Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Apr 9, 2020 10:54:36 GMT -8
Baccer walked to one of the higher peaks of the island with the angered man in tow. He raised a brow and looked behind him "heh. You do seem quite angry. If I didn't know any better I'd say you may even want to kill me" the bio-android grinned, ignoring how severe the situation might actually be. In his mind, the stranger was just having a hissy fit. It seemed a state of the art lifeform like him had a few issues truly comprehending how "lower lifeforms" felt. That wasn't because of malice though. It was mostly his naivete and lack of social interaction that caused him to make such mistakes. However this time he way not actually live to regret it. The person he picked a fight with was not here to play. Baccer knew his adversary was powerful, but he was underestimating just how driven this person was they finally reached the peak of one of the nearby hills. The wind blew around them, causing the grass to sway rhythmically. The few animals around them instinctively hid from cover, almost like they could sense the bloodlust in the air. Baccer turned around and faced the vampiric man, his red eyes radiating excitement "so, do you want to repeat to me why you had such a big issue with the red ribbon?" the Bugman pseudo-taunted. But even he understood that what was about to follow was a full-on battle. The electricity in the air, the power levels rising subconsciously. This would probably be the greatest fight of his life... and perhaps the last WC: 264
Initiative: Xe7L05CX1-100
COMBAT SHEET
Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+45 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 75 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +5 ACC, -0 Def, +3 DMG, +0 DR
Racial Trait: Zenkai Requirements: Saiyan Effect: The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. 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. In addition, during battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each.
Effort Points: 838 Power level: 7996 Zeni: 12.400 Zeni Mastery Points: 0
Traits: Canon descendant: Cell Masteries: Potential mastery level 1, Level 2, level 3, level 4, level 5. Class mastery 1, Ability mastery 1,2
Class Features: Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR. Dragon’s Frenzy - Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage.
Abilities/Traits: Regeneration Requirements: Resilience Skill of 40 Activation: Passive Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you. Limit: Power Up may only apply Salve up to 3 times per thread. - Might Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Physical attacks deal +3 bonus damage. TECHNIQUES
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.
Evolution's Requiem There is no knowledge anymore, no discipline, just raw power. The user of this technique Unleashes an absurd amount of energy all at once without holding back. It usually takes the form of an unstable white beam that turns red and crackling like lightning on the edges. The secret behind the power of this technique is relinquishing control, throwing all you have into an attack without bothering about restraint, form or efficiency. The way by which such an attack holds it's shape lies in the inaudible, low-frequency sounds the uer creates during launching the beam that keep it stable enough by coating it's exterior. However, despite all that, a power this great and uncontrolled will always leave the user injured after being fired Type: Energy, Ranged, Finisher Action: Standard action Base Damage: 5d8+10 Major Effect: Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Imbued: This technique is now a Melee Energy attack and uses the Fighting Skill to determine its Accuracy, but increases its Ki cost by 2. This may be added alongside another Minor Effect, but may not be taken with Projectile. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only. Cost: 37 Ki Learn: 2 weeks
Technique Slots: 3/5
EQUIPMENT
Katchin Sword
Forged of the Universe’s most durable metal, Katchin, this blade is a masterwork beyond conventional compare. Though it may not be named or storied, it can cut through nearly any known material.
Type: Weapon - Sword Zeni Value: 40000 Zeni Cost: 120000 Activation: Bonus Action Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.) Limit: 3 uses per thread.
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.
Personal Shield Generator
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
Bio-suit
Worn under all other forms of clothing, this highly advanced bodysuit is capable of identifying and mending injuries as they happen, allowing its wearer to recover far more quickly.
Type: Supplementary - Technology Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: You heal 3 HP at the end of each turn. Limit: --
(4/4) (0/1 Artifacts)
COMBAT TRACKER
Baccer Basic PL: 7996 Current PL:
HP: 100/100 (0/0 Temp) Ki: 100 Accuracy: 1d100+45 (Fighting) / 1d100+30 Defense: 75 Damage Modifier: +5 Ki Cost Modifier: -1 DR: -5 to Incoming Damage
Item Effects: Kachin Armour (passive), Bio-suit (passive), Kachin Sword (3 uses remaining) Personal shield generator (2 uses remaining) Ongoing effects: Damage Taken:
1-100
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Post by Grenn/kitara on Apr 12, 2020 11:22:06 GMT -8
Grenn after following him to the place simply tried to listen into himself for reason, as the bug man kept on, he kept on grinning angrily, clenching his fist hard enough the sounds of it could be easely heard, , rocks and grass starting to float and wave upwards, it was clear this man was about to just fully erupt, a bit of a tainted , red energy could be felt by the android soon after his last taunt, by then Grenn just growled and looked at him with eyes clearly full of sadness and anger at the remarks previously made by the android, he simply was just on the verge of losing it, in his deepest parts of the mind, he hoped for all of this to just stop, but part of him? which right now was making him do all of this well....... ..part of him couldnt wait to pull his guts out manually to choke him..... TP5g6l2Q1d100[157]
Defense:
Attack:
Grenn Stats: Fighting:30
Energy Control:20
Reflexes:30
Resilience:30 PL - 3852 (3852+0) HP - 50+30+5 Ki - 100
Accuracy - 1d100+30+5 (Fighting+lvl1prodigy) / 1d100+20+5(Energy +lvl1prodigy)
Defense - 50 +30 Damage Modifier - +1
DR - +1 to Incoming Damage.
Ongoing Effects: N/A
Equipment: Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Traits - Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Class Trait:
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: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Class Features:
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques
Techniques: 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
Limit: Once per thread.
TELEPORT
You 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, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
1d100
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Post by Grenn/kitara on Apr 13, 2020 5:58:55 GMT -8
Soon enough the growls turned into a bit of a scream starting to immediately release power and all of the aura starting to loose control, as a crimson blood tainted aura started to show around him, as he angrily looked towards him, readying himself for the fight putting himself in a more rough fighting position, he didnt seemed schooled in fighting but if there was anything to fear about it it might have just been that. Grenn just looked at him, and tho his mind didnt want to say anything his heart made him speak "R-Run while you can!" It was pretty clear that Grenn wasnt that much of a bad person but, he was on the verge of just exploding as he kept on an angry face and a bloodlusty look. in his mind, memories of The detention, the horrible experiments, everything was just keeping on to show almost as if he was looking through a movie...the screams could be felt all over his body for him as he was trying to not completely lose it. [178/335]
Defense:
Attack:
-POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
Grenn
Stats:
Fighting:30
Energy Control:20
Reflexes:30
Resilience:30
PL - 4815 (3852+963) 2turns HP - 50+30+5
Ki - 100
Accuracy - 1d100+30+5 (Fighting+lvl1prodigy) / 1d100+20+5(Energy +lvl1prodigy)
Defense - 50
+30
Damage Modifier - +1
DR - +1 to Incoming Damage.
Ongoing Effects: N/A
Equipment:
Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Traits -
Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Class Trait:
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: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Class Features:
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques
Techniques:
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
Limit: Once per thread.
TELEPORT
You 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, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Apr 13, 2020 6:56:36 GMT -8
Baccer let out a deep breath as he observed his opponent. He let the wave of power wash over him. Unfortunately for Grenn, his saiyan cells screamed for him to fight. The excitement drowning out any fear that might have been caused by the man's bloodlust. And soon Grenn would realise this might not be as easy as he thought "all right!" the bugman grinned and straightened his posture, letting out a mighty shout that reverberated through the nearby hills. His power level was revealed, pushing back against grenn's with more than double the intensity. Grenn would see everything the red ribbon stood for in this creature: power and dominance. An untouchable threat that trampled everything around it in the name of "evolution". Once the bugman stopped charging he let out a sight "phew, that felt good. Very well then. You look like you want to let out some steam. So i'm gonna give you 1 free shot" the android said, holding up his finger for emphasis, effectively giving Grenn the first move In his mind, Baccer still didn't fully comprehend the intent of his opponent. Mostly driven by the excitement of battle and the thrill of finding a new, powerful opponent WC: 202/466 Grenn/kitara
Defense: At-will actions: Bonus action: Power up: +25% power level Standard action 1: Standard action 2: Edge 2: Your PL must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction.
Baccer Basic PL: 7996 Current PL: 9995
HP: 100/100 (0/0 Temp) Ki: 100 Accuracy: 1d100+45 (Fighting) / 1d100+30 Defense: 75 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage
Item Effects: Kachin Armour (passive), Bio-suit (passive), Kachin Sword (3 uses remaining) Personal shield generator (2 uses remaining) Ongoing effects: Damage Taken:
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Post by Grenn/kitara on Apr 15, 2020 7:12:40 GMT -8
Grenn furious would just let out a mighty roar rushing at amazing speed twice, boosting his speed, immediately reaching with all the anger pent up inside of him for an all out punch towards the Bug Boy's Beak, the speed od such attack could have only meant 2 things, either it was going to hurt alot, or it was going to miss barely due to the attack being more then just without balance, the ground breaking under the sheer speed of the rush. Baccer could see just before him something completely different then what Grenn would actually be like.....its too bad he could hold it off more but well...i suppose baccer is getting what he wanted after all... if what he wanted was a saiyan who was lunging for Blood at the hands of who had been torturing for 20 years experiments that is. [165/500]
Defense:
Attack:
Bonus action DRAGON DASH (enhanced) 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.
Bonus action2 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.
Standard action STRIKE (enhanced) You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
P2953kvL1d100+45 1d12+12
Grenn
Stats:
Fighting:30
Energy Control:20
Reflexes:30
Resilience:30
PL - 4815 (3852+963) 2turns
HP - 50+30+5
Ki - 86/100
Accuracy - 1d100+30+5 (Fighting+lvl1prodigy) / 1d100+20+5(Energy +lvl1prodigy)
Defense - 50 +30
Damage Modifier - +1 (+5+3 this turn) +3 on phisicals DR - +1 to Incoming Damage.
Ongoing Effects: N/A
Equipment:
Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Traits -
Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Class Trait:
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: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Class Features:
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques
Techniques:
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
Limit: Once per thread.
TELEPORT
You 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, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
1d100+10+35·1d12+5+3+3
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Apr 15, 2020 13:47:38 GMT -8
Baccer grinned as the fight properly started. He decided to eath the first hit, just so he knew what his opponent was packing. And as it turned out, he wasn't dissapointed Rather, he was surprised when he found himself flung across the hills with a single blow. That one reverberated through his entire body. Mental note, block the next one. Finally the bugman found himself landing in a pile of nearby rubble, groaning as he got up. This was different than any other fight he was before. The android had never been in the receiving end of fists with the intent to kill "ah, you asshole. that hurt" the android groaned as he stood upright, before an excited, almost psychotic joy reflected in his eyes "hmm. That was kind of exciting though. Very well, if you want to play like that". As the android finished that sentence, he dashed forward. Grenn would recognise the same rushing technique he was using. However, instead of a single attack, the android responded with a barrage of punches and kicks. Honestly, he might have taken it a bit too far, going all out with the offensive, seeing how far he could take his offensive. WC: 200/666 (well would you look at that *grins*) Grenn/kitara
Defense: 129 vs 75: hit 21 vs 8 = 13 -3 (bio-suit) = 10 At-will actions: Dragon Rush: +3 melee damage. Rushing damage increases to 25% Bonus action: Dragon rush: +3 melee damage Standard action 1: Strike basic technique To hit: bnfovnHN1d100+5045 accuracy +5 edge accuracy Damage: 1d8+17 1d45 extra dmg +3 from might, +3 from edge, +6 from 2 dragon dashes +1d4 from pummel Standard action 2: Strike basic technique To hit: 1d100+50Damage: 1d8+17 1d4if only strike 1 misses, rushing damage will be 5. If both strikes miss, rushing damage will be 10 Edge 2: Your PL must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction.
Baccer Basic PL: 7996 Current PL: 9995
HP: 90/100 (0/0 Temp) Ki: 88= 100 -12 (dragon dash X2) Accuracy: 1d100+45 (Fighting) / 1d100+30 Defense: 75 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage
Item Effects: Kachin Armour (passive), Bio-suit (passive), Kachin Sword (3 uses remaining) Personal shield generator (2 uses remaining) Ongoing effects: Power-up (1 turn) Damage Taken: 13
1d100+50·1d8+17·1d4·1d100+50·1d8+17·1d4
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Post by Grenn/kitara on Apr 19, 2020 4:35:16 GMT -8
Grenn would have been astonished by his speed but his quick thinking made him able to dodge barely all of the attacks , as he was dodging he would notice that even just the shockwave of its punch hurt him, he grinned, as he kept on dodging eventually , suddendly taking flight to land right behind him managingto dodge all the attacks and trying to put him into a choke hold as roared trying to immobilize him as fiercely as possible. as he was trying he would also start to tighten the grip around the neck with his arm trying his best to keep up with the sheer strength of the bug boy, tho he knew deep down he wouldnt have been able to beat him most likely. as he started to do this he would just yell "Ill make you pay!! I'LL MAKE YOU ALL PAY YOU GOD DAMN BASTARDS!!!" Baccer could probably feel something wet get on his neck as Grenn was trying to choke him...they were tiers....as Grenn seemengly started to tier up, while fighting , slowly loosing his mind.
[182/682]
Defense:
Bonus action:
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
Limit: Once per thread.
0/2 Counter mesures At Will: RAPID MOVEMENT
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type.
Cost: 15 ki
Limit: Once per turn.
At will: Flight Type: Defensive
Action: Bonus Action Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki (ps i used both my counter mesures stacks)
Attack:
Bonus action: SENSE enhanced
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
Standard action: GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
to hit:Q99m7Phb1d100+35 damage:1d6+4 to immobilize:1d100 has to be over 40% Bypasses dr for the d6, so just subtract 4 to know what bypasses your dr
Grenn
Stats:
Fighting:30
Energy Control:20
Reflexes:30
Resilience:30
PL - 4815 (3852+963) 1 turn HP - 75/85 Ki - 31/100
Accuracy - 1d100+30+5 (Fighting+lvl1prodigy) / 1d100+20+5(Energy +lvl1prodigy)
Defense - 50
+30 (+25 coming attacks) Damage Modifier - +1 +3 on phisicals (+1 this turn) DR - +1 (+1 this turn) to Incoming Damage.
Ongoing Effects: N/A
Equipment:
Guardian Staff
This staff was crafted from the branch of the Kaiju. Though not as finely balanced as a Martial Artist’s Bo, the Guardian Staff has been enchanted with wards that protect its wielder from harm.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Reduce the damage of all incoming attacks by -4; this is not DR. Additionally, Strikes you perform on this turn gain +10 Accuracy.
Limit: 3 uses per thread.
Traits -
Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Class Trait:
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: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Class Features:
Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots.
Unrivaled Potential - You begin play with all Enhanced Basic Techniques
Techniques:
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
Limit: Once per thread.
TELEPORT
You 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, except for critical hits. You may use this technique to flee the current thread.
Cost: 25 ki.
Limit: Once per battle.
FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so common place that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
1d100+35·1d6+4·1d100
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Baccer
Arcosians
"Ohh, so that's what "beating someone down" is"
Posts: 168
Power Level: 48984
Effort Points: 15710
Reputation: 4
Faction: The Southern Demon Kingdoms
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Post by Baccer on Apr 19, 2020 6:41:11 GMT -8
Baccer was having the time of his life as of now. It seemed his opponent was fast and quick-witted, able to dodge his attacks and not make this a snoozefest. However, the sonic technique he imbued on them prevented him from truly avoiding the damage. However, as he was starting to have some fun, he noticed his opponent suddenly rush in and grip him. As Baccer was on the stranglehold, he felt his opponent shake with pure rage, which puzzled the Bugman. Social interaction was not something anyone had programmed into him, thus it made this situation even tougher than it was, to begin with. However, that didn't mean Baccer was out of tricks of his own. He flexed his neck and chest muscles, causing Grenn's fists to not be able to choke him anymore, before shouting and pushing his opponent back with a wave of energy. As the Bugman turned around after this terrifying display of force, he grinned "hell yeah, now we're actually getting somewhere" the android said, clenching its fist. Unbeknownst to him, however, this overwhelming presence and force was exactly what Grenn despised. The red ribbon, once again trying to put him down, show him how insignificant he truly was... even though the bugboy had no such intention, and he was just excited to be having a good fight WC: 223/889 Grenn/kitara
Defense: critical miss At-will actions: N/A Bonus action: N/A Standard action 1: N/A Standard action 2: N/A Edge 2: Your PL must be 2x an opponent’s; you gain +5 to the value of your Accuracy dice roll, +3 bonus damage on all attacks, and +3 Damage Reduction.
Baccer Basic PL: 7996 Current PL: 7996
HP: 93/100 (0/0 Temp) (3 HP bio-suit regen) Ki: 88 Accuracy: 1d100+45 (Fighting) / 1d100+30 Defense: 75 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage
Item Effects: Kachin Armour (passive), Bio-suit (passive), Kachin Sword (3 uses remaining) Personal shield generator (2 uses remaining) Ongoing effects: Damage Taken: 13
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Post by Grenn/kitara on Jul 27, 2020 7:53:16 GMT -8
As Grenn kept on growling taking all of this much to heard he also started to pant, he was starting to loose consciousness, he did not have any blood in weeks and to make it woese he had wasted alot of his ki on dodging Baccer's attacks, he kept glaring as he tried to muster some more energy, , his ki seeming to burst out all of a sudden, rushingtowards him, with even more speed then before, he was slowly fading out as he completely passed out mid dash, falling on the ground, his waste of ki, thirst for blood and previous injuries in the battle made him completely pass out.
as he did, he would recieve even more bruises from colliding with the ground, basically rolling up to Baccer, his own breath was still easy to hear, which signified he was still clearly alive, just completely exhausted and pretty hurt. [150/832]
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