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Post by Atalan on Dec 14, 2019 4:38:40 GMT -8
As the action started, Atalan began to realize just how much over his head he was. The saiyan was a monster as he charged in at Kiryu... who had himself been flinging curses and enchantments about freely. While they were distracted by each other... maybe it was his chance to get a few shots in all around. He casually raised his left hand in a fist towards the pig woman as he began tracing crackling yellow runes into the night air. The ruby on the ring glowed and sent out a beam of crimson energy towards the swords woman. Atalan quickly opened his left hand and sent another more traditional cimson ki blast aimed at her stomach. He finally finished tracing the yellow runes... which flared and danced more wildly for a moment as Atalan's power worked his will upon them. The runes melded together and shot up above the fight and formed a yellow orb. The orb split itself into three and shot down at each of the other fighters in equal increments. Atalan moved back a bit to give himself some room in case the pig haired demon duchess decided to charge. He had a feeling distance would not matter for the other arcane wielder or the saiyan who seemed to overflow with power. It did serve to make him feel a bit better though. His man servant stepped back on the beach and dropped a drink he had gotten from somewhere as he saw what was going on. He snapped, "Get a hold of yourself, Beauregard. I might need you soon, stand ready!" Perhaps Beauregard was not the only one who needed to get a hold on themselves...{ } Edge 1: Your PL must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction.
Edge 2: Your PL must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction. Edge 3: Your PL must be 3x an opponent’s; you gain +10 to the value of your Accuracy dice roll, +4 bonus damage on all attacks, and +4 Damage Reduction. Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction. DEFENSE PHASE.[Opponent's Name] Attack #1 vs Atalan (80): Miss [Opponent's Name] Attack #2 vs Atalan (80): Miss 0 dmg - 2 DR = 0 dmg. OFFENSE PHASE.Bonus Action: Phaser Ring at Melody 2QAIKwE91d1002d6+2Action 1: Energy Blast -1 ki At Melody 1d100+452d6+7Action 2: Raiju -23 ki | Targeting Kiryu, Melody, and Cayle 1d100+60 -5% PL and -5 ki if hit 15 damage if it hits Shock on 40 or less 1d100EFFECTS.TRAITS. Intimidating Power
Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Power Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. ITEMS.Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread. DEFENSE/UTILITY TECHS. FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. MAGIC MATERIALIZATION You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. PAPARAPAPAYou use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread. Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.ZamhareerAtalan extends his right arm and quickly traces a glowing row of glyphs that swirl together and then glow and open an icy blue portal that shoots multiple ice spikes at his foe.
Type: Energy, Barrage, Ranged Action: Standard Action Base Damage: 4d6+4 Major Effect:Piercing Minor Effect: Freezing Cost: 20 ki Raiju Atalan sketches four crackling runes into the air that burn the retinas to behold. As he finishes a storm cloud roils into existence above his foes and rains lightning down upon them. Type: Energy, Ranged, Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets and has +15 Accuracy Major Effect: Bashing Minor Effect: Shocking Cost: 25 ki PL: 4671 HP: 50/50 | TEMP HP: 0/0 | KI: 63/100 FIGHTING: 15 | ENERGY CONTROL: 40 | REFLEXES: 20 | RESILIENCE: 15 MELEE ACCURACY: +20 | ENERGY ACCURACY: +45 | DEF: 80 DR: -2 | DMG MODIFIER: 0 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [281/1381] 1d100·2d6+2·1d100+45·2d6+7·1d100+60·1d100
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Post by Melody on Dec 15, 2019 23:53:32 GMT -8
The gauntlet was thrown, the Duchess raised the flat side of her blade to take a hit from boy wonder, cutting the damage by half as the rest spilled over; the violet aura that surrounded her shocked Kiryu back in retaliation. Melody smiled at the teenage mage, as soon as Cayle was done with him, she followed up with her sword, cutting through the air and whipping up the imbued red ki energy across his chest. In the same instance, Atalan took aim at her, and she retreated back hopping backwards across the sand a couple of times dodging both attacks until the demon electrocuted the whole beach with his surging power. The violet aura continued to dance around her as it returned part of the damage to the Baron of the wasteland. Melody closed the distance, running her free hand over her green hair to discharge the effect on the wet sand, and swung her blade cutting through the air to deliver a searing strike with her sword at the demon. [172] [1,324]
To Hit: WjHHSlRC1d100+55Energy Control +30 +10 Level 1 Conqueror + 15 Focus Energy Crit on 75 or higher on natural roll Damage: 5d8+11+1 Damage Mod Searing: 1d10040% Chance -- If it hits then add +5 to accuracy on the second attack on Atalan . Reverberation. -- To Hit: 1d100+55Crit on 75 or higher on natural roll Damage: 5d8+11Searing: 1d10040% Chance {Spoiler}{ Statistics} Initiative Order: 39-Kiryu 19- Cayle 18- Atalan 2-Melody ____ Action Round IKiryu vs Melody 155 vs 80 = Hit! Incoming Damage: 13- 6 DR = -7 Lightning Aura Damage on Kiryu= -2 Atalan vs Melody 28 vs 80= Miss! 52 vs 80= Miss! Atalan vs Area of Effect 122 vs 80 = Hit Incoming Damage= -15, -5% PL, -5 ki Status Effect: Shocked Lightning Aura Damage on Atalan= -1 - [Passive Effect] Lightning Aura Rank 3 | Round 1/5 [Passive Action] Auxiliary Core [At-Will Action] Momentary Ascension- Removed Shocked Status Effect from Atalan [Bonus Action] Focus Energy [Standard Action] Heart Stroke I Kiryu [Standard Action] Heart Stroke II Atalan Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 Power up x 1.25= 7,723.6-.5% Raiju =7,337PL Power up released, Turn 2/2 Power up Uses: 0/4 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+30(Fighting)+10 Level 1 Conqueror / 1d100+30(Energy Control)+10 Level 1 Conqueror Defense: 50+30 (Reflexes)= 80 HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 75 -22= 53hp KI: 85 ki - 10 focus Energy= 75 ki -5 ki Raiju= 70 ki DR: -6 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive 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: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURA RANK 3A 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. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE RANK 2Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: -- 1d100+55·5d8+11·1d100·1d100+55·5d8+11·1d100
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Post by Kiryu on Dec 16, 2019 0:20:08 GMT -8
Well, Kiryu, thought to himself, The potential of a Saiyan warrior is clearly no joke. Cayle did move to attack Kiryu, and only Kiryu, which had been one of the most likely near futures that Kiryu had foreseen. Even if he had not beheld it via mystical methods, Kiryu would still have expected it. Tactically, it made sense; Kiryu was the strongest person there. Or, at least, he had been until Cayle buffed the hell up. Hidden behind his Susanoo, no one could see his eyes go wide at the frankly crazy increase in power exhibited by Cayle. Not much could escape Kiryu’s eyes, and he saw that the technique was deleterious to Cayle’s health, causing strain and injury to his body. Kiryu had no idea what this maneuver was, though he had heard his father theorize of the existence of techniques that fed on your own vitality to propagate an increase in your strength. Kiryu’s dear old dad had probably never thought of something this effective, though. Kiryu was evasive as hell. He was so agile he was practically a contortionist, but as Cayle Potaset, son of Pota Potaset, launched himself forward, an intense barrage of every type of physical attack imaginable coming with incredible speed, even the wily warrior mage had to call upon his spiritual energy to increase the alacrity of his motions. Even then, Kiryu could feel Cayle closing in. As a last ditch effort, Kiryu modified his Susanoo, temporarily reducing the size of the energy armor to be less bulky, having it cling to his body like a second skin. Kiryu ducked and dodged and weaved, his focus intense. He slipped Cayle’s punches by moving his head or slanting his body just enough that he could feel their power rend the air nearby. He ducked kicks and dodged head butts with so thin a margin of error that a sudden sneeze would have brought him into the path of the powerful attacks. Still, Kiryu was nothing if not persistent, and he managed to slip by all of Cayle’s mighty attacks. At Cayle’s words, Kiryu did not quite audibly sigh. He was getting a little tired of people judging him for his combat tactics. ”Darkest magicks? You and I must have a different definition of that, my friend. That’s just a simple hex to impede your ki flow. It will be gone soon. Not like I froze a village or anything, right?
You are a man with a purpose. I like that. I respect that, and that purpose seems a noble one. If your goal is truly to free your people, to lead them to a better tomorrow from oppression… you may have found an ally in me.
Which I will be happy to discuss after we finish smacking each other about, of course!”Baron Atalan called upon his own bizarre magical power, and Kiryu tried to turn his ki enhanced eyes to the man to see how we constructed his spells. It was too far away for Kiryu to get a good luck, but it did put Kiryu’s eyes over to Atalan as his attack came Kiryu’s ways. It was a good attack, though not the equal of Cayle’s onslaught, and Kiryu easily slipped the attack. He decided that he shouldn’t let Melody and Cayle have all the fun, so from his Susanoo’s eyes, he fired twin beams of crimson energy at the demonic nobleman. Before he could continue his assault, Melody lashed out with a powerful attack, but to Kiryu's sharpened senses, the strike might as well have been in slow motion, and he avoided it easily. Focused as he was, Kiryu felt his reflexes becoming sharper as he tuned more and more in to the flow of the battle, and he turned his gaze back over to Cayle. ”Let’s see how you handle this!”At that, Kiryu utilized his speed and moved forward. He formed magical barriers around his hands to protect them from the damaging energy field that Cayle had created, then proceeded to make spear hand attacks targeting the Saiyan’s pressure points, especially the ones on his arms, around the brachial and radial nerves. The attack was designed to make it harder for Cayle to utilize ki to make powerful attacks; Kiryu did not really want to be on the receiving end of those again, or, at least, he wanted to make sure that if he did make those attacks, they would be as costly for Cayle to utilize as possible. Kiryu considered continuing his assault, but decided instead to focus and regain his ki. When Kiryu did so, his power blossomed, causing his Susanoo to flare with a more intense light, one that could be daunting unless you possessed great strength of your own.
[WC=809] [ETWC=2,932] Battle TrackerDefense Resolution- Kiryu’s Defense is 165 from Divination. Kiryu uses Enhanced Rapid Movement for +25 Defense and the ability to dodge crits. Kiryu uses one of his energy constructs for +10 Defense.
Cayle makes 3 attacks, with accuracies of 196, 134 and 122. All attacks miss, activating Wild Sense (+15 Accuracy, +15 Defense)
Atalan makes an area attack, with accuracy 122. This attack misses, activating Wild Sense (+5 Accuracy, +5 Defense)
Melody crit fails. This attack misses, activating Wild Sense (+5 Accuracy, +5 Defense)
At-Will- Use Energy Construct for +10 Defense
Bonus Action- Enhance Rapid Movement (+25 Defense, Crits do not auto-hit), -12 ki
At Will- Susanoo Eye Beam vs Atalan (Paparapapa Attack)
Attack: Nh7Rsk9A1d100+30
Damage: 1d6
Standard Action- Pressure Point Strikes vs Cayle (Paralyze Rank 3), -1 ki
Inflict Chance 90%: 1d100
Damage bypassing DR: 1d6
On Inflict; Stun 5 rounds. Stun deals 1 damage bypassing DR per turn. Stun reduces Damage and DR by -2 while inflicted.
Standard Action- Power Up (+25 ki, +25% PL/2 turns)
Arcane Points- 3/5
Energy Constructs- 5/6
Recovery Package- +6 HP/+4 Ki Turn 3 of 5
Susanoo- 3/4 Uses Remaining
Wild Sense- +25 Accuracy, +25 Defense, Turn 1 of 5 Techniques
Evade (Feint Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Blocker (Demon Eye Rank 3)- 2/3 Type: Utility Action: Bonus Action Requirements: Requires Energy Control skill of 30 or Magic Materialization. Effect: You have a 75% chance to inflict the Cripple status on your target and the effect lasts for +2 turns. The max chance to inflict with any effect is 95%. Cost: 5 ki. Limit: Three times per thread. Ranks: Rank 2 is 85% chance to Cripple. Rank 3 the technique also inflicts the Special Status Effect “Cursed” on its target if it is successful. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Construct (Paparapapa Rank 3)- 0/1 Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below:
Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an “Equipped” item.)
Increase the damage of 1 Special Technique used on this turn by +1d6.
As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ki Gun Type: Energy/Ranged/Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Burn Cost: 15 ki Learn: 2 weeks
Magic Materialization (Rank 3)- 1/2 Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2 ki per 10,000 zeni of the desired item. If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Pressure Point Strikes (Paralyze Rank 3)- 2/2 Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Twice per battle. Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP
Solar Flare (Rank 3) Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Susanoo (Energy Constructs Rank 3)- 0/1 Type: Utility Action: Bonus Action / At-Will to use constructs Requirements: Requires Energy Control skill of 40. Effect: Energy Construct is activated as a Bonus Action and grants 4 Energy Constructs. As an At-Will Action, you may spend a single construct for an effect listed below.You may use at-wills from this technique more than once in a given turn.
Give +10 to a single Accuracy roll on your turn. One per attack.
Gain +2 bonus damage for a single attack you make. Two per attack max.
Add an additional +15% chance to inflict a status effect for a single attack or item on your turn that has one already. The max chance to inflict with any effect is 95%. One per attack.
As a reaction you gain +10 Defense against all attacks. One per turn.
As a reaction you gain 4 DR against all attacks during turn. One per turn. Cost: 15 ki Limit: Once per thread. You may have only one set of Energy Constructs active at a time. Ranks: Rank 2 you create 5 constructs. Rank 3 you create 6 constructs. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 3 MP.
Teleport (Rank 3) Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. Cost: 25 ki. Limit: Once per battle. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
The Snap Type: Ranged Energy Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 35 ki Learn: 2 weeks
Wild Sense (Rank 3)- 1/1 Type: Defense Action: Bonus Action Effect: On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. Duration: 3 turns. Cost: 10 ki. Limit: Once per battle. Ranks: Rank 2 lasts for 4 turns. Rank 3 lasts for 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Traits
Instinct (Ability 1) Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +15.
Intimidating Power (Class 1) Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Classes: Conqueror, Powerhouse, Witch/Wizard
Technique Slots (Ability 2)
Efficiency (AI Assistant) Requirements: Energy Control Skill of 40 Activation: None (Passive) Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Glancing Blow (AI Assistant) Activation: Reactive Bonus Action Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value. Limit: 2 times per thread, may reduce only up to 20 damage per use. Class Abilities
Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects -Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. -Divinate: You gain +10 Defense on your next turn. -Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Shun Goku Satsu (Bane) After repeatedly targeting an opponent's pressure points, Kiryu targets his foe's entire ki network with powerful blows and pinpoint strikes that can badly damage the internal organs of nearly any enemy.
Once per turn, as an At-Will Action, you may remove any number of Status Effects(inflicted by you) from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP.
Hexcraft While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on each opponent. Equipped Items
Baba's Crystal Ball- When equipped you gain a bonus 10% chance to inflict any status effect, and all successfully inflicted status effects have their duration increased by one round. Once per battle, you may use the "Divination" technique, even if you do not know it. As an item of great power simply possessing Baba's Crystal Ball generates an increase of 10% to the user's base power level.
A.I. Assistant- Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Recovery Package- The target of this item restores +6 HP and +4 Ki per turn, at the end of each turn, for 5 of their turns.Activation- Bonus Action
Expert Training Gear- You gain an additional 50% PL from thread rewards while wearing this outfit.
Lucky Trinket- Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Battle Stats
Natural PL: 17,513
Base PL: 19,308
HP: 65/65 | KI: 89/100
FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 50 | RESILIENCE: 25
MELEE ACCURACY: 35 | ENERGY ACCURACY: 60 | DEF: 130 (Currently 155)
DR: +4 | DMG MODIFIER: +2 | KI COST: -2 | Power Up Ki Restored: 0/100 1d100+30·1d6·1d100·1d6
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Post by Atalan on Dec 16, 2019 12:02:00 GMT -8
strange power li_xLc6f1d41d4
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Post by Cayle Pota on Dec 19, 2019 0:34:22 GMT -8
The Saiyan shook his head as somehow his attacks were entirely dodged by this witch, the former farm boy taking note of it and wondering how exactly how his strikes were all misses, even the one he felt almost hit. It felt like the universe was even more broken and wrong than it already was, and so he shook his head. “Invading someone's spiritual space with your energy is a dark magick. There's no arguing that, even if you don't think it's the case. It's imposing your will on someone in a way that any of those who did not know how to sense spiritual energy would not even understand as coming their way. If you come at someone to disable their ability to do a thing by restraining them or breaking their leg? That's something anyone can see. A clean action.” Cayle argued back, continuing his disapproval with another shake of the head, before he was hit by yet another pair of spells, one from Atalan and one from Kiryu. Witches. Ugh. Truly they were among the worse scoundrels in the entire world. He could still feel the boost of power flowing through his body, and he shook his head. As stacked and uneven as this battle was, Cayle Pota, son of Pota Potaset, was not a man who would let the Universe push him around or tell him he could not do something, at least not anymore. He had survived nearly a decade of being a test subject and slave of the Tuffle Science Executive, this was piddly shit in comparison. “We'll talk about that when we get done, maybe.” he mentioned, before launching himself once again forward with a set of strikes, identical to the ones which he had used before. Until he could actually trust them or knew that they would not be walking away from a battle they had been in with him, Cayle had no reason to reveal all the stops of his possible techniques. The basics worked just fine. [338] [3043] INCOMING DAMAGE: 15 (Atalan) -20 =0. 2 (Unignorable because Demon Ring or whatever). At-Will: Enhanced Sense – Modern Scouter (Use 2 out of 5) SENSE (ENHANCED)You reach out with a sixth sense and can feel the energy of others around you.Type: Utility Action: Bonus Action - Reactive Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn. Cost: None Limit: Once per turn. Enhanced: 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. It is now the 3rd round of the battle, and thus Enhanced Sense now provides an additional 1 DR and Damage in addition to the amount that it already provides. So +2 DR and +2 Damage thanks to Enhanced Sense. Kaioken 2nd rank is still active, as such Cayle's Attacks now Deal: +4 damage each, and his Defense is now 81. His Power Level is notated below, but is 2X what it was at base. This is the last turn it is active without a re-up. At-Will: HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Activating Haste 1 time, gaining another Bonus Action in the Process. 1 Use out of 3 remaining. Bonus Action 1: Using – Flurry of Blows @kiryu Flurry of BlowsActivation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie To-Hit: 3FU2lmPn1d100+70Damage: 3d4+17+2 (Fighting Skill Damage Modifier)+2(Class Damage Modifier)+3(Might)+4(Kaioken – Rank 2)+3 (Edge 2)-2 (Curse)+2(Enhanced Sense)+3(Cape of Vegeta the 4th)=17 Bonus Action 2: Using – Flurry of Blows @kiryu Flurry of BlowsActivation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie To-Hit: 1d100+70Damage: 3d4+17+2 (Fighting Skill Damage Modifier)+2(Class Damage Modifier)+3(Might)+4(Kaioken – Rank 2)+3 (Edge 2)-2 (Curse)+2(Enhanced Sense)+3(Cape of Vegeta the 4th)=17 Action 1: Using Clash to use: Green Steel Strike KiryuGreen Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. TO-HIT: 1d100+70DAMAGE: 3d10+17CRIPPLING CHANCE (1-40 on a 1d100) 1d100+2 (Fighting Skill Damage Modifier)+2(Class Damage Modifier)+3(Might)+4(Kaioken – Rank 2)+3 (Edge 2)-2 (Curse)+2(Enhanced Sense)+3(Cape of Vegeta the 4th)=17 Action 1: Using Clash to use: Green Steel Strike KiryuGreen Steel Strike | MidorikoudagekiA simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies.Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1. TO-HIT: 1d100+70DAMAGE: 3d10+17CRIPPLING CHANCE (1-40 on a 1d100) 1d100+2 (Fighting Skill Damage Modifier)+2(Class Damage Modifier)+3(Might)+4(Kaioken – Rank 2)+3 (Edge 2)-2 (Curse)+2(Enhanced Sense)+3(Cape of Vegeta the 4th)=17 Natural Power Level: 14,818 PL Base Power Level: 18,523 PL Current Power Level: 37,046 PL Current Edge: N/A (Applicable per player) / vs Kiryu Edge 2. Vs Melody Edge 4. Vs Atalan Edge 4. Note: Skills and Statistics Fighting: 40 Energy Control: 30 Reflexes: 40 Resilience: 40
Fighting Accuracy: 1d100+45(Fighting+Class) Energy Control Accuracy: 1d100+35 (Energy Control+class) Defense: 75 (81) HP: 102/120 Temp HP: 15/18 KI: 20/100 KI Restored with Power Up: 015/100 – 85 KI Able to still be restored
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 Ki Reduction Per Attack: -1 Class Damage Modifier: +2 DR: 10 (Plus 3 from Fortify, Plus 2 from Enhanced Sense)=15 Base. (Plus 3 vs Kiryu) 18 DR / 20 DR (Plus 5 vs Atalan and Melody)
Masteries: Potential Mastery- Each Level of Potential Mastery Increases all of your skills by +5. Afer purchasing all 5 levels of potential mastery, your skills should be increased by +25. When respeccing your character, MP spent on Potential Mastery is never refunded. Rank 5.(-30MP)
Focus Mastery- Each level of Focus Mastery increases a single Skill of your choice by +5 permanently. You do not have to choose the same Skill for each level of Focus Mastery. The total value of Focus Mastery’s skill increases is +25. Rank 4. (10 MP) Rank 1, and 2 to fighting. Rank 3 and 4 to Reflexes.
Class Mastery- Every level of Class Mastery increases your Class Level by 1; at level 1 and 2, you gain access to 1 Class Trait chosen when you purchase respective ranks of Class Mastery (found on the Traits page). Class Trait choices are restricted to your chosen class. Additionally, each level of Class Mastery grants you one additional Class Feature based on your class, as seen in the Classes page. Level 1: Last Stand, Flurry of Blows Level 2: Intrepid Advance, Trample
Technique Mastery- Each level of Technique Mastery unlocks a new Technique Slot. When you purchase a level of Technique Mastery, you are not required to fill that technique slot immediately, but we do recommend making a decision as quickly as you can given that each technique still has learning time attached to it. (Rank 2/5: -10 MP)
Traits: Zenkai (Racial Trait) Requirements: Saiyan Effect: You gain an additional 1 PL per 10 words in Life and Death Battles. In addition, when in a life or death battle and below 50% HP, increase your Fighting by 5.
Flurry of Blows Activation: Passive Effect: You may use your Bonus Action to perform a Strike basic technique; this strike's base damage is dealt as xd4 damage, wherein X is equal to the number of other melee attacks you perform on this turn. Limit: -- Classes: Martial Artist, Protector, Techie
Trample Activation: At-Will Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP. Limit: 2 times per thread. Classes: Powerhouse, Protector, Ravager
Class: Protector Class Features: Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses- Whenever a combatant deals damage to you with an attack, they receive damage equal to your class damage modifier (2 per attack); this bypasses Temporary HP and DR.
Last Stand- If an attack would reduce you to 0HP (or lower), you are instead reduced to 1HP and 20Ki (even if you had less than 20Ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Intrepid Advance- Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier (with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn.
CLASH 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. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
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. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
HEAL You mend flesh and knit bone using a mystical power. Type: Utility Action: Bonus Action Requirements: Requires an Energy Control skill of 30 or the Mystic class. Effect: You restore 15 HP to a willing ally or yourself. Cost: 10 ki. Limit: Once per ally. Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
COLCANNON | KANREIHOU A technique that resembles its creator in more ways than one, the user builds up spiritual energy in their hands, before picking up a boulder or large rock and crushing it to dust- then letting the energy go and forming what amounts to a rudimentary rail gun out of the process. This dastardly attack sends hundreds if not thousands of small jagged rocks forth on the push of the energy pushing it as it is thrown.. Type: Physical, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Projectile, Wounding Cost: 37 Ki Learn: 2 weeks for Rank 1.
Green Steel Strike | Midorikoudageki A simple strike replicating a type of vegetable grown on the likes of Planet Vegeta, with Midorikoudageki, or the Green Steel Strike, the user focuses their spiritual energy through their body from shoulders down to their forearms, all the way to the tips of their fingertips to focus their might all into one point and strike there. Like the plant which does so, it hardens their bodies and also sends out a massive strike to their enemies. Type: Physical Melee Single Action: Standard Action Base Damage: 3d10 Base Damage Major Effect: Fortify Minor Effect: Crippling Cost: 15 Ki Learn: 2 weeks to learn rank 1.
Kaioken (Rank 2) You forcefully draw out the potential locked behind your natural limits, allowing you to dramatically increase your power in short bursts in exchange for severe damage to your body. Type: Legendary Utility Action: At-Will Effect: You regain 50 ki at the time of use and increase your Base Power Level by 50%. Additionally, increase your damage dealt with all attacks by 2 and your Defense by 3 for this technique’s duration. If you possess Enhanced Power Up, you may choose to instead regain 75 Ki. Duration: 2 Turns Cost: 10 HP Limit: Power Up may not be used while Kaioken is active, and Kaioken may not be activated again until it expires. Kaioken shares a maximum Ki Restoration limit with Power Up. Ranks: Rank 2 allows you to use Kaioken x3, doubling Kaioken’s Cost and Effect. Rank 3 allows you to use Kaioken x4, tripling Kaioken’s Cost and Effect. Learn: Requires a 5,000 word quest and 4 weeks to learn.
EQUIPPED ITEMS: Equipped Items -Cape of Vegeta the IVth (Artifact Slot)
-Bio Suit (Accessory Slot) -Expert Training Gear (Outfit Slot) -Modern Scouter (Supplementary - Technology Slot)
-AI Assistant (Supplementary - Technology Slot 2)
1d100+70·3d4+17·1d100+70·3d4+17·1d100+70·3d10+17·1d100·1d100+70·3d10+17·1d100
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Post by Atalan on Dec 19, 2019 19:27:51 GMT -8
The battlefield had devolved into a wild melee with the combatants rushing hither and yon attacking seemingly willy nilly. The raiju seemed to have been largely a failed endeavor, though he saw it strike the green haired pig duchess with quiet satisfaction. He was considering launching an attack at the other wizard on the field when he saw the duchess closing in on him with a determined quickness. He snapped his fingers and called out, "Now, Beauregard." The spindly limbed manservant leaped in front of the duchess' sword as Atalan quickly sketched 2 burning crimson runes into the air that coalesced into a protective barrier just as the duchess cut through poor Beauregard and into the barrier. He felt his connection to the flow of the arcane open wider allowing the shield to absorb more of the energy of the cut before it finally shattered the barrier and slammed into his side, leaving a burning sensation all across his side. He hissed in pain as he hopped back and grabbed at the wound.
He looked down at it, while it was painful, he had received worse. He just wished the burning pain would cease. He looked back up at the duchess with narrow eyes and raised his arm in a twisting motion, sending a crimson bolt streaking across the night towards her gut. He sketched a series of three runes in the air that burned crimson for a moment and then fired a barrage of smaller bolts towards the pig woman. He started shuffling towards the brute and the other wizard. Maybe he could divert one of them into smashing her for him... { } Edge 1: Your PL must be 1.5x an opponent’s; you gain +2 bonus damage on all attacks, and +2 Damage Reduction. Edge 2: Your PL must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction. Edge 3: Your PL must be 3x an opponent’s; you gain +10 to the value of your Accuracy dice roll, +4 bonus damage on all attacks, and +4 Damage Reduction. Edge 4: Your PL must be 4x an opponent’s; you gain +15 to the value of your Accuracy dice roll, +5 bonus damage on all attacks, and +5 Damage Reduction.DEFENSE PHASE.Melody Attack #1 (142) vs Atalan (80): Crit +5 damage +4 more from slashing [Opponent's Name] Attack #2 vs Atalan (80): Miss 41 dmg - 2 DR -5 dr from edge 4 -15 damage from Beauregard-10 damage from guard = 9 dmg. Burning also inflicted 3 damage OFFENSE PHASE.Affected by Intimidating power from Kiryu, -10 acc and -1 damage Bonus Action: Guard -8 ki Action 1: Energy Blast -1 ki At Melody Action 2: Energy Blast -1 ki At Melody Image of dice rolls from previous post: EFFECTS.TRAITS. Intimidating Power
Activation: Passive Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.) Limit: -- Power Requirements: Energy Control Skill of 30 Activation: None (Passive) Effect: Your Energy attacks deal +3 bonus damage. ITEMS.Phaser Ring This ruby ring contains a hidden blaster and is a popular, if not gaudy, accessory employed by assassins and nobility alike. Type: Weapon - Hidden Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Activating Phaser Ring performs a Ranged Enhanced Energy Blast attack, even if you do not possess the Enhanced Energy Blast technique. This attack may not Critically Hit or Critically Miss its target and is not modified by your Traits or Class Features in any way. This Enhanced Energy Blast does not cost any ki. Limit: 4 uses per thread. DEFENSE/UTILITY TECHS. FEINT You make a deceptive motion that throws off an enemy's attack, disrupting their ability to complete a full combination.Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. MAGIC MATERIALIZATION You conjure or summon an object out of thin air using magic. Type: Utility Action: At-Will Requirements: Requires an Energy Control skill of 50. Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item. Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items. Limit: Once per thread. Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. PAPARAPAPAYou use magic to call forth a minion or ally to help you in your fight. Type: Utility Prerequisite: Requires Magic Materialization. Action: Bonus Action / At-will to order sidekick Effect: You create a Sidekick to fight alongside you. You can only equip or summon one sidekick per battle. As an At-Will Action your sidekick can take one action listed below: --Make a melee or energy attack with a +30 modifier that deals 1d6 damage. --Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.) --Increase the damage of 1 Special Technique used on this turn by +1d6. --As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you. The sidekick can no longer be used after taking any damage. Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread. Cost: 15 ki Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. GIANT FORM You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP. ATTACK TECHS.ZamhareerAtalan extends his right arm and quickly traces a glowing row of glyphs that swirl together and then glow and open an icy blue portal that shoots multiple ice spikes at his foe.
Type: Energy, Barrage, Ranged Action: Standard Action Base Damage: 4d6+4 Major Effect:Piercing Minor Effect: Freezing Cost: 20 ki Raiju Atalan sketches four crackling runes into the air that burn the retinas to behold. As he finishes a storm cloud roils into existence above his foes and rains lightning down upon them. Type: Energy, Ranged, Area Action: Standard Action Base Damage: 10 Damage to up to 3 Targets and has +15 Accuracy Major Effect: Bashing Minor Effect: Shocking Cost: 25 ki PL: 4671 HP: 38/50 | TEMP HP: 0/0 | KI: 53/100 FIGHTING: 15 | ENERGY CONTROL: 40 | REFLEXES: 20 | RESILIENCE: 15 MELEE ACCURACY: +20 | ENERGY ACCURACY: +45 | DEF: 80 DR: -2 | DMG MODIFIER: 0 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [273/1654]
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Post by Melody on Dec 20, 2019 19:25:45 GMT -8
The probability of Kiryu surviving Cayle’s mighty attack was unfathomable, the only way to determine the winner of this battle was a last ditch effort to stab him with her sword one more time, and while everyone else was welcomed to try to take a stab at the quick reflexes the teenage mage had it seemed fruitless at this point. In the twenty five years she applied her talents to the art of swordsmanship made it seem like she was poking at Kiryu with a needle instead of a sword as he moved at such extreme speed that she forced herself not to blink in order to take aim. Applying all the ki energy she had amassed within her very soul, she made an attempt to strike Kiryu down with tears in her eyes, the vibrations of the blade echoed and pulsed across the beach at an increasing sound wave. A crater formed from where she stood as she aimed it at the teenage boy, ignoring one of the blasts from Atalan as she closed the distance, and absorbed the impact from one of the ki blasts. [187] [1,511] Crescendo Kiryu hq4pG5vs1d100+45[5d8+11] Shocking: 1d10040% Chance Cresendo @kiryu 1d100+45[5d8+11] Shocking: 1d10040% Chance {Spoiler}{ Statistics} Initiative Order: 39-Kiryu 19- Cayle 18- Atalan 2-Melody ____ Action Round IAtalan vs Melody 90 vs 85= Hit! 74 vs 85= Miss! Incoming Damage: 14-6= -8 -2 Damage to Atalan by Lightning Aura -- [Passive Effect] Lightning Aura Rank 3 | Round 2/5 [Passive Action] [At-Will Action] Haste: Power Up [Bonus Action] Sense [Standard Action] Crescendo [Standard Action] Crescendo Power Level: 8,827 -> Weighted Clothing -30%= 6,178.9 x1.25= 7,723 Power up Uses: 1/4 Name: Melody Species: Human Age: 30 Gender: Female Skills & StatisticsFighting: 35 Energy Control: 30 Reflexes: 40 Resilience: 40 Accuracy: 1d100+30(Fighting)+10 Level 1 Conqueror +5 Sense / 1d100+30(Energy Control)+10 Level 1 Conqueror + 5 Sense Defense: 50+30 (Reflexes)= 80 + 5 Sense HP: 50+ 40(Resilience)= 90-15(Conqueror Level 1 Class)= 53hp -8= 45hp KI: 70 ki +25 Power Up -37 Crescendo -37 Crescendo= 21ki DR: -6 Class: Conqueror Racial Trait: Lucky Dog Traits:Momentary AscensionActivation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector IndomitableRequirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4. Class Features:Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn. Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread. Reverberation - Whenever your Special Techniques successfully hit a target, subsequent uses of the same Special Technique gain +5 Accuracy. Reverberation applies only once per Special Technique. Enhanced Basic Technique after unlocking Potential Mastery:RAPID MOVEMENTYou use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Cost: 15 ki Limit: Once per turn. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits. Starting Non-Basic Technique Chosen: Heart StrokeA slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Techniques:CrescendoA deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. DEFLECTYou deftly parry or knock aside an attack headed towards you. Type: Defensive 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: 15 ki Limit: Once per thread. Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. LIGHTNING AURA RANK 3A 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. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. KI BLADE RANK 2Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP. Technique Slots: 5/5 Equipped items:Katchin SwordForged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material. Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread. Auxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Weighted ClothingSometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose. Type: Outfit - Weights Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive / Bonus Action Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events. Limit: None. AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat.In exchange for learning the killer of Ma-Te, Grand Duke Oolong's grandson, she was cursed by her assistant's spiritual witch craft for a price. It is both a blessing in that is allows her gain an advantage in battle and a curse because it constantly whispers in her ear in a language only she understands. Type: Supplementary - Technology Spirit Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Limit: -- Traits:HasteRequirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Quick-DrawActivation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn. SwashbucklerActivation: Passive Effect: You may use Sword-type items an additional 2 times per thread. Limit: --
"Alright, as a zeni expert, I concede. The probability of hitting you, wonder boy, is too damn high. I am no fool when this battle is lost. Sake bombs are on my account. Deal?"
Melody stepped back and sheathed her sword, glaring at Atalan to back off, as she flipped her green hair walked up towards the dog on the boardwalk, kneeling down to pet the slobbery dog breed. Taking the dog tag in her hand she noted that it was named Dogwood Lily and smiled. [86] [1,597] 1d100+45·1d100·1d100+45·1d100
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Post by Kiryu on Dec 30, 2019 12:21:37 GMT -8
Kiryu dodged and weaved, the onslaught of attacks coming his way taking him by surprise. They were very nearly enough to take strike him, even with his magically enhanced alacrity, and Kiryu had serious doubt about his ability to last through an attack as powerful as the ones that were heading his way. Still, the slippery sorcerer did not cease his motion, trusting his training and instincts. He was well served, as he ducked and twisted away, sometimes by a hair's breadth, from Cayle's mighty attacks.
Melody took more shots at Kiryu, as well, and showed that she was not someone to be taken lightly. The sand of the shore was scoured and cratered by the release of her spiritual energy, and Kiryu spun away, flipping laterally in the air from her superb swordsmanship.
As he cleared the last of the attacks, Kiryu skidded on the sand, bending his legs and gathering his muscles to leap forward with more attacks...
And then Melody conceded.
Kiryu paused, then. This was a friendly spar, after all, and he had no desire to try for a cheap shot. Still, Cayle and Atalan were relatively unknown to him, so he did not let his guard down.
Kiryu could have offered them insight on ways to make it past his defenses. Suggestions for strategy and tactics welled in his mind, but he kept that silent. These were people he might have to fight in earnest one day; none of them had earned his trust yet. So why tell them ways they could actually injure him? They would probably work out the proper strategem themselves, given enough time.
"Well, I still have plenty of fight left in me, but if you want to call it here and go get some sake bombs..."
Kiryu grinned.
"I suppose I could be persuaded to relax. What about it, Cayle, Atalan? Fancy having a drink or two with some weird martial artist strangers? Might be fun. We could swap stories, see who can drink the most, maybe go, I don't know, wrestle a dinosaur or something? It would probably be more fun than the last party I went to, in any case. Kind of a low bar there, to be honest. It can be hard to hang around mundanes, you know what I mean?"
Though his speech was genial and his offer genuine, Kiryu did not yet power down, ensuring he would be ready if any of the others decided they still wanted to spar.
[WC=415] [ETWC=3,347]
All attacks miss Kiryu's defense. Kiryu takes no offensive actions. If battle continues, Kiryu regains 6 HP/4 Ki and Wild Sense ticks down one more round.
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Post by Atalan on Jan 6, 2020 18:41:46 GMT -8
In response to Kiryu's query, Atalan lowered his hands and let his power dissipate. The display of these physical powered brutes seemed truly awe inspiring; the only other wizard had turned his gifts inward it seemed, honing himself for battle instead of making a lot of outward displays of arcane might. Either way, it seemed futile to continue as his attacks barely seemed to make a dent in his foes when they struck while their attacks against each other were titanic and some of them destroyed the surroundings and turned the sand to glass. Indeed it seemed the most sensible thing to let the matter drop and take the young wizard up on his offer and hope wherever they went didn't serve swill. Maybe he could glean some information on their training habits and such and find a weakness or something to exploit.
He cleared his throat, "I myself, have a powerful thirst. I could do with a drink." He waved his hand and summoned his pack to him and slung it over his shoulders as a final declaration of his non combatant status. He looked curiously at the odd wizard before him, "Where did you want to drink, human? Somewhere with decent wine I hope, though I guess decent beer will do."
[213/1867]
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Post by Cayle Pota on Jan 7, 2020 23:17:03 GMT -8
Cayle was seconds away from striking Kiryu every time they came together, and once again he felt as if he should have struck him but through some sort of reality manipulation on the part of the witch-wizard, he missed. The Saiyan's body was suddenly no longer washed by the blood red colored aura, and soon his power level was dropped to its normal resting state entirely. If they were calling this a draw, he could accept that- the Saiyan former farm boy had no real interest in fighting an unnecessarily long drawn out fight unless it was a fight for an actual reason. This was for booze, which he shook his head to when offered.
“I would, but I doubt any bar or tavern would allow my compatriot, Nalta, to be there- and I don't really enjoy the smell of this alcohol stuff you all seem to like.” he said, before heading to pick up his shirt and coat, putting them back on in two quick movements. “But if you wanted to head to a place which allowed people of all ages but had alcohol and food, then I'd be happy to accompany you all.”
With that, he headed over to Nalta and scooped her up to allow the young Saiyan girl to ride upon his shoulders. Piggy Back he believed Tiger Lily had referred to it as. If they agreed he would head out with them, if they disagreed he would walk back with his young charge to the warehouse he and the other Saiyans secretly called their home at the current moment.
[265] [3308]
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Post by Melody on Jan 8, 2020 3:01:21 GMT -8
”Oolong City is known for its fine restaurants and I recently learned of a chef who hails from the western lands who started his own Izakaya in South City. It turns out he imports some of the truffles from my village quite often. It is a late night family diner so Nalta is allowed to join us at tatami mat area instead of the bar but the dog has to remain outside.”
Upon arrival of the Izakaya known as the Red Lantern, the group was seated away from the bar which was facing the yakitori cooking grill that was filling up the main room with smoke, the tatami mat area was empty with a long wooden table filling up most of the room. Melody sat next to Cayle and Nalta, with Kiryu directly across from her on the other side of the table who was next to Atalan. The Duchess took the liberty of ordering the beginning yakitori courses and the promised sake bombs allowing everyone present to order whatever they liked to add under her expense.
The sake bombs were brought over by wait staff, six tall beer glasses were lined up in a neat row between her and the teenage mage, six tiny shots of sake glasses were carefully balanced between the rims of the beer glasses. Kiryu, Atalan, and Melody were instructed to take two glasses each at the end of the chant made by staff with a small bang of hitting the table; the shot glasses fell into the beer causing it to foam up. Melody took her drinks and drank from one glass quickly and then to other; it still caused quite a mess despite her speed but she managed to drink each beer glass down to stop it from spilling anymore until she could relax with one drink instead of two.
”Cheers to the coming new year. There is a winter ice carving event in Oolong City with a grand million zeni prize in the future if either of you feel competitive. This year the ice block academy from Tundra Village is hosting. Truffle Village will be hosting the following year so I hope to see you all in attendance for both.”
[368] [1,965]
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Post by Cayle Pota on Jan 8, 2020 23:57:16 GMT -8
Cayle gave a simple nod at the suggestion as to where to go, but did not think that Dogwood Lily would very much care about being left outside of the Izakaya for the time they all ate. Especially because the Izakaya had a patio set up and because of the fact that South City folks loved Dogwood Lily, in addition to the fact that Cayle could order Dogwood his own snacks.
For himself, the Saiyan former farm boy ordered a huge Beef Curry Bowl with rice, carrots, potatoes, and onions as well as pickled pearl onions, lightly pickled cucumbers, pickled daikon, and numerous other various pickles, as well as nearly ten orders of the grilled meatballs on a stick. For Nalta, the Saiyan former farm boy ordered three kids meals, and the young Saiyan girl devoured every aspect of it, from the rice to the miso soup to the pickles to the beef, carrot and potato curry, to the french fries and hamburg steak. With each plate she cleared, she saw the faces of yet another character from the popular children's show by Capsule Corp's Entertainment division, 'Kakarot'. First, Paur, then Oolong, then Kakarot himself. The little Saiyan girl giggled at each of the plate's surprise appearance, but then stole several of Cayle's meatball skewers and ran outside to the front patio of the izakaya to feed Dogwood meatballs, only to find that several waiters had brought him snacks as well, and several customers did.
After a few hours, Cayle, Nalta, and Dogwood headed out to drop Dogwood off at Tiger Lily's family's condominium and then return back to the place that the Saiyan refugees called 'home' for the moment, though not without shaking everyone's hand and thanking everyone for the food, with Nalta going so far as to ask Melody for an autograph.
[304] [3642]
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