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Post by zer0gravitea on Apr 2, 2020 7:11:47 GMT -8
Savina pulled back from her flurry of slashes quickly enough to see, and avoid, Larry’s wild waving of his… well, it looked to be a large shock-stick. Electro-club? Personal Motivator? Oversized Cattle Prod? Whatever it actually was, the thing looked to be quite painful if it actually succeeded in hitting anything, a fact that made Savina all that more grateful that she managed to avoid its swings. She flipped backward to put some distance between herself and her new adversary, only to pick up a softball-sized projectile coming from Rotaro’s location. Her eyes quickly analyzed the object and detected a large volume of heat building up within, marking it either as a flashbang or an incendiary device. Not wanting to take any chances with either, Savina turned and kicked the grenade to the far side of the room. Despite the chaos that surrounded them, she prepared herself for a second flurry of slashes- this time intending on keeping mobile enough to, ideally, avoid Larry’s painful prodding. Savina dashed toward Rotaro and leaped upward, drawing the edge of her blade along his torso in a motion that resembled an uppercut. She lifted off the ground with enough force to bring herself to the ceiling, where she was quick to flip and momentarily “land” on its surface. The girl was there for only the briefest of seconds before she pushed off and cascaded back down toward Rotaro, intending to slash his back diagonally and slide safely away from her opponents in the aftermath. Wc: 257 | 5558 BATTLE TRACKER{Spoiler}DEFENSE PHASE
-2 Ki from Battlefield!
Attack 1: Savina 115 vs Opponent (51) = Miss! Attack 2: Savina 115 vs Opponent (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will:
Bonus Action: Used ENHANCED DRAGON DASH | -2 Ki | +10 Accuracy and +5 Damage with Melee Attacks this Turn
Standard Action 1: Used OVERDRIVE CASCADE | -5 Ki
Accuracy: |WLyMiS81d100+60
Wounding 40%: 1d100
Damage: 3d10+9
Standard Action 2: Used OVERDRIVE CASCADE | -5 Ki
Accuracy: 1d100+60
Wounding 40%: 1d100
Damage: 3d10+9
Regen: +2 Ki | Infinite Core Type, +2 | Blutz Generator
EFFECTS. Power Up Ki Restored: 24/100 Countermeasures 2/2 Energy Constructs 6/6
TRAITS.
Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Zenkai (Blutz Generator) 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. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flawless Counter (Class level 1) Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Haste Requirements: 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.
Technique Slots Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
Efficiency 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. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10. EQUIPMENT. Expert Training Gear | Increase the amount of PL earned per post by +50% while wearing this outfit. AI 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. Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Three times per thread. Obi | Decrease the cost of all your Techniques by 2 ki. Blutz Generator | When using a damage-dealing Basic, Special, Signature, or Legendary technique, you may choose to increase its base cost by 3 Ki to give it an additional damage modifier of +3. You regenerate an additional 2 Ki per turn. Additionally, while equipped with the Blutz Generator, you gain the Zenkai racial trait. As an object of great power, the Blutz Generator increases your base power level by 25%. DEFENSE/UTILITY TECHS.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ATTACK TECHS.
OVERDRIVE CASCADE In this technique, Savina channels an excessive amount of energy through her body to temporarily increase the speed and impact of her blows, then produces a blade from each forearm before attacking her target multiple times. As a consequence of the massive energy surge, electricity envelopes her strikes. Type: Single Melee Energy Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Imbued, Wounding Cost: 17 Ki Learn: 2 Weeks
HP: 85/85 | KI: 90/100 PL: 26,260 Melee Acc: 50 | Ranged Acc: 45 | DEF: 115 DR: +1 | DMG MODIFIER: +4 | KI COST: -4 1d100+60·1d100·3d10+9·1d100+60·1d100·3d10+9
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Post by Isaac Grey on Apr 3, 2020 10:35:16 GMT -8
Isaac then looked shocked as his attack did nothing to the behemoth, and the fact that even in that massive size one of his attacks managed to miss even with the size of the energy spheres he flung at Rotaro. As Isaac got shot in the face by the robot known as Larry, his head reeled back from the impact, but as he stands back up straight it shows only a large burn mark on his right cheek that he casually uses saliva to wipe off with his right hand. It did sting a lot, but it wasn't enough to do any major damage to his improved body. He then watches as the rest of the team manages to deal with Rotaro's arm cannon with ease, and manage to unleash their onslaught back at him. Yet they just sent one of his robots to deal with him. "He just gives one of his human name having robots to attack me instead of focusing on me. Does he think less of me? Does he doubt my skills? Damn him, I'll him the critical error of underestimating my prowess. Even if the rest of these people are further along breaking their limitations then I am, I shall show him that I should not be brushed aside," Isaac thought. He then jumps into the air and, focuses energy into his hands as he proceeds to fire a barrage of energy bolts down onto Rotaro. Hoping to whittle him down from the rapid fire.
Word Count: 250 Total Word Count: 5,103
Tags: Juni , @misaka , zer0gravitea , Fenrir , darthlunchbox {Spoiler}BATTLE TRACKER SUMMARY
Larry - Energy Blast - 45 acc vs 35 def - hit. 4 dmg - 3 DR = 1 dmg.
(Loses -2 Ki.)
At-Will Action:
Bonus Action: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. | -9 Ki
Standard Action 1: Energy Blast | -1 Ki
Accuracy: THES6J8o1d100+40
Damage: 2d6+3
Standard Action 2: Energy Blast | -1 Ki
Accuracy: 1d100+40
Damage: 2d6+3
(+5 Ki Restored)
CLASS FEATURES Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni.
SPECIES TRAITS Infinite Core Type Android - You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. (Reduced to getting one Ki at the end of every turn). TRAITS
Status
Powered Up 0/2 turns
ITEMS
White Coat (Kai Robes) - Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Regenerative Infusion - The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. 1/1 use.
EMP Grenade (Poison Bomb) - Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%. 0/2 uses.
TECHNIQUES Energy Shield 1/1 use.
Current PL: 1520 | Base PL: 1520 | CURRENT Edge: 0 HP: 74/75 | Ki: 119/135 | DEF: 35 | DR: -3 | Melee Accuracy: d100+20 | Ranged Accuracy: d100+25 Damage: +1 Ki Cost: -1 Ki 1d100+40·2d6+3·1d100+40·2d6+3
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Post by darthlunchbox on Apr 12, 2020 18:02:42 GMT -8
Attacks were coming in from everywhere, threatening to overwhelm the demon's senses. First, the green haired woman had surrounded herself with plants, somehow... he sensed that she was akin to himself, a demon or half demon, maybe. She certainly had the pride of his race as she refused to let him stand above her. Purple energy and flowers burst forth towards him; he barely was able to summon up a barrier in time, to slow down the barrage of attacks long enough for him to hold his forearm up and let his shield unfold from his forearm and absorb more of the blast. The octopus, Hachi, was brave in his attack but it was ineffective as the sheer amount of energies swirling around the room drowned his attack out. The white haired man almost seemed to blur as he moved forward, strikes raining down upon Rotaro's defenses like a hammer to an anvil and just as relentless. The dark haired stabby woman was back in the act as well, though he _was_ able to absord most of her attacks, the one jab that got through, HURT.... he had a strong desire to kill her, first. Dr Grey's energy bolts slammed into his energy barrier, failing to penetrate but finally making it collapse. Rotaro collapsed down, enough off the punishment had gotten through his defenses to make it impossible for him to hold on to his immese form any longer, he groaned as his bones snapped back down into place and his muscles shrank down to their normal size... and then he staggered up and leaned back, growling as three mortar shots of light shot out from his chest, one heading for Misaki, Savina, and Fenrir respectively. Steve kept on with his electric prod at Savina, it crackled and popped through the air as he swung it at the gynoid, trying to get a good connection. Larry changed his focus and began firing at the large plant mass that was firing large blasts of purple light around. { Battle Stats} Initiative: Savina Isaac Rotaro Misaki Juni Fenrir DEFENSE PHASE. +2 ki at end of turn Coral Attack #1 (074) vs Rotaro's Def (55): Hit Misaki Attack #1 (108) vs Rotaro's Def (55): Hit Misaki Attack #2 (107) vs Rotaro's Def (55): Hit Misaki Attack #3 (115) vs Rotaro's Def (55): Hit Misaki Attack #4 (089) vs Rotaro's Def (55): Hit Misaki Attack #5 (164) vs Rotaro's Def (55): Hit - CRIT
97 dmg - 51 DR = 46 dmg.
Hachi Attack #1 (51) vs Rotaro's Def (55): Miss
0 dmg - 51 DR = 0 dmg.
Fenrir Attack #1 (108) vs Rotaro's Def (55): Hit Fenrir Attack #2 (115) vs Rotaro's Def (55): Hit Fenrir Attack #3 (122) vs Rotaro's Def (55): Hit Fenrir Attack #4 (097) vs Rotaro's Def (55): Hit Fenrir Attack #5 (076) vs Rotaro's Def (55): Hit Fenrir Attack #6 (135) vs Rotaro's Def (55): Hit
69 dmg - 51 DR = 18 dmg.
Savina Attack #1 (142) vs Rotaro's Def (55): Hit
Savina Attack #2 (083) vs Rotaro's Def (55): Hit 55 dmg - 51 DR = 4 dmg. -3 more for 1 stack of wound
Isaac Attack #1 (098) vs Rotaro's Def (55): Hit Isaac Attack #2 (113) vs Rotaro's Def (55): Hit
13 dmg - 51 DR = 0 dmg.
OFFENSE PHASE. EDGE Savina: 0 Isaac: 4 Misaki: 2 Juni: 4 Fenrir: 4
Bonus Action: Universal Targe (Can't be burned) +10 DR Bonus Action 2(abjure): Guard -8 ki +10 DR At-Will: Personal Shield Generator +10 Temp HP At-Will: Abjure - gain 1 bonus action -1 SP Larry At-Will: Energy Blast (Misaki) bDR5R6fo1d100+40 2d6
Steve At-Will: Strike - (Savina) 1d100+40
2d6
Action 1: Energy shield -15 ki +20 DR
Action 2: Power Up! +25 ki +25% PL Action 3: Soul Salvo -23 ki (Savina, Misaki, Fenrir) 1d100+65 +15 acc for Fenrir (96), +5 Accuract for Misaki (86)
Damage: 13 for Savina if it hits, 18 for Fenrir, 16 for Misaki
EFFECTS. Can't be affected by statuses til temp HP is gone Sorcery Points: 3/5 Countermeasures Stacks: 2 +2 ki at the end of every turn Wounded - 4 more turns +3 DR next turn for Fortify from Soul Salvo Denied Countermeasures 1 more turn
TRAITS. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Racial Trait: Demonic Royalty
Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle. Traits:Class Features: Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -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. Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Outsourcing - You may equip and use 1 additional Sidekick item; this does not increase your maximum number of item slots. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. ITEMS. Companion (Robot Steve) 25/25 HP This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Companion (Robot Larry) 25/25 HP This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
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.
Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Flashbang 1/2 A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Fragmentation Grenade 1/2 The most iconic of all grenades, the Fragmentation Grenade, is a weapon that releases dangerous shrapnel in all directions upon detonation. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target up to three opponents; those opponents have a 50% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Capture Launcher This capsule contains dozens of binding nets that fly in every direction from where the capsule is thrown, hindering whoever is caught in the area. Type: Grenade Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Personal Shield Generator 0/2 Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: Twice per thread
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
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 Energy Blast attack. 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 Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS. GIANT FORM (Rank 2) 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.
BARRIER(Rank 3) You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY SHIELD You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Soul Salvo The well of souls has reached full power and Rotaro unleashes it in a stream of area effect mortar shots. Type: Energy, Ranged, Area Action: Standard Action Base Damage: 10 (+15 ACC) Major Effect: Fortify Minor Effect: Shocking Cost: 25 ki
Arm Canon Rotaro's arm flips up and exposes the barrel of a large barreled energy weapon charging up - after a short pause a bolt of white hot plasma shoots towards his foes. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Searing Cost: 15 ki Learn: 2 weeks
Enhanced Techs: SENSE 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.
PL: 26,000-->39,000 HP: 133/150 | TEMP HP: 0 | KI: 75/125 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70-->55 DR: 11 | DMG MODIFIER: +3 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [336/1966] 1d100+40·2d6·1d100+40·2d6·1d100+65
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Post by Misaki Kazamiya on Apr 16, 2020 8:22:13 GMT -8
Misaki watched with delight as the Demon... Rotaro, was it?...Started to shrink. His power began to slick back as the combined assault caused him to shrink, Returning to normal. With a smile, she noted that despite his arrogant outburst, and the attacks shredding through him, he was actually still standing. "Impressive." Misaki mentioned. "And here I was worried five on one would make this boring." She shot at the Demon. The blast she got in response was enough to shred through the plant creature she'd used for protection, and the damage she could feel through the plant-beast was definitely interesting... along with... something else. the wounds Rotaro had managed to get through her protection, to leave bleeding injuries were... gone. Was this some effect of her power? Some sort of magical trick of Juniper's, perhaps? She'd have to find out later. In the meantime, Misaki simply floated gently down from the plant-creature's head, parasol unfurled, looking to all the world like mary poppins as the thorn-beast began decaying, falling slowly into degenerative plant matter. "You've more up your sleeve than that, right?" Misaki asked, even as she felt a strange sensation come over her. It was as though her power had been... magnified. Purified? Enhanced. Changed. Taking a deep breath, golden energy quickly spilled out of the Flower-girl, as she became the focus of a golden flame, burning as high and unpredictably as a torch flapping in the wind. "Because otherwise..." Misaki's eyes took on a soft glow. "This will be a little too easy for my tastes." Meanwhile, on the other side of the underground Chamber, Coral was busy dodging through a set of boulders, jumping and flitting as the area was being affected by the titanic powers clashing. "m-m-maybe w-we s-shoulda l-l-lured him out. L-l-like to a wasteland-" Coral stopped, Before seeing one of the nearby robots. She was halfway hidden behind the rocks, so... maybe it hadn't noticed her yet? That was probably it. This was her big chance! She'd jump it by surprise, find the emergency stop button, press it, and bam!With a wry grin, and a Quick jump, Coral leaped from her hiding position like a special forces operative - in a wrestling ring - who hadn't exercised in a long while - with a resounding warcry of "It's Coral ti-" Before being promptly slapped away by an ill-timed energy blast, the Pinkette bouncing off the walls as her pink energy shield came out again in response, bouncing across the chamber. "...I's... it's... never gonna be Coral time, is it?" The pinkette managed, bouncing around. BATTLE TRACKER SUMMARY 9,088 Natural PL Base PL:13,632
enemy/reactive actions Lose wounding, gain 10% Current PL from Juniper's buff. Coral takes 6 damage from Larry (Intercept). 19 HP left. Misaki takes 16 damage from Rotaro, Reduced by 6 DR to 10 damage. Temporary HP is reduced from 2 to 0! Giant form destroyed! 8 damage spill-over.
start of Round: Misaki loses 2 ki Misaki regains 6 ki thanks to powerful+overflowing Ki.
at-will: Coral - Larry's attack - blocked! R
Bonus Action: Enhanced Sense | Gain +5 Accuracy, +5 defense, +1 DR, and +1 Dmg on all attacks this turn.
Standard Action: Torchlight! Power-up | gaining 25 Ki, refreshing power-up buff
Standard Action: Distracting energy - Distract | Giving 1 standard action to Savina
Trackers: 40 power-up ki re-gained 2 turns left on Power-up effect
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. Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki. Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead. - 1/2
SPECIES TRAITS Demonic Royalty - You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
TRAITS Desperado - When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique(does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only your Class damage modifiers, cost 2 additional Ki to perform, and have -10 Accuracy. 2/3
Intimidating Power - 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.)
Power - Your Energy attacks deal +3 bonus damage.
ITEMS Companion - Coral Pov’rel - 24/24 HP Expert Training Gear
TECHNIQUES Enhanced Sense Giant Form rank 2 - 0/1 Clash Rank 1 - 1/1 Solar Axis - Energy, ranged, single, charging searing
CURRENT Edge: 0 CURRENT PL17,040 HP: 107/115 | Ki: 106/120 | DEF: 60 | DR: 5| Melee Accuracy: d100+35 | Ranged Accuracy: d100+60
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Post by Juni on Apr 19, 2020 5:32:09 GMT -8
The wound that was applied with her mystic powers was not sealing up like she originally wanted, blood continued to soak through her black lace fabric, taking deep breaths she relying on her own abilities to deal with the problem. Rotaro fluidly motioned around everyone’s assault, the amount of damage he would have taken would have brought him down, but the demon was clever in his movements relying on his bulked physique to withstand it. The decrease in size meant that there were still additional layers. The tea princess once read a phrase: divide and conquer. In this instance, as long as the team worked effectively, that would be the key to victory. While she had been observant of the martial artists in battle, she figured she could utilize her ki to focus an attack, and at that exact moment Hachi swirled with his black tentacles to distract Rotaro a second time giving Savina an opportunity for a weak point. Juniper remained silent, remaining focused on any damage her team had taken, in the instance that she needed to use her mystic healing powers to treat their wounds. [188] [1,787]
Initiative Order: zer0graviteaIsaac GreydarthlunchboxMisaki KazamiyaJuniFenrir
Incoming Damage: Wounded from Frag grenade= -3
[Passive Effect] -2ki Mysterious Aura
[Passive Action]
[At-Will Action] Hachi To Hit nwdDzDPe1d100+40 Ink Splat 2d6
[Bonus Action] Sense
[Standard Action] Energy Blast -1 ki To Hit: 1d100+55
Damage: 2d6+3
[Standard Action]
Distract: Extra Action given to Savina
[Effects] Wounded -3 for 2/4 rounds
4/5 Arcane Points 0/4 Power up ki boost
Name:Juniper Tea Species: Demon Beast Hybrid Age:18 Gender: Female
Skills & Statistics Fighting: 25 Energy Control: 50 Reflexes: 40 Resilience: 40 Power Level: 6,763 PL
Accuracy: 1d100+25 (Fighting) / 1d100+ 50(Energy Control) Defense: 50+ 40 Reflexes = 90 -15 Mystic= 75 HP: 50+ 40 Resilience - 20 Mystic= 67 hp -3 from wound= 64 KI: -2 Mysterious Aura -1 ki EB = 93/100 DR: -4 DM: +1 KRC: -2
Class: Mystic Racial Trait: Canon Descendant of Grand Duke Oolong
Demonic Royalty Requirements: Demon Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle.
Traits: Surge Requirements: Energy Control Skill of 50 Activation: None (Passive) Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Rejuvenating Strike Activation: At-Will Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself. Limit: Twice per thread. Classes: Martial Artist, Mystic, Techie
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -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.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%.
Starting Non-Basic Technique Chosen:
ABSORB You take foreign energy into your body and use it to replenish your own. Type: Utility Action: At-Will - Reactive Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki. Cost: None Limit: Once per thread. Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Techniques:
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.
PSYCHIC POWERS Rank 2 Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis. Type: Utility Action: -- Prerequisite: Requires an Energy Control skill of 20. Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy. Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.) Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 3/5
Racial Technique:
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.
Equipment
Totem A hand-carved totem that's said to ward against certain malicious energies. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: When you use this item, you gain Immunity to the Freeze, Stun, Burn, Poison, Chill, and Shock status effects for 3 turns. Limit: Once per thread.
Stim Pack Not recommended for daily use, this cocktail of stimulants grants a large and sudden increase in energy levels. Type: Restorative - Stimulant Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
COMPANION This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Universal Targe The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread. 2/2
1d100+40·2d6·1d100+55·2d6+3
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Post by Fenrir on Apr 19, 2020 21:57:14 GMT -8
Fenrir had come after Rotaro with a single minded determination; he wanted to crush this enemy. Well, ok, it wasn't single minded. He had several things he wanted to accomplish; one of them being wanting to see just how strong this demon cyborg amalgamation was. How much power could this strange being, this odd combination of supernatural entity and cybernetic augmentation, accumulate and wield? How strong, how fast, how resilient was he? That was one of the things he wanted to do, to answer those questions. Another thing that Fenrir wanted to do, of course, was to prove how much power he had, how much he had gained. But, it wasn't to show off. He didn't like showing off that much - as odd as it may sound - and instead wanted to see the level of power that he wielded at that moment, to see where he was lacking and where he was excelling. He wanted to know just where he had to improve himself; was it his defense, his offense, his speed, his durability and resilience, where could he improve? Crushing the annoying arrogant demon was, ultimately, a simple side effect and a much welcome bonus to the other goals. His rain of devastating blows hit home; each strike, one after another. He had hammered the demon without mercy; the being would have shown them none and was showing them none, so why should Fenrir hold back in turn? As soon as his feet touched ground, he was back on the offensive, charging at the strange cyber demon with a second series of brutal strikes, hitting for his most vulnerable spots, aiming for joints as well as for the wounds brought onto his now shrinking body by the other people that stood in defiance of him. Rotaro attempted to hit him, as well as the others, but the attack missed by quite a distance; the light blue haired man ducking down, bobbing and weaving, out of the path of it as he shot up with a potent open palm strike to the creature's throat in return. Fenrir's grin only grew. WC: 350 CWC: 4,890 BATTLE INFO - Fenrir DEFENSE PHASE.
[Rotaro] Attack #1: Soul Salvo 96 vs 110 [ Miss ] [Rotaro] Attack #2: N/A
OFFENSE PHASE.
Bonus Action: Enhanced Dragon Dash, +10 Accuracy, +5 Damage, Cost: 6 Ki
At-Will: Activate Haste, +1 Bonus Action (Haste: 3 / 3 )
Bonus Action: Enhanced Dragon Dash, +3 Damage, Cost: 6 Ki
Action 1: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt
TO HIT: Zli0ALHd1d100+50
DAMAGE: 1d12+11
At-Will: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt
TO HIT: 1d100+50
DAMAGE: 1d12+11
Action 2: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt
TO HIT: 1d100+50
DAMAGE: 1d12+11
At-Will: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt
TO HIT: 1d100+50
DAMAGE: 1d12+11
Action 3: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt
TO HIT: 1d100+50
DAMAGE: 1d12+11
At-Will: Enhanced Strike, -3 Ki, +4 Damage due to Master Belt
TO HIT: 1d100+50
DAMAGE: 1d12+11
EFFECTS. -2 Ki per turn -3 Damage per turn for 2 turns
Power Up Ki Regained: 19/100
TRAITS. General Traits:
Haste Requirements: 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-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Racial Trait:
Like Rubber Requirements: Demon Effect: You possess a natural 2 DR.
CLASS FEATURES:
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10.
Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10.
CLASS TRAITS:
Flawless Counter Activation: Passive Effect: 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. Limit: --
Bend the Limits Activation: Reactive At-Will Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread. Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
ITEMS.
EQUIPMENT: Weapon: Flexmetal Staff Produced by Capsule Corporation, this staff is manufactured with a high-grade alloy that allows for maximum flexibility and durability while still being incredibly lightweight. Type: Weapon - Staff Zeni Value: 30000 Zeni Cost: 80000 Activation: Bonus Action Effect: You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers. Limit: 3 uses per thread.
Supplementary: Lucky Trinket Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reaosn. Type: Supplementary - Magic Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: 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.) Limit: Only one Lucky Trinket may be equipped at a time.
Outfit: Expert Training Gear Activation: Passive Effect: You gain an additional 50% PL from thread rewards while wearing this outfit. Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Supplementary: Master Belt A belt worn by master martial artists and enthusiasts, indicating rank within a particular school. Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
DEFENSE/UTILITY TECHS.TELEPORTYou vanish--moving immediately through space and time by some unnatural means.Type: Defense Action: Standard Action - Reactive Effect: You immediately avoid all attacks and utility techniques that would have hit you this turn, including critical hits. You may use this technique to flee the current thread. Cost: 20 ki. Limit: Once per battle. Rank: Rank 3 FREEZEYou unleash a torrent of cold at your opponent to encase them in ice and slow down their movements.Type: Utility Action: Bonus Action Effect: You have a 85% chance to inflict the Freeze status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%. Cost: 5 ki Limit: Three times per thread. Rank: 3. ATTACK TECHS.SPECIAL TECHNIQUES:N/A Finisher TechniquesN/A PL: 7,445 HP: 74/80 | KI: 34/100 | DEF: 110 | ENG ATK: +30 | PHY ATK: +40 | DR: +5 | Ki Cost Reduction: -1 | DMG Modifier: +3
With permission from Darth I am editing the previous damage rolls of my last attack turn ( I stupidly did 1d6 + 8 when my damage rolls should be 1d12 + 15) Attack 1: 1d12+15Attack 2: 1d12+15Attack 3: 1d12+15Attack 4: 1d12+15Attack 5: 1d12+15Attack 6: 1d12+15As an extra note, the damage rolls of THIS turn (which I managed to also f*ck up cause I am made of absolute fail) should have a bonus damage of +15 and not +11. 1d100+50·1d12+11·1d100+50·1d12+11·1d100+50·1d12+11·1d100+50·1d12+11·1d100+50·1d12+11·1d100+50·1d12+11·1d12+15·1d12+15·1d12+15·1d12+15·1d12+15·1d12+15
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Post by zer0gravitea on May 5, 2020 11:46:36 GMT -8
It appeared as though their common enemy had finally begun to buckle under the combined might of their assaults- enough so that he actually shrank into a smaller, leaner form. For a moment, Savina was grateful that any of her own enhancing mechanics did not cause her to swell up into something quite so unsightly, to say nothing for how painful the whole ordeal looked. Unfortunately, that fleeting moment of musing was enough to find her chest struck by Steve’s crackling prod. The electricity discharged painfully into her metal-encased nervous system, causing her teeth to clamp shut and her frame to momentarily feel as though it had locked up entirely. The pain was fleeting, however, as the electricity channeled through her body and was rerouted directly to her core- giving her a sudden jolt of usable energy. “ That wasn’t very smart of you, was it?” she asked of Steve, then casually returned her gaze to Rotaro. Her allies were working to ensure that he remained open to punishment for his arrogance, and with the newfound vigor, Savina intended to give her allies just what they requested. She surged forward, energy flaring around her body as a mixture of flaming white aura and arcing veins of crimson energy; again, the girl’s arm-blades emerged from their hidden homes, and again, she layered slash after slash into Rotaro’s open side. Wc: 237 | 5795 BATTLE TRACKER{Spoiler}DEFENSE PHASE
-2 Ki from Battlefield!
Attack 1: Savina 115 vs Steve (121) = Hit! Attack 2: Savina 115 vs Rotaro (81) = Miss! Total damage: 7 - 1 = 6
OFFENSE PHASE.
At-Will: Activated HASTE | Gain +1 Bonus Action this turn
At-Will: Activated ASSAULT | Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
Bonus Action 1: Used ENHANCED DRAGON DASH | -2 Ki | +10 Accuracy and +5 Damage with Melee Attacks this Turn
Bonus Action 1: Used ENHANCED DRAGON DASH | -2 Ki | +3 Damage with Melee Attacks this Turn
Standard Action 1: Used OVERDRIVE CASCADE | -5 Ki
Accuracy 1: d7sYaoSx1d100+60
Accuracy 2: 1d100+60
Wounding 40%: 1d100
Damage: 3d10+12
Standard Action 2: Used OVERDRIVE CASCADE | -5 Ki
Accuracy 1: 1d100+60
Accuracy 2: 1d100+60
Wounding 40%: 1d100
Damage: 3d10+12
Standard Action 3: Used OVERDRIVE CASCADE | -5 Ki
Accuracy 1: 1d100+60
Accuracy 2: 1d100+60
Wounding 40%: 1d100
Damage: 3d10+12
Standard Action 4: Used OVERDRIVE CASCADE | -5 Ki
Accuracy 1: 1d100+60
Accuracy 2: 1d100+60
Wounding 40%: 1d100
Damage: 3d10+12
Regen: +2 Ki | Infinite Core Type, +2 | Blutz Generator
EFFECTS. Power Up Ki Restored: 24/100 Countermeasures 2/2 Energy Constructs 6/6 Haste 2/3 Assault 1/2
TRAITS.
Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Zenkai (Blutz Generator) 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. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains. If you lose In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Flawless Counter (Class level 1) Activation: Passive Effect: 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. Limit: -- Classes: Martial Artist, Mystic, Prodigy, Protector
Haste Requirements: 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.
Technique Slots Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
Efficiency 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. Limit: --
Instinct Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10. EQUIPMENT. Expert Training Gear | Increase the amount of PL earned per post by +50% while wearing this outfit. AI 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. Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Three times per thread. Obi | Decrease the cost of all your Techniques by 2 ki. Blutz Generator | When using a damage-dealing Basic, Special, Signature, or Legendary technique, you may choose to increase its base cost by 3 Ki to give it an additional damage modifier of +3. You regenerate an additional 2 Ki per turn. Additionally, while equipped with the Blutz Generator, you gain the Zenkai racial trait. As an object of great power, the Blutz Generator increases your base power level by 25%. DEFENSE/UTILITY TECHS.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ATTACK TECHS.
OVERDRIVE CASCADE In this technique, Savina channels an excessive amount of energy through her body to temporarily increase the speed and impact of her blows, then produces a blade from each forearm before attacking her target multiple times. As a consequence of the massive energy surge, electricity envelopes her strikes. Type: Single Melee Energy Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Imbued, Wounding Cost: 17 Ki Learn: 2 Weeks
HP: 79/85 | KI: 68/100 PL: 26,260 Melee Acc: 50 | Ranged Acc: 45 | DEF: 115 DR: +1 | DMG MODIFIER: +4 | KI COST: -4 1d100+60·1d100+60·1d100·3d10+12·1d100+60·1d100+60·1d100·3d10+12·1d100+60·1d100+60·1d100·3d10+12·1d100+60·1d100+60·1d100·3d10+12
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Post by Isaac Grey on May 6, 2020 11:32:11 GMT -8
After watching everyone else contribute to the assault, as the demonic titan's shield is broken. His attack not only landing but seemed to have contributed to bringing down the shield even if it didn't pierce it. Isaac knew the truth though, that out of everyone else he is the most inconsequential to the fight. As he sees Misaki powering up, Juniper, Fenrir, and even the octopus contributing. Though as he sees the one known as Coral get knocked away by one of Rotaro's robots he is starting to feel a little better and is glad that he's not her. "Now they're all ignoring me, not even the peons see me as a threat at all. How dare they, you think just because I am not as strong as everyone else that I am no threat, well I'll show you, I'll use my powerful tool in my arsenal, my intellect," Isaac thought. He then quickly goes over to Savina and gets out a plug attachment from a secret built-in compartment in his chest connected to his core. "I believe since you are a similar type that we are compatible, you seem to have been exerting a lot of energy, allow me to give some of my spare energy to you," Isaac replies. He then plugs it into her chest and starts sending energy from his core into Savina's. He then goes over to Misaki and stands behind her and begins whispering to her acting like she's not talking to him. "You have been doing well, I have a plan, I can distract them and then spend much more power than usual for a powerful attack. I never tried anything like that out of fear of overheating my body, but I could make it out without being injured. As soon as I give the signal, which would be me shouting at Rotaro, you unleash a powerful attack as well straight at him. That should allow me to catch by surprise with my prepared attack while he has his flank exposed. Just wait for my signal and then we can pull off this pincer attack," Isaac instructed. He then runs to behind Rotaro and jumps into the air, an abundance of his energy flows from his core that it can be seen in his glowing veins as it all leads up to his hands. In each hand he has two large golden spheres of energy, bigger then any has ever used before. As his body is formed in a cross formation with both energy spheres at the palm of both of his hands. "ALL GLORY TO HUMANKIND!" he yelled out to Rotaro. That being the signal he was telling Misaki about, that he lets loose hoping Misaki attack hits first so that he wouldn't be able to block or dodge his. Word Count: 437
Total Word Count: 5,440 Tags: Juni , Misaki Kazamiya , zer0gravitea , Fenrir , darthlunchbox {Spoiler}BATTLE TRACKER SUMMARY
(Loses -2 Ki.)
At-Will Action: Distract - You can give one of your standard actions to an ally that goes in the turn order after you.
Bonus Action: Energy Transfer (Ki Transfer) - You spend 10 ki to restore 25 ki to an ally. Their base power level is also boosted by +25% of your current PL. The total boost cannot exceed more than 50% of their current PL. |- 9 Ki (+25 Ki given to Savina)
Standard Action 1: Given to Misaki
Standard Action 2: Combination Attack - You spend 10 ki to add a Combination Effect of your choice to a Special Technique performed by one of your allies on their next turn. With the exception of Damaging, no Special Technique may benefit from a Combination Effect more than once per use.
Damaging-Double the damage dice of the attack (Single and Barrage); Add +10 to the damage of the attack (Area only)
(+5 Ki Restored)
CLASS FEATURES Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni.
SPECIES TRAITS Infinite Core Type Android - You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. (Reduced to getting one Ki at the end of every turn). TRAITS
Status
Powered Up 0/2 turns
ITEMS
White Coat (Kai Robes) - Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Regenerative Infusion - The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns. 1/1 use.
EMP Grenade (Poison Bomb) - Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%. 0/2 uses.
TECHNIQUES Energy Shield 1/1 use.
Current PL: 1520 | Base PL: 1520 | CURRENT Edge: 0 HP: 74/75 | Ki: 114/135 | DEF: 35 | DR: -3 | Melee Accuracy: d100+20 | Ranged Accuracy: d100+25 Damage: +1 Ki Cost: -1 Ki
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Post by darthlunchbox on Jun 22, 2020 18:47:29 GMT -8
Rotaro grimaced in pain as the heat shot from his chest and the mortar shots fell among the rabble facing him. They proved to be a futile effort as the heroes pressed their attack on him once more; he was able to fend off the attacks from the mystic and her floating minion without too much effort. The white haired main struck with a speed an precision that the demon just couldn't keep pace with. Fists and feet found their mark, shocks of pain he hadn't felt since he had been molded into this new form... He summoned his white hot rage and held onto it like a lifeline; he had always been able to take a beating and this wasn't going to be enough to take him down... just wait until he got his shot back at these fools... They began jibing and sniping at him, drawing his attention... Alarm bloomed into his mind far too late. Savina swooped in like an angel of death. Rotaro's vision seemed to slow down and he was able to admire every excruciating blow in exquisite detail. The first thrust snuck past as he snapped his arm guard down to intercept it and plunged into his left side; his right arm tried to intercept a slash heading for his stomach and failed; a fan of crimson blood fanned into the air. His arms started to dart towards his gut reflexively and barely missed catching the dual blades crashing into his chest. A strange hiccoughing cry emerged from him as he slid back off of his foe's blades. He didn't even feel the floor as his body splayed across it. He coughed a bloody spray and gasped, "Self Destruct... auth cough cough authorization gamma delta ruby. I'll take you all with me..."
Rotaro's eyes roll up in the back of his head and he breathes his last. A countdown started from his chest as the robot minions sit down where they are and stare towards the body of their fallen creator. "T-MINUS 90 SECONDS TO DETONATION..."{ Battle Stats} Initiative: Savina Isaac Rotaro Misaki Juni Fenrir DEFENSE PHASE. +2 ki at end of turn
97 dmg - 51 DR = 46 dmg.
Hachi Attack #1 (064) vs Rotaro's Def (60): Hit Juni Attack #1 (128) vs Rotaro's Def (60): Hit
22 dmg - 26 DR = 0 dmg. (11 DR+10 from guard+2 from sense+3 from fortify)
Fenrir Attack #1 (118) vs Rotaro's Def (60): Hit Fenrir Attack #2 (144) vs Rotaro's Def (60): Hit Fenrir Attack #3 (111) vs Rotaro's Def (60): Hit Fenrir Attack #4 (054) vs Rotaro's Def (60): Miss Fenrir Attack #5 (128) vs Rotaro's Def (60): Hit Fenrir Attack #6 (100) vs Rotaro's Def (60): Hit
92 dmg - 26 DR = 66 dmg. (11 DR+10 from guard+2 from sense+3 from fortify)
Savina Attack #1 (142) vs Rotaro's Def (55): Hit
Savina Attack #2 (113) vs Rotaro's Def (55): Hit Savina Attack #3 (146) vs Rotaro's Def (55): Hit
Savina Attack #4 (134) vs Rotaro's Def (55): Hit
112 dmg - 26 DR = 86 dmg. (11 DR+10 from guard+2 from sense+3 from fortify)
OFFENSE PHASE. EDGE Savina: 0 Isaac: 4 Misaki: 2 Juni: 4 Fenrir: 4
Bonus Action: Sense: +5 Acc +5 Def +2 DR and Damage Bonus Action 2(abjure): Guard -8 ki +10 DR At-Will: Abjure - gain 1 bonus action -1 SP
Larry At-Will: Energy Blast (Savina) zUVtK_IQ1d100+40 2d6
Steve At-Will: Strike - (Savina) 1d100+40
2d6
Action 1:
Action 2: Power Up! +25 ki +25% PL Action 3: Soul Salvo -23 ki (Savina, Misaki, Fenrir) 1d100+65 +15 acc for Fenrir (96), +5 Accuract for Misaki (86)
Damage: 13 for Savina if it hits, 18 for Fenrir, 16 for Misaki
EFFECTS. Can't be affected by statuses til temp HP is gone Sorcery Points: 2/5 Countermeasures Stacks: 2 +2 ki at the end of every turn Wounded - 3 more turns +3 DR next turn for Fortify from Soul Salvo - Applied Denied Countermeasures 0 more turn - Countermeasures back in play
TRAITS. Endure Requirements: Resilience Skill of 30 Activation: None (Passive) Effect: Increase your HP by +25.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Racial Trait: Demonic Royalty
Effect: You gain the technique Giant size for free and it takes up no technique slots. In addition, Companions have your class level plus their rarity more HP where rarity is common 1, rare 2, mythic 3. In addition, they can use the intercept ability twice per battle. Traits:Class Features: Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: -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. Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Outsourcing - You may equip and use 1 additional Sidekick item; this does not increase your maximum number of item slots. Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. ITEMS. Companion (Robot Steve) 25/25 HP This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
Companion (Robot Larry) 25/25 HP This person is always at your side. They could be a well-paid mercenary, a student, a pet, a lover, a robotic assistant-- whatever you choose. ZENI VALUE: 40,000 ZENI COST: 120,000 RARITY: MYTHIC -This Sidekick may make all actions a sidekick is prescribed to make. It’s bonus to attack with energy or physical weapons is +40, its damage dice is 2d6, and it’s HP is 20. -A wounded Companion may be healed with the Healing Tank and Clinic Strong-hold Addons, if you possess both.
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.
Spiritualist Robes Worn by the Namekian Dragon Clan, these robes have been crafted to dramatically increase the flow of energy through their wearer’s body. Type: Outfit - Robe Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum Ki by +25 and regain 2 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted. Limit: None.
Flashbang 1/2 A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Fragmentation Grenade 1/2 The most iconic of all grenades, the Fragmentation Grenade, is a weapon that releases dangerous shrapnel in all directions upon detonation. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target up to three opponents; those opponents have a 50% chance to be afflicted with the Wound status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Capture Launcher This capsule contains dozens of binding nets that fly in every direction from where the capsule is thrown, hindering whoever is caught in the area. Type: Grenade Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Target up to three opponents; those opponents have a 60% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Personal Shield Generator 0/2 Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Reactive At-Will Effect: Using this item grants you +10 Temporary HP. Limit: Twice per thread
Universal Targe 1/2 The Universal Targe is a Capsule Corporation production that appears to be only an Iron Bangle- when it is activated by a neural link embedded within its construction, a durable shield of synthetic Katchin expands outward to aid in its user’s defense. Type: Weapon - Shield Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action - Reactive Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn. Limit: 2 uses per thread.
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 Energy Blast attack. 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 Energy Blast does not cost any ki. Limit: 4 uses per thread.
DEFENSE/UTILITY TECHS. GIANT FORM (Rank 2) 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.
BARRIER(Rank 3) You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ENERGY SHIELD 0/1 used You create a sphere of ki around your body that insulates and protects you from incoming damage. Type: Defense Action: Bonus Action - Reactive Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.
Soul Salvo The well of souls has reached full power and Rotaro unleashes it in a stream of area effect mortar shots. Type: Energy, Ranged, Area Action: Standard Action Base Damage: 10 (+15 ACC) Major Effect: Fortify Minor Effect: Shocking Cost: 25 ki
Arm Canon Rotaro's arm flips up and exposes the barrel of a large barreled energy weapon charging up - after a short pause a bolt of white hot plasma shoots towards his foes. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Searing Cost: 15 ki Learn: 2 weeks
Enhanced Techs: SENSE 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.
PL: 26,000-->39,000 HP: 000/150 | TEMP HP: 0 | KI: 75/125 FIGHTING: 25 | ENERGY CONTROL: 50 | REFLEXES: 30 | RESILIENCE: 50 MELEE ACCURACY: +25 | ENERGY ACCURACY: +50 | DEF: 70-->55 DR: 11 | DMG MODIFIER: +3 | KI COST: -2 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [342/2308] 1d100+40·2d6·1d100+40·2d6·1d100+65
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Post by Misaki Kazamiya on Jun 28, 2020 13:29:35 GMT -8
Misaki's face was surprised, as Savina immediately dug her blades into the androids' chest, cutting it to ribbons. what sort of power was behind that one, she wondered? still, surely it wouldn't be enough to...
to...
Misaki's eyes widened as the demon fell, breathing his last and coughing his ending, repugnant remarks.
The Greenette's face looked surprised, and then angry.
"...that's it?!" the Gardener hissed loud enough for any to hear, with the rage filling in it. "...After all that talk, you really were just a worm!" The Gardener grunted, glaring angrily at the Dead demon as though all the spite in the world might make Rotaro get up and keep fighting, crossing her arms.>
She was only interrupted a couple seconds later as Coral came barrelling through the cavern at top speed, Immediately putting her arms around Misaki's waist and heaving Her onto her shoulder like a plank of wood without breaking pace.
"yes misaki the man didn't fight good that real bad but we need to get out of here!"
"I- Coral, you- what?"
"Look we will find you a cool fight later, but how about we do it when we're not about to explode?!"
"...You were struggling to lift your suitcase earlier."
"Fear is an incredible motivator now let's goooooo!" The panting Coral replied, her legs moving in a stunningly good representation of a member of the scooby gang in motion.
Misaki opened her mouth to say something, but... Coral was right, and while she could've ignored reality here, acting in a caddish fashion to someone trying to save her would be crude of her. Instead she crossed her arms, looking unhappy with the situation as a glare passed her face... and yet, a ghost of a smile also found it's way to her face as she looked back to the Pinkette.
[305]
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Post by Juni on Jul 1, 2020 17:29:23 GMT -8
The moment their enemy collapsed, it was difficult to believe that it was over as soon as the battle had begun, and time was limited to ninety seconds according to the demon’s last words. Juniper had so much more live for, while she had absolutely no knowledge of what the radius of the explosion the self destruction sequence would cause, she did not want to stick around long enough to find out. It was Coral that was the first to make her escape, expressing her body to leave immediately, but Misaki simply crossed her arms in response followed by a dangerous smile. The tea Princess was perplexed, whether to remain or leave, as she did not want to leave comrade behind but she also had no desire to force her own will upon the Greenette’s safety.
“Be careful, Misaki-san.” Juniper said as she turned her heel and left the chamber. There was absolutely no time to consider all the options in this situation. The best solution was to secure her own safety, heal everyone’s wounds, and then rescue the gardener if necessary. Running along the dark unground tunnel, Hachi led the way back, it was a straight shot getting out of the tunnel, as there were no connecting chasms under the city. Their primary mission had been to support Savina and Dr Grey in their endeavor both who were fully capable of taking care of themselves. At the end of the tunnel, she emerged on the surface of the street, it was a wild guess that it was a safe distance, and her cobal blue eyes stared into the dim passage for the others to return to her side.
[279] [2,066]
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Post by Fenrir on Jul 2, 2020 8:58:37 GMT -8
The wolf's attacks struck home, one after another. Each one was potent, each one was aimed at disabling the dangerous cybernetic demonic entity. There was a part of him that wanted to beat the creature down, force him to bend the knee and admit surrender, and thus best him and keep him alive. After all, such a beast could be tossed over to the good Dr. Isaac whom Fenrir had promised to not destroy the demon in order for him to study it. It could prove quite useful in that endeavor. However, there was another side of him. The predator within; the more baser instinct which crouched within the depths of his mind, leering out from the shadows and the darkness and growling, barely seen, out to him to just go ahead and kill the demon. The creature was a threat, not just to him and the others down there fighting it, but to the entire city under which the creature had decided to appear and set up shop.
His eyes did glint with that predatory malice, that desire to eliminate the threat; not out of sheer joy or pleasure of killing, but because it was the best option, eliminate the threat with utmost force and efficiency in order to ensure the continued safety and survival of the city and its residents. His grin continued to spread as each strike landed and he could not help but question the creature, "I thought you'd be tougher than this; is this the best that the bastard child of the sciences and the supernatural has to give me?" He wasn't taunting the beast, he was merely questioning, curious as to how he was supposed to be considered a viable threat, "You are bulky, I'll give you that. You managed to absorb our hits rather well. But, you could only take so much." The last attack struck particularly hard and Fenrir pulled away from the creature, leaping away as it attempted to strike at him one final time.
His heart rate was slowing down when he noticed something; he heard it, self destruct authorization? T-MINUS 90 SECONDS TO DETONATION...
Oh. That was not good. That was not good at all. They wouldn't have enough time to get out of there. He grabbed the nearest people; or at the least, he ran over to them and went to grab them. If they allowed him to snatch them up, well that was their decision. But if they did, he would scoop up the nearest two people; that being Doctor Isaac and Savina, "Pardon me," He apologized and took off running. He hefted them up off the ground, all but throwing them up onto his strong shoulders as his biceps flexed with the effort of lifting two fully grown adults up onto his shoulders. It wasn't that bad, he was a lot stronger than any normal human and he bolted.
Juni had apparently been led away by Hachi and the tall white wolf followed her scent, his nose twitching as he followed it, running at full speed away from the fallen demon and his two robotic henchmen, carrying the two others with him. Whether they wanted him to carry him, well they could very well leap out of his arms if they so desired if they felt they could run faster than he. "Must go faster," He told himself as he ran.
WC: 565 CWC: 5,455
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Post by Isaac Grey on Jul 2, 2020 19:46:25 GMT -8
As his powerful attack was released, he watched as it whizzed over the fallen body of Rotaro as it blew a hole in their way out. Even though it wasn't a 100 percent chance of success, the fact the fight was over already, before he could even enact his plan and make a major contribution in his defeat. It seems Savina has shown herself to be superior to him in many ways. As well as the other non-Android members of this group. He still has the parts of Rotaro's robot army that they destroyed recently though, he can reverse engineer their tech and make himself even more powerful. And as Rotaro was falling he heard his final threat of taking them all with him. He then went around the room as quickly as he could, stuffing research notes, blueprints, and all important data left behind by the Red Ribbon Army that Rotaro used and stuffed them into his large white coat. He even put a USB into one of the computers to start downloading some of the data into it. As he is scrounging around for any data he can find, he then finds a cage filled with many people who seem to be very weakened, most likely drained by Rotaro for himself, but among these people he couldn't see that strange moth girl. There is no time to worry about that however as he pries the bars open and administers Regenerative Infusion into each of them to give them enough energy to run out of the building on their own, when he runs out he then helps the last person get up who at the moment is too weak to walk. That is when Fenrir tries to carry him to which he bats his hand away.
He puts the captured civilian onto his shoulder not unlike what Fenrir was attempting to do for him, "I can run myself thank you very much," he replied. He then went and got the USB out of one of the computers and put it into one of his many coat pockets along the way as he ran towards the exit and back the way they came. At the very least he won't be getting out of this empty-handed. He just needs to get out of here and back to his lab, then he can get to work upgrading himself even further. If he ever hopes to prove his superiority to everyone else here, he shall do it with his own intellect. They will see, the whole world will soon see.
Word Count: 427
Total Word Count: 5,867
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Post by zer0gravitea on Jul 11, 2020 20:44:48 GMT -8
Savina took a bit longer than she would have admitted to realize what the madman’s self-destruction ploy meant for their little band of heroes. Bringing down the building on top of the lot would have been a trifling thing to deal with- by her estimations, everyone present could easily punch their way out of the area… in one way or another, at least. However, if that self destruct was potent enough to knock any of them unconscious, then the collapsed building would spell a high chance of someone suffocating underneath the rubble.
As soon as she realized the potential danger of Rotaro’s plan, the gynoid began looking around and attempting to calculate the easiest way to escape with potentially the slowest among their group in tow. While she was thinking, however, the petite android found herself rather suddenly scooped up into the arms of that massive blue-haired man. She was initially impressed at his ability to lift something as weighty as her metallic frame, but quickly remembered that everyone here was just a little bit beyond the planet’s ordinary. Just a little bit.
“I’d complain too, but I think this is the first time anyone’s picked me up like this!” she chimed in happily, attitude entirely failing to reflect the grave nature of their predicament. “I think I’ll hang on for the ride, iffin’ you don’t mind!”
Wc: 243 | 6038
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Post by zer0gravitea on Aug 19, 2020 10:26:28 GMT -8
(Bumping for Atreus.)
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