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Post by Grisha on Feb 22, 2021 18:20:36 GMT -8
Battle Stats.
Grisha
PL: | 6,078
| Base:
| 9,117 | Fighting: | 50 | HP: | 103 (+3) | Ki:
| 89 (+3) | EC: | 25 | Melee Acc: | 60 |
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| Reflexes: | 30 | Energy Acc: | 25 |
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| Resilience: | 50 | Defense: | 65 |
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| Edge: | 0 | DR: | 12 (+6) | DM:
| 7 (+3) |
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Active Effects | - Power of Legends
- Powerful Ki
- Tidebreaker
- Zenkai
| Status Effects | xxxx | Equipment | - ABA
- Buckler
- Master Belt
- Capture Net
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Racial Traits
Zenkai
The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
Class Features
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits
Shatterspell Activation: Bonus Action Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect. Limit: -- Classes: Mystic, Powerhouse, Witch/Wizard
Equipped Weapon
Buckler (Common) A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver. Type: Weapon - Shield Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action - Reactive Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals its damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Outfit
Advanced Battle Armor (Rare) This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Equipment
Master Belt (Mythic) 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.
Capture Net (Common) This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Techniques
All basic not enhanced.
Basic skills not mentioned below because they are automatically a given. Everyone has them.
SPECIAL DELIVERY A solid, pillar-like construct of red ki that detonates into a massive crater. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing Cost: 35 Ki (-1) Learn: 2 weeks
ABSORB I 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.
STEEL MOUNTAIN Grisha performs a breathing exercise, which improves the flow of energy throughout his veins. His ki begins to surge into his muscles, bulking them up and strengthening his tissue fibers until they harden and give off a metallic sheen. His body becomes as tough as steel and like a weapon, somewhat destructive. The technique can be used to strengthen an ally's body through touch/ki transfer, boosting the body's ability to overcome adversity. Grisha, however, prefers to use it to increase his endurance and resilience when putting an enemy in their place. Type: Physical. Action: Defensive. Base Damage: Absorbs 4d6+4 Base Damage plus your damage modifier. 2 times per battle. Signature Effect: Smoothed Edge: If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponent's edge was 0. Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 Learn: 2 Weeks, 2500 word count quest learned from Grisha. Start: 11 October 20 End: 18 October 20
GIANT FORM I 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.
| Heater was starting to make Grisha feel threatened. He believed he was hammering the human with all of his might, which until now, he had always been stronger. Heater’s punches hurt more than his, and while they bruised and made Grisha cringe from the harsh contact, the adrenaline flooding his body dulled some of the pain. Even still, he couldn’t imagine taking a punch without the adrenaline. The giant Saiyan staggered after having another serving of Heater’s assault. His head was tipped back, teeth bared, and he staggered backwards, dropping to one knee to catch his breath while Heater taunted him. His incessant talking was probably the only moment of respite in this battle. If he hadn’t been a talker, Grisha may not have had a moment to focus and figure out what he was doing wrong. Heater demanded he do more than throw punches. Grisha figured that he might need to if he hoped to stand a chance. While kneeling with a hand planted upon the deck, he scowled at Heater and focused. He calmed his breathing and his heartrate as his muscles started to creak and swell with strength. He grasped his furry mantle and cast it aside before rising back into a stance. Visible, white condensation left the corners of his mouth in wisps as a glossy shine gleamed off the lightly tanned, hardened constructs of his hulk-like anatomy. Planting his feet firm and shoulder-width apart, Grisha growled and sank in his stance a little before he lunged like a predator. He charged at Heater, fingers curled like claws, eyes gleaming ferally as he swiped at him, bellowing an anxious roar. WC: 274 Tagging: Will O. Wisp Battle Tracker Information
Defensive Phase
Attack 1: Heater's Left Hook (142/17) vs Grisha's DEF (65) Damage Result: 17 Attack 2: Heater's Gut Punch (94/15) vs Grisha's DEF (65)/DR(12) Damage Result: 3 Attack 3: Heater's Rib Cracker (146/12)vs Grisha's DEF (65) Damage Result: 12 Passive Damage: Heater's Relentless +3
Total Damage: 35-28 (Steel Mountain) = 7
Offensive Phase
Passive Actions: Master Belt; Powerful Ki +3 Ki
Reactive Actions: Steel Mountain: Smoothed Edge, Edge 2 (+5 ACC, +3 DM; +3 DR); Fortify (+3 DR); Salve (+3 HP) Damage Absorbed by Steel Mountain (+7DM) JQSl4tD34d6+4
At-Will Actions: None
Standard Action 1: See "Reactive Actions"
Standard Action 2: Strike (Master Belt +4 DM; Smoothed Edge +3 DM, +5 ACC; Dragon Dash +3 DM included) (Correction 6+14=20) 1d8+17 1d100+65
Bonus Action: Dragon Dash (+3 DM)
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Coding created by Grisha (oniyon) 4d6+4·1d8+17·1d100+65
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Post by Will O. Wisp on Feb 23, 2021 18:16:47 GMT -8
Well, Heater certainly got something he has never seen before. He watched as through some sort of breathing exercise Grisha has hardened himself and made him resist Heater's strikes. And with that, he would find himself swiped and launched way far back away and crashes into the railing. Making a huge dent within the railing from the impact. He is starting to lose his smug demeanor and is looking extremely pissed off. Not only that he seems to be heavily bruised and beaten. He grabs something else from his pockets, some strange dry root or herb that he snacks on, and begins to heal some of the damage. "To think you forced me to use that Senzu stuff that I snagged off of that one guy a few days ago, I was going easy on you now but I have overestimated you. But you also overestimated me! Let's see if you can take this!" Heater shouted. He then runs forward towards Grisha to deliver a flurry of boxing punches. In an attempt to back him into a corner/railing where he can't escape. Though he would then finish it off as he winds up his arm, as some sort of energy begins swelling up in his fist. As soon as he would release his punch towards Grisha it would cause an explosion that also inflicts damage on himself in the process. A gamble to try to take down the behemoth he's facing. Word Count: 242 Total Word Count: 1,341 Tag: GrishaBATTLE TRACKER SUMMARY
Grisha Strike 1 124 acc vs. 80 Defense Hits. 20 damage (Not 23 cause you don't seem to be getting how Relentless works.)
Grish Strike 2
20 damage - 6 DR = 14 damage.
Passive: Elder Student Gi - +10 Accuracy to One Two Punch
Bonus Action: Dried Senzu Root - Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately.
Standard Action 1: One-Two-Punch! Major Effect: Slashing - Crits on 75 or higher. Crits deal an extra +4 Damage. | Minor Effect: Crippling - 40% chance to inflict Cripple. (Note: 60% Chance to inflict Cripple with Sadist and a 20% chance to Immobilize) | -19
Acc: dUM2cscU1d100+65
Damage: 4d6+9
Pummel Damage: 2d5
Cripple Chance(60%): 1d100
Immobilize(20%): 1d100
Standard Action 2: Ignition Punch Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. | Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. | Minor Effects : 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. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist) | -14 Ki and -5 HP
Acc 1: 1d100+55
Acc 2: 1d100+55
Damage: 4d10+15
Pummel Damage: 2d5
Searing(40%): 1d100
Cripple Chance(20%): 1d100
Immobilize(20%): 1d100
(Note: Cause of Relentless and the fact he used two Standard Action attacks this turn. Grish gets 4 unavoidable status damage sent towards them instead of 3. This doesn't mean he gets a damage mod from Heater's Class Feat. This just means he gets hit with extra special damage.)
Status Powered Up 0/2 Turns
Drunken Fist Sips 2/4
CLASS FEATURES
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
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. TRAITS
Crush Requirements: Fighting Skill of 40 Activation: None (Passive) Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
ITEMS
1. Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Type: Outfit - Gi Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
2. Knife A common knife used by cultures across time and space, able to be utilized as a tool and weapon alike. Type: Weapon - Knife Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action Effect: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. Limit: 3 uses per thread.
3. Dried Senzu Root While not as effective as a fresh Senzu Bean, a Senzu Root subject to precise drying techniques may be ingested on the fly to restore fighting potential. Type: Restorative - Senzu Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
4. 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.
TECHNIQUES One-Two-Punch! Type: Physical Melee Barrage Cost: 20 Ki Damage: 4d6 + 4 Major Effect: Slashing - Crits on 75 or higher. Crits deal an extra +4 Damage. Minor Effect: Crippling - 40% chance to inflict Cripple. (Note: 60% Chance to inflict Cripple with Sadist and a 20% chance to Immobilize)
DRUNKEN FIST Rank 1 You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS Rank 1 You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH Rank 1 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT Rank 1 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.
Ignition Punch (Signature Technique) Heater winds up and releases a powerful punch that causes so much friction in the air it causes an explosion from his fist. Physical: Uses the Fighting skill to determine Accuracy values. Melee: Target is engaged in close-range combat- this is typically for Physical Attacks only. Single: Costs 15 Ki, Deals 4d10+5 Base Damage. 2 times per battle. Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effects : 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. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist)
CURRENT Edge: 0 HP: 46/75 | Ki: 33/100 | DEF: 80 | Base PL: 6,564 | Current PL: 6,564 | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 | DMG Mod: +5 | DR: 6 | Ki Cost: -1 1d100+65·4d6+9·2d5·1d100·1d100·1d100+55·1d100+55·4d10+15·2d5·1d100·1d100·1d100
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Post by Grisha on Feb 23, 2021 22:30:34 GMT -8
Battle Stats.
Grisha
PL: | 6,078
| Base:
| 9,117 | Fighting: | 50 | HP: | 44 (+3) | Ki:
| 84 (+3) | EC: | 25 | Melee Acc: | 60 |
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| Reflexes: | 30 | Energy Acc: | 25 |
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| Resilience: | 50 | Defense: | 65 |
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| Edge: | 0 | DR: | 15 (+9) | DM:
| 7 (+3) |
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Active Effects | - Power of Legends
- Powerful Ki
- Tidebreaker
- Zenkai
| Status Effects | xxxx | Equipment | - ABA
- Buckler
- Master Belt
- Capture Net
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Racial Traits
Zenkai
The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
Class Features
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits
Shatterspell Activation: Bonus Action Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect. Limit: -- Classes: Mystic, Powerhouse, Witch/Wizard
Equipped Weapon
Buckler (Common) A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver. Type: Weapon - Shield Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action - Reactive Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals its damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Outfit
Advanced Battle Armor (Rare) This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Equipment
Master Belt (Mythic) 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.
Capture Net (Common) This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Techniques
All basic not enhanced.
Basic skills not mentioned below because they are automatically a given. Everyone has them.
SPECIAL DELIVERY A solid, pillar-like construct of red ki that detonates into a massive crater. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing Cost: 35 Ki (-1) Learn: 2 weeks
ABSORB I 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.
STEEL MOUNTAIN Grisha performs a breathing exercise, which improves the flow of energy throughout his veins. His ki begins to surge into his muscles, bulking them up and strengthening his tissue fibers until they harden and give off a metallic sheen. His body becomes as tough as steel and like a weapon, somewhat destructive. The technique can be used to strengthen an ally's body through touch/ki transfer, boosting the body's ability to overcome adversity. Grisha, however, prefers to use it to increase his endurance and resilience when putting an enemy in their place. Type: Physical. Action: Defensive. Base Damage: Absorbs 4d6+4 Base Damage plus your damage modifier. 2 times per battle. Signature Effect: Smoothed Edge: If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponent's edge was 0. Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 Learn: 2 Weeks, 2500 word count quest learned from Grisha. Start: 11 October 20 End: 18 October 20
GIANT FORM I 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.
| Grisha continued to press Heater. He charged him after he repelled the thug with a mighty strike, and during his advance, his brows clenched even tighter together when he watched the ruffian consume something. The giant hissed upon hearing him flapping his gums again. Heater charged, and the two clashed. Heater’s fists became a blur. Grisha’s head rapidly snapped right and left. He staggered back into a railing, the metal structure catching his balance briefly, while Heater wound up. Squinting through the daze, Grisha could see Heater prepping a powerful blow. The Saiyan attempted to evade it, pushing away from the rail until Heater’s punch connected with his side and he became engulfed in a fiery explosion. The entire ship could have heard the loud bang and see a smoke stack rising into the sky. As the salty, sea winds cleared the smoke, Grisha was revealed lying prone, his skin singed red in some places and smelling of cooked meat. For a moment, the battle appeared to be over, but Grisha’s hand slowly slid before his head. He palmed the deck, and trembling, he rose to his knees. His eyes were small with fright and shock. His heart was hammering harder than it ever had before as though he had escaped death by a hair. Never had he encountered an attack of such magnitude. But…he survived it. His tail was lolling. His tongue was probing his teeth, finding a molar that one of Heater’s punches had knocked loose. He pried it free and spat the tooth and a spray of blood across the deck. Just seeing his tooth and blood, and feeling how shaken he was… excited him. It had tickled him in a way nothing had before (as far as he could remember). Grisha grinned and chuckled. His chuckle became laughter as he rose to his feet one foot at a time. Apparently, playing with death had been exhilarating. His fear burned in the fires of his determination to see the battle to the end even if death finally caught him by the tail. Grisha’s hands balled into massive fists, and he whirled on Heater with frightening vigor. Bellowing with an almost crazed smile, the Saiyan charged Heater swinging his fists like hammers. WC: 373 Tagging: Will O. Wisp Battle Tracker Information
Defensive Phase
Attack 1: Heater's One-Two Punch! (127/31) vs Grisha's DEF (65) Damage Result: 31 Attack 2: Heater's Ignition Punch (142/37) vs Grisha's DEF (65)/DR(15) Damage Result: 22 Passive Damage: Heater's Relentless +4
Total Damage: 57
Offensive Phase
Passive Actions: Master Belt; Powerful Ki +3 Ki; Steel Mountain: Smoothed Edge, Edge 2 (+5 ACC, +3 DM; +3 DR) (2/2); Fortify (+3 DR) (2/2); Salve (+3 HP) (2/3).
Reactive Actions: None
At-Will Actions: None
Standard Action 1: Strike (Master Belt +4 DM; Smoothed Edge +3 DM, +5 ACC included) OSzcyaui1d8+11
1d100+65
Standard Action 2: Strike (Master Belt +4 DM; Smoothed Edge +3 DM, +5 ACC included) 1d8+11 1d100+65
Bonus Action: Shatterspell, Cripple status effect removed (-5 HP)
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Coding created by Grisha (oniyon) 1d8+11·1d100+65·1d8+11·1d100+65
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Post by Will O. Wisp on Feb 25, 2021 14:05:57 GMT -8
Heater's fist he used Ignition Punch left was left bloodied and messed up from explosion it created. He looked at Grisha's body as the smoke clears. Thinking that Grisha has been knocked out and that he's the victor he smirked before stepping away. But while walking away he could hear the thud sound of Grish's palm on the floor as he sees the giant getting up. After seeing the large man spit out a bloody tooth and that's when he noticed the odd monkey tail Grisha had. And then he started to look visibly frightened as Grisha's chuckle turned into maniacal laughter. "Just what the Hell are you?!" Heater asked in a mix of anger, confusion, and terror. It was then with two swings Heater would skid across the deck like a rag doll. As he rolls across the ground a bit before making a stop. Even his outfit is getting worn and torn from the beating he has been suffering as all the damage that he healed earlier has now been undone and then some. He slowly gets up as he rips off his shirt which shows more of his muscles and the various scars of past battles he has been in. And his face contorted from fear back into being absolutely livid. He screamed to the sky as his power and aura rose once more but of course, Grisha would be unable to tell. "I am not going to get beaten by some muscle-brained monkey hick from the middle of nowhere!" he yelled out. He steps in close to Grisha and goes to perform a series of rapid jabs to Grisha's gut with his left fist. Word Count: 278 Total Word Count: 1,619 Tag: GrishaBATTLE TRACKER SUMMARY
Grisha Strike 1 118 acc vs. 80 Defense Hits. 14 damage.
Grish Strike 2 90 acc vs. 80 Defense Hits. 12 damage.
26 damage - 6 DR = 20 damage.
Passive: Elder Student Gi - +10 Accuracy with all Basic Techniques this turn
Bonus Action: Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. 25/100 Ki Restored.
Standard Action 1: Rapid Jab (Strike) | -4 Ki with Master Belt to give a +4 Damage mod Acc: hKtAPCOR1d100+65
Damage: 1d8+9
Pummel Damage: 1d4
Standard Action 2: Rapid Jab (Strike) | -4 Ki with Master Belt to give a +4 Damage mod Acc: 1d100+65
Damage: 1d8+9
Pummel Damage: 1d4
At-Will Blitz: Rapid Jab (Strike) | -4 Ki with Master Belt to give a +4 Damage mod Acc: 1d100+65
Damage: 1d8+9
Pummel Damage: 1d4
(Note: Relentless damage increase from 4 to 5.)
Status Powered Up 2/2 Turns
Drunken Fist Sips 2/4
CLASS FEATURES
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
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. TRAITS
Crush Requirements: Fighting Skill of 40 Activation: None (Passive) Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
ITEMS
1. Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Type: Outfit - Gi Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
2. Knife A common knife used by cultures across time and space, able to be utilized as a tool and weapon alike. Type: Weapon - Knife Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action Effect: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. Limit: 3 uses per thread.
3. Dried Senzu Root While not as effective as a fresh Senzu Bean, a Senzu Root subject to precise drying techniques may be ingested on the fly to restore fighting potential. Type: Restorative - Senzu Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
4. 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.
TECHNIQUES One-Two-Punch! Type: Physical Melee Barrage Cost: 20 Ki Damage: 4d6 + 4 Major Effect: Slashing - Crits on 75 or higher. Crits deal an extra +4 Damage. Minor Effect: Crippling - 40% chance to inflict Cripple. (Note: 60% Chance to inflict Cripple with Sadist and a 20% chance to Immobilize)
DRUNKEN FIST Rank 1 You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS Rank 1 You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH Rank 1 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT Rank 1 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.
Ignition Punch (Signature Technique) Heater winds up and releases a powerful punch that causes so much friction in the air it causes an explosion from his fist. Physical: Uses the Fighting skill to determine Accuracy values. Melee: Target is engaged in close-range combat- this is typically for Physical Attacks only. Single: Costs 15 Ki, Deals 4d10+5 Base Damage. 2 times per battle. Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effects : 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. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist)
CURRENT Edge: 0 HP: 26/75 | Ki: 46/100 | DEF: 80 | Base PL: 6,564 | Current PL: 8,205 | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 | DMG Mod: +5 | DR: 6 | Ki Cost: -1 1d100+65·1d8+9·1d4·1d100+65·1d8+9·1d4·1d100+65·1d8+9·1d4
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Post by Grisha on Feb 25, 2021 19:55:43 GMT -8
Battle Stats.
Grisha
PL: | 6,078
| Base:
| 9,117 | Fighting: | 50 | HP: | 28 (+2) | Ki:
| 26 (+2) | EC: | 25 | Melee Acc: | 60 |
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| Reflexes: | 30 | Energy Acc: | 25 |
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| Resilience: | 50 | Defense: | 65 |
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| Edge: | 0 | DR: | 12 (+6) | DM:
| 7 (+3) |
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Active Effects | - Power of Legends
- Powerful Ki
- Tidebreaker
- Zenkai
| Status Effects | Crippled | Equipment | - ABA
- Buckler
- Master Belt
- Capture Net
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Racial Traits
Zenkai
The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
Class Features
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits
Shatterspell Activation: Bonus Action Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect. Limit: -- Classes: Mystic, Powerhouse, Witch/Wizard
Equipped Weapon
Buckler (Common) A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver. Type: Weapon - Shield Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action - Reactive Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals its damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Outfit
Advanced Battle Armor (Rare) This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Equipment
Master Belt (Mythic) 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.
Capture Net (Common) This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Techniques
All basic not enhanced.
Basic skills not mentioned below because they are automatically a given. Everyone has them.
SPECIAL DELIVERY A solid, pillar-like construct of red ki that detonates into a massive crater. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing Cost: 35 Ki (-1) Learn: 2 weeks
ABSORB I 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.
STEEL MOUNTAIN Grisha performs a breathing exercise, which improves the flow of energy throughout his veins. His ki begins to surge into his muscles, bulking them up and strengthening his tissue fibers until they harden and give off a metallic sheen. His body becomes as tough as steel and like a weapon, somewhat destructive. The technique can be used to strengthen an ally's body through touch/ki transfer, boosting the body's ability to overcome adversity. Grisha, however, prefers to use it to increase his endurance and resilience when putting an enemy in their place. Type: Physical. Action: Defensive. Base Damage: Absorbs 4d6+4 Base Damage plus your damage modifier. 2 times per battle. Signature Effect: Smoothed Edge: If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponent's edge was 0. Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 Learn: 2 Weeks, 2500 word count quest learned from Grisha. Start: 11 October 20 End: 18 October 20
GIANT FORM I 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.
| Grisha threw wide his arms and returned a bellow at Heater when he grew frustrated. The giant’s mouth was open and the corners of it arched in a malevolent grin. His behavior had been unlike the simple and kind brute he had been fighting before. His entire demeanor was dark with nefarious intentions. Grisha allowed Heater to close the distance between them. He kept his arms wide open as the enemy fighter buried his fist into the brick-like wall of his gut and hammered against it. The Saiyan puked up blood and some of the water he had drunk before as he folded over. His hands fell to the deck to catch himself, preventing his face and shoulders from collapsing into the floor. From his folded over position, Heater could see Grisha’s bare and heaving back, inflating with the audible, rasps of his breaths that drank at the air. He remained folded over for a few seconds before white wisps snaked from around his head, elongating and side-winding to his left and right. His back glistened with a steel-like sheen as witnessed before. A mixture of a cough and laugh left Grisha, causing him to quake. Suddenly, Grisha’s left hand was splayed before Heater as though giving him the universal sign for stop. Was he surrendering? Special Delivery…A red, glowing orb budded from his palm before it popped into a crimson pillar of solid, hot energy wide enough to be a battering ram. WC: 244 Tagging: Will O. Wisp Battle Tracker Information
Defensive Phase
Attack 1: Heater's Rapid Jab (102/15) vs Grisha's DEF (65) Damage Result: 15 Attack 2: Heater's Rapid Jab (113/17) vs Grisha's DEF (65) Damage Result: 17 Attack 3: Heater's Rapid Jab (110/13) vs Grisha's DEF (65)/DR(12) Damage Result: 1 Passive Damage: Heater's Rapid Jab +5 Status Effect Crippled
Total Damage: 38-25 (Steel Mountain) = 13
Offensive Phase
Passive Actions: Master Belt; Powerful Ki +3 Ki (reduced by Cripple); Salve (+3 HP) (3/3)(1/3).
Reactive Actions: Steel Mountain: Smoothed Edge, Edge 2 (+5 ACC, +3 DM; +3 DR); Fortify (+3 DR); Salve (+3 HP) Damage Absorbed by Steel Mountain (+7DM) (HP pending Damage Absorption roll) 1dqXLAGY4d6+11
At-Will Actions: None
Standard Action 1: See "Reactive Actions"
Standard Action 2: Special Delivery (Smoothed Edge +3 DM, +5 ACC included; Draining +5 DM, HP -5; Focus Energy +15 E-ACC, -10 Ki) 5d8+22 1d100+45
Searing (40%) 1d100+45 (Ignore +45)
Bonus Action: Focus Energy
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Coding created by Grisha (oniyon) 4d6+11·5d8+22·1d100+45·1d100+45
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Post by Will O. Wisp on Feb 25, 2021 20:41:45 GMT -8
To see his opponent went through such a sudden shift in personality is unlike anything he has ever experienced before. And he's starting to miss the one he was fighting before. Especially now that he is seeing his opponent use an energy attack. And from the looks of it a very powerful, deadly, and painful energy attack. Though even so, he was just crazy enough to still keep on fighting as he distanced himself between him and his opponent. "So now you want to bring out the big guns huh?! I'll punch it right back at ya and end this fight!" he screamed at the Saiyan. A large torrent of heated energy swirled around him already disfigured right fist. He gritted his teeth through the pain as this will hurt him a lot more than the last time he used this move since he is going to be using it against a blazing hot pillar of solid energy that's about to slam into him. As the special delivery comes towards him he readies his punch to connect with it in an attempt to blow it back with an explosive attack of his own, or end up failing and being burned himself in the process. Word Count: 204 Total Word Count: 1,823 Tag: GrishaBATTLE TRACKER SUMMARY
Grisha Special Delivefry 134 acc vs. 80 Def. Hits. Clashed.
Passive: Elder Student Gi - +10 Accuracy with a single Special Technique used this turn.
Bonus Action: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) | -9 Ki
Standard Actions 1 and 2: Clash - When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Ignition Punch Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. | Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. | Minor Effects : 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. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist) | -33 Ki and -5 HP
Acc 1: vE7MlFwA1d100+65
Acc 2: 1d100+65
Damage: 4d10+15
Pummel Damage: 2d5
Searing(40%): 1d100
Cripple Chance(20%): 1d100
Immobilize(20%): 1d100
Status Powered Up 1/2 Turns
Drunken Fist Sips 2/4
CLASS FEATURES
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
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. TRAITS
Crush Requirements: Fighting Skill of 40 Activation: None (Passive) Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Blitz Requirements: Fighting Skill of 50 Activation: At-Will Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Indomitable Requirements: Resilience Skill of 35 Activation: None (Passive) Effect: Increase your DR by 4.
Sadist Activation: None (Passive) Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects. Limit: -- Classes: Bandit, Ravager, Witch/Wizard
ITEMS
1. Elder Student’s Gi This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo. Type: Outfit - Gi Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +5 Defense this turn(applied before incoming attack resolution), you gain +10 Accuracy with all Basic Techniques this turn, or you gain +10 Accuracy with a single Special Technique used this turn. Limit: 1 bonus applied per turn.
2. Knife A common knife used by cultures across time and space, able to be utilized as a tool and weapon alike. Type: Weapon - Knife Zeni Value: 10000 Zeni Cost: 40000 Activation: At-Will Action Effect: Performing a Strike on this turn reduces the target of that Strike’s DR by 2 when responding to all attacks made by you this turn. Limit: 3 uses per thread.
3. Dried Senzu Root While not as effective as a fresh Senzu Bean, a Senzu Root subject to precise drying techniques may be ingested on the fly to restore fighting potential. Type: Restorative - Senzu Zeni Value: 20000 Zeni Cost: 80000 Activation: Bonus Action Effect: Restore +20 of your target’s HP and Ki at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this Ki immediately. Limit: 1 use per thread.
4. 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.
TECHNIQUES One-Two-Punch! Type: Physical Melee Barrage Cost: 20 Ki Damage: 4d6 + 4 Major Effect: Slashing - Crits on 75 or higher. Crits deal an extra +4 Damage. Minor Effect: Crippling - 40% chance to inflict Cripple. (Note: 60% Chance to inflict Cripple with Sadist and a 20% chance to Immobilize)
DRUNKEN FIST Rank 1 You adopt a fighting style fueled by booze that makes you unpredictable and hard to get a bead on. Type: Utility Action: Bonus Action / At-Will to take sips Requirements: Requires Fighting skill of 40. Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips. --As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip. --Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki Limit: Once per thread. You may only have one stack of Sips active at a time. Ranks: At Rank 2 you have 5 sips. At Rank 3 you have 6 sips. Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
EIGHT ARMS Rank 1 You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique. Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
CLASH Rank 1 You unleash a vicious counter attack to ensure neither you or your foe gets away unharmed. Type: Defensive Action: 2 Standard Actions - Reactive Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused. Cost: 20 + (Cost of your Attack) ki Limit: Once per thread. Ranks: Rank 2 reduces the ki cost to 15 + (Cost of your Attack), Rank 3 reduces the ki cost to 10 + (Cost of your Attack) Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
DEFLECT Rank 1 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.
Ignition Punch (Signature Technique) Heater winds up and releases a powerful punch that causes so much friction in the air it causes an explosion from his fist. Physical: Uses the Fighting skill to determine Accuracy values. Melee: Target is engaged in close-range combat- this is typically for Physical Attacks only. Single: Costs 15 Ki, Deals 4d10+5 Base Damage. 2 times per battle. Signature Effect - Wide-Striking: When attacking with this technique, the user rolls two d100s, and uses the better die roll to figure out the total accuracy of this technique. Major Effect : Draining: This technique costs 5 HP in addition to its Ki cost, but deals an additional +5 Damage. Minor Effects : 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. Searing: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. (20% Chance to Cripple and 20% Chance to Immobilize with Sadist)
CURRENT Edge: 0 HP: 21/75 | Ki: 4/100 | DEF: 80 | Base PL: 6,564 | Current PL: 8,205 | Melee Accuracy: d100+55 | Ranged Accuracy: d100+35 | DMG Mod: +5 | DR: 6 | Ki Cost: -1 1d100+65·1d100+65·4d10+15·2d5·1d100·1d100·1d100
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Post by Grisha on Feb 25, 2021 22:29:57 GMT -8
Battle Stats.
Grisha
PL: | 6,078
| Base:
| 9,117 | Fighting: | 50 | HP: | 31 (+3) | Ki:
| 14 (+3) | EC: | 25 | Melee Acc: | 60 |
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| Reflexes: | 30 | Energy Acc: | 25 |
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| Resilience: | 50 | Defense: | 65 |
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| Edge: | 0 | DR: | 15 (+9) | DM:
| 7 (+3) |
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Active Effects | - Power of Legends
- Powerful Ki
- Tidebreaker
- Zenkai
| Status Effects | xxxxx | Equipment | - ABA
- Buckler
- Master Belt
- Capture Net
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Racial Traits
Zenkai
The essence of Saiyanhood is surviving. This is clear even by their racial trait. When in a battle, be it life or death or spar, the Saiyans truly shine. During battle, while your health is below 40% of its maximum, increase your Fighting and Energy Control by 5 each. For every battle you participate in to the end, you gain an additional +500 EP and +50 PL for Spars and +1000 EP and +100 PL for Life and Death Battles. If you lose a spar or win a spar after getting to 30% of your HP or less, you gain an additional 20% PL gains. If you lose a LoD Battle/Event or win a LoD Battle/Event after getting to 30% of your HP or less, you gain an additional 40% PL gains.
Class Features
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability.
Class Traits
Shatterspell Activation: Bonus Action Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect. Limit: -- Classes: Mystic, Powerhouse, Witch/Wizard
Equipped Weapon
Buckler (Common) A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver. Type: Weapon - Shield Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action - Reactive Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals its damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR. Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Outfit
Advanced Battle Armor (Rare) This Armor is a cutting-edge development by Capsule Corporation; it provides more protection than standard-issue armor without sacrificing any mobility. Type: Outfit - Armor Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase your maximum HP by +20 and gain +2 DR while wearing this outfit.
Equipment
Master Belt (Mythic) 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.
Capture Net (Common) This capsule contains an expanding net that is released shortly after being thrown. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Techniques
All basic not enhanced.
Basic skills not mentioned below because they are automatically a given. Everyone has them.
SPECIAL DELIVERY A solid, pillar-like construct of red ki that detonates into a massive crater. Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+10 Major Effect: Draining Minor Effect: Searing Cost: 35 Ki (-1) Learn: 2 weeks
ABSORB I 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.
STEEL MOUNTAIN Grisha performs a breathing exercise, which improves the flow of energy throughout his veins. His ki begins to surge into his muscles, bulking them up and strengthening his tissue fibers until they harden and give off a metallic sheen. His body becomes as tough as steel and like a weapon, somewhat destructive. The technique can be used to strengthen an ally's body through touch/ki transfer, boosting the body's ability to overcome adversity. Grisha, however, prefers to use it to increase his endurance and resilience when putting an enemy in their place. Type: Physical. Action: Defensive. Base Damage: Absorbs 4d6+4 Base Damage plus your damage modifier. 2 times per battle. Signature Effect: Smoothed Edge: If used on a defensive technique this effect increases the user's edge for two turns by X where X is the user's class level plus one. If used on an offensive technique treat this technique as if the opponent's edge was 0. Major Effect: Fortify: Using this technique increases your natural DR by 3 until the end of your next turn; this stacks with itself up to a maximum of +6 DR. Minor Effect: Salving: Apply yourself "Salve" automatically or a have a 40% chance of applying "Salve" a target of your choice. Salve heals 3 HP per turn for 3 turns. Cost: 15 Learn: 2 Weeks, 2500 word count quest learned from Grisha. Start: 11 October 20 End: 18 October 20
GIANT FORM I 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.
| A large silhouette appeared among the black smoke that billowed about the deck. Trails of smoke parted around a large torso and fled about the protruding knuckles of a massive fist that launched at Heater’s face. A face appeared among the swirling black wisps. Grisha’s grey eyes were shining and the same broad grin as before was still fixed on his face. It didn’t appear as though the Saiyan was going to miss a beat even if his attack were destroyed. He had launched it and raced behind it. Regardless of the verdict, if his foe had survived or been ripped apart by the attack, Grisha would have pursued his prey. The giant screamed in his excitement and bloodlust to see his enemy destroyed. Die; die; die! He would tenderize his corpse with his fists or die trying. Death in combat was glory to a Saiyan even if the one experiencing the high hadn’t known it. Swinging upward in an uppercut, Grisha followed up his last strike. WC: 167 Tagging: Will O. Wisp Battle Tracker Information
Defensive Phase
None
Total Damage: 0
Offensive Phase
Passive Actions: Master Belt; Powerful Ki +3 Ki; Steel Mountain: Smoothed Edge, Edge 2 (+5 ACC, +3 DM; +3 DR) (2/2); Fortify (+3 DR) (2/2); Salve (+3 HP) (2/3).
Reactive Actions: None
At-Will Actions: None
Standard Action 1: Strike (Master Belt +4 DM; Smoothed Edge +3 DM, +5 ACC; Dragon Dash +3 DM included) WQWLvSJy1d8+14 1d100+65
Standard Action 2: Strike (Master Belt +4 DM; Smoothed Edge +3 DM, +5 ACC; Dragon Dash +3 DM included) 1d8+14
1d100+65
Bonus Action: Dragon Dash
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Coding created by Grisha (oniyon) 1d8+14·1d100+65·1d8+14·1d100+65
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Post by Will O. Wisp on Feb 25, 2021 23:21:20 GMT -8
The explosion caused by the impact of Heater's energy-infused punch with Grisha's attack caused a large explosion that rocked the ship back and forth. Causing the passengers in the lower decks to hang on to stay balanced as many things begin to fall over. As the smoke clears a large scorch mark where the attack exploded is seen on the flooring. And Heater's entire arm appears to be horribly burnt. Though he has healed from worse injuries he is definitely not going to be using that arm for a while. But then he sees his opponent charging toward him. His attack was not enough to be able to send it back and finish Grisha off so now his opponent is charging towards him like a rabid maniacal laughing gorilla. He would try to do something to dodge but he used up all his energy just to guard himself against the blowback of the clash to be unable to do anything that could save him from what was about to come. Gritting his teeth and with a vein pulsating on his forehead, he grunted in anger before screaming "DAMN IT ALL!" The uppercut hits him square in the lower jaw, knocking out a few of his teeth in the process. And the sheer force sending him hurtling in the air until he is just a speck over the horizon. As that speck slowly falls down to some far-off floating isle of ice in the distance. Heater then finds himself laying on his back in the cold sleet. As various seals begin barking at him. "And I thought being beaten by Catmandu was bad, this is definitely the worst pain I ever felt in my life," he said. He then gets out the liquor he was holding onto throughout the fight and chugs the rest of it down before crushing it with his left hand and tossing it aside. "It seems I am going to be making some improvement to my training or else I'll end up having my ass handed to me by another freak like that one. And then people will have to learn my message the hard way whether they like it or not. Ha ha ha-ow, but first I think I should lay and rest for a while until then." Heater said. And with that he laid there, cold, burnt, beaten, but not quite dead. Soon he would be causing terror around the Earth once again but for now, he has been heavily delayed once more in his goals. Back at the ship the passengers peek out to check to see what is happening to see Heater is no longer on board. Seeing the large Saiyan standing there they assume him to be the victor and come out to congratulate him.
Word Count: 463
Total Word Count: 2,286
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Post by Grisha on Feb 26, 2021 7:16:22 GMT -8
When Heater was sent into the sky like a rocket, the smile that had been on Grisha’s face faded. The giant lowered his fist as he watched the speck plummet into the distance. As the seconds dragged on, his face became panicked. Was the battle over? But he wasn’t dead. Neither of them had died. He thought back to the last moments of the fight. Had he allowed him to hit him on purpose so that he could escape? Grisha’s hair raised in the anger that started to rumble inside him like a volcano. It was unforgivable that such a splendid battle would end in such a way. The Saiyan took two steps toward the railing as though he would dive over the edge and swim to where he last saw his opponent fall. Hey! It’s the guy who saved us from Heater!Grisha stopped and passed wide, stressed eyes over his shoulder. There were passengers starting to gather. His head turned left and right before he turned in a half circle to see the mob of people beginning to surround him and applaud. For some reason, he didn’t see them as people. They were wearing uniforms and shouting curses at him. His tail stiffened, and he glared at them even as they showered him in praise. His hands became hot as he felt an overwhelming and lethal urge to kill every last one of them. KILL ME! He heard the memory like a resonating shriek across his conscience. The Saiyan dropped heavily to one knee, wobbling in his weakened state. A good Samaritan rushed over to him, grasping his shoulders to keep him steady. While clutching his skull, Grisha tensed against the man’s touch and felt the impulse to snag the man by his skull and crush it. No! It had been his own voice this time, but it sounded different. Who was this? His second hand rose to grasp his head, clutching it as he folded over trembling. “Hey buddy, are you okay?” the good Samaritan asked out of fear and concern. Blaster fire, the weighted electronic steps of colossal machines, screams, and the hiss and scream of energy blasts darting across the battlefield. The sounds were swirling around him. Could they not hear it? The noise was growing louder and louder until he couldn’t hear anything else. Grisha collapsed onto his side, lying on the deck like a kicked dog. As he laid there with his eyes clenched tightly closed, the noises didn’t stop, and the good Samaritan’s worried shouts went unheard. Later—possibly hours had gone by since then, Grisha’s eyes cracked open. A blanket was draped over him, protecting him from the sun. A rolled-up towel was beneath his head and bottles of water were lined in front of him. The Saiyan’s body felt like the heaviest weight he had ever tried to move. His whole body ached. He was careful unfolding himself. It was a simple task that in that moment was the hardest thing he had ever done besides fight an opponent that nearly killed him. The blanket slid down his shoulder and his eyes squinted at the light that poured into them. The ship was docked; the passengers gone including Flare; and the white haired, mustached captain was standing before him, peering down at him while puffing on a pipe. “You took quite the beating, but you gave one hell of one in return. I thought for sure Heater was going to create chaos on my ship. If I had caught him on the docks, I would have never allowed him aboard, but you took care of him. Bravo.” Grisha emitted a groan. He didn’t care about what the captain said. He was in pain. He reached out to grasp the deck, and attempted to lift his shoulders off of it. The captain quickly knelt next to him and grasped his shoulders. “Woah there. There’s no hurry. I don’t raise anchor until tomorrow. You can rest here. I owe you for saving my ship from such a destructive menace.” The giant slowly settled back down, and he finally realized it: he beat Orange Boy. He didn’t entirely remember how. He remembered an explosion connecting with his side, and afterwards, everything else had been fuzzy. Like a dream he might have forgotten. Grisha rested his head back on his makeshift pillow and stared thoughtfully across the deck. He was confused why he hadn’t remembered the end of the fight. What had happened to Heater? Did he die? Did the humans take care of him? His eyes became half-lidded the more he dwelled on it. He was tired. He could think about everything later. All he wanted to do was sleep. WC: 787 Total WC: 4,470 Tag: Will O. Wisp
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