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Post by Majin Zam on Jun 18, 2020 0:35:28 GMT -8
Horror... Complete and utter horror gripped Zam’s heart. And it squeezed tightly... She had thrown everything she had at the meanie, every last move and trick she knew. And he just... wouldn’t... DIE. Instead of turning into red rain, he only shrank a little. She took a trembling step back, unable to even speak from sheer disbelief. How...? How could this happen?! She knew the foe was cheating, somehow, but that didn’t help her if she couldn’t figure out how he was doing it. Was it that magic thing she had heard about? A super dirty trick? Many people who looked exactly the same? She didn’t know...
When the martial artist finally bothered to get serious, the results were predictable. Any struggle thus far had just been an illusion. Perhaps a self-imposed challenge... Or maybe mere mockery. Either way, the sudden change caught the Majin completely off-guard. Crossing her arms didn’t help this time, as the massive punch sank into her stomach with enough force to bulge out of her back. She coughed. Her bloodshot eyes bulged with pain. Purple spray stained the ground. The second hit was even heavier, carrying lethal force. Her body deformed beneath the assault like rubber. She was sent crashing into the rubble yet again. Even her monstrous malleability couldn’t fully absorb the impacts. She was teetering on the verge of darkness.
After several silent seconds, the battered creature stirred. Pink energy crackled. “Go...” She wheezed for air. “...AWAY!” The scream was followed by a destructive flare of raw power. It washed over the area, blowing away dust and rubble. Nearby buildings lost windows and glass doors, as the sharp stones were scattered about. Despite the beating, she still had plenty of ki to throw around. If the foe failed to finish her off here and now, the destruction would continue to spread. Many more people would lose their livelihoods. And high in the air, the news chopper recorded every second of it.
WC: 328 | 5,603 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Bonus Action 1 - Reactive: Guard Majin Malleability | Gain +10 DR | -7 ki Standard Action -> Bonus Action 2 - Reactive: Universal Targe Majin Malleability | Gain +10 DR and immunity to 1 non-special status effect for 1 turn Attack 1: Zam 60 vs Celerai 170 = Hit! 19 dmg Attack 1: Zam 60 vs Celerai 155 = Hit! 36 dmg Total damage: 55 - 28 = 27
OFFENSE PHASE. Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 hp
Standard Action 2: Bright Burst (destructive flare) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: lZoV8vyk1d100+55 Damage: 3d10+6 Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures stacks left | 1/2 Salving: +4 HP per turn | 9/12 Power Up ki recovered | 75/100 Edge 2 | +5 Acc, +3 DMG, +3 DR
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 1 use left. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Unstoppable Force | On a turn which Power Up is used, ignore 2 of target’s DR. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 3 uses. Efficiency | Basic Techniques cost 1 less ki, Utility and Defense Techniques cost 3 less ki, and Special Techniques cost 5 less ki. Can’t reduce the cost below 1 ki. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform a Ranged Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 1 use left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use.
Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use.
Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use.
Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
ATTACK TECHS. Bright Burst Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Bashing - The target loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Minor Effect: Blinding - This technique has a 30% chance to inflict Blind on hit. Cost: -8 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effect: Searing - This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -28 ki and -5 HP Limit: 1 use per thread.
Emotion Overflow Type: Energy, Ranged, Area Action: Standard Action Base Damage: Deals 15 Damage to up to 3 Targets and has +20 Accuracy. Signature Effect: Ultra-destructive: Your technique is so destructive to the area around it that it causes debris in the area and other obstacles. For the next two turns, increase your Edge by X, where X is your class level plus one. If you already have edge 4, double the effects of edge 4 for 2 turns. Major Effect: Rejuvenate: For the next two turns yourself or a target of your choice regenerates 3HP and 3Ki per turn. Two stacks of rejuvenate may be active at a time. Minor Effect: Salving - Apply a stack of Salve automatically to yourself or have a 40% chance of applying Salve to a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: -16 Ki
HP: 33/115 | KI: 56/155 PL: 12,200 (Natural) -> 18,300 (Power of Legends) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+55·3d10+6·1d100
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 23, 2020 19:44:08 GMT -8
Even though this might be a friendly fight, it still was for the survival of the city.. literally. He knew that this fight wasn’t gonna last for long, especially since he was going all out. After he sent the majin crashing into the remains of a building, he looked at her and a slight smirk appeared on his features. He has never had this much of a good time for a while now. One could describe this as his most intense fight. He saw the blood that he drew from her. That could only mean one thing.. He was finally inflicting some serious damage. He was actually catching up with her regeneration. She was still as strong as ever though. It was surprising that she took his signature move head on. It's been a long while since he has tried that tactic, so maybe it wasn't as efficient as he expected. The mere fact that she wanted to kill him had him afraid. One wrong move and he would literally be in the ground. He couldn't afford to have this fight happen over the city much longer. But, at the same time, he wanted to finish it up pretty quickly. Throwing her in the direction of a water body would make it a bit better, but seeing the state of the area where they're currently fighting right now, he could finish the job without destroying anything else, at least.. that's what he thought. Having the mindset to finish this fight, he charged at her immediately after striking her in the back. But, since she seemed to fall a bit faster than he was flying, she got the opportunity to attack Celerai once more. Not what Celerai was hoping for. The gust of wind engulfed the Saiyan and the whole area around him with him. The sheer force of the raw energy bashed against his body. His pants now had rips and tears and it, adding to his bare chest. He realized that this fight was being lengthened out because of him and that he actually came here to do a job which involved a Convoy. But, that's not it. He left the Southern Islands in the first place to find Shinryu. He left because he needed a training partner and even though he technically has a training partner at the moment, there were some disadvantages which included the city being destroyed. Well, partially. He finally decided to release his energy that he had reserved for a few moments in the fight. The force of his energy caused the pink gust of air that engulfed him to disperse, revealing a shirtless, tired warrior, with the bright light emanating from his neon green aura. "It's been a while since I've wanted to fight you, Zam. This has been a great fight, but now.. it's time I end this. I have to go. But, before I do.."
Without finishing the statement, he dashed towards the majin, attempting to finish her off with this last attack. He planned to unleash something that.. he never found himself doing regularly. Concentrating on his opponent, he throws a barrage of punches and kicks at Zam's face. If she didn't manage to avoid this attack, she would be in serious trouble. This was pretty much attacking her without looking where on her face he was throwing his attacks, so there was a slight chance of him blinding her.. again. [571 | 7798] {CELERAI'S BATTLE TRACKER} SUMMARY
Instincts | 0/5 Sips | 1/4 Bashing | -30% PL
Attack 1: Zam's Destructive Flare. Miss. Attack 2: N/A Attack 3: N/A
Dmg from Zam's attacks: 0 - 4 DR = 0 Dmg.
Damage taken in total this turn- 0 Dmg
At-Will Action:
Bonus Action:
Standard Action:
Standard Action: Punishment of a Thousand Blows | Draining, Blinding | -34 ki, 5 HP To hit: pOODcw1X1d100+90
Damage: 5d8+19
Blinding: 1d100 30% Chance
CLASS FEATURES
Unrivalled Potential- You begin play with all enhanced basic techs
Genius- Your stats 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.
Overqualified- Potential Mastery Level 5 now instead increases all of your skills 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: -- (This Trait will not be in effect for this spar.) Classes: Martial Artist, Mystic, Prodigy, Protector
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. | Used! Classes: Mystic, Prodigy, Techie
SPECIES TRAITS
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. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. 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.
TRAITS
BLITZ Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
INSTINCT Requirements: Reflexes Skill of 30 Activation: None (Passive) Effect: Your Defense is increased by +10.
MIGHT [AI Assistant] Requirements: Fighting Skill of 30 Activation: None (Passive) Effect: Your Melee attacks deal +3 bonus damage.
QUICK-DRAW [AI Assistant] 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.
ITEMS
Slot 1: Flexmetal Staff (Bonus Action At-Will) | 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. | 3 uses per thread. (1/3)
Slot 2: AI Assistant (Passive) | 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.
Slot 3: Lucky Trinket (Passive) | 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.) | Only one Lucky Trinket may be equipped at a time.
Slot 4: Expert Training Gear (Passive) | You gain an additional 50% PL from thread rewards while wearing this outfit. | May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
TECHNIQUES
PUNISHMENT OF A THOUSAND BLOWS Celerai charges towards his opponent, throwing devastating kicks and punches to his foe's face. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+15 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki, 5HP Learn: 2 weeks
FEINT I Celerai makes a deceptive motion that throws off his enemy's attack, disrupting their ability to complete a full combination. Type: Defense Action: Standard Action - Reactive Effect: You avoid 1 attack, utility technique, or grenade targeting you on this turn; this does not work against Critical Hits. Cost: 15 ki Limit: Twice per thread, once per turn. (1/2) Ranks: Rank 2 costs 10 ki and Rank 3 costs 5 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DRUNKEN FIST I Celerai adopts a clumsy fighting style fueled by him, playing around, that makes him unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. | Used! Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
SOLAR FLARE I Celerai uses his ki to amplify the light around him into a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread. (2/2) Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
INSTINCTUAL DEFENSE II Celerai swiftly blinks in and out of his opponent's attacks using his powerful natural instincts. Type: Defense Action: At-Will Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct. Duration: N/A Cost: 2 ki per Instinct generated. Limit: Once per thread | Used! Ranks: Rank 2 lowers the cost to 1 Ki per instinct generated. Rank 3 increases the maximum stacks of Instinct generated per technique use to 8. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
GIANT FORM III Celerai takes a giant form. He uses his superior size and strength to attack his opponent. 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. | Used! 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.
KI BLADE II Combining martial prowess with ki manipulation, Celerai forms a weapon out of his ki and use it to fight. Type: Utility Action: -- Prerequisite: Requires a Fighting skill of 20. Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill. Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast) Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT III Celerai deftly parries or knocks aside an attack headed towards him. Type: Defensive Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 15 ki Limit: Once per thread. | Used! Ranks: Rank 2 40% of the damage is negated and Rank 3 is 50%. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
DIVINATION I Whether through intuition or psychic potential, Celeraj glimpses a moment into the future and sees what dangers lie ahead. Type: Defense Action: Bonus Action Effect: You gain +35 defense against attacks targeting you on your next turn. Cost: None Limit: Once per thread. Ranks: Rank 2 defense is +40 and Rank 3 defense is +50. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CUTTING EDGE Celerai uses his speed and reflexes to quickly move behind his opponent, delivering a devastating blow to his target's spine. Type: Energy, Ranged, Single Action: Standard Action Base Damage: 3d10 Major Effect: Slashing Minor Effect: Crippling Cost: 15 ki Learn: 2 weeks
Fighting: 75 | Energy Control: 30 | Reflexes: 45 | Resilience: 30 Natural Power Level: 19,118 | Base Power Level: 19,118 (15,294) | Current Power Level: 19,118 (15,294) HP: 41/95 | Ki: 2/100 | DEF: 110 | Melee Accuracy: d100+90 | Ranged Accuracy: d100+45 Damage Reduction: 4 | Melee Damage Modifier: 9 | Energy Damage Modifier: 6 | Ki Cost: 1 Power Up Ki Regen: 100/100
1d100+90·5d8+19·1d100
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Post by Majin Zam on Jun 24, 2020 2:09:45 GMT -8
Everything had a limit. Everyone. Even Majins who seemed to have infinite energy. Zam was completely helpless against the vicious assault. She couldn’t even begin to dodge or block. The very first strike crushed her eyes again, plunging her back into the scary darkness. A spray of purple painted the foe’s fists. She recoiled with a pained shriek, but even that was cut short by a kick to the throat. Each hit was delivered with decisive intent. It was like her body was being pummeled by invisible cannons, as every impact bruised her further and further. At some point, her consciousness slipped away, but the beating continued...
She never stood a chance.
As the dust slowly settled, the news chopper was the first to witness the results. Only one side stood victorious. The martial artist was caught on tape and quickly labeled a hero. It spread like wildfire across the various live media. He had vanquished a wicked monster and saved the city from further destruction. His name would be on many lips for weeks to come. Without his appearance, things would’ve gone far worse, right? Right. No need to overthink silly 'what if' situations.
Meanwhile, the badly beaten Majin was lost deep in dreamless sleep. Countless bruises, burns and cuts riddled her mangled frame. Drip, drop... Purple droplets stained the ruined pavement. Her body would heal, of course, but her mind on the other hand... Some experiences left permanent scars. Little did anyone know that her hatred for humanity grew three sizes that day. She had often wondered why her demon friends always told her that other races were mean. Well... Now she understood. The moment she woke up, she would go on another angry, tearful rampage.
But that would be a story for another time.
WC: 297 | 5,900 Natural PL at start: 12,200
BATTLE TRACKER{Click me!}DEFENSE PHASE. Celerai Attack 1: Zam 60 vs Celerai 96 = Hit! 39 dmg Total damage: 39 - 5 = 34
Game over!
HP: 0/115 | KI: 56/155 PL: 12,200 (Natural) -> 18,300 (Power of Legends) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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Celerai
Prospect
Hey, wanna spar?
Posts: 303
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Post by Celerai on Jun 27, 2020 10:48:16 GMT -8
He actually meant that. This fight was going on for long enough now and it was fun while it lasted. But, it was time to leave, but before he left, he took it up in himself to finish this encounter, this spar. Zam, not putting up her guard, made him feel a bit sympathetic towards her, in terms of her fighting style. Instead of completely avoiding the attack by dodging or even trying to guard the attack, it seems that she believes that she can absorb any attack. The Saiyan feels if she's able to dodge attacks efficiently, she will become one the strongest and the hardest to actually beat in a fight. As he closed in to launch his final barrage of attacks, he smiled at Zam, thinking to himself the amount of power that Sam had and how she overwhelmed him in that respect overtime with her attacks. The first punch that he landed connected perfectly and he knew that Zam must've felt that. He heard her shriek for a split second, but he decided to continue to see how much attacks could we possibly take head on. Well, after a few seconds of pummeling her face, he realized that his fist was covered in purple blood and Zam was badly injured. He sort of freaked out just realising the amount of damage he dealt to Zam and how he made her unconscientious. But, there was a good side to this. Now, at least she wouldn't terrorise the city, for now at least. Maybe she might decide to go back to the Southern Demonlands. Who knows? He watched as the battered Majin's body fell to the ground and he slowly descended to the ground as a huge crowd of people surrounded the martial artist, thanking him for saving the city from such a threat. About three choppers came out of nowhere, broadcasting the news that a random martial artist defeated a bad pink malleable figure. He picked up the last fragment of the sleeve from the gi and cleansed his first of the purple blood stain. He had a feeling that she would probably hate him for what he just did, but the truth is.. he wasn't gonna go near her after he leaves the Central Lands. He smiled and thanked everyone that admired his bravery and how he took care of the now, fallen majin. But, it was time to leave. He picked up the majin in his arms and flew off after buying a few candies with the money he had. He left her lying somewhere safe with the candy in a bag wrapped up nicely beside her. The shirtless martial artist looked up into the sky, pondering on where to go next. Should he go back to the Pilaf Lands? Or should he just go back home? Thinking about it for a few moments, he made his final decision with a smile visible on his face. "Hm, I think I might just go back to the Southern Islands. I got the training partner that I wanted, even though it wasn't Shinryu."
[516 | 8314]
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