Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Feb 28, 2020 14:07:13 GMT -8
"Gyah!" Baccer fell on the floor and looked around confused as... he seemed to be transported again?. He was now in a new, pequliar setting. A forested grove, way more open and lush than the closed-off room he fought 9001 in. However there was no serenity in this particular setting, as two figures seemed to be duking it out in the distance. Baccer's eyes widened, as two beastmen that shared incredible similarities to each other were beating each other marcylessly. Once the initial surprise subsided, he realised this was probably similar to him and his own double. So, more people were trapped in here, experiencing the same battle he did. While he wa hesitant to engage, being in sheer awe of those two and their power, he knew he couldn't just sit there. He had to figure out who the original was and help him beat his double After a bit of observation he heard a few words being exchanged. No matter who the original was, there was no doubt the one without the gimp suit was the better person. Baccer nodded, his mind set on who to help... but how. He was just done running from a fight with someone who was his equal, how could he hope to even be helpful when he was fighting someone way superior to him... No, that was his fear and dissapointment speaking. Before, only his own life was on the line. Now his cowardice would get a fellow martial artist killed. If he faltered, if he ran away now... then 9001 was right about him the whole time. And with that, his mind was set. He got into a stance and breathed deeply. Whatever meek power he could give, he would use it to help someone else confront their shadow. Help them succeed where he couldn't WC: 304 Total WC: 1828 Initiative: LObX97321-100Healing:1d101d101d10
Baccer Basic PL: 2115 Current PL: 2115
HP: 22/60= 11+11(0/0 Temp) Ki: 48= 37+11 Accuracy: 1d100+20 (Fighting) / 1d100+10 (Energy Control) Defense: 45 Damage Modifier: +3 Ki Cost Modifier: -0 DR: -2 to Incoming Damage
Item Effects: Combat armour (passive), Steel Sword (2 uses remaining) Outdated scouter (1 use remaining) Ongoing Effects: Damage Taken: 49
1-100·1d10·1d10·1d10
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Feb 28, 2020 14:31:56 GMT -8
while Baccer's instincts were telling him to rush in and try to rush down the gimp-wearing catman, the sheer energy of their clash while he was approaching made him realise he wasfar outclassed in that front. So he decided to play it smart. He dashed launched an energy blast in front of the gimp-wearing catman, hoping to draw it's attention while he took a deep breath and used some of his ki, which he didn't really use for much, to replenish the other catman's ki "i see you're in the back foot. Don't question how i got here. Just know i'm on your side, and thank your lucky stars" he shouted as he finished transfering energy, before powering up and starting to replenish his own ki reserves. He hoped the fact he kept his distance and made his opponent that much more dangerous would keep the enemy catman off of him, and have him focus on the bigger threat WC: 159 Total WC: 1987 At-will action: N/A Bonus Action 1: Power-up: +25 Ki, +25% PL Bonus Action 2: Ki Transfer onto Will-o-wisp: -10 Ki to me. +25 ki to him Standard Action 1: Converted into bonus action Standard Action 2: Distract: Given to Will-o-wisp
Baccer Basic PL: 2115 Current PL: 2644 (power-up)
HP: 22/60 (0/0 Temp) Ki: 63= 48 - 10 (ki transfer) +25 (power-up) Accuracy: 1d100+20 (Fighting) / 1d100+10 (Energy Control) Defense: 45 Damage Modifier: +3 Ki Cost Modifier: -0 DR: -2 to Incoming Damage
Item Effects: Combat armour (passive), Steel Sword (3 uses remaining) Outdated scouter (3 use remaining) Ongoing Effects: Power-up (2 turns) Damage Taken: 49
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Post by Kiryu on Mar 3, 2020 12:22:54 GMT -8
At Will's words, Mercenary Meow's mouth twitched, his face contorting in a sneer of contempt. He actually shook with emotion for a moment, his mouth working as he tried to formulate a retort.
Finally, he simply growled, dodging one of Will's strikes. The other, he blocked, meeting Will's punch with one of his own. The impact of the strikes cancelling each other out caused a small shock wave of force to explode throughout the area.
Mercenary Will jumped back and energy crackled around his hands, a maniacal look on his face...
And then some strange bug man entered the area.
Mercenary Will blinked, confused, at the enemy before him. The stranger wasted no time, assisting Will O' Wisp by giving him some ki. This new arrival made Mercenary Will reassess his strategy, and he shook his head, releasing his rage to allow himself a wiser course of attack.
"Disciple! Attack this newcomer!"
At the Mercenary's command, his disciple (or slave, perhaps) came forward, firing another Kamehameha wave at Baccer. While he did so, Mercenary Will sneered over at his doppelganger.
"You have survived longer than I would have thought possible, true. But your agility cannot last forever... and I still have plenty of power. All I have to do is wait until you tire... and I think I'll quit wasting my special attacks and see how you do with a simple barrage!"
At that, Mercenary Will launched a salvo of ki blasts at his opponent, hoping that the multitude of them might make up for their lack of power compared to his deadly ki techniques.
[WC=265] [TWC=2,037]
Battle Turn Mercenary Will Def: 95 DR: 9 Resolution: Will's first attack crit fails! Will's 2nd Attack hits for 8 Damage! 8-9 DR= 0!
At-Will Action: Companion attacks Baccer! Attack: wW6KT8111d100+40 Damage: 2d6
Bonus Action: Enhanced Energy Blast, -1 ki Attack: 1d100+65 Damage: 2d6+10
Standard Action: Enhanced Energy Blast, -1 ki Attack: 1d100+65 Damage: 2d6+10
Standard Action: Enhanced Energy Blast, -1 ki Attack: 1d100+65 - CRIT! +5 Damage Damage: 2d6+10 +5 = 22 Damage
Energy Constructs: 2/6
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 95/110 Ki:89/100 Power Up Ki Restored: 98/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+40·2d6·1d100+65·2d6+10·1d100+65·2d6+10·1d100+65·2d6+10
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Post by Will O. Wisp on Mar 5, 2020 21:07:11 GMT -8
Strange isn't it? Darn, those last two attacks didn't do any damage. At the very least he could tell from that reaction that his words struck him deep in his soul. Will needs to hit a little harder this time. He gets out his Scrying Staff, perhaps using a weapon instead of his fists shall do a little more damage against his counterpart. Not to mention it has slightly more range.[/div] It was then that their battle was interrupted by a strange visitor. What seems to be some kind of strange bug person? Looked to be similar to a cicada. There aren't many insectoid beastmen that Will knows of. And something feels off about this stranger, something unnatural. Nevertheless, they said they were on Will's side and gave Will some of their energy. It felt strange as soon as it was in his body, but he still filled with his power and more energy to keep on fighting. They must have gone into the temple like him and have somehow ended up in wherever Will was sent to. The reason, it has to be so that they can get out of here, after all, it seems that the reason for them being sent here is to be forced into a conflict, persevering and conquering said conflict could get them out of here. He gives his new ally a thumbs up and a smirk, now it seems to be two on two, they're on a more even playing field now. "So you're using the same strategy I have thought of, as long as that new ally of keeps giving me energy and I can find more opportunities to power up myself, you'll be the run running out before I do," Will thought. A barrage of energy bolts came his way, Will batted away most of them away into the sky casually with his staff. However, one of the blasts managed to explode on contact instead, covering Will in smoke. He then begins to run out of the smoke showing that he didn't receive as much damage as his counterpart was probably hoping. He then grasps his staff in both of his hands, and gets right in front of his dark double as he goes into swing his staff towards this dreaded merc to fling him into the sky. After which he will perfom a combo of staff strikes knocking him around in the sky. Word Count: 390 Total Word Count: 3,713 Tags: Kiryu , BaccerBATTLE TRACKER SUMMARY
Enhanced Energy Blast - Dodges with 112 Defense (Instinct Stacks).
Enhanced Energy Blast - Dodges with 112 Defense (Instinct Stacks).
Enhanced Energy Blast - Crit! Hit for 22 damage. 22 - 13 DR = 8 Damage.
(Gains 1 standard action from Baccer and +25 Ki and +25% PL.)
At-Will 1: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 with all strikes this turn.)
Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)| - 6 Ki
Bonus Action 2: Scrying Staff - Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Standard Action 1: Batter up! (Strike)
Accuracy: DZIH4xdK1d100+95 (Flawless Counter)
Damage: 1d8+5
Blitz Action: Fore! (Strike)
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Standard Action 2: Bam! (Strike)
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Blitz Action: Whack! (Strike)
Accuracy: 1d100+95 (Flawless Counter)
Damage: 1d8+5
Status
Powered Up - 0/2 Turns
Instinct - 0/5 Stacks
Countermeasures - 1/2 Stacks
Wounded 0/4 turns
Instinct - +12 Defense 1/3 turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 1/3 uses
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 0/1 use
Countermeasures 0/1 use
Base PL: 11,471 | Current PL: 12,131 | CURRENT Edge: 0 HP: 59/90 | Ki: 46/100 | DEF: 112 (100) | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5·1d100+95·1d8+5
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Mar 6, 2020 8:05:38 GMT -8
Baccer's plan seemed to go through. The fact he was not focused on attacking made the mercenary think he was less of a threat, and send his lackey after him. Major mistake. Baccer focused his energy into dodging and avoided the ki barrage without much complication. His saiyan side was screaming for him to get in there, finish the cat himself. However he knew that wasn't possible, or adviseable. He decided to keep biding his time a bit longer. Besides, he received positive confirmation from the non-evil looking beastman that he was accepting the alliance. Now all he had to do was play into their strengths, rather than rush in blind. That part came later The bugman took a deep breath and used his sound technique to disorient and confuse mercenary Will, giving the original more time to act. At the same time he readied an attack, whizzing past the sidekick's attacks and positioning himself closer to Will Prime, ready to assist him with whatever attack he may attempt "i'm not that accurate with this Ki attacks, but i can use them as supressive fire to make sure your attack goes through" he said, before unleashing a hail of ki blasts all around the mercenary, hoping to trap, slow or impede him enough for will to land an attack of his own WC: 222 Event WC: 2209 Thread WC: 685 Kiryu Will O. Wisp
Incoming Attack: 46 vs 50: miss At-will Action: Sense: +5 Accuracy and defense (outdated scouter use 1/3) Bonus Action: Power Up. +25 Ki, +25% PL Standard Action 1: Distract (2/3) passed onto Will-o-Wisp Standard Action 2: Combination attack (1/2) add a homing effect (roll attack die twice, take the highest) to a special technique performed by Will on his next turn
Baccer Basic PL: 2115 Current PL: 3173 (power-upx2)
HP: 22/60 (0/0 Temp) Ki: 78= 63 - 10 (combination attack) +25 (power-up) Accuracy: 1d100+20 (Fighting) / 1d100+10 (Energy Control) +5 (sense) Defense: 45 +5 (sense) Damage Modifier: +3 Ki Cost Modifier: -0 DR: -2 to Incoming Damage
Item Effects: Combat armour (passive), Steel Sword (3 uses remaining) Outdated scouter (2 uses remaining) Ongoing Effects: Power up (1 turn), Power-up (2 turns) Damage Taken: 49
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Post by Kiryu on Mar 6, 2020 12:19:42 GMT -8
Mercenary Will's movement was hampered by Baccer's barrage of ki blasts, leaving the warrior unable to move freely and dodge, putting him directly in the line of Will's combination attack. This barrage of attacks from Will O' Wisp was more effective than the previous ones, breaking through Mercenary Will's powerful aura and causing some damage. The assassin was still able to dodge one of the strikes, and his brow furrowed and his eyes narrowed as he noticed Will noticeably slow.
"It seems that you have been attempting to play a game with me. Trying to wait me out before my power runs out. Pathetic. I still have more than enough juice left to take out the likes of you! APPRENTICE! Give me your energy!"
At his command, Mercenary Meow's broken apprentice extended his hand towards the shadow version of Will, a visible stream of ki heading towards the mercenary. Before it got to him, he fired off yet another Dodon Ray at his doppelganger, aiming the beam at Will's knees. With a sneer of his face, Mercenary Will gathered a great amount of power once more, then extended both of his hands. Red energy formed, sheathing his entire body, and Mercenary Meow started to laugh.
"It's time to stop holding back! This will be the end for you! MAKOSEN!"
A powerful beam of red energy streaked towards Will. Mercenary Meow started breathing heavily, the ki loss taking a large toll on him, but he remained focused, intent on finishing off his foe.
[WC=252] [TWC=2,289]
Battle Turn Mercenary Will Def: 95 DR: 9 Resolution: Will hits with 3 attacks for 24 damage. 24-9 DR= 15 DMG.
At-Will Action: Companion lends ki for finisher, reducing cost by -5!
At-Will Action: Use 1 Energy Construct for +10 accuracy to Makosen.
Bonus Action: Enhanced Focused Energy, -5 ki, acts as Power Up (2 ki restored) +15 Attack, +15% Inflict chance
Standard Action: Dodon Ray, -13 ki Attack: 50eZyWpY1d100+90 Damage: 3d10+19 Wounding Chance 55%: 1d100
Standard Action: Makosen, -28 ki Attack: 1d100+100 Damage: 5d8+25 Immobilize chance 55%: 1d100
Energy Constructs: 1/6
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 80/110 Ki:45/100 Power Up Ki Restored: 100/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast Energy Constructs Rank 3 Solar Flare Rank 3 Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+90·3d10+19·1d100·1d100+100·5d8+25·1d100
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Post by Will O. Wisp on Mar 6, 2020 15:41:06 GMT -8
There can be only one! It was then that the bell on Will's Scrying Staff divined for him a safe pass. With it guiding him he increased his speed in the air as he began to fly around and dodge the Dodon Ray heading his way. He even manages to make a burst up into the air to dodge the Masoken. However, he begins to breathe heavily. He still can plenty of energy within him that he has yet to let out, but he has barely been given a chance to do so. He has been on the defensive for so long now he has no choice but to get on the offensive. "I can't stop now, now when I am so close to beating him, this next onslaught of attacks is a gamble, but he won't get out of this unscathed. With this new ally helping me I have a bigger chance than I ever did before!" Will thought. Will then flew towards his doppelganger hitting him in a combo of strikes at multiple points. A punch to his stomach, an elbow to his ribs, a kick to his face, and a palm strike to his chest. He wouldn't stop there, however, he would begin cupping energy into his hands. Forming a powerful ball of energy. "Kamehameha!" he yells out as he launches a powerful blue wave of destructive Ki towards Shadow Will. He would move his hands while using it to guide to make sure it strikes true. Word Count: 245 Total Word Count: 3,958 Tags: Kiryu , Baccer BATTLE TRACKER SUMMARY
Dodon Ray - 145 Def. vs. 141 Acc. - Misses. (Sense X4 and Rapid Movement)
Makosen - 135 Def. VS 190 Acc. - Dodges with Flight.
(Gains 1 standard action from Baccer.)
At-Will 1: Sense (X4) - You gain +20 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +20 Accuracy with all attacks used this turn. (Scrying Staff)
At-Will 2: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 Accuracy to Kamehameha this turn.)
(Spends 1 Countermeasures to turn Flight into an At-Will Action.)
At-Will 3: Flight - Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -11 Ki
Bonus Action 1: Rapid Movement - 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. Rapid Movement is considered a Movement Technique. | -11 Ki
Standard Action 1: Stomach Punch (Strike)
Accuracy: mvyrHgAn1d100+100 (Flawless Counter + Sense X4)
Damage: 1d8+5
Blitz Action: Elbow (Strike)
Accuracy: 1d100+100 (Flawless Counter + SenseX4)
Damage: 1d8+5
Standard Action 2: Kick (Strike)
Accuracy: 1d100+100 (Flawless Counter + Sense X4)
Damage: 1d8+5
Blitz Action: Palm Strike (Strike)
Accuracy: 1d100+100 (Flawless Counter + Sense X4)
Damage: 1d8+5
At-Will 4: Changes Kamehameha into a Single Attack
Standard Action 3: Kamehameha | Single | Major Effect - Charging | Minor Effect - Shocking | -11 Ki
Accuracy 1: 1d100+105
Accuracy 2: 1d100+105
Damage: 3d10+5
Shocking Chance (40%): 1d100
Status
Powered Up - 0/2 Turns
Instinct - 0/5 Stacks
Countermeasures - 1/2 Stacks
Wounded 0/4 turns
Instinct - +12 Defense 0/3 turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 1/3 uses
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 0/1 use
Countermeasures 0/1 use
Base PL: 12,131 | Current PL: 12,131 | CURRENT Edge: 0 HP: 59/90 | Ki: 11/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+100·1d8+5·1d100+100·1d8+5·1d100+100·1d8+5·1d100+100·1d8+5·1d100+105·1d100+105·3d10+5·1d100
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Mar 7, 2020 9:55:09 GMT -8
After the onslaught of attacks, the battle did not seem like it had ended just yet. Baccer's Saiyan instincts were growing more irritated, telling him to just rush in and beat down this annoying cat. But he had enough rational thought to decide exhausting all his support options before doubling down on the offensive. And so, with a shout, he kept his supressive fire on. The fact the mercenary grew arrogant and went for a finisher meant no attacks were aimed at him for now, allowing Baccer to focus on supporting. And that's exactly what he did, focusing on distraction, but also prearing his own attack. Given he would make his own move soon he decided to open strong, taking a deep breath and concentrating energy on his left hand while his right one kept laying down supressive fire. He looked at Will and motioned towards his double "if you have anything more to throw at him, do. I will Juice up the hit" He said, continuing to charge energy to combine with Will's potential hit. He was still under the impression of being outclassed. The two beastmen appeared to be fighting on a level far beyond his. But if anything, that just meant he ought to play it smarter. Raw force didn't bring him anywhere with Red, so he would press the numerical advantage as far as he could, before going in for his own assault. He knew that would make him an actual target, an that's why he waited until all other choices were exhausted WC: 257 Total WC: 942 Kiryu Will O. Wisp
At-Will Action: N/A Bonus Action: Power Up: +25 Ki, +25% PL Standard Action 1: Distract, Given to Will-o-wisp (3/3 used) Standard Action 2: Combination attack, apply Damaging (Double the damage dice of the attack (Single and Barrage) Add +10 to the damage of the attack (Area only)) to Will-o-wisp's next special attack (2/2 used)
Baccer Basic PL: 2115 Current PL: 3173 (power-upx2)
HP: 22/60 (0/0 Temp) Ki: 93= 78 - 10 (combination attack) +25 (power-up) Accuracy: 1d100+20 (Fighting) / 1d100+10 (Energy Control) Defense: 45 Damage Modifier: +3 Ki Cost Modifier: -0 DR: -2 to Incoming Damage
Item Effects: Combat armour (passive), Steel Sword (3 uses remaining) Outdated scouter (2 uses remaining) Ongoing Effects: Power up (1 turn), Power-up (2 turns) Damage Taken: 49
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Post by Kiryu on Mar 9, 2020 11:34:26 GMT -8
Mercenary Meow was struck by some of Will's attacks, and even against his fearsome defense, Will O' Wisp found success damaging his opponent, injuring him and knocking him back.
"Gah! Apprentice! I need more ki!"
His broken apprentice retrieved a capsule, then used it, applying a ki stimulant to the assassin. His aura flared once more, and he looked on in the face of Will's mighty Kamehameha wave. The bioandroid, Baccer, he did not bother with. True, he was enhancing Will O' Wisp's capabilities, but the mercenary could not afford to have his attention divided, not now, with victory and defeat on either side of the knife's edge.
Mercenary Mew snarled, pooling his power into yet another potent attack, shouting "DODON RAY!" as he did so. He focused most of his remaining power on the attack, trying to make the beam as wide as possible to ensure it would hit his foe. As the red beam clashed with the blue wave, Mercenary Meow's Dodon Ray began to overpower the Kamehameha. The ki beam still connected to him, Mercenary Meow roared with effort, and a pulse of power strengthened his beam, which completely overtook Will O' Wisp's attack, turning both back at the martial artist. If he could not get out of the way, the combined attacks would cause a tremendous amount of damage...
[WC=223] [TWC=2,289]
Battle Turn Mercenary Will Def: 95 DR: 9 Resolution: Will's attacks hit for 37 Damage. 37-9 DR= 28 damage!
At-Will Action: Companion uses OTC Stim for +30 ki!
At-Will Action: Use 1 Energy Construct for +10 accuracy to Dodon Ray.
Bonus Action: Enhanced Focused Energy, -5 ki, acts as Power Up, +15 Attack, +15% Inflict chance
Standard Action 1/2: Clash with Dodon Ray, -28 ki Attack: u|98M|iQ1d100+100 Mercenary Will activates Precision Performance! The d10's do 5 damage each for 15, +20 damage modifier, +14 from Kamehameha for 49 Points of Damage! Wounding Chance 55%: 1d100
Energy Constructs: 0/6
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 52/110 Ki:42/100 Power Up Ki Restored: 100/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast
Energy Constructs Rank 3 Solar Flare Rank 3
Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing)
1d100+100·1d100
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Post by Will O. Wisp on Mar 9, 2020 18:55:17 GMT -8
"Damn it, he just regained most of the energy he lost, I was hoping that he would waste what is left of his for his next two attacks but it looks like that is still going to take a bit longer, just need to hold out as much as I can," Will thought. As the Dodon Ray pierced through the Kamehameha Will put one of his arms up to guard which suffered most of the damage. It explodes on contact making a bloody mess of his right arm. He has no more ways to heal, of course, maybe his opponent doesn't have any either hopefully. After all, he has suffered a lot of damage as well but not as much as Will has received. He just needs one more big attack to end it, one he can dodge or use another attack again. That is when his new ally volunteers to power up his next attack. "Just follow my lead for my next attack, you saw me use a Kamehameha earlier, I can be able to do it with one arm, but I'll need your help making this next one even more devastating," Will explained to Baccer. Then he pulled his good arm back as he began to power up, regaining some of the energy he lost as he aura spiked. A blue ball of energy swells in his left hand. As it focuses more and more energy into it. "Kame...hame...haaaaaaaa!" he yells out as he launches a large blue beam of energy, even bigger then the last towards Shadow Will.
Word Count: 262 Total Word Count: 4,220 Tags: Kiryu , Baccer BATTLE TRACKER SUMMARY (Clash hits for 49 damage. 49 - 13 Dr = 36 damage. Wounded.)
(Gains 1 standard action from Baccer.)
At-Will: Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn. (+15 Accuracy to Kamehameha this turn.)
Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.)| -6 Ki
Bonus Action 2: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (67/100 Ki Restored)
Bonus Action 3: Enhanced Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. | -6 Ki
Standard Action: (Converted to Bonus Action)
Standard Action: (Converted to Bonus Action)
At-Will 4: Flexible Technician - Changes Kamehameha into a Single Attack
Standard Action 1: Kamehameha | Single | Major Effect - Charging | Minor Effect - Shocking | -11 Ki
Accuracy 1: VKcrTOVK1d100+110 (Flawless Counter)
Damage: 6d10+5 (Combination Attack with Baccer. Damging)
Shocking Chance (55%): 1d100
Status
Powered Up - 2/2 Turns
Instinct - 0/5 Stacks
Countermeasures - 0/2 Stacks
Wounded 1/2 turns
(67/100 Power Up Ki Restored)
Instinct - +12 Defense 0/3 turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 1/3 uses
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 1/1 use
Clash 0/1 use
Countermeasures 0/1 use
Base PL: 12,131 | Current PL: 12,131 | CURRENT Edge: 0 HP: 20/90 | Ki: 13/100 | DEF: 100 | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
1d100+110·6d10+5·1d100
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Mar 9, 2020 19:53:09 GMT -8
Baccer flied next to Will, however before he could get there, a massive shock wave forced him to brace himself. That attack... it was stronger than anything he'd ever experienced before. He grunted as he saw the beastman, many times his superior, struggling with a broken arm. His adversary seemed like he was in way better condition now, but they were both reahching their wit's end. The android clenched his teeth and finally took his place next to the martial artist, seeing his technique "Kamehameha... i've heard about that one. Sadly the scientists at capsule were not able to programm techniques into me, not enough time. But i should be able to imitate it" he nodded, and mimicked the catman's stance. After taking a deep breath, he let out a mighty shout and joined Will, sending a combined energy wave into their opponent. But the Bugman wasn't done yet, this time he would show that he could be useful too. In a technique he saw from his own double, the blue Bio-android dashed around the perimeter of the beam Will was sending his way, using the glow to try and mask his prescence from the mercenary. He go faster, faster, yet faster. By the time he reached the mercenary he was a blur of speed, suddenly appearing next to the beastman, providing yet another threat besides the beam "Dodge this" he grunted before delivering a barrage of punches and kicks, a flurry of manic blows bred of pure desperation and willpower. Will would realise that every punch left behind a sonic boom that pierced the ears and damaged the body, effectively making it impossible to avoid taking at least some damage by the flurry of attacks. Baccer may have been playing weak and helpless until now, but he had some tricks up his sleeve too WC: 305 Total wc: 1242 Kiryu Will O. Wisp
At-will action: Dragon dash: +3 dmg to melee attacks. Rushing damage increases to 25%, Outdated scouter activation (2/3): +5 Accuracy and defense Bonus Action: Dragon Dash: +3 dmg to melee attacks Standard Action 1: Strike Strike 1 to hit: 6yZL0pBa1d100+25(20 melee acc +5 because of sense) Strike 1 Dmg: 1d8+9(2 dragon dashes) Standard Action 2: Strike Strike 2 to hit 1d100+25Strike 2 dmg: 1d8+9If only strike 2 misses, rushing damage will be 4. If both miss, rushing damage will be 8
Baccer Basic PL: 2115 Current PL: 2644 (power-up)
HP: 22/60 (0/0 Temp) Ki: 79= 93 - 14 (Dragon dashx2) Accuracy: 1d100+20 (Fighting) / 1d100+10 (Energy Control) Defense: 45 +5 (sense) Damage Modifier: +3 Ki Cost Modifier: -0 DR: -2 to Incoming Damage
Item Effects: Combat armour (passive), Steel Sword (3 uses remaining) Outdated scouter (1 use remaining) Ongoing Effects: Power-up (1 turn) Damage Taken: 49
1d100+25·1d8+9·1d100+25·1d8+9
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Post by Kiryu on Mar 25, 2020 14:48:07 GMT -8
Seeing the massively powerful Kamehameha headed his way, Mercenary Will knew that he would be unable to dodge... or to weather the attack well enough to be even close to functional afterwards. On it's own, he would have been fine, most likely, but it had been empowered by the intruder into the contest, one that had swiftly earner the assassin's ire. He tsked irritably. The azure light from the beam was nearly blinding, but his senses were as attuned as ever. He reached out, finding his hapless "apprentice", and, using his ki to manipulate the broken wretch's form, he telekinetically pulled his disciple directly into the line of fire from the blast.
The explosion rocked the battlefield, concealing the grisly carnage with smoke, but when that cleared, it had become obvious that most of the doppelganger's disciple had been blown to bits. Sliding his eyes to the right, Mercenary Meow saw one of the boy's arms, violently torn from his body, lying on the ground. The heat of the explosion had burnt it badly, and there was little blood, but it was still ghastly.
"Well well well," Mercenary Will chuckled, "For one that claims to be on the side of the angels, you clearly have no problem using fatal attacks! Tell me... how does it feel to be a killer?"
Before he could gloat more, the intruder followed up, attempting to attack the mercenary. One of the hits landed clean, though it was reduced by his natural toughness significantly, and the second managed to cause some damage despite being a glancing blow. Growling with frustration, Mercenary Will charged up, red aura moving around him. "You fool!
The assassin sent out a barrage of ki blasts, ascending into the air and strafing to the left, sending out a continuous barrage of energy blasts at both of his targets in an attempt to bring the fight to a close. Perhaps quantity would prevail where quality had yet to. Finally, Will's doppelganger moved in front of him, then used a technique he had perfected long ago. "SOLAR FLARE!" he shouted, as he flared with light in an attempt to hinder his foe.
[WC=359] [TWC=2,648]
Battle Turn Mercenary Will Def: 95 DR: 9 Resolution: Mercenary Will uses his Companion to take the hit from Will! Companion is killed! Baccer's first attack hits and second attack misses! Mercenary Will has Edge 4 against Baccker for 14 DR. 16-14=2, +4 Rushing =6 Damage
At-Will Action: Companion goes into defense mode and is killed!.
Standard Action 1/2: Enhanced Energy Blast at Baccer, -1 ki Attack: Iw7pgYOY1d100+80 Damage: 2d6+15
Standard Action 2/2: Enhanced Energy Blast at Will, -1 ki Attack: 1d100+80 Damage: 2d6+10
Bonus Action: Solar Flare at Will, -3 ki Inflict Chance 70%: 1d100 On success, BLIND for 2 turns Damage bypassing DR: 1d6
Energy Constructs: 0/6
Battle Stats Fighting 25/EC 50/Reflexes 35/Resilience 40
PL: 12,000 > 15,000 (2 turns) Melee Accuracy: +40 EC Accuracy: +65 Defense: 95 HP: 46/110 Ki:37/100 Power Up Ki Restored: 100/100 Damage Bonus: +5 DR: 9 Items: Katchin Armor/AI Assistant/Companion/Lucky Trinket Class: Conqueror 2 Class Abilities: Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy.
Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread.
Traits: Student of 1000 Arts (Enhanced Focus Energy) Surge Power Technique Slots Indomitable Momentary Ascension Precision Performance
Techs: Enhanced Energy Blast
Energy Constructs Rank 3 Solar Flare Rank 3
Clash Rank 2 Dodon Ray (Single/Charging/Wounding) Finger Beam (Barrage/Charging/Wounding) Explosive Demon Wave (Finisher/Charging/Immobilizing) Makosen (Finisher/Charging/Immobilizing) 1d100+80·2d6+15·1d100+80·2d6+15·1d100·1d6
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Post by Will O. Wisp on Mar 25, 2020 21:31:16 GMT -8
No more mercy While the attack was going on Will, caught the Alternate Shinryu being flung to in front of his Kamehameha, he tried to stop it or hold back but it was far too late. After the explosion, the poor slave Saiyan was killed. Will looked in abject horror at seeing the only thing that remains of the young man, his arm. While his alternate was talking to him, Will held his head down with a somber look. Shadow covering his face as the only reply to his dark doppelganger's taunts were a could and quiet "Shut up.". A barrage of energy blasts came their way, Will pushed Baccer out of the way. And swayed his head left and right slowly walking forward. Dodging and every blast that went his direction. However, as he was focusing on dodging he got the Solar Flare and stung his eyes he rubbed them. It was so blinding it hurt his head some. It was then his teeth were bared and his aura begins to grow again. If his doppelganger could read his emotions from his aura, and if Baccer could too, then both would feel a seething rage coming from Will who aura was calm up to this point. Sorrow can be felt as well in this aura. And it wouldn't take much to figure out Will is feeling these two things. "You want to hear a story, one time I fought a demon bandit and his hell hound sidekick. The hell hound tries to intercept one of my attacks meant for the demon, but the demon took it instead. What you just did was even lower than a literal demon, that hell hound even made the choice to try to protect his partner, but that Shinryu didn't you just forced his death upon him to save yourself. And I wasn't trying to kill you, that attack was stronger then I expected with Baccer's help, at the very least you would probably barely survive given how sturdy you are but that act of sacrificial cowardice, you are an absolute disgrace. Honestly, death is too good for you, but at this point, nothing will be more cathartic then killing you," Will said. He then got into a battle stance again, his temporarily blinded eyes open to show to his cat eyes turned into slits. Staring at his doppelganger with a dark cold expression. Will is not bluffing or anything, he has every intention of killing this assassin.
Word Count: 411 Total Word Count: 4,661 BATTLE TRACKER SUMMARY Intercepted Enhanced Energy Blast - 89 Acc vs 75 Def - Dodges with Sonic Sway
Enhanced Energy Blast - 141 Acc vs 75 Def - Dodges with Sonic Sway
(Blinded by Solar Flare for two turns as well 4 piercing damage.)
At-Will:
Bonus Action 1: Intercept - You take an attack intended for a team member. It must beat your defense to hurt you. Cannot be used against area attacks. (Takes Enhanced Energy Blast meant for Baccer.)
Standard Action 2: (Converted to Bonus Action)
At-Will 4: Flexible Technician - Changes Kamehameha into a Single Attack
Standard Action 1: Sonic Sway - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. | -11 Ki
Bonus Action 2: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. (92/100 Ki Restored)
Status
Powered Up - 2/2 Turns
Instinct - 0/5 Stacks
Countermeasures - 0/2 Stacks
Wounded 0/2 turns
(67/100 Power Up Ki Restored)
Instinct - +12 Defense 0/3 turns
Blinded - 2/2 Turns
CLASS FEATURES Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage.
SPECIES TRAITS 9001 Lives - You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the number of words you are given to write to recover from such battles. TRAITS
Canon Descendant (Korin)
Flurry of Blows - 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.
Flawless Counter - On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Blitz - When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
ITEMS
Champion Gi
Scrying Staff 1/3 uses
Field Responder Kit 0/1 use
Obi
TECHNIQUES Kamehameha Major Effect Charging Minor Effect Shocking
After Image (Feint) 0/2 uses
Kiai 0/1 use
Instinctual Defense 0/1 use
Enhanced Focus Energy
Sonic Sway 0/1 use
Clash 0/1 use
Countermeasures 0/1 use
Base PL: 12,131 | Current PL: 15,164 | CURRENT Edge: 0 HP: 16/90 | Ki: 27/100 | DEF: 75 (100) | DR: +3 | Melee Accuracy: d100+50 | Ranged Accuracy: d100+40 Damage: +5 | Ki Cost: -2 Ki | Bonus Acc: +10
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Mar 25, 2020 23:40:23 GMT -8
Baccer grunted as he was pushed away from the blast. Well... that was definitely not good. It seemed his companion was now in a state of blind rage, disregarding his own injuries. The android tok a look around and witnessed the blown up sidekick "dirty trick" he grunted. While he wasn't as emotionally invested in the situation, he did understand that what just happened was abhorrent. He noticed that will was even more injured than he was, he couldn't possibly withstand another one of these barrages. well, that was if it hit him. As Baccer straightened his posture, he cracked his neck and knuckles. Shouting at the mercenary "well. Guess you're fresh out of backup... good" he said, still more concentrated on ending this conflict than the tension emilating from his ally. The Catman would surely calm down once the cause for his rage was destroyed. Or at least that's what baccer hoped. He didn't want to have to deal with an enraged martial artist after all thiis was over So with a quick flap of his wings he took off. Dashing towards mercenary will before delivering another barrage of punches and kicks. While it wasn't much damage in the face of the mercenary's defenses, it was enough to put a dent on him. And judging by how hurt he looked, every little dent would matter in the long run WC: 230 Total WC: 1472 At-will Action: Dragon Dash: +3 dmg to melee attacks. Rushing damage increases to 25%, Outdated scouter activation (3/3): +5 Accuracy and defense Bonus Action: Dragon Dash: +3 dmg to melee attacks. Rushing damage increases to 25% Standard action 1: Strike basic technique To hit: 4_zv3vG01d100+25Damage: 1d8+9Standard action 2: Strike basic technique To hit: 1d100+25Damage: 1d8+9If only strike 2 misses, rushing damage will be 3. If both miss, rushing damage will be 7
{Spoiler} Baccer Basic PL: 2115 Current PL: 2115 (power-up)
HP: 22/60 (0/0 Temp) Ki: 65= 79 - 14 (Dragon dashx2) Accuracy: 1d100+20 (Fighting) / 1d100+10 (Energy Control)+5 (sense via scouter) Defense: 45 +5 (sense) Damage Modifier: +3 Ki Cost Modifier: -0 DR: -2 to Incoming Damage
Item Effects: Combat armour (passive), Steel Sword (3 uses remaining) Outdated scouter (0 use remaining) Ongoing effects: Damage Taken: 49
Kiryu Will O. Wisp 1d100+25·1d8+9·1d100+25·1d8+9
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Post by Kite on Apr 26, 2020 20:30:07 GMT -8
What is this? As he stepped further and further back, the area became more unstable. There was no point in staying here much longer. Well, something happened. Suddenly, a rip became visible behind Kite-Chan, and by the looks of it, it was a way out of this dumbass place. Surely. It kinda looked like a portal, but it was.. what he thought of first, a rip in time and space. Probably not. Who knows? He didn't care though. Once he was able to find out what the hell what happening in this stupid temple. He looked at Kite- Chan and the ripple simultaneously until he decided to speak. "I don't know what this is all about, but before I go.. I wanna say something. Something is wrong with you. I hope that you find your so-called friends that I took away from you."Immediately, he went charging in the direction of Kite-Chan as a mere way to intimidate her. If she didn't try to dodge or get out of the way, there would be a high chance of him hitting her over. He dived through the ripple that was dividing the beach from what was on the other side. Well, for starters.. he fell on his face once he got through. He wasn't pleased about that. But, all that mattered was that he got out of the stupid temple.. at least that's what he thought. "You.. have got to be kidding me."He said to himself. He kept his hopes up for another fight, and by the looks of it, this one is for the cat. The cat had its doppelganger here, and they were having a hard time dealing with it. Kite took a deep breath and sighed heavily when he saw the cat that he encountered on the beach before he entered the temple and this random weird looking fellow that was alongside him. They looked a bit beaten. Kite knew that he must have gotten lucky with that cheap way to get away from Kite-Chan, but this didn't look good. Their opponent was slightly stronger than Kite, but he managed to hand both his opponent's asses to them. Was it fate? Was he sent here to save these people that were obviously in trouble. He didn't expect for this to happen. He just wanted to get some answers. "Hey! What the hell is going on here?! I was just fighting my female self and now this?! You know.. I'm not helping you guys until you tell me what the heck is going on here!"They could try to convince him. But, the only thing they could possibly say to get him to help them is 'they're dying'. There was something weird about all of this. Once he got to this 'dimension', as he thought about it, he felt a bit.. replenished. He stood there I'm the distant, with his arm folded across his chest and a neutral look on his face. "I think I might help you two out. It looks like you two are having a hard time with this pussycat. I'll help you.. but only if you tell me what is going on or you just try to convince me."WC: 535 | 535 Initiative Roll: D2oncbLN1d100Healing Roll: 3d10{KITE'S BATTLE TRACKER} SUMMARY
+3 ki each turn! | Powerful Ki +14 HP | Healing Roll | Total HP: 56+14=70/85
Damage taken in total this turn- 0 dmg -3 DR= 0 dmg.
At-Will Action:
Bonus Action:
Standard Action:
Standard Action:
CLASS FEATURES
Power of Legends- Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki- Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
CLASS TRAITS N/A
SPECIES TRAITS
9001 Lives | You are immune to the chance of Death in Death Battles. You automatically get an option to write words to survive and you get a 50% discount on whatever the amount of words you are given to write to recover from such battles.
TRAITS N/A
ITEMS
Auxiliary Core (Passive) | 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. | Only one Auxiliary Core may be equipped at a time.
Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Obi (Passive) | Decrease the cost of all your Techniques by 2 ki.
TECHNIQUES
BURNING WHITE DRAGON Kite charges a ball of white energy between his palms. He then fires it at his opponent. The gush of white fire, in the form of a dragon, engulfs his foe, inflicting serious burns to them. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Searing Cost: 35 ki, 5HP Learn: 2 weeks
DRILLED STRIKE Kite rushes towards his opponent, igniting his white aura, as he strikes his opponent in their stomach, leg, or face. This can be performed by either punching, kicking, elbowing, and even headbutting. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Immobilizing Cost: 15 ki
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.
Fighting: 10 | Energy Control: 30 | Reflexes: 15 | Resilience: 20 Natural Power Level: 5,817 | Base Power Level: 9,307 | Current Power Level: 9,307 HP: 70/85 | Ki: 60/120 | DEF: 50 | Melee Accuracy: d100+15 | Ranged Accuracy: d100+35 Damage Reduction: 3 | Damage Modifier: 1 | Ki Cost: 1(3) Power Up Ki Regen: 0/100
1d100·3d10
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