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Post by Cayle Pota on Oct 3, 2019 22:37:46 GMT -8
This time, the sidekick jumped into action. The Big Houndman jumping in to take the two strikes for its master and as it crouched on the ground after doing so, spitting blood on the ground and wiping the remainder from its chin. The beastman let out a growl at Will despite having knocked the blasts to the ground and harming itself to do so. It was obviously not afraid of him, either. That was at least what almost seemed to happen, or would have happened had the imp not thrown the houndman to the ground to protect its subordinate and taken the blasts to the ground. For a second, as the evil being took the hit for its subordinate, time seemed to split- or perhaps the gas escaping from the red and purple spotted creature as it shrank from its giant size was enough to make it all seem like that had been the case. The red creature with purple spots was now its original three foot tall size, its pointed ears bigger than its hands, but he was not done, or even bloody despite that. Now he stood his ground and shook his head. “Still not showing the proper respect, silly cat. Let me make sure that you do.” He said, before beginning to power up once again, focusing its spiritual energy throughout its body before cocking an eyebrow at the catman and then breathing out. Suddenly, a pair series of blasts began to form at its fingertips, and one more on each of its palms. [257] Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 35
Accuracy: 1d100+30(Fighting)/1d100+50(Energy Control) Defense: 55 (40 In Giant Form) HP: 124 KI: 105 TEMP HP: -- DR: 5 Damage: +3 Ki Reduction: -2
Power Level: 1857 (x1.5)=2786 PL.
Class: Powerhouse Effort Points: 0666 Zeni: Mastery Points: 36
RACIAL TRAITS: DEMONIC ROYALTY- Free giant form, bonus HP
MASTERIES:
POTENTIAL MASTERY Level 4 (20 MP) Ability Mastery Level 1 (5MP) Class Mastery Level 1 (10MP) Focus Mastery Level 1 (1MP)
CLASS FEATURES: POWER OF LEGENDS POWERFUL KI RECKONING
TRAITS:
DESPERADO (Class Trait) BASIC TECHNIQUE MASTERY (ENERGY BLAST)
EQUIPMENT:
ADVANCED ARMOR (+20HP/+2DR) COMPANION (BONUS TO ATTACK IS =40, DAMAGE DICE IS 2d6, and HP is 24.)
TECHNIQUES: GIANT FORM (FREE/RACIAL TRAIT) LIGHTNING AURA (FREE STARTING)
MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING
REACTIONS 15- 2(DR)=13 Damage. 12 Temp HP-13=-1 Temp HP, Temp HP gone. -1 HP. ACTIONS BONUS ACTION POWER UPYour aura bursts around you as your power increases and you draw out your ki.Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki. ACTION 1 MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING MOUNTAIN MAULER 1 Exs1piAT1d100+50DAMAGE 1 3d10ACTION 2 MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING MOUNTAIN MAULER 2 1d100+50DAMAGE 2 3d10SPECIAL ACTION 1 ENERGY BLASTYou fire a crackling bolt of ki that explodes when it makes impact.Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. ENERGY BLAST 1 1d100+50DAMAGE 1 2d6+4SPECIAL ACTION 2 ENERGY BLASTYou fire a crackling bolt of ki that explodes when it makes impact.Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. ENERGY BLAST 2 1d100+50DAMAGE 2 2d6+41d100+50·3d10·1d100+50·3d10·1d100+50·2d6+4·1d100+50·2d6+4
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Post by Cayle Pota on Oct 3, 2019 22:45:24 GMT -8
That's another Crit. 22 Damage from the second Mountain Mauler. I forgot to roll the chance for burning on them. Less than 40 and they're burned.
Mountain Mauler 1 pvRg9pVb1d100
Mountain Mauler 2 1d1001d100·1d100
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Post by Warr on Oct 3, 2019 23:21:48 GMT -8
Total damage from attacks that did hit: Mountain Mauler 1: 12+3(Class)+2(Edge)=17. Mountain Mauler 2: 17+5(Crit)+3(Class)+2(Edge)=27.
44 Total Damage to Will.
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Post by Will O. Wisp on Oct 3, 2019 23:28:36 GMT -8
This was truly a surprise, it seemed like his minion jumped in to take the hits but instead, it seemed as if he swapped places with his minion. The people Will has faced before never would have done that for their lackeys. This is definitely the oddest battle he has ever had. And he feels as if it won't be the last either. Although it seems his attack shrunk him so perhaps he has a chance of beating him. As the multiple blasts came one seemed to have hit Will, although it was simply an After Image left behind. However while he could dodge most of the blasts, one really big and powerful one was heading his way. One that no doubt had the power he used to destroy that mountain earlier. Unable to dodge the attack in time once again he prepared himself to try to soften the blow and was engulfed in a huge explosion that left a massive crater. Out from the rubble, Will crawls out looking worse for wear. It seemed it was time to show this demon that he truly was facing a Turtle School student, Will then cupped his arms together and begin charging energy into his hands. "Kame...hame...ha!" he yelled out releasing his own giant wave at energy toward the Red Demon. Will! stands his ground!
Red Demon Attack #1 - Mountain Mauler 1 - 126 acc vs 115 (80) def - Dodges with Feint
Red Demon Attack #2 - Mountain Mauler 2 - 149 acc vs 115 (80) def - Critical hit! 27 damage - 11 DR = 16 dmg
Red Demon Attack #3 - Mountain Mauler 2 - 96 acc vs 115 (80) def - miss.
Red Demon Attack #4 - Mountain Mauler 2 - 102 acc vs 115 (80) def - miss.
At-Will Action 2: Champion Gi - You gain +10 Defense this turn(applied before incoming attack resolution)
Bonus Action: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) | -8 Ki
Standard Action 1: After Image (Feint) - You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Dodges Mountain Mauler 1| -13 Ki Standard Action 2: Kamehameha - Major Effect: Charging | Minor Effect: Shocking | -18 Ki Accuracy: K5P17Pe71d100+55 Damage 1: 4d6+4 Damage 2: 4d6+4 Stun Chance(40%): 1d100
Current Status Wild Sense - +25/25 Accuracy and +25/25 Defense for 1 turns
Burned for 2 turns
Items Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Scrying Staff - Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. 1/3 uses
First Aid Kit - Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. 1/1 Use
Obi - Passive. Decrease the cost of all your Techniques by 2 ki.
Techniques Enhanced Focus Energy
Kamehameha - Energy Ranged Barrage Charging Shocking
After Image (Feint Rank 1) -You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Twice per thread, once per turn. 1/2 uses
Kiai Rank 1 - Your opponents critically fail all attack rolls against you that is a natural 50 or lower this turn. 1/1 use Sonic Sway Rank 1 - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if the condition is met.) Considered a Movement technique. 1/1 use
Wild Sense Rank 1 - On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. 0/1
Sonic Sway Rank 1 - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if the condition is met.) Considered a Movement technique. 1/1 use
Current PL: 1837 Base PL: 1837 HP: 41/70 | KI: 43/100 FIGHTING: 30 | ENERGY CONTROL: 30 | REFLEXES: 30 | RESILIENCE: 20 MELEE ACCURACY: 30 | ENERGY ACCURACY: 30 | DEF: 80 DR: +1 | DMG MODIFIER: +2 | KI COST: -0 Cayle Pota
Word Count: 221
Total Word Count: 1510 [/quote] 1d100+55·4d6+4·4d6+4·1d100
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Post by Cayle Pota on Oct 4, 2019 12:30:54 GMT -8
Once again, the red demon with purple spots and big ears powered up, focusing its spiritual energy through its body and breathing carefully as he held up his hands in front of him. As the turtle destruction wave flew forward at him he deflected part of it with a thrust of the hand, sending it flying like any other energy blast. It hurt him of course, but the little bandit king stood its ground, and and soon after he let out a laugh, shaking his head. He was not so powerful to have stood up to a REAL version of the Turtle Destruction Wave, which proved this cat was a glorified cosplayer. “Nice Try, but I can call my attack anything I want, too. For example.” once again, he built up those energy blasts in his hands, normal energy blasts as they were, and energy blasts at his finger tips, twin blasts. “Try a MOUNTAIN MAULER.”[156] Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 35
Accuracy: 1d100+30(Fighting)/1d100+50(Energy Control) Defense: 55 (40 In Giant Form) HP: 110 KI: 81 TEMP HP: -- DR: 5 Damage: +3 Ki Reduction: -2
Power Level: 1857 (x1.5)=2786 PL.
Class: Powerhouse Effort Points: 0666 Zeni: Mastery Points: 36
RACIAL TRAITS: DEMONIC ROYALTY- Free giant form, bonus HP
MASTERIES:
POTENTIAL MASTERY Level 4 (20 MP) Ability Mastery Level 1 (5MP) Class Mastery Level 1 (10MP) Focus Mastery Level 1 (1MP)
CLASS FEATURES: POWER OF LEGENDS POWERFUL KI RECKONING
TRAITS:
DESPERADO (Class Trait) BASIC TECHNIQUE MASTERY (ENERGY BLAST)
EQUIPMENT:
ADVANCED ARMOR (+20HP/+2DR) COMPANION (BONUS TO ATTACK IS =40, DAMAGE DICE IS 2d6, and HP is 24.)
TECHNIQUES: GIANT FORM (FREE/RACIAL TRAIT) LIGHTNING AURA (FREE STARTING)
MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING
REACTIONS 21-7(DR)=14 ACTIONS USING DESPERADO A SECOND TIME. BONUS ACTION POWER UPYour aura bursts around you as your power increases and you draw out your ki.Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki. ACTION 1 MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING MOUNTAIN MAULER 1 eMJAc0r41d100+50DAMAGE 1 3d10ACTION 2 MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING MOUNTAIN MAULER 2 1d100+50DAMAGE 2 3d10SPECIAL ACTION 1 ENERGY BLASTYou fire a crackling bolt of ki that explodes when it makes impact.Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. ENERGY BLAST 1 1d100+40DAMAGE 1 2d6+4SPECIAL ACTION 2 ENERGY BLASTYou fire a crackling bolt of ki that explodes when it makes impact.Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. ENERGY BLAST 2 1d100+40DAMAGE 2 2d6+41d100+50·3d10·1d100+50·3d10·1d100+40·2d6+4·1d100+40·2d6+4
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Post by Will O. Wisp on Oct 4, 2019 16:11:03 GMT -8
It seems this demon had a lot of firepower as he sent out another barrage of energy blast, using his Ki senses he can be able to pinpoint where they will hit. He rolls under a few energy blasts and ducks under one of the Mountain Maulers. He then proceeds to flip over the second one. While in the air he is about to be hit a few before he gets out his staff and proceeds to spin it around to deflect a few shots. He then lands on the ground staring down at the demon once again with his staff planted on the ground. He begins to huff a bit and he feels a pain where he was hit last time, and sees a burn mark on his fur. It seems this fight has caused him to spend a lot more energy then he should've and this demon is not even near close to down yet. If he is going to win he is going to need to conserve more of his energy. He then flares his aura up once more and begins to release some latent energy within him. He then throws another ball of energy at the Red Demon in retaliation. Will! stands his ground!
Red Demon Attack #1 - Mountain Mauler 1 - 58 acc vs 95 (80) def - miss.
Red Demon Attack #2 - Mountain Mauler 2 - 90 acc vs 95 (80) def - miss.
Red Demon Attack #3 - Mountain Mauler 2 - 88 acc vs 95 (80) def - miss.
Red Demon Attack #4 - Mountain Mauler 2 - 63 acc vs 95 (80) def - miss.
At-Will Action 2: Champion Gi - You gain +10 Defense this turn(applied before incoming attack resolution)
Bonus Action 1: Sense - You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Standard Action 1: (Converted into Bonus Action) Power Up - You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. 25/100 Ki Restored Standard Action 2: Energy Blast | -1 Ki Accuracy: aPrXbWZg1d100+35 Damage: 1d12+2
Current Status
Burned for 1 turns
Powered Up for 2 turns
Items Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Scrying Staff - Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. 1/3 uses
First Aid Kit - Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. 1/1 Use
Obi - Passive. Decrease the cost of all your Techniques by 2 ki.
Techniques Enhanced Focus Energy
Kamehameha - Energy Ranged Barrage Charging Shocking
After Image (Feint Rank 1) -You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Twice per thread, once per turn. 1/2 uses
Kiai Rank 1 - Your opponents critically fail all attack rolls against you that is a natural 50 or lower this turn. 1/1 use Sonic Sway Rank 1 - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if the condition is met.) Considered a Movement technique. 1/1 use
Wild Sense Rank 1 - On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. 0/1
Sonic Sway Rank 1 - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if the condition is met.) Considered a Movement technique. 1/1 use
Current PL: 2316 Base PL: 1837 HP: 38/70 | KI: 67/100 FIGHTING: 30 | ENERGY CONTROL: 30 | REFLEXES: 30 | RESILIENCE: 20 MELEE ACCURACY: 30 | ENERGY ACCURACY: 30 | DEF: 80 DR: +1 | DMG MODIFIER: +2 | KI COST: -0 Cayle Pota
Word Count: 204
Total Word Count: 1714 [/quote] 1d100+35·1d12+2
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Post by Cayle Pota on Oct 8, 2019 13:03:24 GMT -8
The demon simply laughed as the blast hit him, shaking it off and grinning to the cat before preparing another volley of blasts. The red and purple spotted demon spoke up once again, “This is your last chance, kid. Give up, give us all your stuff, and then we’ll let you live and leave.”Once again, he powered up his volley of energy blasts, two beams beginning in in fingertips and two orbs of energy performing in his palms. [79] Fighting: 20 Energy Control: 40 Reflexes: 20 Resilience: 35
Accuracy: 1d100+30(Fighting)/1d100+50(Energy Control) Defense: 55 (40 In Giant Form) HP: 110 KI: 81 TEMP HP: -- DR: 5 Damage: +3 Ki Reduction: -2
Power Level: 1857 (x1.5)=2786 PL.
Class: Powerhouse Effort Points: 0666 Zeni: Mastery Points: 36
RACIAL TRAITS: DEMONIC ROYALTY- Free giant form, bonus HP
MASTERIES:
POTENTIAL MASTERY Level 4 (20 MP) Ability Mastery Level 1 (5MP) Class Mastery Level 1 (10MP) Focus Mastery Level 1 (1MP)
CLASS FEATURES: POWER OF LEGENDS POWERFUL KI RECKONING
TRAITS:
DESPERADO (Class Trait) BASIC TECHNIQUE MASTERY (ENERGY BLAST)
EQUIPMENT:
ADVANCED ARMOR (+20HP/+2DR) COMPANION (BONUS TO ATTACK IS =40, DAMAGE DICE IS 2d6, and HP is 24.)
TECHNIQUES: GIANT FORM (FREE/RACIAL TRAIT) LIGHTNING AURA (FREE STARTING)
MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING
REACTIONS 21-7(DR)=14 ACTIONS USING DESPERADO A SECOND TIME. BONUS ACTION POWER UPYour aura bursts around you as your power increases and you draw out your ki.Type: Utility Action: Bonus Action Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns. Duration: 2 turns Cost: None Limit: Once per turn. Max of 100 ki restored. Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki. ACTION 1 MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING MOUNTAIN MAULER 1 xdrHJmb81d100+50DAMAGE 1 3d10ACTION 2 MOUNTAIN MAULER SPECIAL ATTACK ENERGY RANGED SINGLE ATTACK 3D10 DAMAGE 15 KI COST BASHING SEARING MOUNTAIN MAULER 2 1d100+50DAMAGE 2 3d10SPECIAL ACTION 1 ENERGY BLASTYou fire a crackling bolt of ki that explodes when it makes impact.Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. ENERGY BLAST 1 1d100+40DAMAGE 1 2d6+4SPECIAL ACTION 2 ENERGY BLASTYou fire a crackling bolt of ki that explodes when it makes impact.Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. ENERGY BLAST 2 1d100+40DAMAGE 2 2d6+41d100+50·3d10·1d100+50·3d10·1d100+40·2d6+4·1d100+40·2d6+4
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Post by Will O. Wisp on Oct 8, 2019 21:14:55 GMT -8
Once again it seems the Red Demon manages to hit with one of his attacks, only for it to go through him and disappear as it turns out to be another After Image. The real Will begins moving around dodging his attacks like a black, white, and orange blur. It seemed, however, that the Red demons have a better eye then Will expected. As one of the said attacks manages to hit where Will was going to be and is engulfed in an explosion of energy. As the explosion dissipates and the smoke clears Will is shown to be a bit worse for wear. He gets out something from his pocket. A first aid kit which he stops to apply to himself. It manages only to heal him up for a bit but he manages to get healed for a bit. He might not be able to beat this guy, perhaps he can negotiate. "Okay I'll admit I can't beat you, but I don't want to give you all of my stuff. I either can give you a few of the most valuable items in my possession, or all of the Zeni that I have which is about elven thousand and one hundred, not both, only one of these options, do you accept this deal?" Will proposes. Will! stands his ground!
Red Demon Attack #1 - Mountain Mauler 1 - 91 acc vs 115 (80) def - miss.
Red Demon Attack #2 - Mountain Mauler 2 - 138 acc vs 115 (80) def - dodges with Feint.
Red Demon Attack #3 - Mountain Mauler 2 - 109 acc vs 115 (80) def - miss.
Red Demon Attack #4 - Mountain Mauler 2 - 118 acc vs 115 (80) def - hit. 16 damage - 1 DR = 15
At-Will Action 2: Champion Gi - You gain +10 Defense this turn(applied before incoming attack resolution)
Bonus Action 1: Rapid Movement - You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Rapid Movement is considered a Movement Technique. | -15 Ki
Standard Action 1: After Image (Feint) - You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. | -15 Ki
Standard Action 2: First Aid Kit - Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. Accuracy: Damage:
Current Status
Burned for 1 turns
Powered Up for 2 turns
Items Champion Gi - At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Scrying Staff - Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack. 1/3 uses
First Aid Kit - Restore +30 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately. 1/1 Use
Obi - Passive. Decrease the cost of all your Techniques by 2 ki.
Techniques Enhanced Focus Energy
Kamehameha - Energy Ranged Barrage Charging Shocking
After Image (Feint Rank 1) -You avoid 1 attack targeting you on this turn; this does not work against Critical Hits. Twice per thread, once per turn. 0/2 uses
Kiai Rank 1 - Your opponents critically fail all attack rolls against you that is a natural 50 or lower this turn. 1/1 use Sonic Sway Rank 1 - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if the condition is met.) Considered a Movement technique. 1/1 use
Wild Sense Rank 1 - On your next turn, gain a bonus +5 to Defense and +5 to Accuracy rolls each time an attack misses you or is avoided by you while this is technique is active. This caps out at +25 Defense and +25 Attack. 0/1
Sonic Sway Rank 1 - You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if the condition is met.) Considered a Movement technique. 1/1 use
Current PL: 2316 Base PL: 1837 HP: 53/70 | KI: 37/100 FIGHTING: 30 | ENERGY CONTROL: 30 | REFLEXES: 30 | RESILIENCE: 20 MELEE ACCURACY: 30 | ENERGY ACCURACY: 30 | DEF: 80 DR: +1 | DMG MODIFIER: +2 | KI COST: -0 Cayle Pota
Word Count: 217
Total Word Count: 1931 1d100+35·1d12+2Ynde|K80
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Post by Cayle Pota on Oct 8, 2019 21:45:26 GMT -8
The Red and purple spotted demon shook his head. The cat had no way of knowing that was the last barrage he could prepare, but that didn’t matter. He tired of this fight and of the cat trying to trick him, so he simply shook his head. If the cat wanted to negotiate, fine, but it wouldn’t be on his terms.
“Two items, which I pick, from your possessions. You don’t pick and you damn sure don’t talk as if you have the upper hand. You’re outnumbered and you’re outclassed, Catku.”
As to which of the items he demanded, they were the:
1-Champion’s Gi. 2-Obi. 3-Scrying Staff. 4-First Aid Kit.
Item 1 1FPQVjk51d4
Item 2 1d41d4·1d4
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Post by Will O. Wisp on Oct 9, 2019 11:07:39 GMT -8
It really hurts Will to do this, having to literally give this demon the clothes off of his backs and his weapon. If it was anyone else they would be too stubborn or prideful, but it's better than being beaten and having him take all of your things by force. Heck the bandit probably wouldn't have left Will alive, he knows he gets living eternally from his father Korin, but he is not so willing to test how far that "immortality" goes to see if he could live through whatever the demon put him through. The demon is right though he is outmatched and outnumbered, that dog friend of his has only tried to take a hit for its master before the demon stepped in and took it instead and it has sat there and done nothing since. Most likely cause it trusts it's master that much he would beat Will. Will then takes off his Gi and throws it in front of the demon, along with the staff he was given by that nice kid, although he does untie the bell off of it and keeps it for himself, no sentimental or personal reasons he just really likes the bell. "Now before you take my stuff I want to know this, why you took that hit for your comrade? Most demons would just let their minion take the hit and brush it off or even cower behind them like a shield. Yet you went out of your way and somehow managed to be fast enough to take the hit and prevent him from getting hurt. What is your deal?!" Will asks.
Will Stands Down
Word Count: 272 Total Word Count: 2203
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