Blast | Cannot crit hit or crit miss Accuracy: ALt_xNc11d100+55 Damage: 2d6+4
Standard Action 1: Bright Burst (Bolt Two) | -14 ki | Bashing | Blind 30% Accuracy: 1d100+55 Damage: 3d10+2 Status: 1d100 (30 or below)
Standard Action 2: Bright Burst (Bolt 3) | -14 ki | Bashing | Blind 30% Accuracy: 1d100+55 Damage: 3d10+2 Status: 1d100 (30 or below)
At-Will: Reckoning | Gain an additional Standard Action Standard Action 3: Bright Buster (BOOOOOM) | -34 ki and -5 HP | Draining | Burn 40% | Finisher Accuracy: 1d100+55 Damage: 5d8+17 Status: 1d100 (40 or below)
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Countermeasures | Stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn.
Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 2 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 11/100 | KI: 29/155 PL: 7620 (base) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+55·2d6+4·1d100+55·3d10+2·1d100·1d100+55·3d10+2·1d100·1d100+55·5d8+17·1d100
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Post by Tolvur-Q12 on Nov 30, 2019 6:41:52 GMT -8
This started out okay enough, the childish one not whining about anything even if only for s hort moment. But that quickly faded because she then called the mandroid all sorts of things, which was.. actually to be expected. It was likely she thought herself to be stronger than most everyone around, so meeting Bryce would be harrowing and frustrating at best. He was being called a cheater, a meanie, and that Zam hated him. Boy, had Nal been wrong about how strong this one was.. even Nal had been able to hit him where this one failed to do so, and would most likely be continuing to do so since her power wasn't directed at anyone and kind of.. just existed. Bryce smiled as the majin tried to pick herself up off the ground, now not even fighting the voices in his head anymore on account of basically being spat out for something he couldn't help! She just kept on missing, and whose fault was that? ''I'm the cheater here?'' He said as he felt the energy from Zam impact on the ground next to him, wind rustling through his hair as more bolts followed he was able to avoid by.. standing still. ''Maybe I am, but at least I don't attack without getting up.'' He quipped back. Granted, not the best quip, but still, it was something to break the silence, though that silence was already being broken by the crackling energy around the grounded majin. She then yelled for him to go away.. or something else to go away, and suddenly the energy that was booming around Bryce fled from the area. But his eye instantly popped up and notified him of the massive increase in energy of the majin. Instinctively the mandroid vanished and reappeared quite some ways away seconds before there was a giant explosion where the majin was. And that explosion seemed to go up in energy still, seemed this girl had a lot of steam to get rid of. Too dangerous to keep around, really, if she could explode on a dime like that. When Bryce felt it safe he would step in closer again, covering a very large distance with only one step. Seemed he had that figured out. Appearing before Zam he would then grin. ''Nap time.'' He said as he then attempted to slam his metal knee against her chin, only to try and follow up with a sideways kick with the same leg. ============= WC: 414 TWC: 2370 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 1/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Elder student's gi: +10 accuracy with basics At will: Countermeasures: Rapid movement -15 ki
BONUS ACTION: Enhanced Sense: +5 defense/accuracy, +2 DR/dmg STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: mKpAu2xM1d100+95 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+95 Damage: 1d8+6 Thrill of the hunt: 1d6
Stats: Powerlevel: 6,546 Health Points; 90/90 Ki; 64/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -20 ki + cost of attack 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.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [5/6]
Countermeasures [0/1] -15 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Elder student's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class 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. [+20] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+95·1d8+6·1d6·1d100+95·1d8+6·1d6
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Post by Majin Zam on Nov 30, 2019 7:45:59 GMT -8
Despite teetering on the brink of defeat, the stubborn girl refused to go. Her trembling hands squeezed into firm fists. When the foe’s figure blurred again, her eyes widened. His grin and quip were met with an angry warcry. “HAAAA!” A heavy impact caused a miniature shock wave between them. Instead of meeting her chin, the knee struck her open palm wrapped in a heavy layer of ki. It couldn’t get through... Likewise, the sideways kick was caught inches away from her head. If he didn’t slip free, he would’ve felt the grip tightening. An eerie mutter crawled across the air.
“Caught you...”
As the Majin locked eyes with the opponent, the gentle gold was gone. Her gaze burned with hateful crimson. The ground trembled and the air wavered as her power suddenly skyrocketed. From somewhere deep within, she was still drawing more and more... It exploded into a terrifying, monstrous blaze, a deeply unsettling sensation that set off warning signals in any creature’s head. Danger... Danger...
Suddenly Zam’s jaw opened impossibly wide. An ominous glow rose her throat, the only warning the foe would get. A heartbeat later, she fired a violent beam from her mouth. It was aimed right at the android’s face. As the flash of ki dissipated and her teeth clacked back together, she leveled her hand at him as well. There was the familiar crackle again. Like static scratching the air. She fired a bright burst of raw ki, resembling a shotgun blast full of glitter. If the foe got caught, he would’ve gotten blasted back by the pure, concussive power.
[274/2195] BATTLE TRACKER{Click me!} DEFENSE PHASE. Bryce At-will Reactive: Countermeasures | Turn Reactive Standard Action to Reactive Bonus Action. Bonus Action 1 - Reactive: Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | -15 ki Attack 1: Zam 50 vs Bryce 128 (33) = Critical fail! Attack 2: Zam 50 vs Bryce 123 (28) = Critical fail! Total damage: 0 - 3 = 0
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Bonus Action 2: Power Up | +25 ki and +25% PL Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge.
At-Will: Phaser Ring Mouth Blast | Perform an Enhanced Energy Blast | Cannot crit hit or crit miss Accuracy: ePpUCHxS1d100+40 Damage: 2d6+4
Standard Action 1: Bright Burst (Palm Blast) | -14 ki | Bashing | Blind 30% Accuracy: 1d100+40 Damage: 3d10+2 Status: [rol=1d100] (30 or below)
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Countermeasures | Stacks left: 1 Powered Up | +25% PL | 1/2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn.
Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use. Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 14/100 | KI: 31/155 PL: 7620 (base) -> 9525 (powered up) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1
(Rolling the failed status again! If the rolls reset or stuff happens, the original results were miss and miss!) Status: 1d100 (30 or below) 1d100+40·2d6+4·1d100+40·3d10+2·1d100
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Post by Tolvur-Q12 on Nov 30, 2019 8:29:05 GMT -8
A little lesson in thinking the wrong thing, a lesson in your hubris and how the tide could very well be turned in the last seconds of any match. This wasn't tide-changing, but it was certainly a lesson in thinking the right thing at the wrong moment. Like now, how his assumed final attacks would hit and goad the majin on further, when it appeared that Zam had a trick up her sleeve. Maybe this is what she wanted, to draw Bryce into a trap. And that she had done, a trap he actually felt pretty proud of on account that it wasn't something everyone could do, and that despite being a trained monk, he couldn't see it coming. His knee was stopped dead in its tracks, and the sideways kick that followed was also stopped and firmly held in place. It was good thinking on the behalf of Zam, and he had to give her that at least, that she wasn't as stupid as he had made her out to be. She played dumb like it was her life, but the second you would feel you could outsmart her every move she pulled something like this, and when she couldn't find an opening to strike, she simply made one. Her mouth opened wide, and then continued to grow even wider to the point of Bryce being able to feel some kind of energy playing part in it. Through feeling that he realized he had to get out, he had to somehow get his leg free and get out of range.. however, he would quickly figure that with his leg being held.. he could very well let himself drop to the ground in the hopes of dodging the incoming discharge of energy that way. And it worked when he did so too! Dropping down allowed him to take note of the pure energy flying over his head and missing him, though he would quickly find a hand pointed at him on the ground then. Also not good. Then he got an idea on how to dodge the second attack; simply use his hand to push off of the gorund and twist his body around, yanking his leg from Zam to dodge the beam being shot at him only barely. He used that momentum though to spin right into another kick aimed for her opened hand, and then spun around even harder to deliver a diagonal kick aimed at her shoulder. ============ WC: 410 TWC: 2780 Defensive Phase Bryce is hit 0 time(s) for 0 damage!
Battle effects Countermeasures 1/2
Edge
Edge 1. Powerlevel must be x1.5 opponent +2 damage reduction/mod
Edge 2. Powerlevel must be x2 opponent: +5 accuracy, 3 damage reduction/mod
Edge 3. Powerlevel must be x3 opponent: +10 accuracy, 4 damage reduction/mod
Edge 4. Powerlevel must be x4 opponent: +15 accuracy, 5 damage reduction/mod
Attack Phase At will: Elder student's gi: +10 accuracy with basics
BONUS ACTION: Enhanced Sense: +5 defense/accuracy, +2 DR/dmg STANDARD ACTION 1: Strike STANDARD ACTION 2: Strike
ROLLS
STANDARD ACTION 1: WtnMcGmQ1d100+65 Damage: 1d8+6 Thrill of the hunt: 1d6
STANDARD ACTION 2: 1d100+65 Damage: 1d8+6 Thrill of the hunt: 1d6
Stats: Powerlevel: 6,546 Health Points; 90/90 Ki; 66/100 [0/100 regained] Defense; 100 Accuracy melee; 50 Damage modifier melee: 4 Accuracy ranged; 25 Damage modifier ranged: 3 Damage reduction: 3
Techniques
Clash [1/1] -20 ki + cost of attack 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.
Enhanced Sense ∞ You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle. [6/9]
Countermeasures [0/1] -15 ki You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure".
Feint [2/2] -15 ki You avoid 1 attack targeting you on this turn; this does not work against Critical Hits.
Items Flexmetal staff You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. 3 uses per thread [3/3] Bonus action
Elder student's gi At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. 1 bonus per turn At-will
AI assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.
Traits Class 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. [+0] Class Solid foundation You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Thrill of the hunt Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6. Racial Infinite core type You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. Instinct - AI assistant Your Defense is increased by +15. Quick draw - AI assistant You may activate Weapon-type items as At-Will Actions. Blitz - AI assistant When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action. N/A
1d100+65·1d8+6·1d6·1d100+65·1d8+6·1d6
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Post by Majin Zam on Dec 1, 2019 0:58:11 GMT -8
Bathed in the hateful aura, the small powerhouse wasn’t just faster and stronger... When the foe delivered his kicks, he would find she was far tougher too. Just not in the traditional sense. Her hand and shoulder deformed beneath the impact, giving in like soft rubber. And yet... As soon as the momentum stopped, her body bounced back, barely even bruised. Her regeneration still struggled to keep up, but slowly that was changing too. Maybe it was foolishness... Or just ignorance... But the child kept fighting furiously against impossible odds. Still... Even a miracle couldn’t help her now. She simply refused to acknowledge that. Not that there was much room for thoughts beneath all the anger.
Zam kept her crimson stare locked on the foe like a laser beam. The blaze around her body flared violently, growing even stronger. If the foe strayed too close, he too would’ve gotten hurt by the power spike. She leveled her other hand at him. Another wide blast shot out, trading accuracy for raw destructive power. Despite constantly spewing out uncontrolled amounts of ki, her energy level didn’t show any signs of wavering. It had dipped momentarily after the massive explosion, but her reserve quickly refilling again. Almost like... It was endless... Well, Majins did work in weird ways.
[219/2414] BATTLE TRACKER{Click me!} DEFENSE PHASE. Bryce Attack 1: Zam 50 vs Bryce 79 = Hit! 10 dmg! Attack 2: Zam 50 vs Bryce 101 = Hit! 18 dmg! At-will Reactive: Countermeasures | Turn Reactive Bonus Action to Reactive At-will Action.
Universal Targe Hateful Aura | +10 DR Bonus Action 1 - Reactive: Guard Majin Malleability | +10 DR | -9 ki Total damage: 28 - 23 = 5
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Bonus Action 2: Power Up | +25 ki and +25% PL Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Edge 1 active | +2 DMG, +2 DR
At-Will: Phaser Ring Aura Flare | Perform an Enhanced Energy Blast | Cannot crit hit or crit miss Accuracy: 3H_dDWGM1d100+40 Damage: 2d6+6
Standard Action 1: Bright Burst (Palm Blast) | -14 ki | Bashing | Blind 30% Accuracy: 1d100+40 Damage: 3d10+4 Status: 1d100 (30 or below)
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Countermeasures | Stacks left: 0 Powered Up | +25% PL | 2/2 Powered Up #2 | +25% PL | 1/2 Edge 1 | +2 DMG, +2 DR
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn.
Reckoning | Gain an additional Standard Action | At-Will | 2 uses. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn.
Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -14 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(19+Attack cost) ki | 1 use.
Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -15 ki | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 12/100 | KI: 39/155 PL: 7620 (base) -> 11430 (powered up x2) FIGHTING ACCURACY: 25 | ENERGY ACCURACY: 40 | DEF: 50 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+40·2d6+6·1d100+40·3d10+4·1d100
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