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Post by Majin Zam on Aug 21, 2021 11:11:38 GMT -8
Oolong City, the most Sinful City on Earth, was no stranger to weird sights and odd creatures. Perhaps that’s why most people didn’t offer more than a passing glance to a small, pink girl riding a cloud along the street. Her skin looked a lot like bubblegum, not only in color, but its rubbery texture too. Two pale horns peeked from a messy head of short, spiky hair. Golden eyes against black sclerae peered curiously at the strange sights. Her attire was equally odd. Black tube top was accompanied by puffy, white pants and lots of golden decorations. All in all, she looked like something that had popped out of a story book. Or a magic lamp. After visiting an important friend, Zam was off to an exciting new adventure. Her next stop would be Papaya Island, which she still imagined to be a delicious fruit the size of an island. ...Buuuut first she needed to stock up on travel snacks. Namely candy. Her fluffy ride was brimming with all sorts of sweets. Even now, she was savouring a rainbow lollipop nearly the size of her head. Her blue tongue slurped lazily, as she was distracted by all the glitz and glamour of her surroundings. Well, by what seemed like glitz and glamour to her naive eyes. It was a good thing she couldn’t read the signs. Unfortunately, the little Majin wasn’t paying attention to the people around her... And her ride was feeling mischievous... Suddenly it zipped to the side and jerked forward, darkening with a volley of lightning bolts. The light show was harmless, but the motion was not. She accidentally bumped into someone and the lollipop slipped her grasp... It felt like time itself slowed down to witness the tragedy. Zam’s jaw dropped and eyes bulged. Her usually pink skin turned briefly white from the sheer shock. A soundless NOOOOOO got stuck in her throat. Frozen by panic, she was much too slow to reach after the candy. It twirled across the air, falling onto something fluffy and cherry red. Another shock shook the candy connoisseur. No! Now it was all hairy and icky! Her cheeks puffed with a frustrated huff. Ooooh, that nasty sneaky candy thief would pay for this! It was totally all his fault! Hopping off of the cloud, the short creature marched over to the furry stranger. Despite being a couple of inches shorter, she stepped defiantly onto his path. “Hey, you! Weak Mister! Hey, listen!” Quite the comment coming from a small child whose energy could barely be felt at the moment. With a furrowed brow, she pointed an accusing finger at the stranger. “Gimme back my candy!” When it came to sweet treats, the little glutton didn’t play around. And she was not going to ask a second time. --- Words: 469 Tag: Mizune Rooibos INITIATIVE 2wIBIXJI1d100 1d100
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Post by Mizune Rooibos on Aug 21, 2021 12:56:52 GMT -8
The red renard was moving about his own day with the same curiosity as he usually exhibited. He couldn't stand still just looking at all the cool things the western lands had. They were very different from the northen ones. There was much less snow, and the temperature was higher. The fox in tuffle clothing stopped to look at the various merchandize. He wondered what kind of thing he should buy as a gift to his big brother Valentus. He was still lost in thought when someone so unceremoniously smacked into him, threw him on the ground and smeared candy on his fur. "Ouch ouch ouch. That hurt!" The red fox took a moment to shake away the pain, only to find a weird pink lady on top of him and shouting about candy. Mizune growled, first she bumps into him and then shouts like he was the problem and calling him weak. "Maybe you should watch where you're going!" The fox bellowed. He remebered that Valentus told him to be nice, so he tried to be by grabbing the lollipop and offering the thing back to its owner. "There. Here's your candy." [193] Initiative |SE17xGb1-100
{Battle Tracker} ============================ HITPOINTS: 70/70 Ki: 100/100
STATUS: Annoyed TURNS REMAINING: N/A Power Level: 17.762
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Bonus Action: Instinctual DefenseKi Cost: 9 +5 Instinct!============================ Battle Phase
Bonus Action: Wild Attack! Ki Cost: 9
+5 Instinct!
Bonus Action: Power Up! Ki Cost: 0
+25% PL, +25 Ki! 1-100
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Post by Majin Zam on Aug 22, 2021 7:17:54 GMT -8
Zam snatched her treat back with a frustrated huff. Sadly... It was too late... The damage had already been done. Red hairs clung to the sticky candy like patchy carpet. She almost brought it to her tongue, before noticing the travesty. The shock shattered her heart. Glimmering pearls formed in the corner of her eyes. “M-my candy... R-ruined...” Briefly, she hesitated, before finally pulling herself away. Paralyzed by the sheer shock, she lost the initiative in an encounter that was about to turn... violent.
Teary-eyed and heartbroken, the Majin cast the lollipop aside. It hit a random bystander on the head, eliciting a grumbled complaint. Other bystanders took that as their cue to give the two some room. And to dig up their phones of course. Nobody wanted to miss a good fight. The circle of civilians formed a makeshift arena around the squabbling duo.
Zam paid the crowd no mind. That golden glare only saw the thief. Her fingers curled into trembling fists. A strange whistling sound pierced the air... “Grrrrr... You big jerk...!” As her pout deepened and cheeks puffed, jets of hot steam erupted from the holes lining her arms and body. Some gouts even rustled her hair, raising questions about her biology. Majins worked in weird ways.
The chaotic creature brought her fists up, flailing angrily. “Imma beat you up!” A peculiar twinkled trailed across her skin, reminiscent of a glitter. Blink and it was gone though... Maybe it was just a trick of the light? Despite her fuming and blustering, she didn’t seem or feel all that threatening. In addition to being a good bit shorter than the beastman, her power felt miniscule compared to him. Though there was something weird about it... Like a never-ending lie, it kept going up and down without any rhyme or reason.
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Words: 303 | 772
BATTLE TRACKER{ACTIONS} DEFENSE PHASE. Mizune Attack 1: Zam 60 vs Mizune (Acc) = Result Attack 2: Zam 60 vs Mizune (Acc) = Result Total damage: - 5 =
OFFENSE PHASE.
At-Will: Suppression Strange Power Level | PL drops to 100. Bonus Action: Countermeasures Majin Magic | Gain 2 stacks of Countermeasures | -10 ki
Standard Action 1: -
Standard Action 2: -
EFFECTS. Countermeasures | 2 stacks left
Kai Robes Endless Energy | +3 ki
{ARSENAL} 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. Unstoppable Force | On a turn which Power Up is used, attacks ignore 2 DR per target. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Shatterspell | Remove one non-special status effect. Costs 5 HP for each turn remaining. | Bonus Action. 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 5 turns. | Bonus Action | -10 ki | 1 use.
Heal | Restore 40 HP to an ally. | Bonus Action | -5 ki | 1 use per ally.
Wild Attack | Generate up to 8 stacks of instinct. Spend stacks to increase accuracy for the next three turns. +2 accuracy per stack or +10 for four stacks at once. | At-Will | -1 ki to generate each stack. | 1 use.
Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -10 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: Signature, 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: -18 Ki
HP: 125/125 | KI: 148/155 PL: 48,179 (natural) -> 100 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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Post by Mizune Rooibos on Aug 22, 2021 10:55:27 GMT -8
Mizune watched as the weird gummy girl who smelled of straberry kept being mad at him for things she caused. He did not know how he ended up in this situation or why that girl was so incredibly hotheaded. He would have offered to buy her a new candy if she did not start crying about her loolipop and then stated she would fight him. Immediately, the people around them were spurred into throwing gasoline at the fire instead of water. Mizune had been taught not to anger people and make up with them if he wronged in any way, but him being him also meant that he would not turn down a challenge, no matter who or what was challenging him. To be frank, he was curious about the Majin. He wanted to know more about that weird girl and fighting seemed like a good idea to understand how strong that bubblegum person was! "Oh, you want to fight? Cool! I like fighting. We can fight. If I win, you say sorry for crashing into me. If you win, I'll buy you any candy you want." Mizune replied, getting up and shaking the dust off his tuffle cloting and his red fur. "I'm Mizune, by the way." He would add. Seeing as she was already waving her fists around all ready to go, the young saiyan hybrid too caved in to his fighting desires. The young pink girl was weird, but he didn't know much about the western lands or other people to understand how to go about things or what exactly the customs were. Perhaps these bouts in the streets were common. Nevertheless, he would always make sure to fight honorably like his big brother Valentus taught him. No matter who his opponent was, he would always respect them! "Alright ready? here I go!" Mizune stated, blitzing the majin as fast as he could, zig zagging the few meters between them in less than a second. From there, he would make moves to throw three straight punches. Shoulder Shoulder Belly. They weren't particularly dangerous, he wasn't really trying to kill her, but they were serious enough to warrant an attempt at dodging. [364/ 557]
{Battle Tracker} ============================ HITPOINTS: 75/75 Ki: 100/100
STATUS: Serious TURNS REMAINING: N/A Power Level: 22.203
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Bonus Action: Enanced Dragon Dash!Ki Cost: 6 +5 Damage, +10 Accuracy!============================ Battle Phase Champion's Gi increases Accuracy by 15! Master Belt increases damage by 4! Instinct increases accuracy by 24! Edge 4 increases accuracy by 15! Edge 4 increases damage by 5!
Standard Action: Enhanced Strike! Ki Cost: 4
- Accuracy: 0Z9KR|kL1d100+124
- Damage: 1d12+20
Standard Action: Enhanced Strike! Ki Cost: 4
- Accuracy: 1d100+124
- Damage: 1d12+20
Blitz Action: Enhanced Strike! Ki Cost: 4
- Accuracy: 1d100+124
- Damage: 1d12+20
1d100+124·1d12+20·1d100+124·1d12+20·1d100+124·1d12+20
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Post by Majin Zam on Aug 22, 2021 12:47:29 GMT -8
When the fox man claimed he could win, the little creature gave him a strange look. As if he had spontaneously grown a second head. “Nuh uh, no ifs. You won’t win.” Well, she sure sounded confident. The exchange sent murmurs across the crowd, like a thrown stone making ripples in a pond. Bets. They were making bets on who would win. So far the odds seemed overwhelmingly in the fox man’s favor. The veterans in the crowd immediately noticed his stance and speed. This was a trained fighter, a natural prodigy.
A random, cocky child didn’t stand a chance.
Despite the incoming danger, the pink girl made no attempt to dodge. Maybe she wasn’t fast enough? Or maybe there was something else to it... Whatever the truth, the strikes found their mark with critical precision. It was easy hitting a target standing still. The impacts sunk effortlessly into her rubbery body. A little too effortlessly in fact... There was neither muscle nor bone to stop the fists. It was like punching a warm marshmallow.
The creature’s head and limbs flopped limply, yet she stood her ground. “That won’t work on Zam...” An ominous mutter left her lips. When she lifted her head, the gentle gold briefly turned fierce crimson. “Cuz Zam is a Majin, is what Zam is.” For a brief moment, her strange power skyrocketed. The dents in her skin popped back out. However, the bluish bruises didn’t quite fully heal...
Yet.
As Zam’s frustration grew, pink energy started crawling across her frame. From now on, touching her would prove dangerous... Yet at the same time, her unstable strength seemed to drop. She drew her fist back with a huge wind-up, before launching a haymaker at the foxy fighter’s jaw. In stark contrast to the foe’s practiced punches, her swing was sloppy. Inaccurate. Aaand not all that strong, strangely enough. Her real power was hiding elsewhere.
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Words: 319 | 1090
BATTLE TRACKER{ACTIONS} DEFENSE PHASE. Mizune Reactive At-Will: Release Suppression Seeing Red | Zam's PL rises back to 72,268. She negates Mizune's Edge and gains Edge 3. +4 DR (and other bonuses that don't matter here) Reactive Bonus Action: Guard Majin Malleability | +10 DR | -7 ki Attack 1: Zam 60 vs Mizune 224 = Critical Hit! 30 + 5 (crit bonus) - 5 (negated Edge bonus) = 30 dmg Attack 2: Zam 60 vs Mizune 222 = Critical Hit! 28 + 5 (crit bonus) - 5 (negated Edge bonus) = 28 dmg Attack 2: Zam 60 vs Mizune 181 = Hit! 23 - 5 (negated Edge bonus) = 18 dmg Total damage: 76 - 19 = 57
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
At-Will: Suppression Strange Power Level | PL drops to 20,000. Edge 3 lost. Standard Action 1 - > Bonus Action 2: Lightning Aura Angery! | Starting next turn, gain the effect Lightning Aura. | -10 ki
Standard Action 2: Strike (haymaker punch) Accuracy: c5O77BsA1d100+35 Damage: 1d8+3
EFFECTS. Countermeasures | 2 stacks left
Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
{ARSENAL} 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. Unstoppable Force | On a turn which Power Up is used, attacks ignore 2 DR per target. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Shatterspell | Remove one non-special status effect. Costs 5 HP for each turn remaining. | Bonus Action. 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 5 turns. | Bonus Action | -10 ki | 1 use.
Heal | Restore 40 HP to an ally. | Bonus Action | -5 ki | 1 use per ally.
Wild Attack | Generate up to 8 stacks of instinct. Spend stacks to increase accuracy for the next three turns. +2 accuracy per stack or +10 for four stacks at once. | At-Will | -1 ki to generate each stack. | 1 use.
Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -10 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: Signature, 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: -18 Ki
HP: 71/125 | KI: 137/155 PL: 48,179 (natural) -> 20,000 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+35·1d8+3
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Post by Mizune Rooibos on Aug 22, 2021 13:28:48 GMT -8
Mizune was really confused about the weird kid. Her body was like jello. It felt like punching rubber. Not only that, but her aura wildly fluttered about from nothing to everything. He really didn't know what to make about her. She seemed playful, then devious, then happy. She was...all over the place. And he thought he was weird, being experimented on by tuffles and then having his memories erased and all that. One thing was sure though. She was super convinced she would win that fight. If there was something that Mizune had learned early on after his awakening it was that you'd never boast of things that were yet to happen. He heard her refer to herself in third person. Zam. So that was her name? She also said something about Majin? Mizune had no recollection of what that name implied. The kid would then throw a punch his way, and it proved just as wobbly and weird as her. Thankfully, Mizune's reactions were on guard and he was able to mostly defend himself. He wouldn't stop and gawk though, he would seize the opportunity to counter her punch with a double kick of his own before backflipping back to a safer distance. "Majin?" He quipped at the strange gummy girl. "What's a Majin?" He asked her. [218/ 775]
{Battle Tracker} ============================ HITPOINTS: 73/75 Ki: 85/100
STATUS: Serious TURNS REMAINING: N/A Power Level: 22.203
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Bonus Action: Enhanced Guard!Ki Cost: 6
+10 DR!-Haymaker Critical Hit! -2 HP (9+5-12) - Flawless Counter! ============================ Battle Phase Champion's Gi increases Accuracy by 15! Master Belt increases damage by 4! Instinct increases accuracy by 24! Flawless Counter increases accuracy by 20!
Standard Action: Enhanced Strike! Ki Cost: 3
- Accuracy: Bf_9gHKP1d100+119
- Damage: 1d12+10
Standard Action: Enhanced Strike! Ki Cost: 3
- Accuracy: 1d100+119
- Damage: 1d12+10
Blitz Action: Enhanced Strike! Ki Cost: 3
- Accuracy: 1d100+119
- Damage: 1d12+10
1d100+119·1d12+10·1d100+119·1d12+10·1d100+119·1d12+10
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Post by Majin Zam on Aug 22, 2021 23:28:14 GMT -8
Against all odds, the sloppy fighter landed a lucky blow. And lucky was the right word for it. She had neither the stance nor the skill of a martial artist. Instead, she fought with pure instinct. But... For some strange reason... Her instinct was to not dodge. She was, again, an easy target to hit. Bam and boom, right in the chest. Angry sparks lashed at the foe’s legs. Despite the accuracy and power of the twin kicks, though, she stubbornly remained on her feet. As she skidded back, her shoes scraped up drifting trails of dust against the asphalt. Her rubbery body wobbled, but refused to fall.
And the previous bruises were beginning to fade away...
Zam steadied herself with a defiant huff. “Majin means the strongest demon, is what Majin is.” Not... really...? But she had never let little details like facts confuse her. Placing her hands on her hips, she held her head high. Proudly she puffed her bouncy chest. “That means Zam is the strongest!” She sounded very sure about it at least. Even the onlookers chuckled at the brash claim. For someone getting the snot beaten out of her, she certainly had guts. This video would get so many upwards pinkies on Dynotube.
Ignoring the people around them, the chaotic creature brought her hands to her sides and curled her fingers. Pink energy condensed in her grasp. She swung her arms, launching twin volleys of teeny tiny ki blasts. At a glance, it looked like she just chucked two handfuls of glitter. The twinkling appearance was deceiving... Upon contact with anything, like the foe, the pavement or an unfortunate bystander, the pearls of power detonated. Reminiscent of firecrackers going off, they packed enough power to scorch clothing. Or fur as it were. And hurt a whole lot.
---
Words: 302 | 1392
BATTLE TRACKER{ACTIONS} DEFENSE PHASE. Mizune Reactive At-Will: Release Suppression Seeing Red | Zam's PL rises back to 72,268. She gains Edge 4. +5 DR (and other bonuses that don't matter here) Reactive Bonus Action: Guard Majin Malleability | +10 DR | -7 ki Attack 1: Zam 60 vs Mizune 124 (5) = Critical Miss! Attack 2: Zam 60 vs Mizune 188 = Hit! 22 dmg Attack 2: Zam 60 vs Mizune 151 = Hit! 12 dmg Total damage: 34 - 20 = 14 Lightning Aura deals 2 dmg to Mizune, ignoring DR.
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Bloodrinker Majin Regeneration | +2 HP
At-Will: Suppression Strange Power Level | PL drops to 30,000. Edge reduced to 1. Gain +2 DMG. Wild Attack - Generate Stacks | Gain 8 stacks of Instinct | -8 ki Wild Attack - Spend Stacks | Spend maximum 4 stacks to gain +10 ACC for three turns | -4 stacks of Instinct
Standard Action 1: Energy Blast (handful of ki) | -1 ki Accuracy: 1tD8ilg01d100+60 Damage: 2d6+4
Standard Action 2: Energy Blast (handful of ki) | -1 ki Accuracy: 1d100+60 Damage: 2d6+4
EFFECTS. Edge 1 | +2 DMG, +2 DR Countermeasures | 2 stacks left Instinct | 4 stacks left Wild Attack | +10 ACC | 3 turns Lightning Aura | Deal damage back to melee attackers. | 5 turns
Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
{ARSENAL} 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. Unstoppable Force | On a turn which Power Up is used, attacks ignore 2 DR per target. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Shatterspell | Remove one non-special status effect. Costs 5 HP for each turn remaining. | Bonus Action. 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 5 turns. | Bonus Action | -10 ki | 1 use.
Heal | Restore 40 HP to an ally. | Bonus Action | -5 ki | 1 use per ally.
Wild Attack | Generate up to 8 stacks of instinct. Spend stacks to increase accuracy for the next three turns. +2 accuracy per stack or +10 for four stacks at once. | At-Will | -1 ki to generate each stack. | 1 use.
Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -10 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: Signature, 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: -18 Ki
HP: 62/125 | KI: 126/155 PL: 48,179 (natural) -> 30,000 (suppressed) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+60·2d6+4·1d100+60·2d6+4
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Post by Mizune Rooibos on Aug 25, 2021 11:31:41 GMT -8
Mizune was even more confused about the weird kid. Still, he was getting in the groove of things. The two energy blasts were deftly avoided with grace and stile. The first one jumped over with a cheat-gainer flip while the second one was ducked under while still midair. For someone as young looking as the Majin, those ki blasts felt dangerous even if they didn't look the part. They could very well be super condensed ki for all he knew and he certaily wasn't going to find out by letting those hit his cherry red fur. "R-right but why do you..." Mizune commented, waving his paws up an down. "Your energy is weird. It goes up and down then super up then super down." He said, still thinking about the fight. This was his first time meeting a majin and he really didn't know what to do or thing about the gummy girl outside of their current scuffle. He was growing quite curious to further observe the kid as they pretty much bickered. He also noted that she wasn't really dodging his attacks. "Do you...do you know how to dodge?" He asked. "Like, can you dodge this?" He grabbed a couple pebbles and flicked them at the pink demon. If she really didn't know how to dodge he couldn't really fight someone who couldn't defend themselves. That was not nice and it wouldn't even be proper training for him either. [240/ 1015]
{Battle Tracker} ============================ HITPOINTS: 71/75 Ki: 70/100
STATUS: Serious TURNS REMAINING: N/A Power Level: 22.203
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Instinct Increases Defense by 10! Bonus Action: Enhanced Movement!Ki Cost: 14
+25 Defense! Bonus Action: Enhanced Sense!Ki Cost: 0
+5 Defense +5 Accuracy!- Energy Blast Miss! (135 Defense) - Energy Blast Miss! (135 Defense) - Flawless Counter! ============================ Battle Phase Champion's Gi increases Accuracy by 15! Master Belt increases damage by 4! Instinct increases accuracy by 10! Sense increases accuracy by 5! Flawless Counter increases accuracy by 20!
Standard Action: Enhanced Strike! Ki Cost: 3
- Accuracy: uB|G3T7Q1d100+110
- Damage: 1d12+10
Blitz Action: Enhanced Strike! Ki Cost: 3
- Accuracy: 1d100+110
- Damage: 1d12+10
1d100+110·1d12+10·1d100+110·1d12+10
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Post by Majin Zam on Aug 26, 2021 0:12:00 GMT -8
Much to the Majin’s growing frustration, this opponent cheated too. How? By not getting hit! He just jump-twirl-flipped away from her blasts! Just like that metal mister she had met once... And the mean martial artist soy-a-bean... Cheaters, all of them. Running away like scaredy-cats. However, the small girl had learned a lot during the past two years. If she couldn’t hit someone, then she just needed to be faster... And create bigger booms!
Upon hearing the question, Zam, naturally, offered the most mature and sensible counter-argument she could muster. “Dodging is for weaklings. Like you. Bleeeeeeh!” She stuck out her tongue to underline the childish insult. Since she wasn’t paying attention, the thrown pebbles nailed her right in the face. One hit her eye, eliciting a pained cry. “OWWW! You big jerk!!!” Sniffling, she clutched her injured eye protectively. A human would’ve gotten blinded by that. Such deadly accuracy was definitely on purpose...
After recovering from the worst pain, the teary-eyed Majin aimed a golden... no... a crimson glare at the rock thrower. “Hey, Mister Jerk... Wanna see something COOL?” It was spoken with the kind of chilling, ominous tone that dared morbid curiosity to say ‘yes’, while common sense screamed ‘no, absolutely not’. Unfortunately, the answer didn’t really matter.
The miffed Majin was doing it anyway.
Reminiscent of a marionette with broken strings, the rubbery girl leaned limply forward. Rather than tense up or focus, she relaxed... And just let go. Her aura erupted into a massive, monstrous blaze. An unsettling, supernatural chill crept across the area. Even the bystanders could feel it crawling down their spines. Fear. One after another, they started backing away. Something terrible was coming. The air crackled with pink bolts of static, raw and violent enough to hurt if they caught the foe. Without any further warning... Her aura exploded. The shockwave washed across the streets, kicking up a cloud of dust and setting off car alarms in the whole block.
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Words: 328 | 1720
BATTLE TRACKER{ACTIONS} DEFENSE PHASE. Mizune Reactive At-Will: Release Suppression Seeing Red | Zam's PL rises back to 72,268. She gains Edge 4. +5 DR (and other bonuses that don't matter here) Reactive Bonus Action: Guard Majin Malleability | +10 DR | -7 ki Attack 1: Zam 60 vs Mizune 169 = Hit! 15 dmg Attack 2: Zam 60 vs Mizune 209 = Critical Hit! 25 dmg Total damage: 40 - 20 = 20 Lightning Aura deals 2 dmg to Mizune, ignoring DR.
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Standard Action 1 -> Bonus Action 2: Power Up Miffed | +25 ki, +25% PL for 2 turns Unstoppable Force | Attacks ignore 2 DR this turn. Intimidating Power | Mizune loses -10 Acc and -1 DMG for 1 turn. Regeneration | Gain 1 stack of Salve.
At-Will: Phaser Ring Energy Blast Violent Static | Cannot crit hit or crit miss. Accuracy: WPbFMhWy1d100+75 Damage: 2d6+7
Standard Action 2: Emotion Overflow (aura explosion) | Deals 15 base dmg and has +20 Acc | -18 ki Accuracy: 1d100+95 Damage: 15+5 = 20 Ultra-destructive: For the next two turns, double the effects of edge 4. Rejuvenate: For the next two turns, Zam regenerates 3HP and 3Ki per turn. Salving: Gain 1 stack of Salve.
EFFECTS. Edge 4 | +15 ACC, +5 DMG, +5 DR Countermeasures | 2 stacks left Instinct | 4 stacks left Power Up | +25% PL | 2 turns Wild Attack | +10 ACC | 2 turns Lightning Aura | Deal damage back to melee attackers. | 4 turns Salve | +4 HP | 8 turns
Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
{ARSENAL} 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. Unstoppable Force | On a turn which Power Up is used, attacks ignore 2 DR per target. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Shatterspell | Remove one non-special status effect. Costs 5 HP for each turn remaining. | Bonus Action. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 2 uses left 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 5 turns. | Bonus Action | -10 ki | 1 use.
Heal | Restore 40 HP to an ally. | Bonus Action | -5 ki | 1 use per ally.
Wild Attack | Generate up to 8 stacks of instinct. Spend stacks to increase accuracy for the next three turns. +2 accuracy per stack or +10 for four stacks at once. | At-Will | -1 ki to generate each stack. | 1 use.
Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -10 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: Signature, 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: -18 Ki
HP: 49/125 | KI: 132/155 PL: 48,179 (natural) -> 90,335 (powered up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+75·2d6+7·1d100+95
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Post by Mizune Rooibos on Aug 26, 2021 5:31:30 GMT -8
So it was not like the kid didn't know how to dodge, she just thought that it was useless. That was really a bad habit. It put you needlessly in harm's way. Then again. She seemed to be taking the hits rather well. Other people would have already crumbled. What a strange thing a Majin is. Then, the kid said something about showing a cool thing and honestly he was all for it. By now he wanted to see just how many surprises the gummy pink girl had in store. He did not expect the huge aura burst but oh baby that was cool indeed! He had never sensed something that big before! That was amazing! So that was what she was hiding with the weird constant up and down and up and down and up! He was almost blinded about the sheer awesomeness that he almost forgot he was supposed to be fighting! Mizune raised his arms up to block the incoming attack from the opponent, fighting against the pushback and pressure of the girl's aura. The second attack seemed way more dangerous, so he would make sure to avoid it by getting out of the way in the only direction possible, above. Jumping over the opponent that currently started blasting for real, Mizune took the opportunity to sneak one hit in while he was busy not getting destroyed. He was loving every second of it. Now they were talking now that was fighting. The rush of adrenaline was finnally hitting him hard. "WOOO! NOW WE'RE TALKING!" He cheered, getting into a proper fight stance. "Can you go higher? Please tell me you can go higher, this is so cool I had no idea you were this super awesome!" [290/ 1305]
{Battle Tracker} ============================ HITPOINTS: 67/75 Ki: 50/100
STATUS: Serious TURNS REMAINING: N/A Power Level: 17.672
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost, +1 DR
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Champion gi increases Defense by 10! Bonus Action: Enhanced Movement!Ki Cost: 14
+25 Defense! Bonus Action: Enhanced Sense!Ki Cost: 0
+5 Defense +5 Accuracy! Bonus Action: Enhanced Guard!Ki Cost: 6
+10 DR!- Violent Static Guard! -2HP (12 DR) - Emotion Sensation Miss! (135 Defense) - Flawless Counter! ============================ Battle Phase Master Belt increases damage by 4! Sense increases accuracy by 5! Flawless Counter increases accuracy by 20!
Blitz Action: Enhanced Strike! Ki Cost: 3
- Accuracy: eSOCT2Zm1d100+85
- Damage: 1d12+10
1d100+85·1d12+10
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Post by Majin Zam on Aug 26, 2021 12:22:54 GMT -8
As the shockwave passed, a grim silhouette stood in the concealing cloud of dust. Her face resembled a jack-o’-lantern, with glowing eyes and a jagged imitation of a smile. The sneak hit bounced right off of the rubbery figure. Very literally. Even with the critical accuracy, it failed to even dent her. To make matters worse, her strange regeneration grew far faster. All the previously caused bruises faded quickly from her skin. At this rate, all the damage thus far would quickly be undone.
Mizune’s cheers fell to deaf ears... Assuming there were ears hiding within that messy hair. Most Majins didn’t actually have ears, did they? Zam stared at him with a strange, unsettling grin. Ooor... Rather... Past him? At something only she seemed to see. “Zam... make you go... boom!” With the worrying declaration, her form blurred. She wasn’t only tougher... But also far faster. The distance between them was closed in a blink of an eye.
Appearing right in front of the foxy foe, the chaotic creature aimed her right palm at his face. Pink ki crackled between the splayed fingers and suddenly erupted. Resembling a shotgun blast full of glitter, the point-blank blast carried a nasty kick. It had enough force to knock the foe’s very ki from his body, if it hit. Even worse, the flash threatened to blind him. The left hand followed the suit, unleashing another identical blast. It shook the streets and made the nearby windows chime precariously.
And she wasn’t done either.
Showing off that unnatural speed, Zam brought both her hands together, gathering a ki orb about the size of a bowling ball. With a violent thrust, she launched it at the foe. The impact alone had enough power to send most adults skidding back. And... As the Majin had promised... Shortly afterwards the orb... went... BOOM!
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Words: 307 | 2027
BATTLE TRACKER{ACTIONS} DEFENSE PHASE. Mizune Reactive Bonus Action: Guard Majin Malleability | +10 DR | -7 ki Attack 1: Zam 60 vs Mizune 182 = Critical hit! 27-1(Intimidating Power) = 26 dmg Total damage: 26 - 25 = 1 Lightning Aura deals 1 dmg to Mizune, ignoring DR.
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki Ultra-Destructive | Effects of Edge 4 are doubled.
Standard Action 1: Bright Burst (right hand blast) | Bashing, Blinding | -8 ki Accuracy: CsuC0RfU1d100+90 Damage: 3d10+13 Blind: 1d100 Success on 30 or lower Bashing: The target loses 5 ki and -5% of their Base Power Level on hit.
Standard Action 2: Bright Burst (left hand blast) | Bashing, Blinding | -8 ki Accuracy: 1d100+90 Damage: 3d10+13 Blind: 1d100 Success on 30 or lower Bashing: The target loses 5 ki and -5% of their Base Power Level on hit.
At-Will: Phaser Ring Energy Blast Orb Impact | Cannot crit hit or crit miss. Accuracy: 1d100+90 Damage: 2d6+15
At-Will: Reckoning | Gain an additional Standard Action
Standard Action 3: Bright Burst (orb goes boom) | Bashing, Blinding | -8 ki Accuracy: 1d100+90 Damage: 3d10+13 Blind: 1d100 Success on 30 or lower Bashing: The target loses 5 ki and -5% of their Base Power Level on hit.
EFFECTS. Edge 4 (Ultra-Destructive) | +30 ACC, +10 DMG, +10 DR Countermeasures | 2 stacks left Instinct | 4 stacks left Power Up | +25% PL | 1 turns Wild Attack | +10 ACC | 1 turns Lightning Aura | Deal damage back to melee attackers. | 3 turns
Rejuvenation True Majin Regeneration | +3 HP, +3 ki Salve | +4 HP | 7 turns
Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
{ARSENAL} ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 1 use left. Unstoppable Force | On a turn which Power Up is used, attacks ignore 2 DR per target. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Shatterspell | Remove one non-special status effect. Costs 5 HP for each turn remaining. | Bonus Action. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 2 uses left 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 5 turns. | Bonus Action | -10 ki | 1 use.
Heal | Restore 40 HP to an ally. | Bonus Action | -5 ki | 1 use per ally.
Wild Attack | Generate up to 8 stacks of instinct. Spend stacks to increase accuracy for the next three turns. +2 accuracy per stack or +10 for four stacks at once. | At-Will | -1 ki to generate each stack. | 1 use.
Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -10 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: Signature, 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: -18 Ki
HP: 58/125 | KI: 110/155 PL: 48,179 (natural) -> 90,335 (powered up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+90·3d10+13·1d100·1d100+90·3d10+13·1d100·1d100+90·2d6+15·1d100+90·3d10+13·1d100
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Post by Mizune Rooibos on Aug 28, 2021 3:31:35 GMT -8
He didn't expect this level of power, but he was ready for it. Majins were awesome. He almost really wanted to be a Majin too! It was a shame but he just had to be happy with his bioengineered body, enhanced senses and who knows how many more cool things under the hood. Mizune would face the barrage head on, reminding the demon just how fast he was. His eyes focused on the pink girl, her abnormous power level being a rather easy thing to lock onto. Then, Mizune simply vanished, only to reappear at the Majin's blindspot. His own aura flared up to counter her own, the fox ready to retaliate. He would spin around to deliver yet another one of his devastating kicks at the Majin, curious to test just how much he could push against her. Despite her weirdness he was quite enjoying his time around the bubblegum girl. [152/ 1457]
{Battle Tracker} ============================ HITPOINTS: 67/75 Ki: 53/100
STATUS: Serious TURNS REMAINING: N/A Power Level: 22.202
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost, +1 DR
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
=========================== Champion gi increases Defense by 10! Standard Action: Teleport!Ki Cost: 24
Avoid all attacks! Bonus Action: Enhanced Power Up!Ki Cost: 0
+50 Ki +25% Power!- Flawless Counter! ============================ Battle Phase Master Belt increases damage by 4! Flawless Counter increases accuracy by 20!
Blitz Action: Enhanced Strike! Ki Cost: 3
- Accuracy: sdOniyi01d100+80
- Damage: 1d12+10
1d100+80·1d12+10
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Post by Majin Zam on Aug 28, 2021 11:02:59 GMT -8
Against all reason and common sense, the girl’s durability kept rising. As did her absurd regeneration. She stuck to her stubborn strategy of not dodging. Thus nailing her with a kick was child’s play. Her rubbery body deformed beneath the impact... And dispersed all the power behind it completely. In fact, it snapped right back to its usual shape, launching the foe away from her.
Zam’s aura flared violently again, sending intimidating waves across the dancing dust. No finesse, no control. Her head snapped towards the enemy in a way no neck should bend. “I see you...!” Despite the ridiculous amounts of energy she was simply wasting, she showed no signs of slowing down. She wasn’t even breathing heavier than usual. It was almost like her reserves were bottomless.
The short destroyer brought her hands together by the wrists, fingers splayed and palms pointed at the enemy. Energy gathered into a wobbly orb, sort of like a big soap bubble. It burst into a storm of twinkling blasts. She replaced concepts like accuracy and precision with sheer volume and power. The blasts showered the immediate area, blowing cracks into bricks and concrete.
“More...”
With the unhinged mutter, the girl pushed more of the crackling energy through her arms. Her lips curled into a demented smile. “More~!” There was that singsong tone again, wholly unfitting for the amount of destruction occurring. Dust billowed and stone splintered as the barrage continued endlessly. The guy who would have to sweep the street afterwards would probably be pretty upset about ‘dem darned kids making a mess’. ---
Words: 262 | 2027
BATTLE TRACKER{ACTIONS} DEFENSE PHASE. Mizune Attack 1: Zam 60 vs Mizune 88 = Hit! 14 dmg Total damage: 14 - 15 = 0 Lightning Aura deals 1 dmg to Mizune, ignoring DR.
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki Ultra-Destructive | Effects of Edge 4 are doubled.
Bonus Action: Power Up Going Crazy | +25 ki, +25% PL for 2 turns Unstoppable Force | Attacks ignore 2 DR this turn. Intimidating Power | Mizune loses -10 Acc and -1 DMG for 1 turn. Regeneration | Gain 1 stack of Salve.
At-Will: Wild Attack - Spend Stacks | Spend maximum 4 stacks to gain +10 ACC for three turns | -4 stacks of Instinct
At-Will: Phaser Ring Energy Blast Aura Flare | Cannot crit hit or crit miss. Accuracy: rlTsOhf01d100+90 Damage: 2d6+15
Standard Action 1: Bright Burst (Storm of ki blasts) | Bashing, Blinding | -8 ki Accuracy: 1d100+90 Damage: 3d10+13 Blind: 1d100 Success on 30 or lower Bashing: The target loses 5 ki and -5% of their Base Power Level on hit.
Standard Action 2: Bright Burst (More...) | Bashing, Blinding | -8 ki Accuracy: 1d100+90 Damage: 3d10+13 Blind: 1d100 Success on 30 or lower Bashing: The target loses 5 ki and -5% of their Base Power Level on hit.
At-Will: Reckoning | Gain an additional Standard Action
Standard Action 3: Bright Burst (More~!) | Bashing, Blinding | -8 ki Accuracy: 1d100+90 Damage: 3d10+13 Blind: 1d100 Success on 30 or lower Bashing: The target loses 5 ki and -5% of their Base Power Level on hit.
EFFECTS. Edge 4 (Ultra-Destructive) | +30 ACC, +10 DMG, +10 DR Countermeasures | 2 stacks left Instinct | 0 stacks left Power Up | +25% PL | 2 turns Wild Attack | +10 ACC | 3 turns Lightning Aura | Deal damage back to melee attackers. | 2 turns
Rejuvenation True Majin Regeneration | +3 HP, +3 ki | 1 turn Salve | +4 HP | 10 turns
Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP Power Up ki restored | 50/100
{ARSENAL} 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 | 0 uses left. Unstoppable Force | On a turn which Power Up is used, attacks ignore 2 DR per target. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. Shatterspell | Remove one non-special status effect. Costs 5 HP for each turn remaining. | Bonus Action. Regeneration | Power Up grants 1 stack of Salve. Additionally, all Salve stacks heal extra +1 HP and last +1 turn longer. | 2 uses left 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 5 turns. | Bonus Action | -10 ki | 1 use.
Heal | Restore 40 HP to an ally. | Bonus Action | -5 ki | 1 use per ally.
Wild Attack | Generate up to 8 stacks of instinct. Spend stacks to increase accuracy for the next three turns. +2 accuracy per stack or +10 for four stacks at once. | At-Will | -1 ki to generate each stack. | 1 use.
Power Up (Enhanced) | Power Up recovers double the ki amount. | 1 use.
Flight | Avoid a non-critical attack automatically or turn a critical hit into a normal hit. | -10 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: Signature, 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: -18 Ki
HP: 68/125 | KI: 120/155 PL: 48,179 (natural) -> 90,335 (powered up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2 1d100+90·2d6+15·1d100+90·3d10+13·1d100·1d100+90·3d10+13·1d100·1d100+90·3d10+13·1d100
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Post by Mizune Rooibos on Sept 21, 2021 15:58:16 GMT -8
Now this was incredible! She just didn't stop and she was very resilient to damage. Whatever Majins were made of, they were absolutely positively awesomely stunning! Now, Mizune would have wanted to keep going, but all that commotion was starting to damage the surroundings and he really did not want to get himself and big bro Val in trouble after just arriving to a new city. Val always said that Mizu was allowed to fight only if he didn't cause trouble to other people and the red fox really did not want to have his fighting privileges removed. So, as much as it pained him, it was looking like he was the one that needed to drop the fight, considering how the gumball girl was right now super focused to just throwing down. He would quickly step backwards before flying high up in the air. From there, he would look down at the majin and wave his paw at her to salute. "Hey, I'd love to play more but we're kinda making a mess and I don't wanna cause too much trouble!" He shouted from high up. "We can continue this another time!" The renard would state before flying off. Hopefully that would get her to calm down since it looked like she was getting into the groove as much as him. And hey if she ended up following him they could fight over some open fields where they wouldn't run the risk of ruining people's days! [247/ 1704]
{Battle Tracker} ============================ HITPOINTS: 67/75 Ki: 53/100
STATUS: Serious TURNS REMAINING: N/A Power Level: 22.202
============================Active Effects CLASS: Prodigy (Lv1) +5 Accuracy; +5 HitPoints; +1 Damage; +1 DR
Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genious - Your Skills are no longer restricted by the natural 50 cap. Skillful - Focus Mastery Lv.1 increases your chosen skill by +10.
EQUIPMENTLucky Trinket - Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.) Hidden Weapon - Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number. (2 Uses) Champion Gi - At the beginning of your turn, you may choose 1 of the following effects: Gain +10 Defense (applied before incoming attack resolution), gain +15 Accuracy with all Basic Techniques or with a single Special Technique. Master's Belt - When using your Strike basic technique, you may choose to pay 4 Ki to give it a damage modifier of +4
TRAITS- Might: Physical attacks deal +3 bonus damage.
- Flawless Counter: On a turn in which you use a Defensive Technique in response to an attack, increase your accuracy with attacks made on that turn by +20
- Blitz: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
- Zenkai: 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.
TECHNIQUES- Solar Flare: You have a 70% chance to inflict the Blind status on your target. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. (5 Ki/ 2 Uses)
- Instinctual Defense: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your defense for the next three turns or +10 to your defense for the next three turns if you spend 4 stacks of Instinct.
- Wild Attack: Generate 1 Instinct per 2 Ki paid, up to 5 instinct. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks.
- Teleport: You immediately avoid all attacks and utility techniques that would have hit you this turn, except for critical hits. You may use this technique to flee the current thread. (25 Ki/ 1 Use)
TRANSFORMATION:N/A
STATISTICS:+2 dmg, -1 Ki cost, +1 DR
FIGHTING: | 55 | ENERGY: | 20 | REFLEXES: | 40 | RESILIENCE: | 20 | ACCURACY: | 60 / 25 | DEFENSE: | 95 | DR: | 2 |
===========================
Mizune Flees the spar! Zam Wins! ============================ Battle Phase
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Post by Majin Zam on Sept 23, 2021 5:36:51 GMT -8
When the excessive dust finally started settling, the small destroyer was pleased to find that the annoyance was no longer there. Finally~! Her crimson gaze trailed onto the nearby buildings and people. She was still itching for... more... A twisted grin played on her features. Deranged giggling tickled her gut. ...At least until she heard the voice again.
Zam’s attention snapped towards the flying foe. Confusion and fury mixed together on her face. Her energy flared, as she prepared to unleash yet another volley. ...Buuuut she never got the chance. Instead, the fox simply flew away, leaving behind only confusion and silence.
As soon as the initial shock passed, the Majin gasped loudly. She was surprised, nay, outright offended that the meanie dared to leave! “Hey! Get back here! Zam is not done!” Angry flailing and stomping underlined the childish demand. Sadly, her words fell to deaf ears. The fight was already over, whether she liked it or not.
Huffing and puffing with a petty pout, the chaotic creature marched over to her trusty cloud. She dug into her pile of sweet treasures and pulled out a bag of hard candy. Stuffing her mouth full of sugar, she mumbled grumpy things about meanies, cowards and not getting to destroy stuff. It was so unfair!
Heading in the opposite direction, the grumpy girl tried to focus on the adventures ahead. Sugar also helped wash the sour taste out of her mouth. But even still... If she ever met that mean fox again... She was going to punch him in the face! So she silently swore. While she couldn’t spell the word vendetta, she certainly felt it.
For now though, the sinful city would get to enjoy a moment of peace.
[Spar over, Zam wins.]
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Words: 289 | 2316
HP: 68/125 | KI: 120/155 PL: 48,179 (natural) -> 90,335 (powered up) FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 50 | DEF: 60 DR: +5 | DMG MODIFIER: +3 | KI COST: -2
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