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Post by Kiryu on Oct 10, 2019 22:02:28 GMT -8
The night continues on. This part of the desert, at this time of year, is not freezing cold. However, the heat of the day had drained, and cool, gentle winds danced over the stepless dunes. The call of a nighthawk ran out, and the only sound was the sound of the world breathing in and out. The fire that you gathered by served as a source of warmth, light, and of life. Perhaps you feel nothing, or perhaps bonds of friendship begin to form between each of you.
The sun rises in due time, illuminating the world once again. Another few hours travel, and you begin to come on what must have once been the village of Toshi Ranbo. The place was a complete ruin. Whatever buildings were there, whatever homes and barns and silos, they had been shattered, broken apart. Drawing nearer, the once fertile lands tended by the farmers of the village were instead obscured by some darkness.
Getting closer, the darkness revealed itself to be no miasma, but instead, a horde of dark Saibamen. They were black, or brow, or dark shades of red and blue and purple and green, all swarming about the area. Once you are close enough to make out their features, you see that their faces are misshapen, with mismatched, asymmetrical features. They are busy gorging themselves on the flesh of fallen livestock and whatever crops still remain.
As you near, some of them notice you, and they let out an ululating shriek, like a pack of prowling coyotes seeing prey they could surround and feast on. The gathered horde paused, and, as one, turn you, yellow eyes gleaming with savagery...
What do you do?
[WC=282] [TWC=1,555] Initiative Roll: CKsGj1pP1d1001d100
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Post by Shell on Oct 11, 2019 16:42:30 GMT -8
Shell found himself sitting pretty silently around their fire. Namekians don’t eat, so he found himself mostly drinking water and listening, getting to know these people. He didn’t particularly like them yet. He respected Ahri, he found Caffey amusing, and Cade was so polite that he was infuriating, but there were worse people he could be stuck fireside with. He imagined the same campfire with three of Daimao’s bruisers and decided immediately that this was a better option than hearing three dinosaur monsters talk about how they would eat the villagers after they saved them. Silence fit him much better than pretending he was a bloodthirsty mutant. For, not the first time, nor he suspected, the last time, Shell wondered if maybe his whole journey out of the Demon Lands had more to do with how different he was from his “siblings” and “cousins” and less to do with how he wants to overthrow his father. He could enjoy a life out here among people who were entirely too nice. They would judge him, because his more ruthless tendencies were less than acceptable in their societies, but when was that not true? If he was strong enough to protect them, most people wouldn’t care how ruthless he was to bandits...or rabid saibamen, in this instance.
The morning brought what they all knew would be coming. Since nothing attacked them overnight, he was ready for the fierce combat to begin the next day. He regretted immediately that the explosive wave he’d been perfecting wasn’t ready yet, because he could imagine it being incredibly useful in this situation. The saibamen were so thickly packed that he could’ve detonated explosions left and right, hitting scores of them at a time. Alas, he’d have to keep himself ready to take them down one by one. As it was, he simply turned back to his companions, grinning in that way that made the fangs in his mouth visible. There was a wild light to his eyes that seemed...excited. Dark. Dangerous. “Look, they rolled out the welcome wagon for us…” he let out a sound that was a mixture between a growl and chuckle. Then he went still, and silent, turning to face the little devils. Only the sound of his sword sliding out of its scabbard filled the air.
STARTING ROLLwG6ZXJs51d100 RELEVANT EQUIPMENT
PL: 1,141 HP: 40/40 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 30 | ENERGY CONTROL: 10 | REFLEXES: 30 | RESILIENCE: 10 MELEE ACCURACY: 35 | ENERGY ACCURACY: 15 | DEF: 70 DR: +0 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: N/A [390 Words] [2078 Words Total] 1d100
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Post by darthlunchbox on Oct 11, 2019 18:06:54 GMT -8
Cade poked a stick at one of the logs in the fire, idly positioning it to let the fire burn higher as he explained to Caffey, "My granpa taught me that the Jaguar school is about maneuvering your opponent into a position to allow yourself the chance to take them down in one fierce flurry. There are a few different schools of though on how to do it, depending on if a body is built for speed or more of a strong sort." He dropped the stick and leaned back to sit with his knees against his chest, enjoying his companions company. He started chewing on a protein bar and looked at each of them in turn. Shell was a gruff sort. He didn't seem exactly.... evil like Cade might have thought. He even suspected he could be friends with him given time... it had definitely shaken his idea of the demon clan of Namekians. His answer to Shells question rolled through his head, "What about you? A farmer’s son deciding to save the world? Unusual.” He had answered, "Well, yeah I am a farmers son;I'm not ashamed of it bit I don't let it define me either, ya know. Just like you don't seem to let your parentage rule you. As far as saving the world... that seems like a mighty big job. I would like to save my corner of it though." Ahri was probably one of the strongest people he had met since he left his village. She seemed friendly enough, though, if a little stand offish. He thought he might be able to break through that shell in time. Just like she broke through Shell... the corner of his mouth quirked but he kept the though to himself. Caffey was a ball of energy and enthusiasm taken human form. She seemed to be bright and happy most of the time, and was fun to talk to. He was pretty positive they would remain friends if they both survived; he got the sense they were pretty close to each other power wise from what he could feel. They certainly weren't as strong as the other two. In the morning, he prepared himself in silence, meditating on what was to come. As the approached the village it looked like the horizon was dipping back into shadow somehow... it wasn't until they got closer that he realized that there was a horde of the mutant saibamen before them. He reached up and released the clasp of his cloak and let it fall to the earth, revealing his armor. He cracked his knuckles and answered Shell's quip, "Not much of a welcome wagon, just salad everywhere. Sure could do with some bacon and pancakes."Starting Roll |co18Kxs1-100
Inventory Dragon Ball Orange Hard Candy
Shaped like a Dragon Ball, but luckily doesn’t taste like one too! Increase your gains in one thread by 20%. This item is consumed after it has been redeemed
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang
A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect.
Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Katchin Armor
Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
PL: 659 HP: 80/80 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 20 | ENERGY CONTROL: 15 | REFLEXES: 20 | RESILIENCE: 15 MELEE ACCURACY: +20 | ENERGY ACCURACY: +15 | DEF: 80 DR: -3 | DMG MODIFIER: +1 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [454/1534]
Caffey Shell A.I.
1-100
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Post by A.I. on Oct 12, 2019 2:52:47 GMT -8
While all of the other people in this little group exchanged words with each other, Ahri, for the most part, strayed around by herself. She hadn't spoken unless someone else spoke to her, and unlike these people, Ahri didn't care about the backgrounds of any of the fighters here, nor did she wish to know about them. They were here to complete a job, anyways. She sat around the fire, feeling sleepy as she listened to what the others were saying. She felt that Shell was nice enough and capable of making human friends, unlike other demons. There were probably a lot of things that were not known of in Daimao's territory, and Shell came from that place seeking something better for himself, and Ahri respected that. Cade Kendrick, the farmer's son and Jaguar School Master, talked to everyone, and left no one out. He did ask many questions, but that didn't have to necessarily be something bad. He was trying to form friendships with the other fighters here, so if he wanted to do so, let him. Caffey was.... something. Energetic, talkative, and positive. Those words seemed to almost perfectly describe Caffey. She had watched as Caffey assaulted Shell with a multitude of questions, then just leave once they were answered. The girl was also a martial arts master, hailing from the Cobra School, or something. The master talked to everyone but Ahri, and the muscular female wondered if that would change anytime soon. While the others were talking, Ahri had gotten up, and headed into her tent, leaving all of the other fighters present to exchange questions and answers. The night passed by peacefully, and the group was all set to continue their journey to Toshi Ranbo. A another few hours pass without Ahri initiating any type of convetsation, and it was only after the two hours when she and group arrived at the village, which was ruined. Her thoughts raced to a question, How did all of this happen?The answer couldn't be clearer, however, and Ahri knew that. She looked towards the Saibamen with disgust, sneering. A loud shriek pierced the air, and Ahri already felt like tearing the mutant Saibamen apart. Dropping her bag on the sandy floor of the desert, she placed one fist inside of a palm, cracking her knuckles. She disregarded the comments made by the others, and smiled. "Who else feels like punching something?"
Word Count : 403/1662 Shell Caffey darthlunchbox Starting Roll
wkiwmvL81d100 Battle Info Skills
Fighting :25 Energy Control :10 Reflexes :40 Resilience :10
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki & 5 HP
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread.
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Melee Accuracy: 1d100+25 Energy Accuracy: 1d100+10 Defense: 85 Damage Reduction: -4 Damage Modifier: +2 HP: 80/80 Temporary HP: 12 KI: 100/100 Natural PL: 3272 Base PL: 3599(Auxiliary Core) 1d100
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Caffey
Junior Member
The Cobra Prodigy
Posts: 99
Power Level: 1,329
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Post by Caffey on Oct 12, 2019 14:35:30 GMT -8
The other members of the group seemed friendly enough. Even Shell – despite Caffey’s worry that she’d tested his patience – seemed happy to answer her questions. For a moment she felt bad for running away after receiving her answers, but only for a moment. She didn’t get the feeling that he was ‘evil’ per say, but allegiance to the Daimao had certain implications that, even if he tried, Shell likely could never break away from, and given that he’d claimed to be here on behalf of the Daimao, that was doubly true. Caffey would trust him, regardless, she did believe that he really was here to help them fight off the mutant Saibamen, though she didn’t know what would happen once that was done. Cade, for his part, reminded Caffey of some of the villagers from back home. A farmer’s boy, like many of them had been, but one who nearly matched her in strength. She looked forward to training with him in the future, she thought that they could probably be friends, with both of them having the passion they did for their respective fighting styles. Ahri, the girl Caffey had chosen not to speak to during their journey, was the most interesting, partially as a result of Caffey having the least exposure to her. She tried to strike up some conversation over the fire after the sun was down, but both of them were tired from the days travel, and the conversation went nowhere before they both retired for the night. There was little surprise in the morning, as they made their way to the village with little incident, and were greeted as expected by the monsters they had come to fight. The village was completely ruined, and Caffey’s mind was suddenly filled with images of the villages that surrounded the Cobra Dojo, and how similar those villages were to this one, how fragile life in the desert was, and she was filled with renewed intent to drive her fist into a Saibaman’s face. “ Y’know, violence should be a last resort, but after what they did here, I’m ready to knock some heads in.” She said, driving a fist into an open palm.
[WC=364] [TWC=1713] Initiative: bEoxmZdr1d100BATTLE TRACKERDEFENSE PHASE.OFFENSE PHASE.At-Will: Bonus Action: Standard Action 1: Standard Action 2: Passive: EFFECTS.Power Up ki restored 0/100 TRAITS. EQUIPMENT.DEFENSE/UTILITY TECHS.Sonic Sway - Rank 3You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 10 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Barrier - Rank 1 You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.INVENTORY.Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. HP: 65/65 | KI: 100/100 PL: 630 FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 20 | DEF: 75 DR: +0 Damage Mod: +1 1d100
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Caffey
Junior Member
The Cobra Prodigy
Posts: 99
Power Level: 1,329
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Post by Caffey on Oct 13, 2019 16:19:58 GMT -8
Caffey wasted no time, not even waiting for a response from her teammates, before preparing herself for battle. She let out a long, loud scream as her aura flared around her, enveloping her in a brilliant yellow-orange light, before it settled around her again. Next, she allowed the now-settled aura to more closely surround her, creating a cushion between her body and any potential incoming attacks. With a smile, she charged forwards, ready to meet the mutants in battle. As she charged, Caffey only now realized how terrifying the monsters before her truly were. She’d heard of Saibamen, and had seen people dressed like them in some of the horror b-movies the Dojo had had in its library, but she’d never seen one before, and even beyond that these ones were mutants, heavily altered, and deeply terrifying. She pushed her fear down as she charged, still determined to make them pay for the damage to the village, but she felt a seed of doubt within herself. She wasn’t sure that she could beat monsters like this, not ones that had just destroyed an entire village. Regardless, she reminded herself who she was, the next Cobra Master, the Cobra Prodigy. She couldn’t let fear of some weird monsters stop her from doing what was right.
[WC=215] [TWC=1918] BATTLE TRACKERDEFENSE PHASE.OFFENSE PHASE.Bonus Action: Power Up | +25% PL | 0 ki Power Level increased from 630 to 787 Standard Action 1: – Converted to Bonus Action: Barrier | +15 Temp HP | -15 ki Standard Action 2: Passive: EFFECTS.Power Up ki restored 0/100 TRAITS. EQUIPMENT.DEFENSE/UTILITY TECHS.Sonic Sway - Rank 3You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 10 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Barrier - Rank 1 You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.INVENTORY.Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. HP: 65/65 (Temp HP: 15/15) | KI: 85/100 PL: 787 FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 20 | DEF: 75 DR: +0 Damage Mod: +1
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Post by darthlunchbox on Oct 14, 2019 11:25:03 GMT -8
Cade stood trying to count the enemy before them wondering... What techniques would be best? I guess we can just take them out a few at a time.. maybe someone else has a something useful against a crowd. I need to work something like that up. He shook himself from his reverie as Caffey let out a loud battle cry and was shortly headed for the saibamen. Cade Reached inside of himself and concentrated, he compressed his power to about half of it's current level... which he noticed was much more powerful than it had once been. He smiled and started forward, feet sending sand spraying wildly as his heart rate increased and his breath quickened. Adrenaline pounded through his veins as the mutated saibamen became clearer in his view... they looked wrong like old Master Takenoko had said. Blackened limbs, misshapen faces and odd movements... really this was as much a mercy mission for them as it was saving the villagers it looked like. He used an old trick he granpa Morita had taught him as he neared the lines... he focused his ki into his throat and enhanced and twisted his voice into a jaguars coughing roar as he neared the line and readied himself to attack... BATTLE TRACKER Turns Suppressed:1
DEFENSE PHASE. Opponent
Attack 1: Cade (80) vs Opponent (Acc) = Result
Attack 2: Cade (80) vs Opponent (Acc) = Result
Total damage:
OFFENSE PHASE.
At-Will: - Suppression
Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS.
Inventory
Dragon Ball Orange Hard Candy
Shaped like a Dragon Ball, but luckily doesn’t taste like one too! Increase your gains in one thread by 20%. This item is consumed after it has been redeemed
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang
A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect.
Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Katchin Armor
Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7.
Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
PL: 329/659 HP: 80/80 | TEMP HP: 0/0 | KI: 100/100 FIGHTING: 20 | ENERGY CONTROL: 15 | REFLEXES: 20 | RESILIENCE: 15 MELEE ACCURACY: +20 | ENERGY ACCURACY: +15 | DEF: 80 DR: -3 | DMG MODIFIER: +1 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: [209/1743]
Caffey Shell A.I.
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Post by A.I. on Oct 14, 2019 19:09:12 GMT -8
The tall young woman watched the two other humans moved towards the horse of mutant creatures. She shrugged, then began walking towards the horse herself. She smiled as she took these steps, eyes and gaze fixated on the Saibamen. Takenoko wasn't kidding. The creatures weren't natural. They came in many different colors, with their deformed faces grinning and looking rabid and ravenous, looking to devour something. She shouted to the two warriors who took the first moves. "Don't die now!"Ahri knew that they could both most likely handle themselves and hold their own against a couple of Saibaman mutants. But she felt the need to assert her dominance, the burning desire to show everyone how strong she had truly become. Her aura made itself known; glowing softly as Ahri approached the little tiny creatures. They had the potential to destroy an entire village in a day, so Ahri figured that they should make decent punching bags. She felt confident, perhaps a bit too confident. But, nothing got in Ahri's way, and she was going to ensure that things stayed that way.
Word Count : 184/1846 Battle Tracker
Defense Phase
Attack 1: A.I. 85 Def vs 0 Acc Attack 2: A.I. 85 Def vs 0 Acc
Total Dmg: 0-4=0
Offense Phase
At Will: Encapsulate | Reactive | +20 Temp. HP
Bonus Action:
Standard Action 1:
Standard Action 2: Battle Info Skills
Fighting :25 Energy Control :10 Reflexes :40 Resilience :10
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki & 5 HP
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread.
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Melee Accuracy: 1d100+25 Energy Accuracy: 1d100+10 Defense: 85 Damage Reduction: -4 Damage Modifier: +2 HP: 80/80 Temporary HP: 32 KI: 100/100 Natural PL: 3272 Base PL: 3599(Auxiliary Core)
[/spoiler]
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Post by Shell on Oct 14, 2019 19:26:45 GMT -8
Shell hadn’t gotten much of a good look at the saibamen before now. He’d been too busy staring at the yellow, jaundiced eyes that resembled lamplights in the darkness. But as all of the other combatants flared ki signatures and drew weapons to match his own, the light they gave off was enough to highlight their bulbous, misshapen heads. Their eyes weren’t always even in their skull. They had needle-like teeth in rows that were crooked and yellow. Their claws were caked with dried blood and grime. Some had four fingers, five fingers, three fingers. Like somebody had twisted the mold. Had injected them with something so evil it had warped them.
It was something Daimao might do.
The thought was red-hot righteous anger. It meant Daimao might in fact be behind these awful monsters. Shell hoped his father wasn’t so deranged as to use these creatures, but he didn’t have enough faith to say it with certainty. He’d kill them either way, but using these mutants, if they really were his, was unforgivable. It was one thing to pillage and destroy your subjects. But to use them as fodder for evil experimentation...went too far even for a megalomaniac like Daimao. But even if he wasn’t involved, he gave someone the idea. This was exactly what he did to craft his demon clan namekians. He infused them with a little darkness. A little evil. A little hatred and wrongness. Who was to say whoever was here didn’t steal his idea and apply it to saibamen? Daimao’s existence, hell, Shell’s existence, was the template for these creatures. Even if Daimao’s hands ended up clean here...he had done this. He had made it possible to conceive of such horrors, even if some other, misbegotten saiyan had pulled the plug on such an awful idea. “We need to kill them all. Don’t let even a single one escape.” He spoke with barely restrained rage. He didn’t need his friends to know why. Let them think it was some kind of battle fury. That was fine.
Shell prepared to the onslaught then, by immediately shrouding his ki signature. He could much more damage from the shadows while his friends were busy making loud, explosive attacks. Hopefully by suppressing his ki he would go unnoticed and could harry the flanks of the enemy with his sword. After that, he held a palm out and performed a technique Ahri would be innately familiar with. First, a half dome of radiant purple energy would appear in the air before him. It looked solid and good for defending. Shortly after it’s creation it would push against the namekian, like a sheet of cling-wrap. It would coat his body in a faint purple tint before fading from view. Anything that tried to strike him, or sink teeth into him, would find the aura of energy was very much present like a stalwart shield. Hopefully that would keep him safe, for now. RELEVANT EQUIPMENT
PLAYER ACTIONSREACTIVE ACTIONS None
AT-WILL ACTIONS Shell used "Suppression"! Shell lowers his powerlevel to 1,000.
BONUS ACTIONS Shell used "Barrier" [Rank 2]! He gains 20 Temp Hp!
STANDARD ACTIONS None PL: 1,141 1,000 HP: 40/40 | TEMP HP: 20/20 | KI: 100/100 FIGHTING: 30 | ENERGY CONTROL: 10 | REFLEXES: 30 | RESILIENCE: 10 MELEE ACCURACY: 35 | ENERGY ACCURACY: 15 | DEF: 70 DR: +0 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: Powerlevel Suppression (1,000), Status Immunity (All) LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: N/A [ 498 Words ] [ 2,576 Words Total ] Caffey darthlunchbox A.I. Kiryu
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Post by Kiryu on Oct 14, 2019 22:25:59 GMT -8
The four of you make your preparations. Shell's observation, however, seems particular salient; as the creatures approach, some of them pause, groaning inhumanly. Many of the mutated Saibamen begin to sprout an extra thick layer of chitin, and it erupts from their skin, as if the beasts had rapidly molted and grew an extra thick carapace. It is clearly painful, as their wails of anguish attest to, but it seems no less effective for that. The dark swarm begins to move towards you, and after a few moments, it begins to become difficult to make out any sort of distinct shape. The approaching swarm resembles nothing so much as a rolling tide of sinuous darkness. They move towards you, their shrieks and exultant cries blending together in a cacophonous symphony that threatens to deafen you. They seem to work themselves into a frenzy at the thought of ripping into your tender flesh... And then, the wave of darkness crashed into you... four individuals standing against this tide, where no one else can, at what suddenly feels like the edge of the world.
[WC=182] [TWC=1,737] Battle Tracker
Defense Phase
Offense Phase
At Will: Carapace Growth (Encapsulate; +20 Temp. HP)
Bonus Action: Carapace Growth (Barrier- +25 Temp HP, -15 ki)
Standard Action 1: Frenzy (Power up; +15 ki, +25% PL/2 turns)
Standard Action 2:
Battle Stats Base PL: 1,000
PL: 1,250
HP: 80/80 | Temp HP: 45 | KI: 100/100
MELEE ACCURACY: 30 | ENERGY ACCURACY: 10 | DEF: 75
DR: +2 | DMG MODIFIER: +3 | KI COST: -0 | Power Up Ki Restored: 15/100
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Caffey
Junior Member
The Cobra Prodigy
Posts: 99
Power Level: 1,329
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Post by Caffey on Oct 15, 2019 22:17:26 GMT -8
Even in the face of wailing, rapidly mutating Saibamen, Caffey’s charge continued unabated. Not that she lacked fear at the sight of the mutation, but because she’d already committed herself, and backing down wasn’t in her nature. On the contrary, she was full of fear at the sight, who wouldn’t be? The creatures had already scared her, before they’d undergone their rapid change before her eyes, and now she was not only afraid, but massively discomforted. Despite all of this, her aura flared up again as she continued her charge, enveloping her appendages just before she began her attack in earnest. In standard Cobra School fashion, Caffey began with a quick flurry of punches, trying to overwhelm the monsters enough to land hits on at least a few of them. There were so many, more than she’d thought, or maybe it just seemed that way now that they were swarming together, but she nevertheless continued her assault, trying to land telling blows on at least a few of them, and thin the swarm at least a little. Her rapid assault eventually transitioned into a single, more solid blow, against any Saibaman that her fist could manage to impact. She would not let these things scare her any more than they already had, she was going to fight hard, and she intended to show that right away.
[WC=227] [TWC=2145] BATTLE TRACKERDEFENSE PHASE.OFFENSE PHASE.Bonus Action: Enhanced Dragon Dash | +10 melee accuracy, +5 damage | -7 ki Standard Action 1: Enhanced Strike | 1d12+6 | 0 ki To-hit: 8s8kg_jU1d100+40Damage: 1d12+6Standard Action 2: Enhanced Strike | 1d12+6 | 0 ki To-hit: 1d100+40Damage: 1d12+6Passive: EFFECTS.Power Up ki restored 0/100 Power Up 1/2 turns remaining TRAITS. EQUIPMENT.DEFENSE/UTILITY TECHS.Sonic Sway - Rank 3You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 10 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Barrier - Rank 1 You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.INVENTORY.Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. HP: 65/65 (Temp HP: 15/15) | KI: 77/100 PL: 787 FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 20 | DEF: 75 DR: +0 Damage Mod: +1 1d100+40·1d12+6·1d100+40·1d12+6
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Post by darthlunchbox on Oct 16, 2019 4:09:35 GMT -8
Cade reached down to his belt and snagged the cryo grenade and lobbed it at the pack of saibamen center mass. His eyes narrowed as they sprouted thick carapaces and screamed in pain... what kind of deranged looney would do somethin' like this? Whoever it was didn't have a scrap of human decency and he wouldn't mind a bit to take them down. As he reached the edge of the pack the cryo grenade detonated, sending out a freezing gaseous mist and spreading momentary confusion in the saibamen who weren't still transforming. Grunting, he made a flying leap and launched a vicious kick at head level towards the nearest saibamen; as he landed he cleared some space and took up his fighting stance, one arm extended, the other cocked at head level. They looked even more sickly up close and the few that remained sprouting carapace provided a disturbing backdrop to the ones who were starting to turn towards the group to fight. As the saibamen began to turn towards him, he launched a punch at the nearest one, seeking to take some out of the fight as he called out, "For the honor of the Jaguar School!". BATTLE TRACKER
Turns Suppressed:2
DEFENSE PHASE.
Opponent
Attack 1: Cade (80) vs Opponent (Acc) = Result
Attack 2: Cade (80) vs Opponent (Acc) = Result
Total damage:
OFFENSE PHASE.
At-Will: - Suppression
Bonus Action: - Cryo Grenade
Bonus Action: Freeze on 50 or under: I7GXY97b1d100
Standard Action 1: - Strike
1d100+20
1d8+1
Standard Action 2: -
1d100+20
1d8+1
EFFECTS.
Inventory
Dragon Ball Orange Hard Candy
Shaped like a Dragon Ball, but luckily doesn’t taste like one too! Increase your gains in one thread by 20%. This item is consumed after it has been redeemed
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Flashbang
A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Katchin Armor
Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7.
Type: Outfit - Armor
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
PL: 329/659
HP: 80/80 | TEMP HP: 0/0 | KI: 100/100
FIGHTING: 20 | ENERGY CONTROL: 15 | REFLEXES: 20 | RESILIENCE: 15
MELEE ACCURACY: +20 | ENERGY ACCURACY: +15 | DEF: 80
DR: -3 | DMG MODIFIER: +1 | KI COST: -0
ACTIVE EFFECTS: N/A
LIMITED EFFECTS: N/A
DAMAGE TAKEN THIS TURN:
[198/1941]
Caffey Shell A.I.
1d100·1d100+20·1d8+1·1d100+20·1d8+1
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Post by A.I. on Oct 17, 2019 13:47:32 GMT -8
As the little, tiny, demonic things approached the group in what looked like a zombie horde, Ahri lagged back behind the others a little, watching as they came up with their forms and methods of attack. Ahri knew that she would probably be required to take out a large number of them at once, in order to prevent being overwhelmed. As Caffey and Cade made their moves, Ahri, still wearing her cocky smile, charged after them. The Saibamen seemed to grow thicker in one instant, with screams of pain and agony erupting from the horde. Ahri hesitated a little, looking at the horde with scorn. Having to deal with these things would not be desirable, but, it was what she had agreed to do. She ignited her generic coloured aura, an aura so excessively bright that it had the potential to completely render a couple of Saibamen blind for a few seconds. She charged towards the horde, tossing her glowing holy white fist into the ground before her, causing sand and dust to fly into the air, and hopefully spreading out the Saibamen in order to deal with them a little more... 'her way'. She picked out one unlucky Saibaman, thrusting her second glowing fist towards the slimy little creature's forehead. She dashed backwards, attempting to gain a bit of distance between her and the Saibamen for no real reason at all, other than to allow the other fighters a good opening, which probably wasn't needed to be entirely honest.
Word Count : 250/2096 darthlunchbox Shell Caffey Battle Tracker
Defense Phase
Attack 1: A.I. 85 Def vs 0 Acc Attack 2: A.I. 85 Def vs 0 Acc
Total Dmg: 0-4=0
Offense Phase
Edge 2 established. +5 Acc, +3 Damage, +3 DR.
At Will:
Bonus Action: Blinding Aura | -5 ki | 70% chance to inflict 'Blind'.
Blind(70 or lower): sMrIHt7m1d100
Standard Action 1: Shattering Blow | -15 ki | Piercing | Wound
Accuracy: 1d100+30
Damage: 3d10+5
Wound(40 or lower): 1d100
Standard Action 2: Shattering Blow | -15 ki | Piercing | Wound
Accuracy: 1d100+30
Damage: 3d10+5
Wound(40 or lower): 1d100
Battle Info Skills
Fighting :25 Energy Control :10 Reflexes :40 Resilience :10
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki & 5 HP
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread.
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Melee Accuracy: 1d100+25(+5, Edge 2) Energy Accuracy: 1d100+10(+5, Edge 2) Defense: 85 Damage Reduction: -4(+3, Edge 2) Damage Modifier: +2(+5, Edge 2) HP: 80/80 Temporary HP: 32 KI: 65/100 Natural PL: 3272 Base PL: 3599(Auxiliary Core)
[/spoiler] 1d100·1d100+30·3d10+5·1d100·1d100+30·3d10+5·1d100
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Post by Shell on Oct 17, 2019 14:34:20 GMT -8
It would seem they were fighting more as four individuals trying not to trip on each other than one unified contingent of fighters. Which, honestly, fit Shell just fine. If he’d had to coordinate with a bunch of fighters he didn’t know, then it would likely have slowed him down. Instead he was able to skitter around the edge of the melee, watching Ahri’s blinding white ki smash enemies left and right. He saw Cade wading in like a boxer, punching things but not being particularly flashy. A martial artist then? Not familiar with ki? Shell didn’t know his game, but he did see the little grenade he chunked out, which exploded in a spray of ice against the ground. Caffey was the most dynamic to watch, though. She wreathed herself in ki before launching herself forward into a stream of punches and kicks. It was pretty impressive to watch, even though he couldnt see whether it did any significant damage.
But Shell had his own things to do. His black-bladed sword was wickedly sharp, and he intended to send a few Saibamen to their early graves, especially once he saw them errupt into that chitinous armor...chitin that looked a lot like the chitin surrounding his own rm. It made him even more angry, and he ran forward with a guttural cry, attempting to plunge his sword into the chest of the first little black mutant that stepped up to the plate. Afterwards he would yank the sword back. Their bodies offered no more resistance to the blade than butter, and he was quickly ready to stab into another little devil, but he saw one sneaking up to Cade’s side, who was busy punching his way into the front of the masses of bodies, soon to be overwhelmed without help.
So instead of swinging right away at the nearest Saiba-freak, Shell raised an arm up and swung down, his teal appendage extending as the chop fell, until it became a long, snakelike whip, that twisted past and around the other saibamen, trying to stab the minor monstrosity right in the back of the head as he shouted, “Cade! Look sharp!”
Hopefully his warning, and his blade, would be fast enough. The teal arm retracted back like a measuring tape, bringing his sword with it, poised and ready for a spirited defense. Surely the diminutive demons would not welcome all four fighters wading in and trying to chop them to pieces.
PLAYER ACTIONS
RELEVANT ABILITIESRushing Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Relentless Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again. Pummel Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. A Thousand Cuts Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Namekian Physiology You may make a single melee attack from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, regen 2 HP naturally at the end of each turn. RELEVANT EQUIPMENT
REACTIVE ACTIONSNoneAT-WILL ACTIONSNoneBONUS ACTIONSShell activates his “Katchin Sword”! Shell’s Strikes this turn count as Critical Hits (for effect only), deal +3 damage, and have a 50% chance to inflict wound!STANDARD ACTIONSShell used the basic technique “Strike” two times! Shell activates “Namekian Physiology” on his second Strike to allow him to make a melee attack from range! That attacks also gains +10 Accuracy!Strike Dice Roll: aa|oXuYD1d100+35Strike Damage Roll: 1d8+7Strike Pummel Roll: 1d4Strike Wound Roll: 1d100 Wound will be inflicted if the roll is under 50.If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing””Wound” inflicted by this technique will deal 4 damage per turn and lasts for 3 turns due to “A Thousand Cuts”Strike 2 Dice Roll: 1d100+45Strike 2 Damage Roll: 1d8+7Strike 2 Pummel Roll: 1d4Strike 2 Wound Roll: 1d100 Wound will be inflicted if the roll is under 50.If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing”Wound inflicted by this technique deals 4 damage per turn and lasts for 3 turns due to “A Thousand Cuts”Shell used 2 Standard Actions to attack Saibamen this turn. Saibamen Automatically take 3 Damage that bypasses DR and Temp HP due to “Relentless” Ability! Relentless Stacks: 1 PL: 1,141 1,000 HP: 40/40 | TEMP HP: 20/20 | KI: 85/100 FIGHTING: 30 | ENERGY CONTROL: 10 | REFLEXES: 30 | RESILIENCE: 10 MELEE ACCURACY: 35 | ENERGY ACCURACY: 15 | DEF: 70 DR: +0 | DMG MODIFIER: +4 | KI COST: -0 ACTIVE EFFECTS: PL Suppression (1,000), Status Immunity (All) LIMITED EFFECTS: Katchin Sword (1/3), Namekian Physiology (1/2) DAMAGE TAKEN THIS TURN: 0 Kiryu darthlunchbox A.I. Caffey [413 Words] [2989 Words Total] 1d100+35·1d8+7·1d4·1d100·1d100+45·1d8+7·1d4·1d100
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Post by Kiryu on Oct 21, 2019 22:35:28 GMT -8
The ravening horde of Saibamen swarm around you, and the battle is joined. Caffey picks her way across the battlefield with trademark grace and fluidity. Cade attempts to use an item before rushing in, but the Saibamen don't seem much bothered by the cold. Conversely, they shied away from Ahri's display hissing and snarling at the rays of light that sear their retinas. After that, Shell is able to follow up efficiently, his obsidian sword carving through several Saibamen, leaving them in multiple pieces in a gory display. The Saibaman don't seem to be overly thinned out, and you can all feel a dark ki welling in the Saibamen. It does not manifest visibly, but their muscles bulge grotesquely, some of their skin splitting and bleeding, unable to accommodate the sudden growth. It looks like it should cause debilitating agony, but none of the genetically engineered monstrosities betrays any pain. They shriek and snarl and seem as though they are moving even more quickly than they did before. They move, surrounding you, slashing and rending with their sharp claws. There is no strategy, no attempt at cunning maneuvers or precision strikes. There is only tooth, and claw, and the savagery of the battle as the monsters tear through even other Saibamen in their desperation to consume you.
[WC=217] [TWC=1,954] Battle Tracker
Defense Phase- After DR, Caffey hits for 0 damage, Cade hits for 0 damage. Ahri inflicts Blind and hits for 33 damage bypassing temp HP. Shell hits for 10 damage, taken on temp HP, and inflicts Wound for 6 turns, deal 4 damage bypassing DR per turn. Saibmen take Wound damage on temp HP.
Damage taken; 33 bypassing temp HP, 14 temp HP
Guard: +10 DR. -10 ki
Offense Phase
At Will: Enhanced Dragon Dash (-7 ki, +10 Attack, +5 damage)
Standard Action 1: Frenzy (Physical Melee Area, -25 ki) Slashing
Attack Roll: Q4aNEGG21d100+35
18 Damage, 4 bypassing DR on miss
Wounding 40%: 1d100
Standard Action 2: Frenzy (Physical Melee Area, -25 ki) Slashing
Attack Roll: 1d100+35
18 Damage, 4 bypassing DR on miss
Wounding 40%: 1d100
Battle Stats Base PL: 1,000
PL: 1,250
HP: 47/80 | Temp HP: 29 | KI: 40/100
MELEE ACCURACY: 10 | ENERGY ACCURACY: -10 | DEF: 55
DR: +2 | DMG MODIFIER: +3 | KI COST: -0 | Power Up Ki Restored: 15/100 1d100+35·1d100+35·1d100+35·1d100
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