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Post by Nal on Nov 5, 2019 1:36:05 GMT -8
Even since first setting foot near the demonlands, Nal felt that one power, one that was enormous - probably stronger than hers, and so oddly familiar at that. It was a whole different type of power, none of the mystical stuff, none of the magicks that the baron Atalan had at his beck and call. No, this one was far more destructive, more like the ki she saw Kiryu use, but raw, more earth-shatteringly brutal. But it still felt familiar - and Nal was wondering why. She had a theory - if it wasn't the power that was similar, perhaps it was the user. And that would mean there is another majin out there.
She wasn't overly thrilled with that idea at first - majins were brutal and powerful, she... well, she wasn't. Her powers were mostly used in healing and helping, that or denial of strength to others for a time. It wasn't a "real" power, like that of others of her kind, and while she dismissed it, Nal knew that deep inside, that makes her feel insecure. What if the other majin would laugh at her for not being a "real" fighter like them? She could take that from people, since they didn't understand a thing about her kind, but from one of her own...
On the other hand, she had candy - which every majin loved, and one of her own would definitely be a good partner in training - majins were practically indestructible, even were one to fall, they could reconstruct over time. She still wasn't sure if she could do that, but even so, the gray girl has been more durable than any of the humans or other people around. It was only reasonable that this other majin would be too - and that would make training really easy, since neither of them would have to pull any punches. No holding back - just full strength of what they have, brought to bear against the other. Nal would probably lose and have to nurse her own wounds - especially that she couldn't punch herself back to health, for some reason, that just did not work. But still - maybe she would be able to at least hurt the majin enough to require healing, then practice healy punching before she got brought low. Or maybe she could convince the other one that if they'd let Nal heal herself and then heal them, the fight would be better, take longer and be more fun. Failing that... she's had those special brand marzipan bars that could serve as a bribe.
With that in mind, the gray girl sighed. And decided to, reluctantly, set foot onto the southern demon desert once more, to find the other demon and fight with them. But as it happens, soon the uncertainty got overtaken by excitement - and Nal began to grin, despite herself. Whatever comes, this would be an interesting, fun event. She'd just have to follow that power and wait for it - and that gave Nal an idea... And the idea was simple - instead of chasing, she planned to skip ahead of where that familiar power was headed, intercept it - and use some generic ki blasts to scorch a message into the sand. One word message - "CANDY", with an arrow pointing towards one of the nearby rock formations, where Majin Nal sat and waited. Excited and worried in equal measure.
[WC = 558]
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Post by Majin Zam on Nov 6, 2019 1:16:43 GMT -8
Arid wind blew across the beaten wasteland. Withered trees and misshapen rocks stood around awkwardly, like strangers too nervous to start a conversation. In stark contrast to the gloomy scenery, someone hummed a cheerful tune. It didn’t really have a beginning or end. Just a collection of notes playfully mashed together. A closer look revealed a short girl, almost human in appearance. Almost. Yet the bubblegum pink skin was the first hint of her identity. Pale antennae jutting from a messy head of hair wiggled with each step. The sporty attire of a simple tank top and black shorts had been stolen from somebody’s clothesline. Her wildly fluctuating energy proudly declared the demonic heritage behind it. Yup, she was a Majin.
And she was on an adventure!
After finding all sorts of wonders and weirdness in Central City, the little demon had finally decided to head back home. Playing with humans was fun, buuut they broke too easily. Except the ones who were cheating meanies... So she wanted to play with other demons again. Someone big and strong! Who could play rough and take a beating! Like Big Green or... The line of thought fizzled away when scorch marks in the sand caught her attention. She squinted at the message, cocked her head and stroked her chin... Hm hm, yup yup... These mysterious symbols seemed kinda familiar. Like she had seen them somewhere before in that exact same order. Too bad she couldn’t read.
However, Zam did understand what arrows meant. Her golden gaze curiously trailed towards the pointed direction. Tentatively she sniffed the air. Something smelled good... Likewise, her antennae wiggled, feeling what other senses couldn’t capture. Something felt familiar... Ooh, someone was over there! Without wasting a moment, she sprinted towards the new encounter. Her rapidly tapping feet left a cloud of dust in her wake. If the plan had been to lure in the chaotic creature...
It definitely worked.
Upon reaching the rock formation, the bundle of energy came to a skidding halt. Her voice chimed cheerily. Aaand loudly. Demanding undivided attention. “Heeey! Hey, listen!” Suddenly her hand stretched towards the stranger. It clearly wanted to punctuate her words with insistent patting. Pat pat. “You feel like Zam! Are you you like Zam?” ...Patpatpat. She leaned closer to the gray girl, eyes glimmering with curiosity. “What’s your name?” Without pausing to take a breath, she blurted out perhaps the weirdest question of the barrage. “Why do you smell good?” If the stranger didn’t answer quickly enough, the little Majin would continue bombarding her with questions. And pats.
[436/436] BATTLE TRACKERRolling for turn order: Z2AX4VT|1d100 DEFENSE PHASE. Opponent Attack 1: Zam 45 vs Opponent (Acc) = Result Attack 2: Zam 45 vs Opponent (Acc) = Result Total damage: - 3 =
OFFENSE PHASE.
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS. -
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses per thread. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced 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 per thread. 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 | -14 ki | 1 use per thread. 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 | -(19+Attack cost) ki | 1 use per thread.
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: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +10 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 95/95 | KI: 155/155 PL: 5533 (base) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 45 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100
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Post by Nal on Nov 6, 2019 4:59:25 GMT -8
And there it was... and it came... and it was just like Nal: small and unassuming. And it also was a female majin! If not for the fact that new one was pink, she'd think there was a mirror in the way. Especially with how her hair tendrils began to shift, to mimic Zam's own, without much of a thought. Or any, actually - they just did that. Zam, was how she introduced herself, and the fellow majin seemed rather eager and joyful too. Maybe this could be better than those awful, frightened visions her dumb mind was insisting on having! "Yes, hi! I'm Nal and I'm you- uh, I'm like you, yes. I'm a Majin and you are too, which, uh, I think you know anyway, but that's irrelevant, what is relevant is that I wanna fight! But not like, fight for real, just train a little because I have those powers that I can't really learn on my own and need others to help me with it. So I'm not, like... super stupid powerful or anything. You're probably a lot stronger than me! But I want to try anyway. And if we have fun training, I have lots of candy to share with you, it's probably what you smell. Lots and lots of tasty candy. What do you like the most?"The questions were quickly answered with the gray one's onslaught of words and the end of the speech was finished with the majin tossing the bag of candy between the two - with a wide assortment of sweets within, there was even one of those large lollipops that could in no conceivable way fit into anyone's mouth, unless that someone was like the two in here. Gumdrops, hard candy, soft, chewy candy, fudge bars, sour gum cubes... and whatever else anyone could imagine. There were even a few bars of chocolate in the mix! And, of course, the crowning jewel - three wide, big bars of marzipan, coated in chocolate, then a layer of differing things, depending on a bar - orange jello, coconut shavings and coffee spread respectively - and finally, a second layer of chocolate coating the previous one. Nal was pretty proud of herself for finding those. "If you wanna fight a bit, we can fight a bit, then you can pick me up from the floor and we can eat these, how is that for a plan? I like it, but I hope you do too!" - the gray one grinned, before entering a semi-certain fighting stance. Obviously, she was eager for this, but all the talking meant the other majin didn't even get to reply yet. [438|996] BATTLE TRACKERInitiative roll: c50ZVu7P1d100DEFENSE PHASE: Attack 1: Nal 55 vs Opponent (Acc) = Result Attack 2: Nal 55 vs Opponent (Acc) = Result Total damage: - 11 = OFFENSE PHASE:At-Will: - Bonus Action: - Standard Action 1: - Standard Action 2: - EFFECTS:- ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally EQUIPMENT:Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle DEFENSE/UTILITY TECHNIQUES:GIANT FORMAction: Bonus Action Effect: +25 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. HEALAction: Bonus Action Effect: Heal 15 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. DEFLECTAction: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread. OFFENSIVE TECHNIQUES:www.youtube.com/watch?v=K8E_zMLCRNg HP: 65/65 | KI: 100/100 PL: 3334 FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 20 | DEF: 55 DR: +11 | DMG MODIFIER: +1 | KI COST: -1
1d100
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Post by Majin Zam on Nov 7, 2019 3:39:33 GMT -8
Excitement shined brighter on the pink Majin’s features when her gray mirror image answered. “Nice to meetcha, Nal!” The short and simple name fit into her vocabulary nicely. No nickname needed! ...Buuut she would eventually come up with one anyway. She always did. Where other demons might have gotten overwhelmed with the flood of new information, the bundle of energy seemed to be keeping up fine. Her curious stare never wavered. She nodded along, giving approving hums here and there. Near the end there she even chimed eagerly. “Good plan, great plan~!” Maybe chaotic minds thought alike? Ooor more likely she just caught the words ‘fight, fun and candy’... And decided that this was the best plan ever...
When Nal revealed the sweet hoard, Zam’s golden pupils turned into twinkling stars. A waterfall of drool cascaded from her open mouth. Having lived her life in hellscapes, both figurative and literal, she had never encountered so many kinds of sugary treasures. Suddenly her rubbery arms stretched again. This time they wanted to wrap around the gray friend and pull her into a tight hug. “You’re the best!” Her physical power was something monstrous, enough to crack bones... Well, for those who had such silly things. Needless to say, the bribe worked. Probably even better than planned. Instead of just getting a sparring partner, the unassuming Majin had gotten a friend. A new best friend!
Fortunately, even if the gray girl did get caught in the suffocating squeeze, the pink menace would ease up soon enough. Her arms snapped back and fingers curled into determined fists. “Okay! I’m gonna fight you! And then we eat ALL THE CANDY~!” She took a step back and flashed a cheeky grin. “But you better be ready...” With a proud bounce, she puffed her chest and tapped a thumb against it. “Cuz I am super stupid!” ...Powerful. She meant powerful.
Now it was Zam’s turn to mimic her new friend. Her strange energy signature shifted, shrinking until it matched the other girl. She didn’t notice it herself. Mercurial by nature, her body worked in weird ways. Even her power went up and down like a cackling kid on a pogo stick. What went down might soon bounce back up again. Glimmers of pink energy trailed across her exposed skin. Sharp senses could pick up traces of odd magic. She was preparing for mischief!
“Ready?”
[404/840] BATTLE TRACKER DEFENSE PHASE. Attack 1: Zam 45 vs Nal (Acc) = Result Attack 2: Zam 45 vs Nal (Acc) = Result Total damage: - 3 =
OFFENSE PHASE.
At-Will: Suppression Weird Power | PL drops to 3334 Bonus Action: Countermeasures Mischievous Magic | Gain 2 stacks of Countermeasures | -14 ki
Standard Action 1: -
Standard Action 2: -
Passive: Kai Robes Endless Energy | +3 ki
EFFECTS. Weird Power | PL suppressed to 3334 Countermeasures stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses per thread. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced 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 per thread. 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 | -14 ki | 1 use per thread. 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 | -(19+Attack cost) ki | 1 use per thread.
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: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +10 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 95/95 | KI: 144/155 PL: 5533 (base) -> 3334 (suppressed) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 45 DR: +3 | DMG MODIFIER: +2 | KI COST: -1
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Post by Nal on Nov 7, 2019 4:11:49 GMT -8
The more she listened to the other majin, the more her uneasiness got dispelled and changed into a joyful, happy thought, reflected by that huge grin on her face. This majin was fun! And loved to fight and eat candy, because of course, but she didn't seem at all power-crazed like Nal thought other majins to be... and then, suddenly, there were long, rubery arms around her! First thinking it was an attack for the spar to start, Nal soon realised it was a hug! And even though it was strong and probably would cost a human a bone or twenty, Nal had no such problems - not only her body was malleable and rubbery, but also tough as nails! And so, the majin returned the hug of her new, pink friend, with one of her own - as strong as she could! While not as powerful, she was definitely strong. "I'm not the best! But I want to be. So after we're done doing this, maybe we could learn more together and I can show off some of my powers, because they're really cool and awesome, like magic" - the gray majin nodded a few times excitedly, taking on the combat stance once more. Then... she felt the power of the other majin lessen, until it... pretty much perfectly mirrored her own! Nal blinked. Maybe she should be doing that too? With others that are weaker. Fight on their level and get the fights to last longer and maybe teach her a little more... somehow, that didn't cross her mind before at all. This other majin was clever! If less eloquent than Nal, but that was pretty much a given - the gray gal considered herself odd for speaking so much and in such long, eloquent ways. For a majin, at least. Humans and others probably knew fancier words for a whole lot of things. Then... her lips curled down. "Ready! But... Stupid? Why do you say that? I think you're clever. A bit." Nal replied, rather confused by the statement, but... something didn't sound right about it. She was not like, book smart, or Nal smart, but probably wasn't dumb, right? Then again, she didn't even know that yet... the gray majin would have to find out if her pink friend was, actually, stupid. She didn't want to assume, but that would make her assume the other way, right?... One would have to wonder that, if Zam was the one being stupid, how to call Nal, whose overthinking gave the supposedly dumb one an opening to attack first. [426|1422] BATTLE TRACKERDEFENSE PHASE: Attack 1: Nal 55 vs Zam (Acc) = Result Attack 2: Nal 55 vs Zam (Acc) = Result Total damage: - 11 =
OFFENSE PHASE:
At-Will: - Bonus Action: -
Standard Action 1: -
Standard Action 2: -
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +25 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 15 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:
Shamefully absent.
HP: 65/65 | KI: 100/100 PL: 3334 FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 20 | DEF: 55 DR: +11 | DMG MODIFIER: +1 | KI COST: -1
1d100UAbPxhTp
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Post by Majin Zam on Nov 8, 2019 9:25:03 GMT -8
When Nal announced she was ready, Zam’s grin widened with maniacal glee. It was fight time. Her favorite time right after play and snack times. But definitely before nap time. The rest of the confused comment blurred into a meaningless buzz in her ears. Nope, she wasn’t really listening anymore. Instead, she shook her head vehemently. “Less talky, more punchy~!” She was itching to go already. And if her new friend wasn’t going to make the first move... Then she would!
Suddenly the pink girls aura erupted into a wild blaze. She launched herself towards the sparring partner with a rubbery leap. Her fist snapped into a careless punch, aimed haphazardly at the opponent’s gut. It carried enough power to send an average person crashing into the nearby rocks. Or through them. Hit or miss, she continued pursuit. Another punch followed, a reckless upwards swing, violent enough to lift most people twirling into the air. Strength she had plenty. Control... Not so much... The motions were sloppy. Untrained. Performed by someone who had gotten her training by watching bigger demons punch the lights out of each other.
After the dashing punches, the girl paused briefly. The blazing aura sputtered before fading away completely. Yet beneath the skin her energy kept bubbling endlessly. Even with such wasteful movements, she wasn’t going to get tired anytime soon.
[230/1070] BATTLE TRACKER DEFENSE PHASE. Attack 1: Zam 45 vs Nal (Acc) = Result Attack 2: Zam 45 vs Nal (Acc) = Result Total damage: - 3 =
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
At-Will: - Bonus Action: Dragon Dash | +3 dmg to melee attacks | -6 ki
Standard Action 1: Strike (haphazard straight) Accuracy: I4Vz8egR1d100+20 Damage: 1d8+5
Standard Action 2: Strike (reckless uppercut) Accuracy: 1d100+20 Damage: 1d8+5
Passive: Kai Robes Endless Energy | +3 ki
EFFECTS. Weird Power | PL suppressed to 3334 Countermeasures stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses per thread. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced 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 per thread. 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 | -14 ki | 1 use per thread. 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 | -(19+Attack cost) ki | 1 use per thread.
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: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +10 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 95/95 | KI: 144/155 PL: 5533 (base) -> 3334 (suppressed) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 45 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+20·1d8+5·1d100+20·1d8+5
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Post by Nal on Nov 9, 2019 1:49:47 GMT -8
And there she went. Nal wasn't even sure she was heard at first - but soon decided it didn't matter. This was not the time for rambling, this was the time for fighting! She would still do both, probably, but now, it was about time to focus and not get hit. And as she thought that, she got hit. First, she instinctively dodged the gut punch, blinking as it happened so close she could almost feel the brush of a fist against her stomach, but that blink caused her to miss the punch upwards! Nal's teeth clanked as they got struck together, though there was not much more of an effect than that - the little majin was deceitfully tough! "Alright! Sorry, I just talk a lot sometimes. Lots of times. ...Most of the times." - she spoke, deciding to focus her senses on the opponent - grinning as she did. This fight was still the best and most fun ever, and even sensing that energy next to her made Nal a happy lil' majin. So happy, in fact, that she responded with a combo of her own - first was a simple, straight punch to the chest, with no strength barred at all - and physical strength she had in abundance, making up for her lacking ki control. Just like Zam's, her punch could send a person soaring through the skies and unlucky rocks on the way. Then, using the momentum from the punch, whether it hit or not - the gray majin spun in the air, delivering a vicious spin-kick towards her new friend's head! [260|1682] BATTLE TRACKER DEFENSE PHASE: Attack 1: Nal 55 vs Zam 27 = Miss Attack 2: Nal 55 vs Zam 110 = Hit! Total damage: 6 - 11 = -5 (no damage)
OFFENSE PHASE:
At-Will: - Bonus Action: Sense (+5 accuracy, +5 defense this turn)
Standard Action 1: Strike (chest punch) Accuracy: YKO|f6ni1d100+40 Damage: 1d8+1 Standard Action 2: Strike (spin kick) Accuracy: 1d100+40 Damage: 1d8+1
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +25 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 15 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:
Non-existent.
| HP: 65/65 | KI: 100/100 | PL: 3334 | | FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 20 | DEF: 55 | | DR: +11 | DMG MODIFIER: +1 | KI COST: -1 |
1d100+40·1d8+1·1d100+40·1d8+1
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Post by Majin Zam on Nov 9, 2019 23:07:06 GMT -8
Much to the wild puncher’s surprise, her strike failed to have the usual effect. The foe didn’t fly away, or even budge really. Puzzled, she withdrew her fist and stared at the unharmed opponent. “Tough...” She barely had time to mutter her single thought when the retaliation came. When it came to close combat, she was clearly slower and less experienced. And it showed. The powerful combo caught her completely off-guard.
However...
As expected of any Majin, Zam was deceptively durable too. Hers just came in a different form. The heavy punch sank into her soft chest, like hitting a huge marshmallow. While her breath was knocked out with a squeak... “Eep!” ...It couldn’t quite get through her rubbery defenses. The sudden kick fared far better. It bashed a deep dent into her head and sent her tumbling away. Dust puffed and rocks scattered as she crashed against the nearest boulder.
Soon the pink powerhouse bounced back onto her feet. Evidently having her skull squished didn’t even slow her down. Eh, it was pretty empty anyway. Suddenly she sucked in a huuuge breath of air... Clasped her mouth shut aaaand... Pop! Her head bulged back to its regular shape. Even the darkened bruises on her skin rapidly healed until only minor scrapes remained. Those too would soon heal.
The confusion turned into glee. “Wow, you’re super tough! Just like Zam!” Zam had never fought another Majin before. It felt familiar, yet also different... More... She wanted more! Her fingers curled and sparks of ki crackled around her hands. Quickly the energy gathered into twin orbs within her palms. They pulsed, growing to the size of a baseball. “Here, catch~!” With a wild twirl and throw, she launched both balls towards Nal. If the foe touched them, she would quickly learn a key thing about the pink Majin. Her enthusiasm was...
Explosive.
[316/1386] BATTLE TRACKER DEFENSE PHASE. Attack 1: Zam 45 vs Nal 100 = Hit! 2 dmg! Attack 2: Zam 45 vs Nal 114 = Hit! 7 dmg! Total damage: 9 - 3 = 6
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 HP
At-Will: - Bonus Action: Sense | +5 Def and +5 Acc all attacks
Standard Action 1: Energy Blast (Orb One) | -1 ki Accuracy: hEh9QmdV1d100+40 Damage: 2d6+4
Standard Action 2: Energy Blast (Orb Two) | -1 ki Accuracy: 1d100+40 Damage: 2d6+4
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Weird Power | PL suppressed to 3334 Countermeasures stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses per thread. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced 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 per thread. 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 | -14 ki | 1 use per thread. 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 | -(19+Attack cost) ki | 1 use per thread.
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: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +10 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 94/95 | KI: 148/155 PL: 5533 (base) -> 3334 (suppressed) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 45 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+40·2d6+4·1d100+40·2d6+4
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Post by Nal on Nov 10, 2019 3:56:44 GMT -8
The gray girl grinned, nodding. "I am! And you are too!" - she chirped happily, considering her next move - realising that her repertoire of attacks was rather pitiful. Nal only knew how to punch, really, the technique she's worked on hadn't yet been ready, and through the rather obvious regenerative powers of Zam - something Nal really had to work on too - this may not be enough to actually do any serious damage. Then again, she felt the durability to be way less than her own, and... what was that sound and flash? Ki blasts! Nal knew those and grinned, trying to dodge out of their way, but it seemed Zam was much better at flinging these around than she was at punching. A split second before being hit, the gray majin realised she wouldn't dodge these, but they couldn't have been that bad, right? Oh it could. The kaboom was earth-shattering, leaving holes in the desert. Reactive sensing have saved Nal a colossal strike from the first orb - were she not sensing, this would blow a huge chunk of her rubbery form - and the majin was more than aware of that. The other strike was also mighty, strong enough to hurt Nal despite the toughness her body had. The gray one looked over her shoulder, at the crater she wasn't in, shuddering at the thought of what would happen if that thing hit her... "Those are strong. Stronger than my fists." - the majin stated, before considering. And deciding to just keep fighting, waiting for an opening to use some of her more interesting stuff than just fists and kicks. For now, however, the gray girl rushed straight at her friend, body low to avoid any further energy blasts - then leapt up into the air, aiming to do twin kicks to Zam's chest! With a flourishing spin at the end, just like Kiryu. She would be as stylish as him one day, Nal hoped! [322|2004] BATTLE TRACKER DEFENSE PHASE: Attack 1: Nal 60 vs Zam 56 = Miss Attack 2: Nal 60 vs Zam 108 = Hit! Total damage: 12 - 11 = 1
OFFENSE PHASE:
At-Will: - Bonus Action: Sense (+5 accuracy, +5 defense this turn)
Standard Action 1: Airborne Kick 1 Accuracy: UbS7odDp1d100+40 Damage: 1d8+1 Standard Action 2: Airborne Kick 2 Accuracy: 1d100+40 Damage: 1d8+1
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +25 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 15 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:
Found elsewhere.
| HP: 64/65 | KI: 100/100 | PL: 3334 | | FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 20 | DEF: 55 | | DR: +11 | DMG MODIFIER: +1 | KI COST: -1 | 1d100+40·1d8+1·1d100+40·1d8+1
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Post by Majin Zam on Nov 11, 2019 0:38:22 GMT -8
Glimmering explosions shook the scenery. Dust danced in the wind. Tiny rocks rained down. And Zam laughed. “Mweeh~hehehehehehee~!” Her gleeful giggling bounced in the air. Seeing things blow up tickled her in the best ways. She couldn’t even put it into words. Seeing the gray girl emerge mostly unharmed only fueled her excitement. Usually this was the point where bigger demons wanted to stop -ooor just went boom-, but her new friend obviously could handle it. Yay!
When the retaliation came, the pink Majin was still too busy snickering to actually dodge. Again the first hit sunk into her soft flesh, not meeting much resistance. “Oof!” Yet the second one struck something solid enough within her. It sent her bouncing backwards, until she came to a skidding stop. Even as she hopped back up, foot-shaped imprints remained. Squeezing her hands into fists, she focused deeply... “Hnnnnn...!” Boing! Back to normal! Mostly anyway. Little by little, the challenger was whittling through her regeneration...
Where most fighters would naturally grow winded, Zam showed no signs of slowing down. The opposite actually... She was picking up the pace. Pearls of raw, unstable power manifested in her hands. Tiny, but volatile. Just like her. She flung the miniature ki bolts towards the foe, like a handful of marbles. Upon contact with anything, they would go off with a painful crackle. More... She followed up with another fling, launching a second set of bolts. More! A third fling aimed to batter the opponent even further. Quantity over quality. Aaaand carpet bombing over actually aiming.
After launching the tiny storm of ki, the excited girl had to stop for a moment. A wheeze of steam escaped past her lips. “Pheeew...” The black eyes widened, yet the golden pupils shrank into mere pinpricks. Slowly her smile grew sharper, twisting into a crescent grin. “Hey... Wanna see something COOL?” For a seemingly innocent question, it carried ominous energy. Her cheerful tone deepened the unsettling contrast.
[329/1715] BATTLE TRACKER DEFENSE PHASE. Attack 1: Zam 45 vs Nal 55 = Hit! 3 dmg! Attack 2: Zam 45 vs Nal 62 = Hit! 7 dmg! Total damage: 10 - 3 = 7
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +2 HP
Bonus Action: Sense | +5 Def and +5 Acc all attacks
At-Will: Phaser Ring Tiny Orbs | Energy Blast, costs nothing, cannot crit hit or crit miss, doesn’t interact with Traits or Class Features Accuracy: OrNfTDoz1d100+40 Damage: 2d6+4
Standard Action 1: Energy Blast (More orbs!) | -1 ki Accuracy: 1d100+40 Damage: 2d6+4
Standard Action 2: Energy Blast (Even more orbs!) | -1 ki Accuracy: 1d100+40 Damage: 2d6+4
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Weird Power | PL suppressed to 3334 Countermeasures stacks left: 2
ABILITIES. Lifedrinker | Each successful attack restores 2 HP. Power of Legends | +50% base Power Level. Powerful Ki | +20 max ki, regain +3 ki at the beginning of every turn. Reckoning | Gain an additional Standard Action | At-Will | 2 uses per thread. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses per thread. 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 | -14 ki | 1 use per thread. 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 | -(19+Attack cost) ki | 1 use per thread.
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: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +10 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 92/95 | KI: 152/155 PL: 5533 (base) -> 3334 (suppressed) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 45 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+40·2d6+4·1d100+40·2d6+4·1d100+40·2d6+4
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Post by Nal on Nov 11, 2019 1:29:46 GMT -8
There were orbs... and orbs... and more orbs. Way, way too many orbs to deflect or dodge them all - and so, they started crashing against Nal's body. With many "Ow"s and "Ouch"s throughout the barrage, the gray majin hunkered down to endure the onslaught of orbs - feeling them chip away at her defenses, then plainly, tearing out chunks of the gelatinous form the majin had taken. Bit by bit, not huge amounts, but a decent chunk. In the end of the barrage, Nal's arms, crossed over her head for protection, were rather ragged and worse for the wear - but the majin's eyes were closed and she exhaled slowly through a partly open mouth. The tendrils mimicking hair have turned, twisting and coiling around eachother until they formed some rather thin, adorable dreadlocks. A hairstyle she always associated with mysticism since that forced nap who knows how long ago. And at that, the majin's body was surrounded by an emerald aura, the colour of a wrapping for an apple sour gum. And where the green light touched, wounds began to close! Swiftly reforming, faster than majin regeneration should be able to heal. Especially that this particular majin wasn't so good at regenerating at all either way. In the end - the arms were almost as good as new, with a few gashes that the power could not heal through. "Well that hurt." she said, looking up and Zam and her crooked smile. Frowning slightly. "Last time I heard that, I got put to sleep for a lot of years. But I like cool things and I have one cool thing I can do too, so... promise I get to show you my cool thing after, okay? Oh and also I'm gonna attack you now." - and so the majin did. While a hand rested on the hilt of her sword, the first attack was a kick, right to the pink one's thigh. Nal planned to user her sword to strike at her friend/opponent, but decided against it, the sword's mystical aura speaking to her and advising against it - that is what Nal told herself. In fact, her reasoning was it wouldn't be cool enough. Instead, the gray girl decided to let go of the hilt and use the hand to punch Zam in the face with a vicious hook! [389|2393] BATTLE TRACKER DEFENSE PHASE: Attack 1: Nal 55 vs Zam 61 = Hit! Attack 2: Nal 55 vs Zam 120 = Hit! Attack 3: Nal 55 vs Zam 120 = Hit! Total damage: 27 - 11 = 16
OFFENSE PHASE:
At-Will: - Bonus Action: Heal (+15 health)
Standard Action 1: Thigh Kick Accuracy: AnUMaPIE1d100+40 Damage: 1d8+1 Standard Action 2: Face Hook Accuracy: 1d100+40 Damage: 1d8+1
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +25 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle.
HEAL Action: Bonus Action Effect: Heal 15 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally.
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread.
OFFENSIVE TECHNIQUES:
Woefully lacking.
| HP: 63/65 | KI: 91/100 | PL: 3334 | | FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 20 | DEF: 55 | | DR: +11 | DMG MODIFIER: +1 | KI COST: -1 | 1d100+40·1d8+1·1d100+40·1d8+1
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Post by Majin Zam on Nov 12, 2019 3:59:02 GMT -8
When the gray girl was suddenly engulfed in an emerald aura, the pink powerhouse stared keenly Curious. Mesmerized even. Her lips formed a little o of pure wonder. All the missing bits just grew back! Her own body healed kinda quick, but that was super fast! Quietly she wondered if she could do that thing too...
Buuut all that was soon forgotten.
Now that Nal had made the mistake of agreeing, nothing was holding Zam back anymore... Well, except maybe getting punched in the face. That usually put a pause on any mischievous plans. Even when the attack was graciously announced, the distracted Majin was pretty much a sitting duck. The kick actually collapsed her thigh, causing her to wobble. Right into the fist! “Ow!” The hook bashed her in the cheek, sending her face first into the dirt. It seemed each strike was stronger than the last, dealing a bit more damage... And more. On contact, wisps of that endless energy were siphoned away. Now the attacker too would feel the refreshing rush of bubbly ki coursing through her.
“My turn~!”
Without missing a beat, the rubbery girl twisted back onto her feet. A trickle of purple blood ran from the corner of her mouth, but she didn’t even bother wiping it away. Instead, she raised both her hands towards the skies. Like she was holding up an invisible ball. Ooor trying to show that she once caught a fish this big? Oh, nope, it was a ball. Sparkling ki started gathering above her palms. It pulsed with power, growing to the size of a volleyball.
Zam drew her hands back and took aim. “Nyeh hee~! Here, catch~!” With a mighty throw, she sent the brightly glowing projectile right at the foe. The impact alone was heavy. Reminiscent of a cannon ball. It would bash some of her power right out of her body if she got hit. Worse yet, as was the case with every single one of her moves, shortly after hitting something solid enough... Boom! A blinding explosion swallowed the immediate area. It could leave a careless target seeing stars.
[355/2070] BATTLE TRACKER DEFENSE PHASE. Attack 1: Zam 45 vs Nal 116 = Hit! 4 dmg! -2ki! (Pilfer) Attack 2: Zam 45 vs Nal 52 = Hit! 7 dmg! -2ki! (Pilfer) Total damage: 11 - 3 = 8
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +4 HP
At-Will: - Bonus Action: Focus Energy | +15 Energy Attack Acc | -9 ki
Standard Action 1: Bright Burst (impact) | Bashing | Blind 30% | -14 ki Accuracy: Z3Cg|32s1d100+50 Damage: 3d10+2 Blind: 1d100 30 or below to succeed.
Standard Action 2: Energy Blast (Boom!) | Bashing | Blind 30% | -14 ki Accuracy: 1d100+50 Damage: 3d10+2 Blind: 1d100 30 or below to succeed.
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Weird Power | PL suppressed to 3334 Countermeasures stacks left: 2 Pilfer ki lost | 4/30
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 per thread. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses per thread. 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 | -14 ki | 1 use per thread. 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 | -(19+Attack cost) ki | 1 use per thread.
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: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +10 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 90/95 | KI: 117/155 PL: 5533 (base) -> 3334 (suppressed) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 45 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+50·3d10+2·1d100·1d100+50·3d10+2·1d100
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Post by Nal on Nov 12, 2019 7:35:52 GMT -8
The hits were connecting, but Nal was exhausting her options quickly - she knew she wasn't exactly great at the offensive side of things, but hoped her toughness would at least help last a while. It seemed, however, that it wasn't meant to be - the power she had was quickly spent, even while her ki reserves were pretty full - the majin could feel it, but what good was it if she couldn't use it for anything good? That was something to work on. This duel was a good idea, she thought, as it taught her something important. Now, to survive it and- wait why is everything so bright out of a sudden? Oh right, Zam and her cool thing. The gray majin looked up, staring right into a bright ball of energy, looking like it's a miniature sun, except somehow more sparkly. Nal was pretty mesmerised by it - staring at the orb, as it became brighter and larger. Probably because it was cruising at high speed right at Nal's face. Something she probably should do something about... but as she was standing there gawking, it soon became obvious that dodging is out of question. Honestly, this fight had to look comical for a random bystander. Comical and terrifying. Instead of dodging, Nal decided to stretch her arms out. Upon contact, she immediately felt two things - one, her power was being drained. So all that delightful reinvigoration she felt from nicking some of Zam's ki was going down the drain, and this made Nal sad, because that power was delicious. Two - this was beyond what she could naturally deflect, and if she kept being on the defense, the gray majin would achieve nothing other than getting pummeled and boring her new friend. And that was unacceptable. So, she focused - and those red eyes subtly flashed green. Then, just before the boom occured, a green silouhette of the majin bounced the ball aside! The explosion still struck and still shook Nal on her feet, the power from both strikes did fade, but there was way less damage done than there otherwise would've been. Better yet - the same green aura lingered, soothing some of the wounds the explosion did make, restoring Nal to health for another time. But she wasn't done yet. The actual, physical gray majin let out a battle cry - before raising a thumb up, sticking it into her mouth, then blowing some air into it, like a cartoonish character that wanted to bulk up. And, as idiotic as that looked, it worked. Nal broadened, her physique became more chiseled, where there was a small majin a moment ago, now there stood a muscular majin twice the size (and more than that in width) of the original one. "Well, time to show off a little too." - the majin commented. before dashing in once more. She was larger and stronger, which the girl was eager to show to her new friend. Once, by punching her in the face again, then following through with an uppercut, aimed at the stomach - planning to punch her new friend so hard she'd hang off of that fist for a second or two! [525|2918] BATTLE TRACKER DEFENSE PHASE: Attack 1: Nal 55 vs Zam 84 = Hit! Attack 2: Nal 55 vs Zam 85 = Hit! Total damage: (25-7.5) + (18-5.4) -11 = 30.1 - 11 = 19 (rounded down)
OFFENSE PHASE:
At-Will: Abjure (extra bonus action), Restoration (+10 HP) Bonus Action 1: Deflect (-30% damage from all attacks, before DR) Bonus Action 2: Giant Form
Standard Action 1: Face Punch Accuracy: AiiAZKb41d100+35 Damage: 1d8+1+ 1d4 Standard Action 2: Uppercut Accuracy: 1d100+35 Damage: 1d8+1+ 1d4
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (4/30) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (3/5) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +25 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. (Used)
HEAL Action: Bonus Action Effect: Heal 15 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (Used on self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread. (Used)
OFFENSIVE TECHNIQUES:
Absolutely none.
| HP: 54/65 +25 temp | KI: 57/100 | PL: 3334 (base) > 3000 (drained) | | FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 20 | DEF: 40 | | DR: +11 | DMG MODIFIER: +1 | KI COST: -1 | 1d100+35·1d8+1d4+1·1d100+35·1d8+1d4+1·1d8+1·1d4
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Post by Majin Zam on Nov 13, 2019 0:03:22 GMT -8
More mischievous laughter danced in the air. Zam nearly doubled over, clutching her gut. Destroying things was the best! However, the laughter slowly subsided when the opponent’s silhouette emerged from the dust cloud. Upon seeing the foe stick a thumb in her mouth, the pink Majin cocked her head. The golden gaze blinked. Once. Twice. What was she...? Then the drastic transformation happened and the powerhouse’s jaw dropped. “That... is... so cool!” A delighted squeal echoed out. Her eyes twinkled like little stars, full of wonder and admiration. In her mind, Nal knew the secret of becoming an adult. Big, tough and suuuper buff!
Gawking probably wasn’t the best move in the middle of a fight. Due to the distraction, the powerhouse got punched in the face again. “Bwah!” Her rubbery form squished against the mighty fist, unable to resist it fully. The second hit sunk even deeper, bulging through her back. “Eeeh!” She wheezed as her wind was knocked out. Sparks of her energy fled with it, getting siphoned into the opponent. Few seconds later, her elasticity caught up and she was slingshotted into the air. However, all this excitement was fueling her regeneration. First her flattened face popped back into shape, still sporting that awestruck expression. Then her bruised tummy recovered from the impact. The progress the foe had made was getting reversed...
Upon reaching the apex of the short flight, the small Majin flipped around. “Nyeh hee...” As gravity started pulling her back, a dramatic flare of energy engulfed her. “How about this?!” Resembling a tiny comet, she came down both fists extended. Her plan was to tackle and wrestle the big foe with all her weight! All... erm... 121 pounds of it... Much like a small dog, she didn’t quite understand how size differences worked. If she missed or got caught, she would still try her very best to wrestle the towering foe.
[321/2391] BATTLE TRACKER{Spoiler}DEFENSE PHASE. Attack 1: Zam 45 vs Nal 99 = Hit! 3 dmg! -2ki! (Pilfer) Attack 2: Zam 45 vs Nal 57 = Hit! 5 dmg! -2ki! (Pilfer) Total damage: 8 - 3 = 5
OFFENSE PHASE.
Passive: Powerful Ki | +3 ki
Lifedrinker Majin Regeneration | +4 HP
At-Will: - Bonus Action: Dragon Dash | +3 dmg to melee attacks | -6 ki
Standard Action 1: Strike (comet tackle) Accuracy: sczGAUnB1d100+20 Damage: 1d8+5
Standard Action 2: Strike (fierce wrestle) Accuracy: 1d100+20 Damage: 1d8+5
Passive: Kai Robes Endless Energy | +3 ki
Bio-suit Majin Regeneration | +3 HP
EFFECTS. Weird Power | PL suppressed to 3334 Countermeasures stacks left: 2 Pilfer ki lost | 8/30
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 per thread. Intimidating Power | Power Up causes enemies to lose -10 Acc and -1 DMG for 1 turn if they have no natural Edge. EQUIPMENT. Kai Robes | +35 max ki, regain +3 ki at the end of every turn. Phaser Ring | Perform Ranged Enhanced Energy Blast that costs no ki, cannot crit hit or crit miss and doesn’t interact with Traits or Class Features | At-Will | 3 uses left. Universal Targe | +10 DR and immunity to 1 non-special status effect for 1 turn | Bonus Action - Reactive | 2 uses per thread. 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 | -14 ki | 1 use per thread. 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 | -(19+Attack cost) ki | 1 use per thread.
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: -14 ki
Bright Buster Type: Energy, Ranged, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining - This technique costs 5 HP in addition to its Ki cost, but deals an additional +10 Damage. Minor Effect: This technique has a 40% chance to inflict Burn on hit, Energy Attacks only. Cost: -34 ki and -5 HP
HP: 92/95 | KI: 113/155 PL: 5533 (base) -> 3334 (suppressed) FIGHTING ACCURACY: 20 | ENERGY ACCURACY: 35 | DEF: 45 DR: +3 | DMG MODIFIER: +2 | KI COST: -1 1d100+20·1d8+5·1d100+20·1d8+5
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Post by Nal on Nov 13, 2019 3:00:20 GMT -8
The new, big Nal grinned broadly at the words of her fellow majin, beyond happy to be of amazement. "I know! I love it! I have something else that is cool too. Made it myself, even!" - she said, then - got tackled. While the tackle itself did little to the majin, the followed wrestling actually managed to trip her over and cause a fall! And a little grappling session with her pink friend, where the two rolled on the ground, trying to gain advantage over one another. Naturally, being a ton bigger, Nal had an easier time breaking out of the engagement, but actually catching the smaller foe proved to be a little challenge, and in the end, Zam proved victorious in the wrestling match, causing a little dent in the now larger majin's newfound strength. And while it was fun, Nal wasn't yet done showing off! The gray gal squirmed and eventually broke the hold, hand resting on the hilt of her sword. And this time - the blade flashed green before the girl drew it. "I am Nal and I need a better catchphrase!" - she cried out, before unsheathing the sword, turning it as it sailed forward and thrusting it towards her pink friend, aiming to strike at her with the sharp edge on the bottom! And then, without turning the blade, draw it back to herself and into the leathery scabbard she had made in the impish hellforge. Two attacks made as if it was one. A trick she saw in one of those big screens in Central City and really wanted to repeat even since. The fact she got to even attempt that made the girl giggle in joy! "Don't worry! I can heal you if I hurt you too much with it!"[295|3213] BATTLE TRACKER{Spoiler}DEFENSE PHASE: Attack 1: Nal 40 vs Zam 51 = Hit! Attack 2: Nal 40 vs Zam 116 = Hit! Total damage: 14 - 11 = 3
OFFENSE PHASE:
At-Will: - Bonus Action : Activation: Star Sword (crit range +10, crit damage +4, 50% Wound)
Standard Action 1: Slice! Accuracy: Y|W5V6cy1d100+35 Damage: 1d8+1+1d4 Status - Wound: 1d100 Standard Action 2: Other slice! Accuracy: 1d100+35 Damage: 1d8+1+ 1d4 Status - Wound: 1d100
EFFECTS: -
ABILITIES: Rejuvenating Strike: Strikes heal instead of doing damage, does not work on self. | At-will | 2 uses per thread Pilfer: Drain 2 ki per hit, restoring 2 ki to self next turn. | Passive | limit 30 ki per opponent (4/30) Supporter: Give the effect of utility technique to an ally instead of self | 2 uses per thread Healer: Can use Heal one extra time per ally Mysticism: Gain 5 arcane points, spendable on mystic abilities (3/5) Mysticism abilities: -Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. -Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. -Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. -Evoke: You sacrifice 10 HP and restore 10 Ki. -Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
EQUIPMENT:
Flashbang Grenade: 50% chance of Blind | Bonus action | 2 uses per thread OTC Stim: Restore 30 Ki to target next turn or immediately to self | 1 use per thread Expert Training Gear: 50% extra PL for thread rewards Star Sword: +10 crit range, +4 crit damage and 50% chance of Wound per strike this turn | 3 uses per battle (2/3)
DEFENSE/UTILITY TECHNIQUES: GIANT FORM Action: Bonus Action Effect: +25 Temp HP, -15 defense, +1d4 damage per strike. Can target multiple opponents for additional 5 ki per strike. Duration: Until Temporary HP is depleted. Cost: 14 ki Limit: Once per battle. (Used)
HEAL Action: Bonus Action Effect: Heal 15 HP to willing ally or self Cost: 9 ki. Limit: Twice per ally. (Used on self)
DEFLECT Action: Bonus Action - Reactive Effect: Negates 30% of the damage you take from all attacks on your turn. This calculation goes into effect before DR. Cost: 14 ki Limit: Once per thread. (Used)
OFFENSIVE TECHNIQUES:
Should be some in the opponent's sheet.
| HP: 54/65 +22/25 temp | KI: 57/100 | PL: 3334 (base) > 3000 (drained) | | FIGHTING ACCURACY: 35 | ENERGY ACCURACY: 20 | DEF: 40 | | DR: +11 | DMG MODIFIER: +1 | KI COST: -1 | 1d100+35·1d8+1·1d100·1d100+35·1d8+1·1d4·1d100·1d100
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