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Post by Majin Zam on Aug 20, 2020 3:10:29 GMT -8
Leaving a rapidly regenerating monster to its devices may have seemed like a questionable idea... But Clove was an experienced fighter. She knew exactly what she was doing. During the tournament, she had seen first-hand what kind of power the foul-tempered bubblegum creature packed. When she delivered a quick slash at the girl, it also doubled as a demonstration... Zam didn’t dodge. She simply stood there as the blade effortlessly sliced through her. A little too effortlessly... Her malleable body stitched itself back together instantly. The absurd regeneration negated the damage completely. Furthermore, the air suddenly crackled with volatile static. It lashed out at the teacher like a whip of lightning. Had Baccer been hasty, he would’ve suffered the same retaliation...
The pink powerhouse shifted her glowing glare between the bugboy and the swordswoman. With an angry huff, she focused and flexed her fingers. “Hrmmm...” Twin orbs about the size of a baseball manifested in her grasp. They pulsed with unstable power. With a quick spin to gather momentum, she chucked one orb at Clove and the other at Baccer. “Eat this!” They were like shots from a cannon in both speed and power. Upon careless contact with anything, the orbs would detonate into a blindingly bright blast. Unfortunate foes would be left seeing stars for a moment. Worse yet, the violent explosion would outright bash some power out of the targets. Even blocking a hit wouldn’t be enough.
However, the miffed Majin wasn’t done yet... Without even stopping to catch her breath, she raised her right hand towards the ceiling. More ki started gathering above her palm. It quickly swelled from the size of a pearl to the angry mother of all beach balls. Also casually known as a Death Ball. She gritted her teeth as the condensing energy scorched her arm. “Hnnngh... You hurt Zam...” Her fury focused on poor Baccer. “Now Zam hurt YOU!” With the simplistic threat, she hurled the massive ki bomb across the room. Needless to say, this one would hit a whole lot harder than the small orbs from before... It would light up the whole room in a glowing hot explosion. An unlucky target might get burned to cinders.
...It was a good thing the whole place was lined with spiritual ore.
[380/1934]
BATTLE TRACKER{Click me!}DEFENSE PHASE. At-will - Reactive: Countermeasures Majin Magic | Turn the next Reactive Bonus Action to Reactive At-will Action. | -1 stack
Guard Majin Malleability | Gain +10 DR | -7 ki Attack 1: Zam 60 vs Clove 94 = Hit! +Wound! 16 dmg! Damage from Clove: 16 - 19 (DR) + 4 (Bristling Defenses) +3 (Wound) = 7 Damage from Baccer: N/A Total damage = 7
OFFENSE PHASE.
Passive Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +4 hp
Bonus Action: Focus Energy | Gain +15 Acc with all Energy Attacks. | -7 ki
At-Will: Phaser Ring Volatile Static (Aimed at Clove) | Cannot crit hit or crit miss. Accuracy: K3evGXBE1d100+75 Damage: 2d6+9
Standard Action 1: Bright Burst (Aimed at Clove) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+75 Damage: 3d10+7 Status: 1d100 30 or below
Standard Action 2: Bright Burst (Aimed at Baccer) | Bashing: The target loses 5 ki and -5% of their Base Power Level on hit. | Blinding 30% | -8 ki Accuracy: 1d100+75 Damage: 3d10+7 Status: 1d100 30 or below
At-Will: Reckoning | Gain an additional Standard Action Standard Action 3: Bright Buster (Aimed at Baccer) | Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. | Searing 30% | -28 ki and -5 HP Accuracy: 1d100+75 Damage: 5d8+22 Status: 1d100 30 or below
Passive Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 hp
Rejuvenate Empowered Majin Regeneration | +3 hp and +3 ki
Salving Empowered Majin Regeneration | +4 hp
EFFECTS. Countermeasures | Stacks left: 1 Wounded | -3 HP per turn | 3/3 Ultra-destructive | Zam has Edge 3 against all opponents. | 1/2 Edge 3 (from Ultra-destructive) | +10 Acc, +4 dmg, +4 DR | 1/2 Rejuvenate | +3 HP and +3 ki per turn | 2/2 Salving | +4 HP per turn | 2/8 Powered Up | +25% PL | 2/2 Power Up ki recovered | 12/100
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 | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses. 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. Flight (Class Lvl 2) | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -12 ki | 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: 63/115 | KI: 96/155 PL: 21,543 (Power of Legends) -> 26,928 (Powered Up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+75·2d6+9·1d100+75·3d10+7·1d100·1d100+75·3d10+7·1d100·1d100+75·5d8+22·1d100
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Post by Clove on Aug 21, 2020 8:05:35 GMT -8
Baccer took the defensive for what was about to come next, one of Zam’s attacks missed due to his amazing ability to dodge, while the other remaining attacks clipped away at the red translucent wings on Clove’s back. The burst of energy from the majin nearly blinded her but she closed her eyes in time. While she braced for impact, the blast lowered her power level, it was enough to lose her edge of her passive massive power signature now that it was dwarfed by Zam’s power level. After all this time, the pinkette had a hidden talent, but a dish was always better served hot. The odachi blade in her hand began to steam up like an iron, her grip on the hilt tightened, the Tea Princess had been taking it easy on the two teenagers, holding back at the last minute to inflict less damage, and this was the near perfect time to showcase her blade master skill. In one fell swoop of her blade, she carved an X cut of precision, the movement was so fast it left a red hot impression like a moving sparkler before their very eyes. [193] [1,549] { Actions} DEFENSE PHASE. Zam has Edge 3: +10 to the value of your Accuracy dice roll, +4 bonus damage on all attacks, and +4 Damage Reduction on her next turn for 1 consecutive turns. Zam 111 vs 70= Hit Incoming Damage: 17 + -9 DR = 10 +4 Damage from Bristling defenses to @zam Zam 100 vs 70 Incoming Damage: 22- 10 DR Guard= 12 +4 Damage from Bristling defenses to @zam Damage Total: 22 Bristling Defenses: +4 bypassing DR HP: 120 +35 Giant Form -10 = 145 -22= 123 HP -- OFFENSE PHASE.Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116 x .95 Bashing= 30,510 Zam: 26,928 PL [No edge] Baccer: 17,565 PL [Edge 1] At-Will: Final Word, Destruction Unbound on Heart Stroke x2 Passive: Bio Suit, Chichi’s Battle Armor Bonus Action: Guard -7 Haste: Focus Energy -7 Standard Action 1: Heart stroke -31ki Finisher -5 AOE Majin Zam Baccer To Hit: SO7pe46H1d100+7560 Accuracy + 15 Focus Energy Crit on 75 or higher. +4 Slashing Damage Reverberation +10 Accuracy on second attack if this misses or is dodged. Damage: 5d8+15+5 DM Giant Form Extra Damage 1d4Sear: 1d10040% chance for Burn 3 HP damage at beginning of each turn for 2 turns Standard Action 2: Heart stroke Auxiliary Core Finisher -5 AOE Majin Zam Baccer To Hit: 1d100+7560 Accuracy + 15 Focus Energy Reverberation +10 Accuracy on second attack if the previous attack misses or is dodged. Crit on 75 or higher. +4 Slashing Damage Reverberation +10 Accuracy on second attack if this misses or is dodged. Damage: 5d8+15+5 DM Giant Form Extra Damage 1d4Sear: 1d10040% chance for Burn 3 HP damage at the beginning of each turn for 2 turns. If both attacks hit successfully, burned for 4 rounds. EFFECTS.Bio Suit +3 HP every turn Total Ki Spent: 70ki -55ki = 15 Powering-Up: 0/2 Power-Up ki bonus: N/A ~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Uses: 2/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A 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. 1/2 Uses
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
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| 120 (3) | 15 | 26,542
| x | 30,510
| AC: 60|45 | DEF: 70 | DM: +5 | DR: -9 | KCR: -3 |
1d100+75·5d8+15·1d4·1d100·1d100+75·5d8+15·1d4·1d100
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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 Aug 22, 2020 5:30:41 GMT -8
Baccer grunted as he straightened his body, attempting to relax and calm himself down after that extremely taxing feat of evasion. Meanwhile, his adversaries were getting ready for another round of attacks. It took Baccer a moment to realise what was happening, he was in the middle of two opponents, both twice as strong as him, performing their strongest attacks. In truth, he couldn't think of a worse situation for him right now. This took the rock and hard place idiom to a whole new level. But hey, this was a spar. It's not like they'll kill him or anything. Even if Zam wanted to, Clove can reign her in. Yeah... he can see it clearly now, it was over right as Zam released her true power. Those two had fought before in a tournament and won, he was just a wandering Bugman without purpose, he should be happy he made it this far... But his body lowered, taking an evasive stance. Baccer's fighting instincts working faster than his brain "Dodge?. Forget it, these attacks cover the entire room" he tried to discourage himself as he felt his entire body tense, his muscles producing power they lacked but a moment ago. While every rational part of his body screamed he should conserve his energy to not be outright killed by these attacks, something within him couldn't accept it. Eventually, he figured it out. There he was, his back in the wall, no conceivable chance of victory... yet he wasn't afraid. His body was trembling, sure. But the feeling that permeated him at this moment was... excitement, the thrill of battle. Both his opponents had honoured him and put their all into these attacks. He couldn't just give up now. But how... The spirit stone. If he could get close enough to it, the concentration of ki should be so thin that the blasts would not be able to hurt him. Now for the hard part, getting there. There was no way to worm his way out of this. He just had to be so unbelievably agile that he reached before the blasts hit him... here went nothing As his body sprang to action, he launched through the air, ducking below one of Clove's blades and ascending into the air. Not the most dramatic reveal of his flight capabilities, but flare was hardly something he could afford to care about right now. As he was out of the range of that, he turned his attention to zam, coasting the edge of her explosive energy orbs, managing to avoid the death ball with only his left wing being singed by the brief moment it came into contact with him, he could do this... But then, his hopes were dashed in an instant. Clove's second hit. Perfectly timed, perfectly executed. The difference in their skill levels revealed with a single attack. There was no way to avoid it, there was no... Dodge!... The Bugman screamed as his body strained to keep up with the herculean task its owner attempted. Mere millimetres from connecting, Clove's blade hit nothing but air. Baccer had... Disappeared, moved so fast he'd escaped both Clove's and Zam's fields of view, movements akin to teleportation. A quick search would reveal him gripping onto one particularly large chunk of spirit stone at the edge of the room. He had done it, faced absolute hell and come out the other end alive, if not unscathed. His entire body shook as his ki reserves were nearly depleted. In addition to that, the bugboy had performed a stunt his body was seemingly not ready for, leaving him in a shocked and unresponsive state, his body tensed to the point of almost hurting himself. But there was something else there, something.. rising, a power slowly revealing itself. It was only a matter of time before the Bugman would display his own "true power" [648/2374] Action phase:
Reactive Bonus action: Flight: Turn Clove's Second attack to a non-critical hit (-14 Ki) (0/1 uses remain) Reactive Bonus Action 2 (Converted from standard): Teleportation: Avoid all non-critical hits or utility techniques targeting you this turn ( -24 Ki) Defense phase: Zam: Bright burst: 154 vs 80: Hit= Teleport= Miss Bright Buster: Critical miss Clove: Heart stroke: 139 vs 80: Hit= Teleport= Miss Heart Stroke 2: Critical hit= Flight= Teleport= Miss
Bonus Action: Power-up: Regain 25 Ki points and increase your current power level by 25% for 2 turns (25/100 ki restored)
Combat sheet Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+50 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 80 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +10 ACC, +5 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.
Traits: Canon descendant: Cell Masteries: Potential mastery level 5. Class mastery 2, Ability mastery 2, Transformation mastery 0, Transformation secrets 0
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. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
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.
Transformations: Level 0: Omen of Perfection Baccer Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
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.
SOLAR FLARE You use your ki to amplify the light around you 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. 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.
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
TELEPORT (Used) 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. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ultrasonic Barrage The user gathers sound energy in their body by producing small, low-frequency sounds. After a small charge-up time they concentrate the energy on their fists and unleash a torrent of punches, each of them carrying the devastating power of a sonic boom in them Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Minor Effect: Salving: heals 3 HP per turn for 3 turns. (4 hp per turn for 4 turns due to regeneration) Cost: 20 Ki Learn: 2 weeks
Technique Slots: 0/5
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.
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.
Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
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: 17565 (Adjusted for when the spar was taking place) Current PL: 21.957 HP: 94/100= 87 +3 (bio-suit) +4 (salve) Ki: 10 = 23 + 25 - 14 - 24 Accuracy: 1d100+50 (Fighting) / 1d100+35 Defense: 80 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Salve (6 turns) Power-Up (2 turns) Flight (used up) Power-Up (25/100) (salve 1/3) Damage Taken: 20
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Post by Majin Zam on Aug 22, 2020 9:42:15 GMT -8
Raw power was no substitute for honed skill. Perhaps that was today’s lesson. Unfortunately one student hadn’t been paying attention. Zam was caught completely off-guard by the sudden sword showcase. Still suffering from the recoil of her previous barrage, she couldn’t even raise her hands in defense. Not that it would’ve made any difference against such destructive power. The blade sliced right through her effortlessly. Like a giant teacher’s pen, it crossed her torso with a glowing red X, the mark of a failed exam.
The small Majin’s aura died. Her eyes lost their ominous color, now replaced by worry... And fear. She tried to look down, but her head wouldn’t move on the account of not being quite attached to her body anymore. “No... fair...” One last feeble wheeze left the girl’s lips and hurried off to hide somewhere. A gush of steam escaped from the massive cuts. She collapsed with all the grace of a poorly sculpted clay statue dropped before it could visit the oven. One piece here, another there and the third at the bottom of the messy pile... Most creatures would’ve quite been dead after getting turned into a 3D puzzle.
And in all honesty, Zam wasn’t looking too good either...
[206/2140]
BATTLE TRACKER{Click me!}DEFENSE PHASE. Attack 1: Zam 60 vs Clove 139 = Hit! +Sear! 39 dmg! Attack 2: Zam 60 vs Clove 151 = Critical Hit! 48+9 = 57 dmg! Damage from Clove: 96 - 9 (DR) + 8 (Bristling Defenses) + 3 (Burn) = 98 Damage from Baccer: N/A Total damage = 98
Zam is down and out!
HP: 0/115 | KI: 96/155 PL: 21,543 (Power of Legends) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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Post by Clove on Aug 22, 2020 16:19:12 GMT -8
“Zam-chan, why didn’t you dodge or block? I know you can fly so you’re fully capable of withstanding one of my attacks before leaving yourself so defenseless. If you’re entering the tournament, I do not recommend participating in a team match division, so you can focus on one opponent instead of two like today’s training session.”
The tea princess hoped Zam was still listening through the whistling steam coming from her head, while she recovered, from the serious injury she caused in the heat of battle. Baccer took her advice in remaining on guard, he even went through the effort of dodging her odachi blade in the process. Their training was not over, there were two of them still standing, and Clove was still prepared to continue if Baccer was willing.
“Alright, give me your best shot, Baccer-kun. If Zam-chan decides to watch, she can learn a few defensive techniques from me, which is critical for the World Martial Arts Tournament in two years.”
Clove’s power level flared, she recovered some of the ki she spent throughout the session, and she was still working on improving her own ability to calculate her opponent’s actions with any countermeasures in her defensive techniques. However, she was not fully unprepared to withstand powerful attacks, and encouraged the bio android to attack first. [218] [1,767] {Actions} DEFENSE PHASE.
Damage Total: Bristling Defenses: +4 bypassing DR HP: 123 HP -- OFFENSE PHASE.
Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116 x .95 Bashing= 30,510 x Power Up= 38,138 Zam: 21,543 [Edge 1] Baccer: 21,957 [Edge 1]
At-Will:
Passive: Bio Suit, Chichi’s Battle Armor
Bonus Action: Power up! 25 ki +
Standard Action 1: Standard Action 2:
EFFECTS. Bio Suit +3 HP every turn
Total Ki Spent: 0= 15 +25= 40ki Powering-Up: 1/2 Power-Up ki bonus: 3/4
~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Uses: 2/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A 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. 1/2 Uses
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
| PL:
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| 120 (3) | 40 | 26,542
| x | 38,138
| AC: 60|45 | DEF: 70 | DM: +5 | DR: -9 | KCR: -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 Aug 23, 2020 7:52:25 GMT -8
However, Clove's words seemed to fall on deaf ears, as Baccer himself seemed to be majorly unresponsive. But as silence filled the room, a strange power began to rise from the bio-android. His body seemed to start exuding a dangerous, fearsome aura. As he looked at clove, it seemed very little reason was behind the wheel right now. His power rose, and rose, and kept rising. Meeting and even surpassing clove's. It was like he was a different person, someone that broke their limits and unlocked a new level of strength. Before anything else could be said, his body became a blur, appearing in front of Zam's unconscious form. It seemed in his manic state he tried to guard her, not realising clove wouldn't attack due to the spar rules. The bugman would turn towards clove with a savage, menacing look. Despite that, the most worrying characteristic of this new form was the wild, blue energy that seemed to lash out at everything around him. This form... even being in the same room as him was dangerous After a short period of sizing her up, baccer sprung forward. It was nothing fancy, just a normal punch. But the power packed behind it was something the boy had only ever dreamed before, causing a massive shockwave as it was being delivered [220/2594] Action phase:
Defense phase: No attacks
At-will Action: Dragon rush: Increase Attack damage of physical attacks by 3 (-6 Ki)
Bonus Action: Power-up: Regain 25 Ki points and increase your current power level by 25% for 2 turns (50/100 ki restored)
Bonus action 2 (Converted from standard action): Transformation: Omen of perfection baccer: Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
Standard Action: Strike basic technique To hit: iR7BR6g81d100+60 [accuracy + Transformation]
Damage: 1d8+16 [mod+ Might+ phaser ring (-4 Ki)+ transformation Pummel damage: 1d4
Violent aura damage: 1d4
Rushing damage goes here: 5 DMG if the hit is avoided
Combat sheet Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+50 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 80 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +10 ACC, +5 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.
Traits: Canon descendant: Cell Masteries: Potential mastery level 5. Class mastery 2, Ability mastery 2, Transformation mastery 0, Transformation secrets 0
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. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
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.
Transformations: Level 0: Omen of Perfection Baccer Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
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.
SOLAR FLARE You use your ki to amplify the light around you 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. 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.
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
TELEPORT (Used) 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. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ultrasonic Barrage The user gathers sound energy in their body by producing small, low-frequency sounds. After a small charge-up time they concentrate the energy on their fists and unleash a torrent of punches, each of them carrying the devastating power of a sonic boom in them Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Minor Effect: Salving: heals 3 HP per turn for 3 turns. (4 hp per turn for 4 turns due to regeneration) Cost: 20 Ki Learn: 2 weeks
Technique Slots: 0/5
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.
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.
Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
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: 17565 (Adjusted for when the spar was taking place) Current PL: 39522 (1.5X increase to base from transformation. Power-upX2 increase to current (post-transformation) PL) HP: 100/100= 94 +3 (bio-suit) +4 (salve) Ki: 24 = 10 + 25 - 6 - 4 -1 Accuracy: 1d100+50 (Fighting) / 1d100+35 +10 (transformtation) Defense: 80 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Salve (5 turns) Power-Up X2 (1 turn) Flight (used up) Power-Up (50/100) (salve 1/3) tranformation tier 1 (-1 Ki per turn) Damage Taken: 20 1d100+60·1d8+16·1d4·1d4
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Post by Clove on Aug 23, 2020 18:54:05 GMT -8
“Ara ara…” Clove sighed, she watched Baccer fall into the same emotional pit Zam fell into by giving into his feelings of Zam losing the fight, and he reached further into his primal instincts of protecting the pink Majin. While his power level skyrocketed, so did her own, losing the edge she had for him as he nearly matched her power. Baccer focused his attack perfectly, as promised she wanted to showcase her ability to block in front of Zam, so she could learn from it, and while it was still a dangerous battle she was taking it easy on Baccer so she could restore her ki reserves to maximum. Deep down, Clove knew the bio android had one more powerful attack, so she waited for the right moment to use her ability to deflect the damage, anticipating the remainder of the battle. “Baccer-kun, try to focus, you’re giving into your instincts, this is just training. We can get majin moos after it’s all over. Do you hear me?” Clove attempted to reason with him, seeing the same red eyes as Zam as she tapped into nearly unlimited power to fight, and she hoped they both learned something rather important from the overall experience. With her red blade in hand, she made a simple slash towards Baccer, she did not put enough power behind it as before because she was more focused on increasing her power level to recover some of the ki she spent. [245] [2,012]
{Actions} DEFENSE PHASE. 170 vs 70= Hit! Incoming Damage: 23 - 10 Guard- 9 DR= 4 Baccer it hit for 4 Damage from Bristling Defenses
Damage Total: 4 Bristling Defenses: +4 bypassing DR HP: 123 -4 = 119 Giant Form is no longer in effect, defense is increased from 70 to 95. Bio suit heals +3 HP= 120 HP maximum -- OFFENSE PHASE.
Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116 x .95 Bashing= 30,510 x Power Up= 45,765 Zam: 21,543 [Edge 1] Baccer: 39,522 [No Edge]
At-Will:
Passive: Bio Suit, Chichi’s Battle Armor
Bonus Action: Power up! 25 ki +
Standard Action 1: Guard -7 ki
Standard Action 2: Ki Blade -1ki
To Hit: 448CiDhH1d100+60 Crit on 85 or higher on natural roll
Damage: 2d6+7
EFFECTS. Bio Suit +3 HP every turn
Total Ki Spent: 40ki + 25= 65ki -7 Guard -1 Ki blade= 57 Powering-Up: 2/2 Power-Up ki bonus: 2/4
~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Uses: 2/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A 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. 1/2 Uses
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
| PL:
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| 120 | 57 | 26,542
| x | 45,765
| AC: 60|45 | DEF: 95 | DM: +5 | DR: -9 | KCR: -3 |
1d100+60·2d6+7
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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 Aug 24, 2020 4:51:45 GMT -8
Baccer raised a brow after the punch landed. Clove was still in his way... weird, she also seemed stronger than him. How exciting "Strong..." he mumbled, raising his eyes towards her. He didn't seem angry. Rather, a manic excitement was coursing through every fiber of his body. He realised just how foolish he'd been. Searching for meaning, trying to find where he belonged. It was all right in front of him. A weapon, no matter how you dress it, is still a weapon. He was at his element at the battlefield, letting all the doubt and hesitation fall away as he focused on what was directly in front of him. As Clove tried to reason with him, Baccer frowned. A part of him realised that this was going a bit far for training. But he couldn't stop now "Ah. Sorry, i went a bit overboard. But you wanted to show us how to dodge an attack right?. So i'll give you an attack worth dodging. Last one, promise" he said, way more controlled in his savagery than he'd been up until a minute ago. But as he contemplated about it, Baccer realised he... didn't really have one, a technique that would blow away all his other techniques with it's sheer power. Well, if that was the case, he'd just make one right now!. The Bio-Android took on a low stance, extending it's arms to either side of it's body as red energy began to engulf them. He was making up an attack on the spot. It seemed the trick behind this one was... throw everything you have at your enemy and hope it works. As he gathered energy, he grunted in pain, it seemed he wasn't exactly the most restrained in this form, throwing caution to the wind and trying to do as much damage as he could "Evolution's..." he whispered under his breath, bringing his arms forward and cupping them as wild flashes of ki shook the room, stopped only by the spirit stone lining it "Requiem!!!" He shouted, the enormous amount of energy he'd been gathering all this time launching forward in a white, barely held together beam of energy "Here you go Sensei. My final attack. Thank you for helping me figure it out" he said, his beak twisted in a grin of pure excitement [388/2972] Action phase:
Defense phase: 99 vs 80= Hit= 10 - 5DR= 5 DMG
At-will Action: Dragon rush: Increase Attack damage of physical attacks by 3 (-6 Ki)
Bonus Action: Power-up: Regain 25 Ki points and increase your current power level by 25% for 2 turns (75/100 ki restored)
Standard Action 1: Evolution's Requiem finisher (-37 Ki) To hit: O8Yx5P8n1d100+60 [accuracy + Transformation]
Damage: 5d8+23 [mod+ transformation Pummel damage: 3d6
Standard Action 2: N/A
Violent aura damage: 1d4
Rushing damage goes here: 13 DMG
Combat sheet Skills & Statistics Fighting: 40 Energy Control: 25 Reflexes: 25 Resilience: 40
HP: 70+ 30 (Kachin armour) KI: 100 Accuracy: 1d100+50 (fighting) / 1d100+30 (energy control) Damage Modifier: +5 (+8 for physical attacks) Ki cost modifier: -1 Defense: 80 DR: -2 -3(Kachin Armour)
Class: Ravager: -20 HP, +10 ACC, +5 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.
Traits: Canon descendant: Cell Masteries: Potential mastery level 5. Class mastery 2, Ability mastery 2, Transformation mastery 0, Transformation secrets 0
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. Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.)
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.
Transformations: Level 0: Omen of Perfection Baccer Technical specs: Bonus action to activate, Infinite duration, 1.5 Base PL increase, 2 Ki of upkeep per Turn (1 counting Ki control bonus) Savage Transformation: Gain +10 accuracy and +1 dmg on all non-finisher attacks, and +10 accuracy and +3 dmg on Finishers. Transformation Traits: Violent aura Effect: You cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. This counts as status damage and ignores DR. Fighting Spirit Effect: Once per thread, you may nullify the damage of any incoming attack that would reduce you to 0 HP or lower. That attack’s other effects still apply. This may not be activated in the same battle as any other similar effects.
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.
SOLAR FLARE You use your ki to amplify the light around you 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. 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.
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
TELEPORT (Used) 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. Ranks: Rank 2 costs 20 ki and Rank 3 allows you to avoid Critical Hits with Teleport. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Ultrasonic Barrage The user gathers sound energy in their body by producing small, low-frequency sounds. After a small charge-up time they concentrate the energy on their fists and unleash a torrent of punches, each of them carrying the devastating power of a sonic boom in them Type: Physical, Melee, Barrage Action: Standard Action Base Damage: 4d6+4 Major Effect: Temper: If this technique is the only Special Technique used on your turn, decrease the cost of the first Special Technique used on your next turn by 5 ki. Minor Effect: Salving: heals 3 HP per turn for 3 turns. (4 hp per turn for 4 turns due to regeneration) Cost: 20 Ki Learn: 2 weeks
Technique Slots: 0/5
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.
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.
Master Belt
A belt worn by master martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4. Limit: Only one Belt may be equipped at a time.
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: 17565 (Adjusted for when the spar was taking place) Current PL: 39522 (1.5X increase to base from transformation. Power-upX2 increase to current (post-transformation) PL) HP: 100/100= 95 +3 (bio-suit) +4 (salve) Ki: 5 = 24 + 25 - 6 - 37 -1 Accuracy: 1d100+50 (Fighting) / 1d100+35 +10 (transformtation) Defense: 80 Damage Modifier: +5 (+8 for physical attacks) Ki Cost Modifier: -1 DR: -5 to Incoming Damage Item Effects: Kachin Armour (passive), Bio-suit (passive), Guardian staff (3 uses remaining) Master belt (No limit) Ongoing effects: Salve (4 turns) Power-Up X2 (1 turn) Flight (used up) Power-Up (75/100) (salve 1/3) tranformation tier 1 (-1 Ki per turn) Damage Taken: 25 1d100+60·5d8+23·3d6·1d4
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Post by Clove on Aug 25, 2020 12:12:15 GMT -8
“I figured, you were protecting Zam because she was too injured to continue, and you can potentially do well in the team division of the WMAT but you need to intercept sooner than that. The reaction time was too slow to be effective.”
Clove stood by waiting for what she had been anticipating all along, and the bio android finally delivered when he had the ki pool to disperse his ultimate attack. She smiled with the odachi blade gripped tightly, she placed her palm on the flat side of the blade, and deflected half the damage of the attack, and she followed with a defensive stance for the spilled over damage.
“Did you see that Zam-chan?” The tea princess called out, by the end of this session they would need to choose one of Clove’s techniques to learn in their own time after witnessing it at least once from her, and it would be a great benefit for them in the future.
[162] [2,174] {Actions} DEFENSE PHASE. 138 vs 95= Hit! Incoming Damage: 58 - 50% Deflect= 29 -10 Guard - 9 DR= 10 Baccer is hit for 4 Damage from Bristling Defenses
Damage Total: 10 Bristling Defenses: +4 bypassing DR HP: 119-10 DMG= 109 + 3hp bio suit= 112 Bio suit heals +3 HP= 120 HP maximum -- OFFENSE PHASE.
Power Level: 26,542 x 1.1 Auxiliary Core x 1.1 ChiChi’s Battle Armor= 32,116 x .95 Bashing= 30,510 x Power Up= 45,765 Zam: 21,543 [Edge 1] Baccer: 39,522 [No Edge]
At-Will:
Passive: Bio Suit, Chichi’s Battle Armor
Bonus Action: Power up! 25 ki +
Standard Action 1: Guard -7 ki
Standard Action 2: Deflect Rank 3 -12ki
EFFECTS. Bio Suit +3 HP every turn
Total Ki Spent: 57 + 25 Power Up= 82ki -12 Deflect -7 Guard = 63 ki Powering-Up: 2/2 Power-Up ki bonus: 1/4
~ {Statistics}
Skills & Statistics Fighting: 45 Energy Control: 30 Reflexes: 40 Resilience: 40
Accuracy: 1d100+45 (Fighting)+15 (Conqueror Level 2)/ 1d100+30(Energy Control)+15 (Conqueror Level 2) Defense: 50+40 (Reflexes)= 90 +5 (Conqueror Level 2)= 95 HP: 50+ 40(Resilience)= 90-10(Conqueror Level 2)= 80 +40 (Chichi's Battle Armor)= 120 HP KI: 100 KCR: -1 + -2 (Obi Belt) DM: +2 Fighting + 4 (Conqueror Level 2) DR: -6 + -4 (ChiChi's Battle Armor)
Class: Conqueror Racial Trait: Lucky Dog
Traits: Momentary Ascension Activation: At-Will Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself. Limit: 1 time per thread. Classes: Conqueror, Prodigy, Protector
Rend Activation: Passive Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects. Limit: -- Classes: Conqueror, Ravager, Witch/Wizard
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Quick-Draw Activation: Passive Effect: You may activate Weapon-type items as At-Will Actions. Limit: May only At-Will activate up to 2 Weapons per turn.
Haste Requirements: Reflexes Skill of 40 Activation: Reactive At-Will Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn. Limit: This Trait may be activated 3 times per thread. Uses: 2/3
Class Features:
Adaptable- Once per turn, as an At-Will action you may change the minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that techniques used on the same turn.
Final Word- You gain 1 additional use of every Finisher-Type special technique that you know, per thread.
Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique.
Destruction Unbound - Twice per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective(Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases.
Equipped items:
Katchin Sword ōdachi (大太刀) 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.
Auxiliary Core A 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. 1/2 Uses
Obi A belt worn by martial artists, often designating their rank within a particular school. Type: Supplementary - Martial Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Decrease the cost of all your Techniques by 2 ki. Limit: --
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: --
Artifact Equipment: Chichi's Battle Armor Long ago, when the Ox-king wanted to protect his beautiful daughter, he commissioned a beautiful protective set of armor with a third of his massive treasury. They say this armor was engineered with state-of-the-art laser cannons, a virtually unbreakable metal alloy known only to the ancient smiths of old, and a magically enchanted cutting saw. Needless to say, the Ox-princess got tired of it in a few years and threw it away to her Dad's heartbreak. Still, some say that the lost armor has passed through different hands as the years went on, growing and shrinking to fit it's new wearer. The ancient armor still has a lot of power left in it... for the price of showing off your goods to everyone who wants to see. Type: Lost Artifact - Outfit Zeni Value: N/A – NPC Merchants will not buy an artifact from you. Zeni Cost: 120,000 (This must be paid to quest for it, to gain information) Activation: Bonus Action Effect: This armor is surprisingly useful for its purpose of defense, even if most would not believe it to be capable of such. The user of this armor is considered to have 4 additional DR and 40 additional HP. In addition, the user is considered to possess an additional Protector class feature. Those who do not possess the Protector Class may only pick from the level 0 features of Protector. Those who do possess the Protector class may pick from any feature from the levels they have unlocked, and when they unlock a new level they may switch out the artifact unlocked feature chosen. As an item of great power simply possessing the Battle Armor of Chichi generates an increase of 10% to the user's power level. Questing EP Cost: 5,000 EP. Limit: N/A
Protector Class Feature: Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Techniques
Enhanced Basic Technique after unlocking Potential Mastery:
RAPID MOVEMENT You use your ki to enhance your speed and allow yourself to escape attacks easier. Type: Defensive Action: Bonus Action - Reactive 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. Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
Starting Non-Basic Technique Chosen:
Heart Stroke A slashing based technique that heats up a blade to cause searing energy damage on contact. When this technique was first used it caused the victim to suffer a heart attack. But did you die tho? Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Slashing Minor Effect: Imbued, Searing Cost: 37 ki
Slashing: This technique scores a critical hit on a roll of 75 or higher; Critical Hits with a Slashing technique deal an additional +4 damage. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only.
Techniques: Crescendo A deep seated memory, resonates from the clashing cadences of sound from the blade, that echoes directly from the pain deep within the heart. The imbued ki energy is audible from afar and increases in decibel with distance. Type: Energy, Melee, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Bashing Minor Effect: Imbued, Shocking Cost: 37 Ki
Bashing: The target of this attack loses 5 ki and -5% of their Base Power Level on hit. The maximum Base PL loss from all sources is 50%. Shocking: This technique has a 40% chance to inflict Stun on hit on hit, Energy Attacks only.
DEFLECT RANK 3 You deftly parry or knock aside an attack headed towards you. 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. 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.
LIGHTNING AURA RANK 3 A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KI BLADE RANK 3 Combining martial prowess with ki manipulation, you form a weapon out of your 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.
GIANT FORM Rank 2 You take a giant form. Examples include, but are not limited to the Saiyan Great Ape form or the Great Namekian. You use your superior size and strength to attack your opponent. Must be roleplayed as a substantial size increase. Type: Utility Action: Bonus Action Effect: While in Giant Form you gain 25 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active. Duration: Until Temporary HP is depleted. Cost: 15 ki Limit: Once per battle. Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 6/7
Clove Tea HP:
| Ki:
| PL:
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| 112 | 63 | 26,542
| x | 45,765
| AC: 60|45 | DEF: 95 | DM: +5 | DR: -9 | KCR: -3 |
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Post by Majin Zam on Aug 25, 2020 22:23:24 GMT -8
Unfortunately, Clove’s questions went unanswered. The heap of pink body parts that had been Zam at some point still didn’t stir... Her eyes had lost the fierce red color along with the spark of consciousness. Now they were comical golden swirls in black pools. Slooowly... spiiinning... Just looking at them too long might make one feel dizzy. If something as complex as a person’s health could’ve been represented with numbers, then she would’ve been deep in the negatives. Her regeneration was still working, but the seared cuts left by the mighty blade were taking a long while...
Hm, maybe silence was an answer in its own way.
The small Majin didn’t really see, well, any of the action. She was too busy wondering why the blurry world kept spinning. So she completely missed the display of defensive talent. As for why she had gotten into such a sorry state... One could make all sorts of excuses. Perhaps the teacher had horribly misjudged the student’s skills. Expected too much out of someone who fought with guts and instinct alone. ...Ooor maybe the scatterbrained girl was just kind of a dummy. The bug boy could certainly confirm the latter theory. He had first-hand experience.
[202/2342]
HP: 0/115 | KI: 96/155 PL: 21,543 (Power of Legends) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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Post by Clove on Aug 26, 2020 12:03:17 GMT -8
The training was over especially with Zam not having reformed back to her usual self, Clove offered a bow to Baccer who mirrored her movements, and walked over to a wall pounding it with her first once opening an arsenal of weapons and items. Among them was a Field Responder Pack which she took out carefully to use on the pink puddle of Majin that ceased to whistle and the black sclera of her eyes were in golden spirals. In a single zap, Zam would be restored of her life force, and it was up to her natural demonic healing to bounce back into her usual form.
“Feeling better Zam-chan? You were so focused on fighting Baccer that you left yourself open to my attack. Stand up.” Clove removed the pink bladed helmet from her head and offered it to her to take, “Let’s go to the locker room so I can change out of this armor, have it steamed clean, and you can put it on for size. I might have to hem the cape since you’re shorter and I can do that for you rather quickly. We can go get some Majin Moos after with Baccer in West City, my treat.”
Clove walked over to the door of the locker room, to do exactly as she described, in getting everything ready for Zam to wear Chi Chi’s battle armor after several minutes.
As soon as Zam was fitted for the armor, they would leave the condo, and fly over to Majin Moo’s for a feast. It was the Tea Princess’ treat, she used her unlimited credit card, ordering everything from the menu. The trio sat in a circular family sized booth and the food was served within minutes of ordering.
Clove was dressed in her usual designer kimono, with a shortened hem, and slits on the side of her legs. She calmly drank iced tea and waited for the teens to begin enjoying their feast, of course if Baccer was not careful, Zam would end up eating it all herself if he did not retrieve his own portion ahead of time.
[353] [2,527] Baccer Majin Zam
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Post by Majin Zam on Aug 27, 2020 6:51:50 GMT -8
Upon being given a boost by the healing item, the pile of pink groaned weakly. “That... hurt...” Her absurd regeneration quickly pulled the body parts back together. She sat up and folded her arms with a grumpy huff. “Nuh uh... You cheated... That red swoosh thingy stopped me from healing.” Pouting, she protested that which she didn’t understand. “That’s totally cheating...” The teacher’s instructions went ignored by the sulky student. ...Until the magic words were spoken. Majin Moos! Much like a balloon meeting a cactus, her grumpiness popped. “Yaaaay ice cream!” The tiny glutton was easily bribed. She bounced back onto her feet and hurried after the adult. In the locker room, Zam treated the offered armor with wide-eyed curiosity. She vaguely remembered asking to borrow it... But now that she held it she was a little puzzled... Strange clothes. All shiny and hard. When she put it on, much to her surprise it shrank to fit her frame. Super strange! Those who were familiar with the armor knew that it changed in size to fit the wearer. However, the small Majin didn’t gain any kind of power from the borrowed item. Almost like she didn’t meet some sort of mysterious requirements... Well, that was exactly it, but she had no way of knowing that. After donning the flashy armor, the excited girl zoomed off to the promised paradise of ice cream. To call it a feast would’ve been... Well... Far too polite. What Zam did to those poor treats was closer to a massacre. No morsel was spared. Baccer had best be careful, or he would find a pair of stretchy arms stealing his portions too. All’s fair in love, war and a buffet. She decimated several servings of soft ice cream before succumbing to the dreaded brainfreeze. It didn’t stop her from grinning broadly. “Thanks for the ice cream, Miss T!” She grabbed the latches that held her armor... “And thanks for letting me borrow this! It’s super pretty! But you can have it back now~!” ...Aaaand promptly popped it off, with complete disregard for common decency. Smiling brightly, she offered the armor back. It belonged to an important friend after all. [364/2706] Tags: Clove Baccer
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