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Post by Queen Taras on Nov 20, 2020 11:30:28 GMT -8
It was a funny thing. Whilst Taras herself had never subscribed to it, it had become very obvious when talking with the rest of her gang that people out in the world actually idolised the bandit lifestyle. Maybe it seemed romantic to the salarymen or shopkeeper toiling away in obscurity and mediocrity, the idea of packing it all in to take to the wilds and live as a hard-bitten adventurer, robbing and sleeping under the stars. From the outside, maybe it held some kind of appeal that she just couldn’t see from the inside, because as far as she was concerned, this life was an utter misery.
Today, for example, she had spent hours half-buried in the sand. Only her turtle-like spiked shell protruded, along with a tiny amount of her head, carefully angled so that she could glimpse the road below. Road was a bit of a generous term, really. Once this stretch had been well-paved and well-travelled. Maybe a few hundred years ago it would have been worthy of the term. But the settlements which now stretched along its length were sparse, and the traders few. That was probably why she and her tiny gang of miscreants could claim this stretch of barren waste as theirs and nobody else really cared all that much.
This was the part of the ‘romantic story’ that they never told you about. Buried in sand with the desert sun beating down overhead and the supply of hard-won snacks you’d fought so bitterly to obtain rapidly drying up. She wasn’t blind to the discontent amongst her gang, either. Whilst she’d mostly browbeaten loyalty into them, there were limits to the amount she could push them before they’d just go off and find someone else to throw their lot in with. Honour amongst thieves? Pah. As a leader, you were only ever as good as your last haul.
Behind her dune, the three men she’d brought with her were playing cards and muttering to themselves about the boredom. She’d let them get away with it for a while, it wasn’t as though there was a lot more for them to do, Then Baahji had to go and ruin it for everyone.
“I don’t think we’re gonna find anyone. We should go back to camp. Get some sleep.”
Taras’ eye twitched beneath the sand dune, and then it suddenly erupted in a spray as she wheeled around, bellowing at the top of her lungs.
“WHAAAAAAAAAAAAAAAAAAAAAT?!”
Immediately the three men were bolt upright. Each of them was at least twice as tall as she, but the tiny terror had apparently inflicted enough fear into them that not one felt comfortable trying to defend themselves.
“You think we’re wasting our time?!” She screamed, “You think I don’t know what I’m doing?! You think YOU have what it takes to lead the Wild Dragons?! DO YOU?!”
Poor Baahji started to stammer a response, and got precisely nowhere as she immediately cut him off, pointing angrily at the road.
“I’m telling you RIGHT NOW that any moment someone is going to come that way, and when they do, I’ll take them for everything they’ve got! We’ll eat like the royalty I am for weeks! WEEKS! So shut your yapping and get ready to see how a professional handles things!!”
It was an impressive boast. Sometimes, that’s all you need to stay ahead in a game like this – the right brag could be almost as nourishing as a meal. Not forever, though. She really hoped someone would come along and prove her right, because times were only going to get tougher…
[Wordcount: 620]
Statistics Queen Taras - Powerlevel: 63 HP: 45 Ki: 100 Accuracy: Fighting: 1d100+10 / Energy: 1d100+30 Defense: 55 Damage Modifier: +2 Ki Cost Modifier: -1 DR: 0 Ongoing Effects: N/A Damage Taken: N/A
Techniques: Monster Queen Shout (Ranged, Energy, Finisher, Charging, Searing) 2/2 Inventory: As empty as her stomach.
Initiative Roll: I_Pj3g|11d1001d100
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Post by Majin Zam on Nov 20, 2020 13:12:19 GMT -8
Fate had a strange sense of humor. As the bandit queen had declared, someone was indeed walking down this sun-scorched path in the middle of nowhere. From a distance, one could make out the lithe silhouette of a young girl. At first glance, she could’ve passed for a human. ...If not for the bubblegum pink skin. Golden pupils gleamed in pools of black. Pale horns peeked through her messy hair, declaring her demonic heritage. Her airy outfit was a perfect fit for the weather. Just baggy white pants and a black tube top, along with matching sleeves and boots. As a curious detail, she wore bracelets and a choker of solid gold. All in all, she resembled a genie from the pages of some old storybook.
Though savvy folks might know her kind by a different name...
The short girl, Zam to her friends, was humming a cheery song while marching along the dusty path. She had an undeniable spring in her step. Today was a good, hm no, an amazing day~! Why? Cuz she had real treasure! In her hands, she held a huge bag that crinkled lightly whenever she stuck her hand into it. Thin, golden chips shined in the sun as she... promptly stuffed them into her mouth. Cronch cronch cronch~! Her friends had called these... potato chips! Usually she hated veggies, but these were delicious~! And she wasn’t going to run out anytime soon either. On her back, she carried a comically large backpack stuffed full of more delicious things.
While strolling along, the young traveler was blissfully ignorant of the ambush looming ahead. Apparently all that shouting hadn’t quite reached her. She was too focused on stuffing her face to even feel out her surroundings. Then again... Maybe she could afford to be careless. She wasn’t quite as feeble as she looked. Those who could sense unseen energies were in for a perplexing read. Her wibbly-wobbly power level was all over the place. Monstrously massive? No, laughably tiny? Or something in between? It was like a never-ending lie rambled by a crazy person. Still, how dangerous could a silly, little bubblegum creature be...? Words: 358 | 358 Initiativeisr819wP1d100BATTLE TRACKER
DEFENSE PHASE. Opponent Attack 1: Zam 60 vs Opponent (Acc) = Result Attack 2: Zam 60 vs Opponent (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. -
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 | 2 uses. 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. Willpower | Reduce all damage taken this turn to 0. | Reactive At-Will | 1 use 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 | 4 uses per thread. 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. Lightning Aura | Starting on the turn after activation, all incoming melee attacks that hit deal 1 damage back to the attacker per damage die rolled. Damage ignores DR. Lasts 3 turns. | Bonus Action | -12 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
TRANSFORMATIONS. Tier 0 - Serious Zam Boosts: x1.5 base PL, +15 Current and Max HP the first time the form is activated, +2 HP regen. Traits: Overwhelm - Using Power Up, decreases the opponents’ Defense by 5 and DR by 2 on their next turn. Violent Aura - Cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. Counts as status damage and ignores DR. Limit: No turn limit. Cost: -2 ki per turn.
HP: 125/125 | KI: 155/155 PL: 43,524 (natural) -> 65,286 (base) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100
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Post by Queen Taras on Nov 20, 2020 13:58:40 GMT -8
Unfortunately for both of them, Taras can’t sense ki. She only really has the barest understanding of the energy she uses for her superhuman feats. Goji-sama had never been the best teacher, and it wasn’t like the knuckleheads she lived and worked with were the scholarly type. When she sees Zam, it just seems like the world is answering her prayers – clearly, the Queen is about to get the break that fate owed her. It wasn’t as dignified as she might like, but it was good to see that destiny hadn’t abandoned her just yet!
If Zam is better at sensing energy, it’s still easy to explain why she might overlook Taras. The woman might be terrifying to the average human, able to take on ten or twenty of them at a time fairly trivially, but to a trained martial artist? She’s clearly just beginning her journey. The kind of power level that, frankly, if you were used to dealing in the thousands would look utterly pathetic.
But just large enough that it tends to breed the most insufferable egos.
“Hey, Boss, I’d give her a miss if I was you.” Baahji opined, “Ones like that, they’re never easy…”
Taras’ eyebrow twitched, and she ground her teeth together “Once again, you are to address me as YOUR MAJESTY. But shut up! Stay back here if you are afraid!”
And so it is that the diminutive despot made her debut for Zam. Quite suddenly, she leaps from the dunes into the middle of the road, landing with a flourish and a swirl of her tail. One hand planted firmly on her hip, the other directly towards Zam, one finger extended in an accusatory gesture.
“Halt!”
Taras’ voice was surprisingly commanding, coming from such a tiny creature. She held her head up high, chin raised, and tiny crown perched atop her royal skull. Dressed all in black, with those viciously clawed feet, she definitely struck a look every bit as unusual as that of the majin interloper.
“You have entered MY lands, traveller! The lands of QUEEN TARAS! If you want to keep passing through them, you’ll have to pay a tithe!”
She folded both arms across her chest, holding herself as though she were in fact the one with a clear and distinct advantage here, in spite of both her tiny size and her relatively paltry power level. “But I am a MERCIFUL and FAIR Queen! Hand over all that gold and you can be on your way!”
She paused, then, and her nostrils sniffed the air. Her brow furrowed, and she took a pace forwards, squinting, suddenly, as she noticed the half-open packet in Zam’s hands.
“… The gold, and those delicious chips!”
Do you have any idea how hard it is to get fresh chips out in the middle of the desert?! It’s really hard! Those chips alone would solidify her right to rule the Wild Dragons for weeks! A bandit gang marches on its stomach, after all!
(Wordcount: 509 / 1129)
Statistics
Queen Taras - Powerlevel: 63
Bonus Action: Berate Crew Standard Action #1: Introduce Self Dramatically Standard Action #2: Your Chips or Your Life
HP: 45 Ki: 100 Accuracy: Fighting: 1d100+10 / Energy: 1d100+30 Defense: 55 Damage Modifier: +2 Ki Cost Modifier: -1 DR: 0 Ongoing Effects: N/A Damage Taken: N/A Techniques: Monster Queen Shout (Ranged, Energy, Finisher, Charging, Searing) 2/2 Inventory: As empty as her stomach.
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Post by Majin Zam on Nov 21, 2020 5:24:20 GMT -8
Being far more interested in eating than looking around, the ignorant interloper marched right into the ambush. The sudden shout stopped her on her tracks, if only because she wondered what ‘halt’ even meant. Her curious gaze wandered onto the tiny stranger blocking the path. Horns? Sharp teeth? Spikes? Ooh, some of her friends had those too! The quiet munching slowed down. ...Buuut didn’t quite stop. Cronch, cronch... cronch... At least she was listening carefully. Slooowly she tilted her head, as if it would help the ponderous thoughts roll better. A puff of steam rose from her head, forming a question mark before a passing breeze blew it away.
Once the pint-sized bandit had made her daring demands, the munching majin finally bothered to swallow. Talking with her mouth full was messy, you know. “Kweentaras...?” Somehow she managed to completely mangle the name on her first attempt. Then again, she had never been good with names. After a pause long enough to be awkward, her cheeks puffed with laughter leaking out. “Pffft nyehehehehe~ That’s a weird name~!” It was blurted out without a hint of malice. ...Or any kind of social filter. Puffing her bouncy chest proudly, she introduced herself as well. “I’m Zam! Nice to meetcha!” This being a robbery was kind of... lost on her...
Instead, the odd creature clutched her precious bag protectively. “Nuh! These are mine! You can’t have my chips!” Another pause, as she quickly devoured another handful of said chips. “Or my shinies!” Crumbs flew with the firm declaration. Clearly she had her priorities in order. While the two were having their shouting contest, something strange happened with the pink girl. Tiny sparkles twinkled across her skin. Or was it just a trick of the light...? At the same time, her weird power level plummeted to the level of an average human. If -or when- the queen realized that talking would get her nowhere with this simple-minded child, she would find herself actually holding a distinct advantage. Words: 333 | 691 BATTLE TRACKER
DEFENSE PHASE. Queen Taras Attack 1: Zam 60 vs Queen Taras (Acc) = Result Attack 2: Zam 60 vs Queen Taras (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
At-Will: Suppression Weird Power Level | Zam's PL drops to 5. Queen Taras gains Edge 4 and all the bonuses that come with it, if she so chooses.
Bonus Action: Countermeasures Majin Magic | Gain 2 stacks of Countermeasures. | -10 ki
Standard Action 1: -
Standard Action 2: -
Passive: Kai Robes Endless Energy | Regain +3 ki.
EFFECTS. Weird Power Level | Current PL suppressed to 5. Countermeasures stacks left | 2
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 | 2 uses. 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. Willpower | Reduce all damage taken this turn to 0. | Reactive At-Will | 1 use 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 | 4 uses per thread. 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. Lightning Aura | Starting on the turn after activation, all incoming melee attacks that hit deal 1 damage back to the attacker per damage die rolled. Damage ignores DR. Lasts 3 turns. | Bonus Action | -12 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
TRANSFORMATIONS. Tier 0 - Serious Zam Boosts: x1.5 base PL, +15 Current and Max HP the first time the form is activated, +2 HP regen. Traits: Overwhelm - Using Power Up, decreases the opponents’ Defense by 5 and DR by 2 on their next turn. Violent Aura - Cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. Counts as status damage and ignores DR. Limit: No turn limit. Cost: -2 ki per turn.
HP: 125/125 | KI: 148/155 PL: 43,524 (natural) -> 5 (current) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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Post by Queen Taras on Nov 21, 2020 8:22:42 GMT -8
“QUEEN. Taras. The proper term of address is Your Majesty.”
Taras was quick to correct the Majin on the finer points of etiquette surrounding her name. When the girl refused to give up her snacks or her ‘shinies’, though, Taras found herself in a rather awkward position. It didn’t take more than a few words with the girl to ascertain that she was a child. Taras might be shorter, but she was at least fully developed as an adult. Beating up a child to take her snacks was certainly not the kind of glorious legend that she was hoping to forge out here in the desert. It would not, in any way that she could see, help propel her towards her rightful place in the world.
But she couldn’t just let Zam pass through here unchallenged, could she?
“Stop being a spoiled brat!”
The shouted words had as much authority behind them as Taras could muster, holding her head up high with all the dignity that she can pull together. Sometimes, children responded well to that kind of thing, didn’t they? She hadn’t exactly dealt with a lot of them, but she knew that when Goji-sama shouted at her it usually meant it was time to shut up and pay attention.
“These are MY lands! They belong to ME! You’ve already broken the law! So now you have to pay the price! That’s how it works!!”
Both hands went to her hips as she looked the girl up and down. “Anyway. You’re way too soft to make it out here without SOMEONE’S protection. So look at it that way, okay? You give me what you owe, and I’ll make sure you get to where you’re going in one piece.”
Regardless of whether Zam found herself convinced by the rather implausible suggestion that this weird little monster could provide any kind of protection that she couldn’t do herself, though, Taras was… not renowned for her patience, and she didn’t want to stand here arguing all day long.
Two quick steps took the horrible little gremlin right up to Zam, and she reached up to try and grab the chips and wrestle them free from the girl. This kind of down-and-dirty tussling wasn’t something that a Queen like her was really used to doing, but it seemed like she was going to have to do this the old fashioned way if she was going to get anywhere.
Maybe if she showed how quickly and easily she could take away the girl’s snacks, she could demonstrate how very necessary it was going to be for Zam to accept her aid and assistance in making it through the desert. More likely there was going to be a lot of screaming, crying and shouting, but if Zam thought she could outplay a Queen in that regard… she clearly had never run into a royal tantrum before!
(WC: 495 / 1624)
Statistics
Queen Taras - Powerlevel: 63
Bonus Action: Sigh Internally. Standard Action #1: Question Life Choices. Standard Action #2: Grapple (Fight for the Chips) Accuracy: OB0xtXRE1d100+25 Damage: 1d6+7 / Immobilization 1-40 1d100
HP: 45
Ki: 100
Accuracy: Fighting: 1d100+10 / Energy: 1d100+30
Defense: 55
Damage Modifier: +2
Ki Cost Modifier: -1
DR: 0
Ongoing Effects: N/A
Damage Taken: N/A
Techniques: Monster Queen Shout (Ranged, Energy, Finisher, Charging, Searing) 2/2
Inventory: As empty as her stomach. 1d100+25·1d6+7·1d100
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Post by Majin Zam on Nov 21, 2020 14:01:20 GMT -8
Some children did respond strongly to adult authority and Zam was no different. ...Unfortunately her idea of an adult included anyone bigger than her. So the authoritative shout coming from a pint-sized gremlin backfired pretty much immediately. The pink girl gasped, actually offended by the claim. “Zam is not a brat!” She protested and for the totally wrong reason. “Zam is a Majin, is what Zam is!” She didn’t know many things, but she was very insistent on the things she did know. This Kween person was weird... First she wanted to be called Kween and then Your Mayonnaise. Which one was it???
Frustration bubbled within the Majin. Her brow furrowed and cheeks puffed with a pout. A gout of hot steam ruffled her hair with a shrill whistle. The way this little person talked reminded her of the demons back home... The big, mean kind... She outright huffed at the claim of owning this land. Actually, this person was big too... A big, fat liar! “Nuh uh! Zam is strong!” She flexed her rubbery bicep, showing off some solid muscle for someone so small. “Super strong!” Though her claim was... debatable. “So I don’t need protecting!” Especially when she underlined her simple argument by sticking out her tongue.
“Nyeeeeeh!”
When the demanding queen grabbed the chips, horror washed over the little glutton’s features. “Hey! Quit it!” The queen had enough raw strength to pull the light girl along. However, the Majin’s toned body wasn’t just for show. She dug her heels into the sand and tugged back, stretching the poor bag to its limits. An ominous, strained sound crept through the air... But she didn’t pay it any mind. “These are mine! I found them first!” So much for quick and easy... She was pretty strong despite her size, giving the queen a run for her money. Or her chips rather. At this rate, they were going to be deadlocked until someone, or something gave in... Words: 327 | 1018 BATTLE TRACKER
DEFENSE PHASE. Queen Taras Attack 1: Zam 60 vs Queen Taras 79 = 12 dmg! +Immobilized Attack 2: Zam 60 vs Queen Taras (Acc) = Result Total damage: 12 - 5 = 7
OFFENSE PHASE. Passive: Powerful Ki Endless Energy | Regain +3 ki.
At-Will: -
Bonus Action: -
Standard Action 1: Grapple (tug of war) | -1 ki (reduced) | Immobilize 40% Accuracy: M_JIIF4W1d100+35 Damage: 1d6+3 Status: 1d100 (40 or below)
Standard Action 2: -
Passive: Kai Robes Endless Energy | Regain +3 ki.
Bio-suit Majin Regeneration | Regain +3 HP.
EFFECTS. Weird Power Level | Current PL suppressed to 5. Countermeasures stacks left | 2 Immobilized | Defensive techniques cost an additional 10 ki | 1/2
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 | 2 uses. 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. Willpower | Reduce all damage taken this turn to 0. | Reactive At-Will | 1 use 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 | 4 uses per thread. 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. Lightning Aura | Starting on the turn after activation, all incoming melee attacks that hit deal 1 damage back to the attacker per damage die rolled. Damage ignores DR. Lasts 3 turns. | Bonus Action | -12 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
TRANSFORMATIONS. Tier 0 - Serious Zam Boosts: x1.5 base PL, +15 Current and Max HP the first time the form is activated, +2 HP regen. Traits: Overwhelm - Using Power Up, decreases the opponents’ Defense by 5 and DR by 2 on their next turn. Violent Aura - Cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. Counts as status damage and ignores DR. Limit: No turn limit. Cost: -2 ki per turn.
HP: 121/125 | KI: 153/155 PL: 43,524 (natural) -> 5 (current) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d6+3·1d100
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Post by Queen Taras on Nov 21, 2020 14:30:40 GMT -8
Taras isn’t sure what a Majin is supposed to be. The world is full of a lot of strange species, though, so that isn’t too much of a surprise. What is a surprise is that the bag isn’t immediately in her grasp. There’s not many people in the world she has encountered who can hold out from her when she puts her mind to it! Not that she’s unaware such people exist, just… she wasn’t expecting this squishy pink person to be one of them.
The struggle is intense, with the bag wrested back and forth between the pair several times until, at last, that ominous creaking sound gave out and the air was suddenly filled with the glittering, twirling potato snacks, spiralling and dancing between the two no-doubt-equally shock-faced young women before, heartbreakingly, they would scatter amongst the desert sand like so many fallen leaves.
For a moment, Taras can only stare, ashen-faced, at the carnage caused by their stubborn duel. How much horror could this world endure? How much tragedy had heedless martial artists inflicted upon the land? And now this, the greatest of them all. So much potential salty goodness, thrown heedlessly to be ruined on the desert sands. So many potato snacks that could bring so much joy, cut off from their prime, never able to reach their full potential.
Truly, has anyone suffered so greatly before? Could there ever be another soul who could understand the depths of grief and loss plumbed by the senseless waste here today?!
“YOU IDIOT BRAT! You see what happens when you don’t obey your betters?!”
Rearing her hand back, Taras’ fist glowed a bright and brilliant pink. Behind the sand dunes, the men who had been watching the unfolding drama with some bemusement suddenly looked a lot more concerned, and immediately ducked down. “Cover your ears everyone, this is going to get loud…”
“YAAAAH!”
Throwing her palm forwards, Taras unleashed a swirling ball of bright pink ki energy. By most standards, the power was wild and uncontained; not at all the focused lance of light that a more skilled master of the art might be able to produce. But more important to her purpose, it was also heartfelt and strong; a mule-kick blow aimed to punch right into the stomach of the infuriating Majin. If Zam wanted to push things so far, she only had herself to blame when the Queen lost her temper and showed her who was boss!!
[Wordcount: 418/2042]
Statistics
Queen Taras - Powerlevel: 63
Reaction: 'Hit' by the grapple. No immobilise or damage due to edge. Breaks the bag.
Bonus Action: AAAAAAAAAAH
Standard Action #1: AAAAAAAAAAAAAAAAAAAAAAAAAAHHH!!!
Standard Action #2: Energy Blast Accuracy: GVUZ7Q|A1d100+45 Damage: 2d6+9
HP: 45
Ki: 95/100
Accuracy: Fighting: 1d100+10 / Energy: 1d100+30
Defense: 55
Damage Modifier: +2
Ki Cost Modifier: -1
DR: 0
Ongoing Effects: N/A
Damage Taken: N/A
Techniques: Monster Queen Shout (Ranged, Energy, Finisher, Charging, Searing) 2/2
Inventory: As empty as her stomach.1d100+45·2d6+9
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Post by Majin Zam on Nov 22, 2020 3:09:13 GMT -8
A chilling sensation struck Zam as the tension snapped and she stumbled back. Pure, utter terror froze her in place. She could only watch, wide-eyed and helpless, as all the delicious chips scattered onto the sand. After the initial shock passed, she recoiled with an audible gasp. “Oh no...” She collapsed onto her knees, desperately scrambling to save her tasty treasure. “Nonono...” But it was too late. They were... ruined. Something shattered behind those golden eyes. She turned her head towards the heavens. “Nooooooo!!!” A heart-wrenching scream echoed far across the wastelands. Life could be so cruel sometimes. ...Just like certain gluttons could be so melodramatic over a half-empty bag of chips. But maybe mere mortals didn’t understand the extent of the struggle going on here. They couldn’t grasp what the chips represented... Delicious things! And the right to eat them!
That’s what was at stake!
The shaken girl was an easy target for the queen’s fury. She had no time to react to the swift, swirling orb before it already struck her in the gut. Her whole torso bent over from the impact. Yet she gritted her teeth and refused to fall. “Hnnngh... Zam is... Not.. A BRAT!” Suddenly her elastic body snapped back into its correct shape, launching the dangerous ball into the dirt at her feet. Dust billowed. Steam whistled. The Majin stood back up, gritting her teeth. On her stomach, the nasty bruise from the attack rapidly faded away. She aimed an accusing point at her foe. “This is all your fault! You... you... big, fat meanie!” Yup, she was blaming the whole thing on the bandit.
Zam’s fingers curled into firm fists. Suddenly she charged, fists flailing with frustration. Upon closing the distance, she unleashed a quick flurry of strikes. “Taaake this and this and that and this!” The reckless charge resembled martial arts only in a vague sense. Her obvious lack of experience and grace were covered by sheer speed. Regardless whether the pummeling landed or missed, she pulled her right arm back... “Haaaa!” And lunged with a massive haymaker! If it hit, the bandit queen would find that the pink brat punched way above her weight class. Aaaand if it missed, well, the reckless girl would be wide open for payback. Words: 378 | 1396 BATTLE TRACKER
DEFENSE PHASE. Queen Taras Bonus Action - Reactive: Guard Majin Malleability | +10 DR | -17 ki (immobilized) Attack 1: Zam 60 vs Queen Taras 95 = 20 dmg Attack 2: Zam 60 vs Queen Taras (Acc) = Result Total damage: 20 - 15 = 5
OFFENSE PHASE. Passive: Powerful Ki Endless Energy | Regain +3 ki.
Lifedrinker Majin Regeneration | Regain +2 HP.
At-Will: -
Standard Action 1: Strike (flurry of punches) Accuracy: L7HORuUm1d100+35 Damage: 1d8+3
Standard Action 2: Strike (haymaker) Accuracy: 1d100+35 Damage: 1d8+3
Passive: Kai Robes Endless Energy | Regain +3 ki.
Bio-suit Majin Regeneration | Regain +3 HP.
EFFECTS. Weird Power Level | Current PL suppressed to 5. Countermeasures stacks left | 2 Immobilized | Defensive techniques cost an additional 10 ki | 2/2
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 | 2 uses. 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. Willpower | Reduce all damage taken this turn to 0. | Reactive At-Will | 1 use 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 | 4 uses per thread. 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. Lightning Aura | Starting on the turn after activation, all incoming melee attacks that hit deal 1 damage back to the attacker per damage die rolled. Damage ignores DR. Lasts 3 turns. | Bonus Action | -12 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
TRANSFORMATIONS. Tier 0 - Serious Zam Boosts: x1.5 base PL, +15 Current and Max HP the first time the form is activated, +2 HP regen. Traits: Overwhelm - Using Power Up, decreases the opponents’ Defense by 5 and DR by 2 on their next turn. Violent Aura - Cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. Counts as status damage and ignores DR. Limit: No turn limit. Cost: -2 ki per turn.
HP: 121/125 | KI: 142/155 PL: 43,524 (natural) -> 5 (current) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d8+3·1d100+35·1d8+3
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Post by Queen Taras on Nov 22, 2020 3:39:13 GMT -8
And just like that, things suddenly got serious!
Taras found herself on the receiving end of a flurry of majin punches and kicks so wild she couldn’t even begin to guess how to keep up with them. She wasn’t much of a martial artist herself; her style could best be described as ‘raw instinct’, but the very fact that the girl was able to deflect her ki blast made it pretty clear to her that she wasn’t dealing with an ordinary person. The fact that she wasn’t immediately eating dirt had her hoping that she could still see this through, though. It wasn’t as though she had never faced a challenge before, she just wasn’t expecting it to come in the form of a squishy pink weirdo!
Instinct helps a lot in situations like this, and Taras ducked, dodged, dove and dived her way through the onslaught, twisting this way and that to avoid the flailing limbs of her adversary. The chips were, of course, smashed to so many splinters amongst the desert sands. Any vague hope that they might once have had of reconstituting them into some kind of salvageable format was gone forever. The delicious potential of the salty snacks lost like so much dust in the wind.
“FAT?!”
Now that really got Taras fired up! Her eyes blazed fiercely as her anger levels grew and grew. How dare someone who looked like THAT comment on her royal physique in any way?! And so what if she had gained a few pounds, that just meant she was doing well! It isn’t easy to keep a stomach full out in the desert! Her nostrils flared, her teeth ground together, and both hands clenched into fists – claws pricking deep into her own palms as she gathered her strength. If this girl thought she could just come stomping through here and get her own way, she’d show her how wrong she was!
“That’s enough out of you! You’re not getting out of here until you bow down and say you’re sorry, you, you, stupid pink blob!”
There have probably been better comebacks, but as the pair descend into full-on superpowered slapfight, Taras’ gang could only look on in horror. It wasn’t often that they saw their glorious leader FAIL to blow someone up on the first strike, but equally, she was holding her own and Zam’s flailing fists, whilst looking pretty intimidating to these ordinary folks, hadn’t yet managed to land a punch.
“Hey, guys, what’s the betting the Boss is gonna win?”
“Are you crazy? She’s got hearin’ like a bat, she’ll KILL us if we bet against her!”
Not that Taras was actually paying attention to those guys. Ducking underneath the wild haymaker, her glowing fists thrust forward again – both of them this time, aiming to blast the majin right in her unprotected gut and throw her up into the air. That ought to teach her a lesson!
Statistics
Queen Taras - Powerlevel: 63
Bonus Action: Rapid Movement (Instinctive Dodging) -14 ki
Effective Defense 80 - Dodges both incoming attacks.
Standard Action #1: Energy Blast: Accuracy: UfQn1qYY1d100+45 Damage: 2d6+9 -1 ki Standard Action #2: Energy Blast: Accuracy: 1d100+45 Damage: 2d6+9 -1 ki
HP: 45 Ki: 81/100 (adding 2 ki for previously forgotten discounts) Accuracy: Fighting: 1d100+10 / Energy: 1d100+30 Defense: 55 Damage Modifier: +2 Ki Cost Modifier: -1 DR: 0 Ongoing Effects: N/A Damage Taken: N/A Techniques: Monster Queen Shout (Ranged, Energy, Finisher, Charging, Searing) 2/2 Inventory: As empty as her stomach.
Wordcount: 506 / 25481d100+45·2d6+9·1d100+45·2d6+9
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Post by Majin Zam on Nov 22, 2020 23:57:50 GMT -8
Despite Zam’s best efforts, none of her swings were landing. Disbelief colored her angry features. Most meanies would’ve already gotten pummeled. More streams of steam whistled, as frustration boiled inside her head. Why...? How?! She couldn’t understand... The bandit queen’s instinct proved invaluable against the onslaught. After the flurry, she was in the perfect spot to dodge. When the haymaker missed, the pink girl staggered from the momentum. In the split second, two dangerous fists turned towards her stomach. Her eyes widened. It felt like time slowed down to watch the imminent pain. There was no human way to dodge that from point-blank.
...Buuut Zam wasn’t a human.
Suddenly a twinkle of pink flared across the Majin’s skin. Savvy people might recognize it as mischievous magic, while for the rest it was probably just pretty lights. “Nuh!” With the strange battle cry, her unprotected gut opened into a gaping hole. Both energy blasts passed through harmlessly. They soared to the sky, scaring a passing bird’s feathers off. Her rubbery body snapped back to normal right after, like nothing unusual had happened. A cheeky grin spread across her features. “Nyeh hee~! That won’t work again~!” When it came to fighting, she was a frighteningly quick learner and full of surprises. Majin physiology worked in weird ways.
Speaking of surprises, the chaotic creature was just getting started. “How about this?” She whipped her right arm towards the foe like a rope. Against all laws of physics -and common sense- it actually stretched across the air. Her grabby hand aimed to latch onto the bandit’s spiky tail. On a successful grab, she would swing her around a couple of times... And toss her away! If her grab missed, she would have to slam down an empty fist instead. Either way, the impact had enough power to crack the ground. As the fierce slapfight continued, her unstable power started to slowly rise... It wouldn’t make a dent on the bandit queen’s strength advantage quite yet, but soon that might change. Words: 336 | 1732 BATTLE TRACKER
DEFENSE PHASE. Queen Taras Reactive At-Will Countermeasures Majin Magic | Turn the next Reactive Standard Action to Reactive Bonus Action. | -1 stack Standard Action - Reactive -> Bonus Action - Reactive: Kiai “Nuh!” | All incoming attack rolls that are a natural 50 or below critically fail. | -10 ki Attack 1: Zam 60 vs Queen Taras 86 (41) = Critical miss! Attack 2: Zam 60 vs Queen Taras 85 (40) = Critical miss! Total damage: - 5 = 0
OFFENSE PHASE. Passive: Powerful Ki Endless Energy | Regain +3 ki.
At-Will: Suppression Weird Power Level | Zam's PL increases to 10. No effects on edge.
Standard Action 1: Grapple (tail grab) | -1 ki (reduced) | Immobilize 40% Accuracy: 8sMYESEJ1d100+35 Damage: 1d6+3 Status: 1d100 (40 or below)
Standard Action 2: Strike (throw or fist slam) Accuracy: 1d100+35 Damage: 1d8+3
Passive: Kai Robes Endless Energy | Regain +3 ki.
Bio-suit Majin Regeneration | Regain +3 HP.
EFFECTS. Weird Power Level | Current PL suppressed to 10. Countermeasures stacks left | 1
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 | 2 uses. 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. Willpower | Reduce all damage taken this turn to 0. | Reactive At-Will | 1 use 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 | 4 uses per thread. 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. Lightning Aura | Starting on the turn after activation, all incoming melee attacks that hit deal 1 damage back to the attacker per damage die rolled. Damage ignores DR. Lasts 3 turns. | Bonus Action | -12 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
TRANSFORMATIONS. Tier 0 - Serious Zam Boosts: x1.5 base PL, +15 Current and Max HP the first time the form is activated, +2 HP regen. Traits: Overwhelm - Using Power Up, decreases the opponents’ Defense by 5 and DR by 2 on their next turn. Violent Aura - Cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. Counts as status damage and ignores DR. Limit: No turn limit. Cost: -2 ki per turn.
HP: 124/125 | KI: 137/155 PL: 43,524 (natural) -> 10 (current) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d6+3·1d100·1d100+35·1d8+3
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Post by Queen Taras on Nov 23, 2020 1:10:37 GMT -8
“What?!” The Queen’s confusion as Zam’s stomach just opened up into a yawning hole was obvious. For a horrible moment she thought that she’d actually punched a hole clean through the girl, but it soon became obvious that, no, Zam was just… weird. Weirder than anything else she’d fought by far! Now it was Taras’ turn to be taken off-guard, as she found herself grabbed and flung around. It was all she could do to brace for the inevitable impact, curling up so that her tough shell took the brunt of the impact. Nevertheless, Zam’s flinging her around was enough to rattle her a little bit, and now she was starting to get really mad. “OH, THAT WON’T AGAIN WILL IT?!” Clambering back up to her feet in an undignified mess, Taras’ crown is all knocked askew and the Queen’s dress is covered in dust from the impact. If she’d been annoyed by the loss of the chips and the utter disrespect that the Majin had paid her before, now she is incandescent with fury. Literally. The spikes on her shell started to glow a brilliant white, and fire licked behind Taras’ lips as she steadied herself, glowering at the infuriating Zam. Clearly, this girl was no ordinary person. She’d actually managed to land a blow, and one which she still felt, even if it was just a bruise! She didn’t want to KILL Zam… but she would force this aggravating commoner to respect the power of the Dragon Queen! The angrier she got, the brighter those spikes glowed, her horns leaving trails of bright light in the air as she reared her head back, “TRY THIS ONE ON FOR SIZE THEN!!” And with that she threw her head forward, and ROARED. The sound alone was deafening. An inhuman, reverberating bellow which would be heard for miles around. That, though, was likely far less concerning for Zam than the inferno which came boiling up from within Taras’ guts. A wall of flame rushed forwards, intent on consuming the girl, blackening the patchy road beneath her feet and scorching the desert sand into glass. “O-oh geez.” The onlookers said, “That girl really did piss off the boss, huh?” StatisticsQueen Taras - Powerlevel: 63 Bonus Action: Guard -9 ki (+10 DR, 15 DR total) First attack is fully blocked by DR - still inflicts Immobilise Second attack deals 1 damage over DR. Standard Action #1: Focus Energy (-9 ki / +15 accuracy) Standard Action #2: Monster Queen Shout. Accuracy: R28l6HE61d100+80 Damage: 5d8+17 Burn 1-40 1d100 (This is at -10 from displayed roll as I mistakenly added my Destroyer trait) HP: 44/45 Ki: 28/100 Accuracy: Fighting: 1d100+10 / Energy: 1d100+30 Defense: 55 Damage Modifier: +2 Ki Cost Modifier: -1 DR: 0 Ongoing Effects: N/A Damage Taken: N/A Techniques: Monster Queen Shout (Ranged, Energy, Finisher, Charging, Searing) 1/2 Inventory: As empty as her stomach. Wordcount: 377 / 2925 1d100+80·5d8+17·1d100
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Post by Majin Zam on Nov 24, 2020 9:13:33 GMT -8
While the bandit queen was getting hot-headed, the mischievous Majin dared to giggle. Something about fighting tickled her souls in ways she couldn’t describe. Even when she was angry, the strange sensation bubbled from inside her. It just made her want to laugh. Her grin sharpened. She took the queen’s fuming as a challenge. “Yuh-hu! Zam is invensi... imor... indesti... Uh...” She paused awkwardly, scratching her head. After a brief moment of pondering, she tossed the difficult words aside and puffed her chest smugly. “You can’t beat Zam.” A bold claim. Especially in the face of imminent DEATH. She barely had time to clamp her ears shut against the earth-shaking sound, before the massive inferno swallowed her.
The flames roared across the wasteland, whipping up a cloud of smoke and dust.
Eventually, the dust settled, reminiscent of a parting theater curtain. A grim scene was revealed. Literal scorched earth. Molten glass was slowly hardening. In the place of the uppity girl, there was now a pile of pink goo. It resembled a piece of gum a giant had chewed up and spat out. Suffocating silence fell over the area. Only the wind dared to whisper faintly, playing with the lingering smoke. Everything was deathly still... Except for a tiny movement. A wiggle. It would’ve been fair to think it was just one’s imagination playing tricks. On a closer look, the blob was still utterly lifeless. ...Until it wiggled again. See, the most frightening thing about Majins wasn’t their power, durability or even their natural affinity for magic...
It was their absurd regeneration.
Suddenly, the pink blob started wiggling furiously. It bounced and stretched into an eerily familiar shape. Completely disregarding how physiology was supposed to work, the Majin’s figure reformed within seconds. Limbs, torso, head, facial features... Even her clothes soon reappeared from thin air. Fists raised to the skies, she finished the revival by screaming from the top of her lungs. “That huuuuuuurt!!!” As her glare locked onto the bandit queen, the golden coloration was gone. Instead, her eyes burned red like embers. “You jerk! You ruined all my tasty things!” ...As usual, she had her priorities in order. “Dumdum! Bully! Meanie!” She stomped her foot, cracking the fragile ground beneath her feet. With every huff and puff, jets of hot steam erupted from the holes lining her body.
Zam’s entire body started crackling with a violent surge of energy. Gritting her teeth, she clutched her head. Her volatile frustration was overflowing. “I’m gonna... gonna... Kick your butt!” Without any further warning, she unleashed a massive, pink explosion all around her. It tore the glassed ground apart, leaving wide-spread destruction and raining rubble in its wake. After the explosive outburst, the furious Majin was left standing in the middle of a crater. The residual energy clung to her, crackling and arcing. And she didn’t only look stronger, as the foe was about to find out... Words: 486 | 2218 BATTLE TRACKER DEFENSE PHASE. Queen Taras Bonus Action - Reactive: Guard Majin Malleability | +10 DR | -7 ki Standard Action 1 - Reactive: Universal Targe Majin Durability | +10 DR, immunity to Burn this turn Attack 1: Zam 60 vs Queen Taras 112 = 39 dmg! Burn blocked. Attack 2: Zam 60 vs Queen Taras - = - Total damage: 39 - 25 = 14
OFFENSE PHASE. Passive: Powerful Ki Endless Energy | Regain +3 ki.
Lifedrinker Majin Regeneration | Regain +4 HP.
At-Will: -
Standard Action 2: Emotion Overflow | -16 ki (reduced) | Ultra-destructive | Rejuvenate | Salving Accuracy: WMOji7Vw1d100+70 Damage: 15+3 = 18
Passive: Kai Robes Endless Energy | Regain +3 ki.
Bio-suit Majin Regeneration | Regain +3 HP.
Salve Majin Regeneration | Regain +4 HP. (Regeneration trait passive)
EFFECTS. Weird Power Level | Current PL suppressed to 10. Countermeasures stacks left | 1 Ultra-destructive | Zam gains Edge 3 on her next turn, without affecting Queen Taras' Edge. Rejuvenate | Zam starts regenerating HP and ki on her next turn. Salving | 1/4
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 | 2 uses. 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. Willpower | Reduce all damage taken this turn to 0. | Reactive At-Will | 1 use 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 | 4 uses per thread. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 1 use left. Bio-suit | Regain +3 HP at the end of every turn.
DEFENSE/UTILITY TECHS.
Countermeasures | Gain 2 stacks of Countermeasures. Stacks can be used to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. | Bonus Action to prepare, Reactive At-will to spend stacks | -10 ki | 1 use. Clash | Perform one attack and reduce the damage of the incoming attack by the amount of damage it would deal. Also roll for accuracy and if the clash attack's total damage exceeds the incoming damage, the opponent must respond to the clash as if it was a normal attack. Deals additional damage equal to the damage roll(s) of your opponent’s attack. If Clash would reduce an attack's damage to 0, also nullify any effects it would have caused. | 2 Standard Actions - Reactive | -(15+Attack cost) ki | 1 use.
Kiai | All incoming attack rolls that are a natural 50 or below critically fail. | Standard Action - Reactive | -10 ki | 1 use. Lightning Aura | Starting on the turn after activation, all incoming melee attacks that hit deal 1 damage back to the attacker per damage die rolled. Damage ignores DR. Lasts 3 turns. | Bonus Action | -12 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
TRANSFORMATIONS. Tier 0 - Serious Zam Boosts: x1.5 base PL, +15 Current and Max HP the first time the form is activated, +2 HP regen. Traits: Overwhelm - Using Power Up, decreases the opponents’ Defense by 5 and DR by 2 on their next turn. Violent Aura - Cause 1d4 bonus damage to each enemy opponent while transformed at the end of each of your turns. Counts as status damage and ignores DR. Limit: No turn limit. Cost: -2 ki per turn.
HP: 120/125 | KI: 120/155 PL: 43,524 (natural) -> 10 (current) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+70
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Post by Queen Taras on Nov 24, 2020 11:05:32 GMT -8
When the smoke clears, Taras’ eyes practically bugged out of her skull. She hadn’t been expecting the result of her fiery breath to be that effective. She’d wanted to flambe the brat a bit, not smear her across a large amount of wasteland! She at least has the decency to look mortified by the sudden revelation of her mistake.
“G-geez. Well. I guess that’s what happens when—AAAAAAAAAAH!”
She didn’t have long to mourn the passing of the bright pink weirdo before the goo started to jiggle, and she jumped backwards in shock. When Zam actually started to reform herself from it, the Queen’s jaw hit the floor – and her bandit ‘allies’ showed their true colours in an instant, turning tail and fleeing across the desert from their hidden vantage point, screaming the whole time. What kind of crazy zombie nonsense was this?!
Taras just stared, dumbfounded, at the girl as she blathered on about how annoyed she was and how mean Taras is. Frankly, that seemed fair! She had no idea how Zam was even still alive! Whilst she’d personally recovered from some pretty awful wounds, she’d never been spread like pate across the ground before, and the fact that this hadn’t even fazed Zam for more than a moment was more than enough to convince the Queen that she had made a terrible mistake in picking this fight.
“Now, hold on just a second!” She said, raising both hands, “I think we can both agree that we’ve behaved bad—EEE!”
The explosion of bright pink light was all-consuming and spread out too quickly for Taras to even begin raising a guard against it. Yup, she’d definitely made a mistake picking on this particular lonesome traveller. As the detonation swept her up, the Queen was knocked bodily off her feet, blown skywards in a catastrophic explosion of brilliant pink light.
And so it was that Taras got her first experience of what it might be like to fly. Not as controlled as many of her fighter contemporaries, perhaps, but she certainly went further than them – spiralling up amongst the clouds until she disappeared into the sky as a sparkling dot, leaving only her final words to echo in her wake.
“This isn’t oveeeeeeeeeeeeeeeer!!!”
But if it is going to carry on, it seems that it’ll have to do so on another day, because Zam is now very much on her own!
(414 / 3339)
(Happy to end it there and give Zam the win - the mental image of Taras 'blasting off' at that point is too perfect. Thanks for the thread!)
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