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Post by Duke Satan on Sept 29, 2019 4:46:15 GMT -8
Perhaps Magnus should have expected that these bear bandits were more than meets the eye. Their confidence even when he and the woman utterly slaughtered one of their kind would be an obvious giveaway, there is no way that they could be so far up their ass that they couldn't recognize when they are outgunned. The demon's energy slashes all landed, pushing his opponent away - but then he, alongside his fellow Bear Bandit, suddenly joined into a powerful combination of attacks, releasing all of their pent up energy in a single overwhelming physical rush. His teammate was fast enough to weave her way out of the attacks and continue fighting unabated. Magnus did not have such luxury. He simply crossed his arms and saw himself pounded into the ground, overwhelmed by one of the bandits and beaten down into the floor of the train. Slash after slash after slash smashed into his body, and yet, as the combination ended and his opponent leapt back, huddling together with his peer, all that came out was a wicked snicker. " Really? That's all?" Magnus pulled himself off the ground - his clothes definitely looked worse for wear and a small stream of blood was now running from his forehead, but the demon did not seem any less motivated to fight. Hell, he looked satisfied. The energy blade around his hands vanished and Magnus fired up his aura, drawing from his energy reserves for the next phase of the battle. "You have been building up towards this surprise for the entirety of the fight, and this is all it amounts to? She is completely unscathed and I only got my cloak ruffled." the demon declared, staring at both of the Bear Bandits. " Pathetic. Would you like to try again? Do it properly this time - I've seen teenage girls hit me with more force than you just did." He could only hope that his distraction would be enough for his teammate to take advantage of. Because while she still seemed fresh, he was already drawing into his reserves to keep up the pressure. [Words: 349 / 5032] Kiryu A.I. Defensive PhaseBandit attack #1 - 104 vs 30 - hits for 16 dmg Bandit attack #2 - 72 vs 30 - hits for 11 dmg Total damage: 27 - 16 = 11 2 damage dealt back with Bristling Defenses! Offensive PhaseBonus Action: Guard (-10 ki) - Gain 10 Damage Reduction. Standard Action: Converted to Bonus Action - Power Up (+25 ki, +25% PL) Standard Action: Distract - Transfer Standard Action to A.I. next turn. Battle EffectsPower Up: 1/2 turns Skills and StatisticsFighting: 35 Energy Control: 10 Reflexes: 10 Resilience: 15 Power Level: 1 104 (883) Fighting Accuracy: 1d100+35 Energy Control Accuracy: 1d100+10 Defense: 30 HP: 92/105 KI: 40/100 Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 DR: 6 Traits: Lifedrinker: Every successful attack regains you 2 HP. Class: Protector Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses: Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR. Techniques:Equipment:Advanced Battle Armor: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. Minor Panacea: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns. Once per battle. First Aid Kit: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. 1d100+35·1d12+5·1d100+35·1d12+5LEfoFZP0
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Post by Kiryu on Sept 29, 2019 17:33:26 GMT -8
The bandits were clearly flustered that their special maneuvers had not panned out. Clearly, they had expected their sudden utilization of their true power to throw off A.I. and Magnus, and allow their attacks to land with authority. It was not to be, however. Though Magnus was certainly struck, he did not seem nearly as damaged as the bandit had expected. Ahri escaped entirely unscathed. The one solace for them was that it seemed like they would not he injured much at this moment, since aside from a bit of damage from Magnus, the only other attack made against them was unsuccessful. Rather than press the attack, the saber toothed bear bandits saw to their own flagging reserves. They both grunted, and though no auras became visible, their was a sudden sense of pressure in the air surrounding them. It was clear that they were gathering in energy, finding strength to continue the fight. Finally, they both moved, attacking Ahri and Magnus, trying to hamper their movements by aiming for some of the muscles and tendons that allowed great mobility.
[WC=181] [TWC=1,618]
Bandit 1 (Attacking A.I.) Defense Resolution- Ahri's attack misses!
Bonus Action- Power Up (+25 ki, +25% PL)
Standard Action- Power Up (+25 ki, +25% PL)
Standard Action- Grapple (-3 ki)
Attack: JKnnJ9Uu1d100+30
Damage: 1d6+1
Immoblize Chance 40%: 1d100
PL: 1,800
HP:44/55 | KI: 77/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE: 5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70 | Power Up Ki Returned: 50/100
DR: +1 | DMG MODIFIER: +0 | KI COST: -0
Bandit 2 (Attacking Magnus) Defense Resolution- Magnus deals 2 damage via Tidebreaker!
Bonus Action- Power Up (+25 ki, +25% PL)
Standard Action- Power Up (+25 ki, +25% PL)
Standard Action- Grapple (-3 ki)
Attack: 1d100+30
Damage: 1d6+1
Immoblize Chance 40%: 1d100
PL: 1,800
HP: 25/55 | KI: 92/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE:5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70
DR: +1 | DMG MODIFIER: +0 | KI COST: -0 Power Up Ki Restored: 50/100 A.I. Duke Satan 1d100+30·1d6+1·1d100·1d100+30·1d6+1·1d100
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Post by A.I. on Sept 30, 2019 18:02:21 GMT -8
The bandits seemed slightly dismayed at the fact that their surprise power boosts had barely managed to do them any good. Ahri was already beginning to ready herself for another onslaught, expecting the bandits to charge firth once more. Before attacking, however, the bear bandits had suddenly managed to increase their raw power once more, although no aura was visible to anybody on the train. Instead, a considerable amount of pressure made itself known in the air, as the pair of bears powered up. Sure enough, what Ahri had predicted, had happened, as the large bear facing in her direction attempted to toss a couple attacks towards Ahri's way, trying to hamper her movement in any way he can. The first attack bashed roughly against Ahri's left arm, causing it to fly backwards a bit, seemingly jerking Ahri back, away from the bear. Ahri released a strong, sudden wave of air, in order to knock the bear away from her. Once that action was completed, she focused most of her remaining energy into her fists, which began to glow brightly with a heavenly air, sparks of generic white ki flying from the balled up palms. As the energy became unstable, she rushed full speed ahead, towards the bear, unleashing a slow, powerful combo of punches on the criminal. She aimed for the head, then the gut, and finally, threw a fist down harshly, flying towards the bear's snout, attempting to hammer it down to the ground. Once her attacks had finished, she would back away slightly, attaining a defensive position. She could feel her power level drop a bit as she did so. Maybe she put a bit too much energy into the attack. No, no, no. Not now....Not willing to lose, she watched the movements of the bear she fought, ready to react if he should respond to her salvo of attacks.
Word Count : 314/7460 Defense Phase:
Attack 1: 40 Def vs 118 Acc. Hit for 4 damage. Attack 2: 40 Def vs Acc. Miss. Total Damage: 4-4= 0 damage. Offense Phase:
At Will: Bonus Action: Standard Action 1: Shattering Blow | -15 ki | Piercing | Wound Accuracy: y33IXn2h1d100+10Damage: 3d10+1Wound(40 or lower): 1d100Targeting The Big Bad Saber Tooth Bandit 1.Standard Action 2: Shattering Blow | -15 ki | Piercing | Wound Accuracy: 1d100+10Damage: 3d10+1Wound(40 or lower): 1d100Targeting The Big Bad Saber Tooth Bandit 1.Standard Action 3: Shattering Blow | -15 ki | Piercing | Wound Accuracy: 1d100+10Damage: 3d10+1Wound(40 or lower): 1d100Targeting The Big Bad Saber Tooth Bandit 1.Skills & StatisticsSkills:Fighting :10 Energy Control :0 Reflexes :20 Resilience :0 Stats:Melee Acc:1d100+10 Energy Acc:1d100+0 Defense:40 HP:70/70 Temporary HP:21/30 KI:1/100 DR:-4 Damage Modifier:+1 Natural PL:1345 Base PL:1479(Auxiliary Core) Current PL:1848(Power Up) Effects:
Power Up(2/2) TechniquesSHATTERING BLOW(Rank 1)Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared.Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki Ranks: Rank 2 costs 3 MP and grants +2 Dmg, and +5 Acc. Rank 3 costs 5 MP and grants +4 Dmg, and +10 Acc. Ranks do not stack. TraitsEncapsulate(AI Assistant):
As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread. Moxy(AI Assistant):
When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Instinct(AI Assistant):
Your Defense is increased by +10. Class TraitsTank:You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.Bristling Defences:Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.ItemsAuxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Expert Training GearDesigned with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. Field Responder PackMore robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. AI AssistantDesigned by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Kiryu Duke Satan 1d100+10·3d10+1·1d100·1d100+10·3d10+1·1d100·1d100+10·3d10+1·1d100
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Post by Duke Satan on Oct 1, 2019 1:53:23 GMT -8
The woman used Magnus's distraction perfectly - she rushed forth and released an utterly overwhelming barrage of attacks. If that does not take down the Bandit, somehow, then it will be a different matter, but for now... the demon could be content that he did something to help tip the scales. For now, his focus was on the other bandit, who rushed at him and struck him straight in the leg in order to try to immobilize him. A technique not distinct from a grapple in what it set out to do - and it certainly left a rather unwelcome jolt running through the demon's body. However... "...you made a mistake coming this close." Magnus's energy blade suddenly jetted into life yet again, this time even faster than before, and the demon struck forth in an X-Slash formation. Having focused his energy in his fingertips in secret before, he eschewed some of the technique's striking power in exchange for making it even more blindingly fast. Missing against this bandit and thus wasting energy was his biggest hurdle in his fight, after all, and he did not want to repeat that mistake again. [Words: 190 / 5222] Kiryu A.I. Defensive Phase Bandit attack #1 - 88 vs 30 - hits for 7 dmg, immobilized! Total damage: 7 - 6 = 1
1 damage dealt back with Bristling Defenses!
Offensive Phase
Bonus Action: Focus Energy (10 ki) - +15 accuracy to all Energy attacks
Standard Action: Energy Blade - Melee Energy Blast (4 ki) - +2 damage from modifier Targets Bandit 2
Accuracy - 9yd7pLRL1d100+50 Damage - 1d12+2
Standard Action: Energy Blade - Melee Energy Blast (4 ki) - +2 damage from modifier Targets Bandit 2
Accuracy - 1d100+50 Damage - 1d12+2
Battle Effects
Power Up: 2/2 turns Immobilize: 1/2 turns
Skills and Statistics Fighting: 35 Energy Control: 10 Reflexes: 10 Resilience: 15
Power Level: 1 104 (883)
Fighting Accuracy: 1d100+35 Energy Control Accuracy: 1d100+10 Defense: 30 HP: 91/105 KI: 22/100
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 DR: 6
Traits: Lifedrinker: Every successful attack regains you 2 HP.
Class: Protector Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses: Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Techniques: Equipment: Advanced Battle Armor: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. Minor Panacea: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns. Once per battle. First Aid Kit: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. [/quote] 1d100+50·1d12+2·1d100+50·1d12+2
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Post by Kiryu on Oct 1, 2019 22:21:29 GMT -8
The bandits drew upon their ki, using to to speed up their movements. With their agility increased, both of them dodged and evaded, using their elusiveness to slip around both Ahri and Magnus without taking any damage. The two focused again, restoring the ki that their enhanced speed had drained from them. They both began to attack in the same way that they had before, but swiftly changed tactics. Instead of sending forth a barrage of ki enhanced slashing claws, they feinted as though they were going to be performing those same powerful attacks, then swiftly went instead for weaker, though quicker, punches and kicks. Clearly they were planning on trying to catch Ahri and Magnus off guard with their maneuver. Sweat began to bead the foreheads of the bandits as their exertions began to take toll. Worry crept onto their faces, seeing how well Ahri and Magnus dealt with their trumps cards. Still, their power levels dipped once again, and their movements slowed again as they played the long game, hoping they would be able to find a way to beat their unexpectedly powerful opponents.
[WC=186] [TWC=1,804]
Bandit 1 (Attacking A.I.) Defense Resolution- With Rapid Movement, Ahri's attacks miss!
Bonus Action- Rapid Movement; -15 ki, +25 defense
Standard Action- Power Up (+25 ki, +25% PL)
Standard Action- Strike
Attack: K9VfWIMm1d100+30
Damage: 1d8+1
At-will Action: Suppress PL to 600
PL: 1,800
HP:44/55 | KI: 87/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE: 5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70 | Power Up Ki Returned: 75/100
DR: +1 | DMG MODIFIER: +0 | KI COST: -0
Bandit 2 (Attacking Magnus) Defense Resolution- Magnus deals 1 damage via Bristling Defenses! With Rapid Movement, Magnus's attacks miss!
Bonus Action- Rapid Movement; -15 ki, +25 Defense
Standard Action- Power Up (+25 ki, +25% PL)
Standard Action- Strike
Attack: 1d100+30
Damage: 1d8+1
At-will Action: Suppress PL to 600
PL: 1,800
HP: 25/55 | KI: 100/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE:5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70
DR: +1 | DMG MODIFIER: +0 | KI COST: -0 Power Up Ki Restored: 73/100 A.I. Duke Satan 1d100+30·1d8+1·1d100+30·1d8+1
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Post by A.I. on Oct 2, 2019 18:41:33 GMT -8
Feeling utterly exhausted, she watched in dismay as her salvo of attacks failed to damage their targets. The bear had used ki to speed up his movements, and was now charging forward, towards Ahri, tossing a couple strikes if his own at the woman. Through intuition and sheer reflex, she didn't fall for the feinted attack, avoiding the attack that was meant to dish out some discomfort to her by leaping backwards. She was tired, completely rid of any type of energy she possessed at the beginning of the fight. She felt as though she wanted to lie down in a comfy bed, falling asleep before even making contact with the mattress. But that was not what was happening. She was in the middle of a fight, and she would have to make amends without further use of ki, unless.... She tugged onto her remaining power, letting her aura flare in another bright brust of white light, in a final power up. She moved towards the criminal, launching a fist at its head, attempting to knock him down. Depending on whether the bear fell or not, she would either step the bear's gut, or fist it in the gut. As she finished her attack, she leapt backwards, panting heavily. She felt her power level drop considerably, as the remaining energy left her.
Word Count : 222/7682 Defense Phase:
Attack 1: 40 Def vs 37 Acc. Miss. Attack 2: 40 Def vs Acc. Total Damage: 0-4= 0 damage. Offense Phase:
Edge 2 established over The Big Bad Saber Tooth Bandits. +5 Acc and +3 Damage.
At Will: Bonus Action: Standard Action 1: Shattering Blow | -0 ki(Auxiliary Core 2/2) | Piercing | Wound Accuracy: lZFLwdVA1d100+20Damage: 3d10+4Wound(40 or lower): 1d100Targeting The Big Bad Saber Tooth Bandit 1.Standard Action 2: Strike | -0 ki Accuracy: 1d100+20Damage: 1d8+4Targeting The Big Bad Saber Tooth Bandit 1.Skills & StatisticsSkills:Fighting :10 Energy Control :0 Reflexes :20 Resilience :0 Stats:Melee Acc:1d100+10 Energy Acc:1d100+0 Defense:40 HP:70/70 Temporary HP:21/30 KI:1/100 DR:-4 Damage Modifier:+1 Natural PL:1345 Base PL:1345 Effects:
TechniquesSHATTERING BLOW(Rank 1)Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared.Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki Ranks: Rank 2 costs 3 MP and grants +2 Dmg, and +5 Acc. Rank 3 costs 5 MP and grants +4 Dmg, and +10 Acc. Ranks do not stack. TraitsEncapsulate(AI Assistant):
As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread. Moxy(AI Assistant):
When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Instinct(AI Assistant):
Your Defense is increased by +10. Class TraitsTank:You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.Bristling Defences:Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.ItemsAuxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Expert Training GearDesigned with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. Field Responder PackMore robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. AI AssistantDesigned by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Kiryu Duke Satan 1d100+20·3d10+4·1d100·1d100+20·1d8+4
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Post by Duke Satan on Oct 3, 2019 3:06:08 GMT -8
The longer this battle went, the more it was turning apparent that neither side was ready for an onslaught so long as this one. Magnus was drawing into the last of his energy reserves, and though his spirit was as determined as ever, his body didn't feel like it was going to last that much longer, especially if he had to spend so much energy summoning his energy blade. The two bandits they were fighting were turning exhausted as well, the demon could tell that from how slow they have been getting and how weak their attacks have been becoming. The punches of the bandit who fought Magnus specifically barely phased him, he didn't even stumble in their wake. Before he could make a comment about that, however, his ki senses informed him that his ally was not doing much better either. After so many attacks being thrown, her energy was fluctuating and the woman herself was panting heavily. As much as Magnus did not want to concede that, she was the offense of their team. He couldn't let her fall. "Don't let yourself fall just yet." Magnus spoke, fixing his cap. A small stream of ki flowed from his outstretched hand towards his teammate. It wasn't an energy blast or any sort of attack, but rather a transfer, sacrificing some of his own precious reserves for her benefit. "They're just bandits. You can let yourself fall when you're abandoned in the underground for five years with nothing but hatred to live off of. This? This is nothing compared to the real challenges this world can throw at you." He turned back towards the bandits the two of them faced off. "Not for you two, of course... for you, it's the end of the road." [Words: 295 / 5517] Kiryu A.I. Defensive Phase Bandit attack #1 - 85 vs 30 - hits for 7 dmg! Total damage: 7 - 8 = 1
1 damage dealt back with Bristling Defenses!
Offensive Phase
At-Will: Activate Edge I - +2 DR, +2 damage with all attacks
Bonus Action: Power Up (+25 ki, +25% PL)
Standard Action: Converted to Bonus Action - Power Up (+25 ki, +25% PL)
Standard Action: Converted to Bonus Action - Transfer Ki to Ahri (Ahri gains 25 ki, Magnus loses 10 ki. +25% PL boost to Ahri)
Battle Effects
Power Up: 1/2 turns Immobilize: 2/2 turns
Skills and Statistics Fighting: 35 Energy Control: 10 Reflexes: 10 Resilience: 15
Power Level: 1 104 (883)
Fighting Accuracy: 1d100+35 Energy Control Accuracy: 1d100+10 Defense: 30 HP: 91/105 KI: 62/100
Fighting Damage Modifier: +4 Energy Control Damage Modifier: +4 DR: 8
Traits: Lifedrinker: Every successful attack regains you 2 HP.
Class: Protector Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses: Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Techniques: Equipment: Advanced Battle Armor: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. Minor Panacea: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns. Once per battle. First Aid Kit: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. 1d100+50·1d12+2·1d100+50·1d12+2nL1dFDFt
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Post by Kiryu on Oct 3, 2019 18:16:21 GMT -8
This time, there was no way for the bandit to ignore the first of Ahri's attacks. It was simply too swift and powerful an attack for the bandit to dodge. It did what it could, fortifying itself with ki and blocking to the best of it's ability, but the attack still obviously did a lot of damage. The bandit staggered back, and it coughed up blood. The bandit was still functional, though, and managed to sway out of the way of A.I.'s follow up attack. The bandit then returned fire, offering up a thrusting front kick followed by a powerful right cross, hoping to stun Ahri. The other bandit decided to follow suit. Rather than attack Magnus, it dashed over to Ahri, aura blazing as he used ki to power his strikes. He utilized the train to his advantage, pinballing off the wall and sending a kick at Ahri's head as he passed, before landing and attempting to follow up with a stepping side kick towards Ahri's knee.
[WC=170] [TWC=1,974]
Bandit 1 (Attacking A.I.) Defense Resolution- Ahri's attack hits for 20 damage! Guard grants 10 DR, reduced to 5 via Piercing. Total DR is 6. Kiryu takes 14 damage.
Bonus Action- Guard, -10 ki
Standard Action- Strike
Attack: WIo1JM5I1d100+30
Damage: 1d8+1
Standard Action- Strike
Attack: 1d100+30
Damage: 1d8+1
At-will Action: Suppress PL to 600
PL: 1,800
HP:28/55 | KI: 77/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE: 5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70 | Power Up Ki Returned: 75/100
DR: +1 | DMG MODIFIER: +0 | KI COST: -0
Bandit 2 (Attacking Ahri) Defense Resolution- No incoming attacks!
Bonus Action- Dragon Dash; -7 ki, +3 melee damage
Standard Action- Strike
Attack: 1d100+30
Damage: 1d8+4
Standard Action- Strike
Attack: 1d100+30
Damage: 1d8+4
At-will Action: Suppress PL to 600
PL: 1,800
HP: 25/55 | KI: 93/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE:5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70
DR: +1 | DMG MODIFIER: +0 | KI COST: -0 Power Up Ki Restored: 73/100 A.I. Duke Satan 1d100+30·1d8+1·1d100+30·1d8+1·1d100+30·1d8+4·1d100+30·1d8+4
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Post by A.I. on Oct 5, 2019 2:53:10 GMT -8
Hearing the words of Magnus, she fixated her gaze on him, as he turned towards her. He had surprisingly encouraged her to not fall, as their opponents were nothing more than lowly bandits, bandits who had decided to rob the very train they rode on, to face the two temporary allies. His second phrase came out of nowhere, and Ahri guessed that he had been talking about a former experience of his, an experience that Ahri certainly did not want to experience herself. Further surprising Ahri, he had transferred a bit of ki from himself to her, as Ahri's entire form began to glow softly, radiating with ki. She began to feel some of the strength that had once left her return, and her power rose slightly, now almost being a match for the two bandits. "Thanks, uh, never got your name....."She frowned slightly after finishing her sentence. She focused on the battle once more, as the bears both decided to charge at her, and her alone, further shocking Ahri. Immediately, she raised her forearms, attempting to block whatever was thrown at her. The first kick made contact, and Ahri softened the impact by stopping the attack from coming into direct contact by blocking. The right cross was harder to guard against, and Ahri raised her arms up again, only half blocking the attack. The second bear came flying into the fray with a kick, knocking against her defensive, raised arms. The knees made clear contact, and Ahri simply raised her leg in response to the attack. Angrily, she flipped the figurative switch on, her bright, generic aura now becoming visible. She charged towards the bandit that fought her before, ignoring the one that once fought Magnus, as she did so. Throwing a grand total of two punches at the bear's head and gut, she attempted to get rid of at least one of the bandits as quick a possible. Then, the fight would become much easier.
Word Count : 328/8010 Defense Phase:
Attack 1: 40 Def vs 57 Acc. Hit for 6 dmg. Attack 2: 40 Def vs 101 Acc. Hit for 7 dmg. Attack 3: 40 Def vs 76 Acc. Hit for 12 dmg. Attack 4: 40 Def vs 87 Acc. Hit for 8 dmg. Total Damage: 6+7+12+8-10(Guard)-4= 19 damage. Offense Phase:
Edge 2 established over The Big Bad Saber Tooth Bandits. +5 Acc and +3 Damage.
At Will: Bonus Action: Guard | Reactive | -10 ki | +10 DR against all attacks this turn Standard Action 1: Shattering Blow | -15 ki | Piercing | Wound Accuracy: FwZ0rRLn1d100+15Damage: 3d10+4Wound(40 or lower): 1d100Targeting The Big Bad Saber Tooth Bandit 1.Standard Action 2: Strike | -0 ki Accuracy: 1d100+15Damage: 1d8+4Targeting The Big Bad Saber Tooth Bandit 1.Skills & StatisticsSkills:Fighting :10 Energy Control :0 Reflexes :20 Resilience :0 Stats:Melee Acc:1d100+10 Energy Acc:1d100+0 Defense:40 HP:70/70 Temporary HP:2/30 KI:11/100 DR:-4 Damage Modifier:+1 Natural PL:1345 Base PL:1621(Magnus' Transfer) Effects: TechniquesSHATTERING BLOW(Rank 1)Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared.Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki Ranks: Rank 2 costs 3 MP and grants +2 Dmg, and +5 Acc. Rank 3 costs 5 MP and grants +4 Dmg, and +10 Acc. Ranks do not stack. TraitsEncapsulate(AI Assistant):
As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread. Moxy(AI Assistant):
When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Instinct(AI Assistant):
Your Defense is increased by +10. Class TraitsTank:You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.Bristling Defences:Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.ItemsAuxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Expert Training GearDesigned with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. Field Responder PackMore robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. AI AssistantDesigned by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Kiryu Duke Satan 1d100+15·3d10+4·1d100·1d100+15·1d8+4
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Post by Duke Satan on Oct 5, 2019 9:03:07 GMT -8
"My name is Magnus. Come to think of it, I never got yours, either." Neither one of them simply ever got the chance to stop and ask the other, apparently. Or they never needed one up until now. The woman did not regect his ki, thankfully, and held onto this chance to charge straight at the bandits, unloading all this newfound strength in the form of a combination of punches and kicks. Despite this second wind, however, Magnus did not hold any illusions. She was not going to win all by herself and the energy he lent to her would not last her for long, especially not when she was using it so wildly. The bandit he was fighting stopped attacking and instead tried to join up with his ally - clearly, the two of them were also aware which one of the two bounty hunters was more valuable. That did not mean that Magnus could not help swing the tide, however. Bolts and cracks of pure energy popped in and out of existence around his body as the demon tapped into the last of his energy reserves. What he had at hand was now all he could ever have, and if this battle continues, soon he will have nothing at his disposal... Magnus suddenly charged forward, speeding past the bandit he had been fighting in order to go after the one the woman was trying to thrash - and then sent both of his elbows towards the bear's spine from behind. [Words: 250 / 5767] Kiryu A.I. Defensive Phase Total damage: 0 - 8 = 0
0 damage dealt back with Bristling Defenses!
Offensive Phase
At-Will: Activate Edge I - +2 DR, +2 damage with all attacks
Bonus Action: Power Up (+25 ki, +25% PL, all 100 ki recovered)
Standard Action: Elbow Smash - Strike (0 ki), +4 damage modifier Targets Bandit 1
Accuracy - HDCtmEem1d100+35 Damage - 1d8+4
Standard Action: Elbow Smash - Strike (0 ki), +4 damage modifier Targets Bandit 1
Accuracy - 1d100+35 Damage - 1d8+4
Battle Effects
Power Up: 1/2 turns
Skills and Statistics Fighting: 35 Energy Control: 10 Reflexes: 10 Resilience: 15
Power Level: 1 104 (883)
Fighting Accuracy: 1d100+35 Energy Control Accuracy: 1d100+10 Defense: 30 HP: 91/105 KI: 87/100
Fighting Damage Modifier: +4 Energy Control Damage Modifier: +4 DR: 8
Traits: Lifedrinker: Every successful attack regains you 2 HP.
Class: Protector Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses: Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Techniques: Equipment: Advanced Battle Armor: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. Minor Panacea: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns. Once per battle. First Aid Kit: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. 1d100+35·1d8+4·1d100+35·1d8+4
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Post by Kiryu on Oct 5, 2019 18:24:00 GMT -8
A.I. and Magnus began, in the middle of the fight, exchanging pleasantries, causing the Saber Toothed Bear Bandits to look at each other in confusion. After a moment, they shrugged, then went about their business again, falling into fighting stances. The first bandit was able to dodge Ahri's more powerful strike, though he was unable to completely avoid the second attack, and he grunted in pain. Magnus' follow up landed as well, but it managed to roll out of the way of the next elbow, avoiding being knocked out. He swayed on his feet; his injuries were obviously beginning to mount. Both of the bandits, at this point, stopped concealing their power, and their movements sped up again. They moved in a terrifying unison, both darting in and out as crimson auras surrounded them, going all out in a frenzied, desperate assault. Both attacked over and over again, shifting back and forth between Magnus and Ahri in an attempt to somehow steal a victory.
[WC=165] [TWC=2,139]
Bandit 1 (Attacking A.I.) Defense Resolution- Ahri's first attack misses! Magnus' second attack misses! Ahri's second attack hits for 6;, Magnus' first attack hits for 8. Bandit 1 has 1 DR; Bandit 1 takes 13 damage.
Bonus Action- Dragon Dash; -7 ki, +3 melee damage
Standard Action- Rend (-15 ki), Melee Physical Single, 2 rounds sneak attack
Attack: nRrU2hmG1d100+20
Damage: 3d10+4
Sneak Attack: 2d6
Embolden: +10 Accuracy with basic techs for 2 turns.
Immobilize 40%" 1d100
Standard Action- Rend (-15 ki), Melee Physical Single, 2 rounds sneak attack
Attack: 1d100+20
Damage: 3d10+4
Sneak Attack: 2d6
Embolden: +10 Accuracy with basic techs for 2 turns.
Immobilize 40%" 1d100
PL: 1,800
HP:15/55 | KI: 40/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE: 5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70 | Power Up Ki Returned: 75/100
DR: +1 | DMG MODIFIER: +0 | KI COST: -0
Bandit 2 (Attacking Magnus) Defense Resolution- No incoming attacks!
Bonus Action- Dragon Dash; -7 ki, +3 melee damage
Standard Action- Rend (-15 ki), Melee Physical Single, 2 rounds sneak attack
Attack: 1d100+20
Damage: 3d10+4
Sneak Attack: 2d6
Embolden: +10 Accuracy with basic techs for 2 turns.
Immobilize 40%" 1d100
Standard Action- Rend (-15 ki), Melee Physical Single, 2 rounds sneak attack
Attack: 1d100+20
Damage: 3d10+4
Sneak Attack: 2d6
Embolden: +10 Accuracy with basic techs for 2 turns.
Immobilize 40%" 1d100
PL: 1,800
HP: 25/55 | KI: 56/100
FIGHTING: 20 | ENERGY CONTROL: 5 | REFLEXES: 20| RESILIENCE:5
MELEE ACCURACY: 20 | ENERGY ACCURACY: 5 | DEF: 70
DR: +1 | DMG MODIFIER: +0 | KI COST: -0 Power Up Ki Restored: 73/100 A.I. Duke Satan 1d100+20·3d10+4·2d6·1d100·1d100+20·3d10+4·2d6·1d100·1d100+20·3d10+4·2d6·1d100·1d100+20·3d10+4·2d6·1d100
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Post by A.I. on Oct 8, 2019 0:42:34 GMT -8
"It's A.I.!"She yelled as she charged towards the bandit, using up the ki she was given rather quickly. Of course, her attempts to end the fight were once again, in vain, as her opening strike was avoided. The Blondie charged forth as well, targeting the same bear she fought. Once again, Ahri had almost run out of energy, and her partner was now delving into his last reserves. Their efforts weren't completely useless, however, as the bears weren't doing any better, being battered and bruised after withstanding multiple salvos of attacks. Once more, the bears kept their momentum, tossing a number of strikes both the woman's and the man's way, desperation being apparent in their movements. Ahri managed to duck under the first slash, but the second managed to cut through flesh, as Ahri raised her forearm to soften the impact. The impact certainly wasn't soft, and Ahri winced as she pulled back. She kept her eyes focused on the weaker bear, the same bear she's been fighting this whole time. She launched herself towards him, attempting to allow a knee strike to reach his snout. Swinging her leg upwards, she attempted to kick the bear in the chest after her knee strike was performed. She had little to no energy left, but she was going to use whatever she can in order to defeat the two criminals.
Word Count : 230/8240 Defense Phase:
Attack 1: 40+5 Def vs 104 Acc. Hit for 29 dmg. Attack 2: 40+5 Def vs 29 Acc. Miss. Total Damage: 29-4= 25 damage. 1 dmg to The Big Bad Saber Tooth Bandit 1 with 'Bristling Defences'. Offense Phase:
At Will: Bonus Action: Sense | Reactive | +5 Acc & +5 Def Standard Action 1: Strike | -0 ki Accuracy: D5V9SxqC1d100+15Damage: 1d8+1Targeting The Big Bad Saber Tooth Bandit 1.Standard Action 2: Strike | -0 ki Accuracy: 1d100+15Damage: 1d8+1Targeting The Big Bad Saber Tooth Bandit 1.Skills & StatisticsSkills:Fighting :10 Energy Control :0 Reflexes :20 Resilience :0 Stats:Melee Acc:1d100+10 Energy Acc:1d100+0 Defense:40 HP:47/70 Temporary HP:0/30 KI:1/100 DR:-4 Damage Modifier:+1 Natural PL:1345 Base PL:1621(Magnus' Transfer) Effects: TechniquesSHATTERING BLOW(Rank 1)Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared.Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki Ranks: Rank 2 costs 3 MP and grants +2 Dmg, and +5 Acc. Rank 3 costs 5 MP and grants +4 Dmg, and +10 Acc. Ranks do not stack. TraitsEncapsulate(AI Assistant):
As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread. Moxy(AI Assistant):
When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1. Instinct(AI Assistant):
Your Defense is increased by +10. Class TraitsTank:You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.Bristling Defences:Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.ItemsAuxiliary CoreA power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time. Expert Training GearDesigned with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. Field Responder PackMore robust in its contents than a standard First Aid Kit, this Pack is commonly used by disaster first-responders and EMTs for effective triage in the field. Type: Restorative - Medical Zeni Value: 20000 Zeni Cost: 80000 Activation: Standard Action Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Limit: 1 use per thread. AI AssistantDesigned by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time. Kiryu Duke Satan 1d100+15·1d8+1·1d100+15·1d8+1
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Post by Duke Satan on Oct 8, 2019 8:33:12 GMT -8
A.I. That was the name by which the woman went. The demon immediately guessed that it must be a some sort of alias. Perhaps the woman was uncomfortable with going by her real name, or maybe she was putting on a some sort of persona. Or maybe she simply ended up using it as a nickname for herself sometime during her life. There were a lot of reasons for why one would choose to go by a name like that - regardless, however, it was clear that this was not her real name. No Earthling could be named "A.I.", that's for sure. The bandit which Magnus abandoned in order to try to eliminate his friend as quickly as possible returned, and with a vengeance. The demon got suddenly overwhelmed and smashed into the walls of the train by a powerful, ferocious barrage of attacks, each and every one of them moving faster and fiercer than the last. This time, he could not laugh or insult the attack by any means - it was powerful, overwhelming even, and even a capable warrior would have found their skin and flesh shred by the assault. Magnus was no ordinary warrior, however, he refused to go out so simply and pathetically - so, instead, all that got shredded was most of his clothes. The demonic regalia he was dressed with now looked like the drapes of a beggar, revealing the blonde youth's naked body underneath. "...that's better than last time..." Magnus muttered under his breath, but, instead of retaliating, he suddenly slipped out of the grip of the bandit in order to charge straight at his brother, speeding past A.I. in order to build onto her physical assault and try to smash his fist to the anthropomorphic bear's gut. [Words: 293 / 6060] Kiryu A.I. Defensive Phase Bandit attack #1 - vs 30 defense - hits for 34 damage Bandit attack #1 - vs 30 defense - hits for 31 damage, immobilized! Total damage: 65 - 16 = 49
2 damage dealt back with Bristling Defenses!
Offensive Phase
Bonus Action: Guard (10 ki) - +10 Damage Reduction
Standard Action: Gut Smash - Strike (0 ki), +4 damage modifier Targets Bandit 1
Accuracy - n7to5oJt1d100+35 Damage - 1d8+2
Standard Action: Gut Smash - Strike (0 ki), +4 damage modifier Targets Bandit 1
Accuracy - 1d100+35 Damage - 1d8+2 (CRITICAL! +5 damage)
Battle Effects
Power Up: 2/2 turns Immobilize: 1/2 turns
Skills and Statistics Fighting: 35 Energy Control: 10 Reflexes: 10 Resilience: 15
Power Level: 1 104 (883)
Fighting Accuracy: 1d100+35 Energy Control Accuracy: 1d100+10 Defense: 30 HP: 42/105 KI: 77/100
Fighting Damage Modifier: +2 Energy Control Damage Modifier: +2 DR: 6
Traits: Lifedrinker: Every successful attack regains you 2 HP.
Class: Protector Tank- You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Bristling Defenses: Whenever a combatant deals damage to you with an attack, the receive damage equal to your class damage modifier; this bypasses Temporary HP and DR.
Techniques: Equipment: Advanced Battle Armor: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit. Minor Panacea: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns. Once per battle. First Aid Kit: Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. [/quote] 1d100+35·1d8+2·1d100+35·1d8+2
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Post by Kiryu on Oct 8, 2019 11:23:58 GMT -8
As Ahri and Magnus offer counter attacks, the Bandits are clearly at a disadvantage. Almost out of ki and, despite attempting to guard against your attacks, badly injured, especially after Magnus' latest salvo, they take several steps back. The two look at each other, and after some sort of silent agreement, they both put their hands up in clear surrender.
"We're too beat up to continue," one of them says. "You win. Bring us in; we won't resist."
The other passengers in the car let out a loud cheer, and the bandits allow you to secure them, offering no resistance to any bindings you place on them or however you want to ensure their compliance. There are other bandits on the train, but they are of little consequence; even winded and wounded from your fight, it seems that the three that you defeated were the only noteworthy combatants among this group of bandits, and you easily defeat the rest of the robbers. When you do, you are not given much in the way of respite; the grateful passengers throughout the train shower you with praise and thanks, some of the bolder ones openly flirting with you. Several of the wealthier passengers on the train inquire as to your availability to work in private security, and you have to make a conscious effort to extricate yourself from those conversations politely.
The journey continues, and the train pulls into the station. The conductor had called ahead, and local authorities are waiting for you. One of them, a beastman with the head of a wolf, is wearing a gleaming sheriff's badge, and commends the two of you.
"Well done! We've been after these bandits for months. We were able to capture a few of them, but no one was willing to talk. We're lucky this train had people as skilled as you, or these low life criminals may have been able to slip away again!"
He offers you a reward for what you have done; twenty five thousand zeni, each. Some of the passengers are quite grateful to the two of you as well, and offer you gifts as a way of showing their gratitude. There may be treasures concealed there as well, as your fame begins to spread throughout the area for bringing the notorious Big Bad Saber Toothed Bear Bandits to justice.
[WC=391] [TWC=2,530]
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