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Post by Nal on Dec 17, 2019 8:34:51 GMT -8
The majin grinned. As her bulky form dissipated and she became easy to hit once more, returning to her lithe form properly, the gray girl crossed her arms on her chest, smiling happily. "I think I found my thing." she said, considering before speaking more. "You see, I know your power reserves are nearly empty and you can't really draw much more, because I can't draw all that much more either. I am slow to dodge, yes. Slow to hit, too. When I hit, it hurts, but you always dodge it because you're faster and all that. But I can outlast you!" at that, the majin tapped at her chest, already seeing the injuries sustained due to the powerful superfist fade away. "I can do this a lot more. Just heal back what I take. I can just bring back all of my resilience and then wait for you to run out of energy on strong attacks. But that wouldn't really be fun, to be honest."
With that said, the girl focused her aura again, restoring some more of her power, the already considerable force rising even further for a while. Then, some of that aura flashed around the majin, who rushed forth with a simple strike - mimicing Celerai himself, the goal is to dash past him and ram a fist up his back, at the spine. Bam! Hopefully there would be a bam. [234|2407] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai 136 = Hit! Total damage: 21 - 7 = 14 damage
OFFENSE PHASE:
At-Will: Restoration (+10 health) Bonus Action: Power Up (75/100 ki restored) Bonus Action 2: Dragon Dash
Standard Action 1: Strike (Spine Mimic) Accuracy: hi1fTIlv1d100+65 Damage: 1d8+8 Standard Action 2 sacrificed for a bonus action.
EFFECTS: - Edge 4 obtained: +15 accuracy, +5 DMG, +5 DR
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (2/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (4/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. (0/1)
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (0/1 self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Twice per thread. (0/2)
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 75/75 | KI: 72/100 | PL: 8638 (base) > 10 460 (powered up) | | FIGHTING ACCURACY: 65 | ENERGY ACCURACY: 40 | DEF: 45 | | DR: +7 | DMG MODIFIER: +5 | KI COST: -1 | 1d100+65·1d8+8
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Dec 17, 2019 15:06:04 GMT -8
Nal explained everything to Celerai now, saying that she really isn't about speed and dodging, she is about strenght. And even if your attack was brutal, she would just heal herself, and bring everything back to normal. "I have never used that technique before, but I am sure, you can't heal forever. Sure, that is extremely impressive, but it won't hold you for long, which is why speed is key. It's the thing that carried me through all of my spars. But hey, if you're a hard hitter, that is pretty good."Suddenly, Nal charged at the Saiyan, and her emerald green aura bursted around her as she did so. She got behind of the Saiyan pretty quickly as she tried to mimick Celerai's Cutting Edge. But little did she know, he trained for this exact same thing. You can't just have a original move of your own, and get destroyed with it. You have to have a way of countering it. He didn't have much time though, so he simply put his arm around his back and said "I've been training for this for a long time."Even though he felt the impact slightly, he still managed to block the attack. He swung his arm around, attempting to hit the majin which was behind of him. Turning around, he leaped up towards her and swung his leg, attempting to kick her in the arm. WC: 237 | 2,671 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Majin Nal] Attack #1: Critical Hit for 10(15) dmg [Majin Nal] Attack #2: [Majin Nal] Attack #3: 15 dmg -(4+10)14 DR = 1 dmg.
OFFENSE PHASE.
Bonus Action 1: Guard | +10 DR | 10 ki
Action 1: Strike | -0 ki Atk Bonus: +5 | Dmg Bonus: +1 | Inflict Bonus: +0% c0Gn7pbk1d100+35 for atk. 1d8+1 for dmg. [N/A] for inflict.
Action 1: Strike | -0 ki Atk Bonus: +5 | Dmg Bonus: +1 | Inflict Bonus: +0% 1d100+35 for atk. 1d8+1 for dmg. [N/A] for inflict.
EFFECTS. Ki Regenerated: 50/100 | Power Up
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap.
Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT I 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.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE I Combining 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.
Skills and Statistics FIGHTING: 25 ENERGY CONTROL: 10 REFLEXES: 25 RESILIENCE: 20
BASE PL: 1,856 | CURRENT PL: 1,856 HP: 82/100 | KI: 10/100 | DEF: 75 | ENG ATK: +15 | PHY ATK: +35 | DMG MOD: +1 Tag: Nal 1d100+35·1d8+1·1d100+35·1d8+1
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Post by Nal on Dec 18, 2019 0:54:15 GMT -8
Nal grinned, but rolled her eyes a bit. It was all about winning and fighting for them, always. But she knew better - it wasn't that for her, she wanted to be famous and heroic and that wasn't a story you won with fists. Not in her case - sure, she could just go ham, unleash all she's got and beat this guy, but that would be boring and probably bullying. A bit like Zam does when she's bored... Nal really needed to talk to the other majin soon. Maybe tell Kiryu about her and go try sort her pink friend together, make her fun and awesome and have her happy in the process. Maybe. Of course, her hit was blocked, she didn't expect it to be just as strong as something Celerai did all the time. But then his response strikes barely fazed her at all - a little flinch and a wider grin were all they got from her. "See? But yeah... I kinda sorta could just outlast you. And I think... I'll be doing that from now. Rather than go punch people and try to fight everyone and be awesome, I need to find a friend to help fighting and I will do that. So... thanks. You taught me a thing." And at that, the majin genuinely smiled. A happy little smile, with closed eyes, rather than the usual jolly grin. Which might feel rather bizarre, given she was a muscular powerhouse just a moment ago. She then blinks, looking over at the man. "Do you want to finish the fight though? I'd feel rude just quitting like that if you wanna keep going, you know? Just tell me and stuff."[281|2688] BATTLE TRACKER{Click Here For Numbers!}DEFENSE PHASE: Attack 1: Nal 60 vs Celerai 85 = Hit! Attack 2: Nal 60 vs Celerai 110 = Hit! Total damage: 10 - 7 = 3 damage
OFFENSE PHASE:
At-Will: - Bonus Action: -
Standard Action 1: Compliments Standard Action 2: Incessant prattling
EFFECTS: - Edge 4: +15 accuracy, +5 DMG, +5 DR
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread (2/2) Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (2/30 stolen) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (4/6) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Bend the Limits: Give one additional use to another trait, item or technique that had reached it's per-thread limit. Arcane Mastery: Gain addidional Arcane point. Using Heal on other people than self grants an Arcane point.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread (2/2) OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread (1/1) Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (3/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +35 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. (0/1)
HEAL Action: Bonus Action Effect: Heal 20 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (0/1 self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
EIGHT ARMS Action: At-Will Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 9 ki Limit: Twice per thread. (0/2)
OFFENSIVE TECHNIQUES: FIENDISH FISTS OF FURY Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Fortify Minor Effect: Immobilizing Cost: 19 ki
| HP: 72/75 | KI: 72/100 | PL: 8638 (base) > 10 460 (powered up) | | FIGHTING ACCURACY: 65 | ENERGY ACCURACY: 40 | DEF: 45 | | DR: +7 | DMG MODIFIER: +5 | KI COST: -1 |
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Dec 18, 2019 2:45:33 GMT -8
It was much like a conversation at this point. A break, I guess. But anyways, Nal pretty much took what Celerai said and thanked the Saiyan for showing her a few things. "You see, you've learnt something. Anyways, doesn't mean that you should be a sore loser when you've lost a spar because hey, you are practicing. And, if you need to spar with someone, I'm right here in the Southern Islands. I'm always ready for a spar, it helps me alot. And plus, you're my friend anyways so.""You can do anything. Use this spar to practice outlasting others, and I'll use this spar to get my hits a little bit harder. Deal?"She asked if the Saiyan would like to finish the spar between them. "Oh ya, sure thing. And yes, since we know each other, it won't hurt me to help you out. It's the weekend. How would you like me to help you look for Kiryu?""Hmm, I'll let you have the first move."WC: 170 | 2,931 {BATTLE INFO - CELERAI}
DEFENSE PHASE.
[Majin Nal] Attack #1: [Majin Nal] Attack #2: [Majin Nal] Attack #3: 0 dmg -(4+10) DR = 0 dmg.
OFFENSE PHASE.
Bonus Action 1: ... | ... | 0 ki
Action 1: ... | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
Action 1: .... | -0 ki Atk Bonus: +0 | Dmg Bonus: +0 | Inflict Bonus: +0% [] for atk. [] for dmg. [] for inflict.
EFFECTS. Ki Regenerated: 50/100 | Power Up
TRAITS.
Class: Prodigy Unrivalled Potential- You begin play with all enhanced basic techs Genius- Your stats are no longer restricted by the natural 50 cap.
Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
ITEMS.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit. Limit: None.
DEFENSE/UTILITY TECHS.
FEINT I 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.
ATTACK TECHS.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki
KI BLADE I Combining 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.
Skills and Statistics FIGHTING: 25 ENERGY CONTROL: 10 REFLEXES: 25 RESILIENCE: 20
BASE PL: 1,856 | CURRENT PL: 1,856 HP: 82/100 | KI: 10/100 | DEF: 75 | ENG ATK: +15 | PHY ATK: +35 | DMG MOD: +1 Tag: @
1d100+35·1d8+17U5t5sqr
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Post by Nal on Dec 22, 2019 4:06:47 GMT -8
The majin grinned, squaring herself for an attack, but... then she halted. Thinking, considering... deciding.
"Actually I think I'll stop here. It was a fun and good fight, but now that we had a while, to talk and to think, I have a better idea." - she said, grinning ear to ear at the friendly foe she sparred with. "I'm gonna find Kiryu, because I can finally sense where he went. And that's far, far, far away back where I came from. Maybe he was trying to find me too!"
The majin crossed her arms on her chest, head tilting slighty. "He taught me a bit too, but now I want to show off just how strong I am... so I'll go find him and tell the man about you. Then maybe you can find him too and you can teach eachother a thing... and maybe you two can fight and I can heal you" with that, the majin grinned. "Maybe all three of us can fight. That would be fun... yes, I think I'll go do that. Like... now!"
With that, Nal burst into the air, immediately curling and taking on a ludicrous velocity, zipping above the city like a small, gray comet. Leaving behind a lot of confused civillians and probably an equally confused Celerai... technically, that also meant he won, since he was the last man standing on the duel.
At least that's what Nal thought, for all of a split second before the salty breeze of the sea distracted her.
[253|2941]
Majin Nal concedes.
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