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Post by Moth Violet on Nov 24, 2019 21:37:15 GMT -8
Moth Violet watched as the swarm of mechanical monsters started to close on Isaac as she glanced over at the large loud mouth of a man cress and then at the black haired woman Savina, "I'll wait on them to go first.." she thought to herself repeating her plan in her mind. The dark magika senshi got into Master Yokai's fighting stance as he had taught her as she waited to see what would happen next, she expected the man Cress and Savina to make the first move on the hoard of mechanical swarm of monsters unless they noticed the group she was in before hand which was also a possibility. Word Count: 111Total Word Count: 2,300 Writers Comments:Tags: zer0gravitea ,@null , Isaac Grey , darthlunchbox . Battle Stats CURRENT PL: 1,647 | BASE PL: 1,647 HP: 40/40 | TEMP HP: 0/0 | KI: 115/115 - 10 (Actions) = 105 (+1 Per Turn) = [106] MELEE ACCURACY: 5 | ENERGY ACCURACY: 19 | DEFENSE: 60 DR: +1 (Class) + 10 (Tech) = 11 | DMG MODIFIER: +0 | KI COST: -0 | POWER UP KI: 0/100 BATTLE TRACKERAt-Will Action:Bonus Action:
Standard Action:Standard Action: No Action CLASS FEATURES: Witch/Wizard Level 0 Witch/Wizard Level: 0 - Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
- Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
- Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects:
- Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
- Divinate: You gain +10 Defense on your next turn.
- Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
- Evoke: You sacrifice 10 HP and restore 10 Ki.
SPECIES TRAITS: Human/Demon Hybrid Lifedrinker - Requirements: Demon
- Effect: Your every successful attack heals you 2 Health Points.
TRAITS:ITEMS:TECHNIQUES: 1d100+24jXPewdpc
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Post by zer0gravitea on Dec 1, 2019 12:57:46 GMT -8
‘Crazy’ was certainly one way to look at Savina’s outlook on, well… most things. The same was likely true of Cress, but the android could at least empathise with where his own desires for struggle came from. It was a quintessential part of being saiyan, and very few others would understand the drive to fight stronger and stronger opponents for the sake of nothing other than the fight itself. Sure, some humans had an insatiable ambition that drove them to become ‘the best’ at whatever the chose- and indeed, many demons were born with an inherent cruelty that drew them to the sheer violence of battle like no others. For Saiyans, however, the reality was, in a way, much more pure. It was simple evolution. Their physiology grew and strengthened with each battle, win or loss-- and so they sought them out. Sure, victory was nice and all, but the point wasn’t necessarily to win. The point was just to fight. There was no inherent cruelty in it, no malign ambition at its core(though some saiyans certainly developed penchants for one or the other), just a raw an unfettered drive to pit oneself against the ladder of the universe. For the moment, however, Savina simply waited and watched. She hovered in the air and observed each of the would-be combatants taking up their readied stances, studying their own individual methods of preparing quickly for the coming struggle. In the thick of the battle, she doubted that she would have the chance to observe each person’s individual fighting style- but at least in this brief moment before the melee, she could extrapolate some of the strengths and weaknesses of each from their basic forms. Hopefully, anyways. wc: 290 twc: 2115
BATTLE TRACKER{Spoiler}DEFENSE PHASE
Attack 1: Savina 80 vs Opponent (Acc) = Result Attack 2: Savina 80 vs Opponent (Acc) = Result Total damage: - 1 =
OFFENSE PHASE.
At-Will:
Bonus Action: Used COUNTERMEASURES | -12 Ki | +2 Countermeasures Stacks
Standard Action 1: -
Standard Action 2: -
Regen: +2 Ki | Infinite Core Type
EFFECTS. Countermeasures 2/2
TRAITS.
Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Like Rubber (Black Water Mist) Requirements: Demon Effect: You possess a natural 2 DR.
Ethereal Forge (AI Assistant) Activation: Passive Effect: You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2. Limit: --
Technique Slots (AI Assistant) Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
Pilfer (AI Assistant) Activation: None (Passive) Effect: Your successful Techniques drain 2 ki from their target, restoring +2 ki to you on your next turn. Ki regained from Pilfer is not prevented by the Cripple status effect. Limit: A maximum of 30 ki may be drained from an opponent; this limit is applied per opponent. EQUIPMENT. Expert Training Gear | Increase the amount of PL earned per post by +50% while wearing this outfit. AI Assistant | 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. Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Three times per thread. Obi | Decrease the cost of all your Techniques by 2 ki. Black Water Mist | While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. DEFENSE/UTILITY TECHS.
COUNTERMEASURES Predicting your enemy's attacks, you ready yourself to respond to incoming attacks. Type: Defense Action: Bonus Action Effect: You gain 2 stacks of "Countermeasure". Stacks of "Countermeasure" may be used as a Reactive At-Will action to reduce Reactive Standard Actions you use to Reactive Bonus Actions, and Reactive Bonus Actions to Reactive At-Will Actions. Each stack used applies to only one Action and must target an action used in the same turn you used that stack of "Countermeasure". Cost: 15 Ki Limit: Once per thread. Ranks: Rank 2 reduces the cost to 10 ki and Rank 3 grants 3 total stacks of ‘Countermeasure’. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS. -
HP: 75/75 | KI: 89/100 PL: 5960 Melee Acc: 40 | Ranged Acc: 25 | DEF: 80 DR: +4 | DMG MODIFIER: +3 | KI COST: -3
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Post by darthlunchbox on Dec 1, 2019 20:14:50 GMT -8
The robots stop just short of the warriors as more of them poured out apparently unsure at first about attacking a group where before there had only been one. They milled about and watched the group with flashing blue white receptors. Eerily, they all cocked their heads to the left at exactly the same time and to the same degree as if they were listening to something. Then they all straightened back up and the larger mechanical beings began placing the smaller ones onto their chests where they seemed to click in as if made to fit there. The crowd was noticeably smaller as it turned their attention back towards the intrepid heroes but they were no less determined to follow their master's directive to drag organics to him to sate his thirst... They began encircling the group, metal scraping and clanking loudly on the roads and sidewalks as they shone dully in the weak sun. They raised their steel hands as if ready to grab them... or rip and tear into them if they resisted. The circle slowly began to close in, giving the last 2 heroes enough time to prepare themselves for the battle that was about to be joined... {Battle Tracker} SUMMARY
+2 ki from infinite core
Bonus Action: Barrier -14 ki
Standard Action:
Standard Action:
CLASS FEATURES Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Assault - Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
SPECIES TRAITS Racial Trait: Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
TRAITS Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25
ITEMS
TECHNIQUES
Mob Tactics
The swarm advances, metal arms punching and legs kicking anything in their way
Type: (Physical, Melee, Area)
Action: Standard Action
Base Damage: 10
Major Effect: Embolden
Minor Effect: Crippling
Cost: 25 ki
EIGHT ARMS
You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.
Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER
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.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 3 turns.
Cost: 15 ki
Limit: Once per thread.
Enhanced Basics STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
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Post by Isaac Grey on Dec 1, 2019 23:34:16 GMT -8
As Isaac inspected these machines, they were all very well made it seemed. The smaller ones were even made to be stored in the larger ones. How very interesting, this design most likely is to protect the smaller ones if the larger ones are defeated. A clever mechanism, plus it makes storing them all into one room easier. He commends the cleverness of the person who designed them to come up with such an innovation. Before he was about to take the robots apart the rest of his so-called team had to ruin it by distracting him as they also got the attention of these machines. On one hand, the attention of these robots is split towards these four people, however, they may also damage the precious components that he wants to study of these machines. Hopefully, he can find the source of these after what he takes apart and then takes the blueprints of them from their lab of origins and meet their creator face to face. Imagine the mind of such a person to create these marvelous devices. He would love to share notes with this person one day, he just hopes they don't bear ill will towards them for destroying his robots. He then takes his hands out of pockets and looks at the robots who have all put their guards up. "This will all go easier for you all just take us to your creator, if you do not comply then I will personally take you all apart with my own hands to find out where you came from myself. Surely you were programmed to have self-preservation in mind, trust me, your compliance would be more beneficial in the end for the both of us," Isaac Grey said. Of course, these robots probably weren't programmed to feel fear or emotions of any kind. Trying to intimidate them would be useless but it wouldn't hurt to try. Although he is hoping that they do not comply so that he can see how well he can take them apart. Using his own hands like tools to dismantle them all. It sounds like the ultimate challenge for a scientist such as himself.
Word Count: 363 Total Word Count: 1468
Tags: darthlunchbox , @null , zer0gravitea , Moth VioletBATTLE TRACKER SUMMARY
At-Will Action:
Bonus Action:
Standard Action:
Standard Action:
CLASS FEATURES Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni.
SPECIES TRAITS Infinite Core Type Android - You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. (Reduced to getting one Ki at the end of every turn). TRAITS
ITEMS
White Coat (Kai Robes) - Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Regenerative Infusion - The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns.
EMP Grenade (Poison Bomb) - Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
TECHNIQUES Energy Shield
Current PL: 1520 | Base PL: 1520 | CURRENT Edge: 0 HP: 75/75 | Ki: 135/135 | DEF: 35 | DR: -2 | Melee Accuracy: d100+20 | Ranged Accuracy: d100+25 Damage: +1 Ki Cost: -1 Ki
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Deleted Member
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Post by Deleted on Dec 2, 2019 6:59:57 GMT -8
Dozens, if not hundreds, of robots swarmed into the park and surrounded them.
Their sleek metallic surfaces glinted in the bright afternoon sunlight, and unlike the grainy photo images Cress had been shown in their mission briefing, these weren't some ghostly phantoms. The sockets in their eyes and chests glowed with a faint white flame, and they moved in an eerie tandem that suggested they were being controlled.
They swarmed like ants, one over the other, trampling down the grassy fields of the municipal park area as the larger robots seemed to assimilate the smaller ones into themselves. Claw-hands snapped in hungry anticipation to nab some fresh meat. They had an objective, it seemed, and they were going to fulfill it one way or another.
His stomach churned in disgust, just as his anger rose unbidden.
Every muscle in his body coiled and flexed, thick veins protruding from his biceps and forearms. His squarish jaw tensed as his dark eyes began to glow an ambient white, not unlike the very flame that stirred life within the robots themselves.
Only this was the awakening of a demon.
"Every where I look... another goddamn machine. It's really starting to PISS me off."
He couldn't sense them or smell them. A veteran fighter like himself knew you could not solely rely on your eyes in a fight. Machines were fallible, not unlike human beings, yet the grave difference between the two was that humans were predictable. Selfish and self-serving in nature. But not machines—they were a predator whose motives could not be sniffed out.
The ground began to shudder and quake around Cress as his spirit pressure began to rise. Sparks of black lighting began to coalesce in the air surrounding him.
"Machines are good for smashing, and nothing else!"
A torrent of black aura exploded from his being. It stirred around him like a wild and chaotic flame. Body hunched and fists clenched, he let out a growing roar of anger as his power level spiked, garnering the attention of any being in the area that could sense ki. Unlike the others who saw fit to hang back and observe from afar, he made his presence well known.
He would not cower like the others. He did not fear these machines.
A final shuddering quake could be felt as his power level topped off, having been pushed to a sufficient limit. His ploy seemed to work—a great deal of the robots closest to him turned their attentions his direction. He had inadvertently made himself both the primary target AND created an opening for his fellow teammates to attack. Not that he'd give them the chance!
He slammed a fist into his open palm and cracked his knuckles. A predatory smirk tugged at the corner of his lips as crimson eyes surveyed the grand task that lay before him.
"Don't even bother jumping in, pipsqueaks."
He was speaking to his squad mates now.
"Get in my way, and you'll get swept up with this other riff-raff!"
zer0gravitea darthlunchbox Moth Violet Isaac Grey
[ 505 / 2080 ]
CRESS, DEMON SAIYAN
SUMMARY PHASE.
Set-Up turn - Activate Power-Up.
ACTION PHASE.
[Passive Action(s)] Powerful Ki
[At-Will Action(s)] n/a
[Bonus Action(s)] Power-Up
[Standard Action] n/a
[Standard Action] n/a
ACTIVE EFFECTS. [Strange Energy] -1 ki per turn [Powerful Ki] +3 ki per turn [Power Up] 3,031 (0 of 2 turns)
RACIAL TRAIT. [Like Rubber] - You possess a natural 2 DR.
GENERAL TRAITS. [Might] - Your Physical attacks deal +3 bonus damage.
CLASS FEATURES. [Powerful Ki] - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. [One Man Army] - You gain 1 additional Standard Action per turn when you (and your allies) are outnumbered by your opponents.
ITEMS. [Recovery Package] - Bonus. 1/1 uses.
DEFENSE/UTILITY TECHS. [Aura Guard] - Bonus. 15 ki. 1/1 uses.
ATTACK TECHS.
Battle Stats
CURRENT PL: 3,031 | BASE PL: 2,425
HP: 80/80 | TEMP HP: 0/0 | KI: 120/120
MELEE ACCURACY: 35 | ENERGY ACCURACY: 10 | DEFENSE: 35
DR: +4 | DMG MODIFIER: +2 | KI COST: -0 | POWER UP KI: 0/100
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Post by Moth Violet on Dec 4, 2019 0:10:07 GMT -8
Moth Violet watched as some of the mechanical enemies started to look their way with glowing white and blue lights that she thought might be their eyes or something of that nature. So what to do now? She glanced at Cress who suddenly powered up causing her too have to brace herself as the disturbed air coming off him him made her dress and moth wings blow in the air current. It didn't take long for the insect like machines to start to encircle them as the crimson eyed moth girl looked annoyed. (Moth Violet)
"So much for getting them by surprise!" She cursed wishing she had attacked them while they were still distracted by Isaac, she had thought that was the plan but that seemed not not have developed as she was now more concerned about her own well being. The dark magika girl braced herself and got ready to make her moves, she wouldn't wait any longer on the others to do something she would destroy them all if she had too. (Moth Violet) "Lets see how they handle this! Yahhh!!!" she shouted tensing up and clinching her right fist started to glow in purple ki as she readied to attack the enemy flashes purple lite up the girls right hand as she fired bolts of purple ki at the the swarm of enemies trying to cut them down. Word Count: 231Total Word Count: 2,531 Writers Comments:Tags: zer0gravitea ,@null , Isaac Grey , darthlunchbox . Battle Stats CURRENT PL: 1,647 | BASE PL: 1,647 HP: 40/40 | TEMP HP: 0/0 | KI: 115/115 MELEE ACCURACY: 5 | ENERGY ACCURACY: 19 | DEFENSE: 60 DR: +1 (Class) + 10 (Tech) = 11 | DMG MODIFIER: +0 | KI COST: -0 | POWER UP KI: 0/100 Dark Magika (Sorcery): 5 Arcane Points (AP) BATTLE TRACKERReactive Action:At-Will Action: Enchant Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. Wound Effect for all attacks this turn Arcane Points: - 1 + 5 = 4 (remaining) Bonus Action: Focus Energy Description: You infuse extra ki into an attack, boosting its potency right before you release it. Type: Utility Action: Bonus Action Effect: Increase your Accuracy with Energy Attacks on this turn by +15. Cost: 10 ki Limit: None Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
Ki Cost: 115/115 (Ki) -10 (Ki Cost) = 105 Increase your Accuracy with Energy Attacks on this turn by +15. Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn. Standard Action: Energy Blast Description: You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. Ki Cost: 105/115 (Ki) - 2 (ki Cost) = 103/115 Ki Accuracy: 19 (Ki Accuracy) + 15 (Tech) = 34 Damage Roll: rK9TlBLg1d12Accuracy Roll: 1d100+34Wound Effect Roll: 1d100+40Standard Action: Energy Blast Description: You fire a crackling bolt of ki that explodes when it makes impact. Type: Ranged Energy Attack Action: Standard Action Damage: 1d12 Effects: None Cost: 2 ki Enhanced: Upgrades to 2d6+2 damage. Ki Cost: 103/115 (Ki) - 2 (ki Cost) = 101/115 Ki Accuracy: 19 (Ki Accuracy) + 15 (Tech) = 34 Damage Roll: 1d12Accuracy Roll: 1d100+34Wound Effect Roll: 1d100+40CLASS FEATURES: Witch/Wizard Level 0 Witch/Wizard Level: 0 - Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
- Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
- Sorcery - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects:
- Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
- Divinate: You gain +10 Defense on your next turn.
- Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
- Evoke: You sacrifice 10 HP and restore 10 Ki.
SPECIES TRAITS: Human/Demon Hybrid Lifedrinker - Requirements: Demon
- Effect: Your every successful attack heals you 2 Health Points.
TRAITS:ITEMS:TECHNIQUES: 1d12·1d100+34·1d12·1d100+34·1d100+34·1d100+40
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Post by zer0gravitea on Dec 4, 2019 14:55:40 GMT -8
For a moment longer, Savina remained airborne- briefly content to watch how each individual recruit handled their particular set of opponents. The large man closest to her seemed quite content with his flexing and attempts at intimidation, while the blonde lad was a bit more measured with his approach. Far be it for the android to judge either approach- they both seemed perfectly reasonable to her. On one hand, a slow and calculated strategy was ideal for dealing with tricky opponents and risky scenarios with little option for safe recovery; but on the other, there was nothing quite as satisfying as yelling loudly at your opponent while you pummeled them into something vaguely resembling an artistic collage on the road. Especially in a case like this, wherein the mechanical enemies appear to not be entirely sapient- likely machines in the truest sense. While Savina was not particularly fond of the idea of actively killing an opponent, she regarded some devices such as the ones swarming her allies as little more than training dummies- to be broken as was necessary. By the looks of it, too, Violet agreed. The purple-haired girl unleashed her fury toward the waves of robotic enemies in the form of powerful ki blasts. Savina nodded slowly to herself at the sight, approving of the direct approach that she was taking, even if its effect seemed to be somewhat minimal. That purple girl had asked about how they would handle that attack, and by Savina’s estimation, they handled it quite well. Regardless of Violet’s success, the gynoid shifted her attention back to a cluster of mechs that began to crowd around her potential landing sites, each looking up to her in preparation for some attack of their own. A grin spilled across the girl’s face just before she rapidly descended to the ground below. As soon as her feet touched the ground, her arms flew up into an aggressive posture; she clenched her fists and commanded the blades within her forearms to erupt from their containment. Savina looked from mech to mech, assessing the amount of force necessary to dismember each individual entity. Fodder or not, the girl decided that it would be better to incapacitate them than kill them outright- there was still a slim chance that they had the potential for growth within them, meaning that they could still one day grow to become worthy opponents individually. Savina’s aura flared out around her, at last making her presence known to the senses of those nearby; her energy quickly sharpened and condensed around her body until it no longer looked to be the luminous fire that most martial artists were familiar with, but rather veins of crimson electricity coursing over her body and discharging violently into the ground nearby. “ Just stay down if you go down, alright? No need to sacrifice yourselves here!” Savina advised her opponents, then abruptly disappeared from sight. The first time she re-emerged from her flicker of speed, the android was immediately in front of a mech to the right of her starting position; her arms arced forward and aimed to split its torso open with a wide X pattern from her blades- then she disappeared again quickly. Next she could be seen appearing above another mech, diving down with the intention of cleanly cutting its arm free from its body. So it went, with the girl flickering from robot to robot, striking and slashing with the intent to disable as many as she could. wc: 590 twc: 2705
BATTLE TRACKER{Spoiler}DEFENSE PHASE
Attack 1: Savina 80 vs Opponent (Acc) = Result Attack 2: Savina 80 vs Opponent (Acc) = Result Total damage: - 4 =
OFFENSE PHASE.
At-Will:
Bonus Action: Used ENHANCED DRAGON DASH | -4 Ki | +10 Melee Accuracy and +5 Melee Damage
Standard Action 1: OVERDRIVE CASCADE | -14 Ki | Wounding
Accuracy: KxNPNq5q1d100+50
Damage: 3d10+8
40% Wound Chance: 1d100
Standard Action 2: OVERDRIVE CASCADE | -14 Ki | Wounding
Accuracy: 1d100+50
Damage: 3d10+8
40% Wound Chance: 1d100
Regen: +2 Ki | Infinite Core Type
EFFECTS. Countermeasures 2/2
TRAITS.
Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Like Rubber (Black Water Mist) Requirements: Demon Effect: You possess a natural 2 DR.
Ethereal Forge (AI Assistant) Activation: Passive Effect: You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2. Limit: --
Technique Slots (AI Assistant) Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
Pilfer (AI Assistant) Activation: None (Passive) Effect: Your successful Techniques drain 2 ki from their target, restoring +2 ki to you on your next turn. Ki regained from Pilfer is not prevented by the Cripple status effect. Limit: A maximum of 30 ki may be drained from an opponent; this limit is applied per opponent. EQUIPMENT. Expert Training Gear | Increase the amount of PL earned per post by +50% while wearing this outfit. AI Assistant | 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. Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Three times per thread. Obi | Decrease the cost of all your Techniques by 2 ki. Black Water Mist | While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. DEFENSE/UTILITY TECHS.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ATTACK TECHS.
OVERDRIVE CASCADE In this technique, Savina channels an excessive amount of energy through her body to temporarily increase the speed and impact of her blows, then produces a blade from each forearm before attacking her target multiple times. As a consequence of the massive energy surge, electricity envelopes her strikes. Type: Single Melee Energy Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Imbued, Wounding Cost: 17 Ki Learn: 2 Weeks -- LEARNED VIA TECHNIQUE SLOTS TRAIT
HP: 75/75 | KI: 59/100 PL: 5960 Melee Acc: 40 | Ranged Acc: 25 | DEF: 80 DR: +4 | DMG MODIFIER: +3 | KI COST: -3 1d100+50·3d10+8·1d100·1d100+50·3d10+8·1d100
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Post by darthlunchbox on Dec 5, 2019 13:50:29 GMT -8
The swarm of metal surged forth, flowing around Moth Violet's purple bursts of power that shot through and around them and as they flipped and rolled in evasion narrowly avoiding them. Unfortunately for the horde, Savina's speed was harder to avoid. She flitted amongst the crowd, blades flickering and dismembering several units of the attacking horde before they even closed into melee range with the others. Though the gynoid was devastatingly effective, the numbers were too much for her to stem. As the swarm reached the group Cress, Isaac and Savina find themselves under threat of the swarms swinging arms and legs as limbs launch themselves at the 3 heroes from everywhere. As the battle settles a bit, 4 of the mechanical fighters try to seize Savina and drag her away... They lunge for her and try to wrap her up with their unyielding metal limbs scraping against her metal chassis, hungry of the power emanating from her core... while 2 fighters flip in and attack Moth Violet, one kicking high and one low, then alternating and punching towards her face and gut with mechanical precision looking to put the fighter who was shooting so much energy around down for the count... {Battle Tracker} SUMMARY DEFENSE MV Attack 1(90) vs. Robot Horde (100) = Miss MV Attack 2(89) vs. Robot Horde (100) = Miss
Savina Attack 1(126) vs. Robot Horde (100) = Hit! 22 damage Savina Attack 2(122) vs. Robot Horde (100) = Hit! 28 damage
50 damage -2 dr -3 dr from edge 2-10 from guard-15 temp HP = 25 damage taken
Offense +2 ki from infinite core
Bonus Action: Guard -9 ki
Standard Action: Mob Tactics Acc: WDTAdfM31d100+45 (Attacking Savina, Isaac, and Cress) Dam: 15 (10+3 from edge 2, +2 from fighting stat) Cripple on 40 or below 1d100
Standard Action: Strike - Moth Violet [1d100-45]
1d12+5
Standard Action: Grapple (bonus action for event NPC) - Savina 1d100-45
1d6+5 Immobilize on 40 or below 1d100
CLASS FEATURES Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Assault - Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
SPECIES TRAITS Racial Trait: Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
TRAITS Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25
ITEMS
TECHNIQUES
Mob Tactics
The swarm advances, metal arms punching and legs kicking anything in their way
Type: (Physical, Melee, Area) Action: Standard Action +15 ACC Base Damage: 10 Major Effect: Embolden Minor Effect: Crippling Cost: 25 ki
EIGHT ARMS
You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.
Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki
Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER
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.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread.
Enhanced Basics STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
1d100+45·1d100·1d12+5·1d100-45·1d6+5·1d100
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Post by Isaac Grey on Dec 5, 2019 21:11:32 GMT -8
Isaac began to weave through all of the robots attacks, dodging them was easier than dodging bullets. Their clunky heavy designs made it harder for them to move, even if there's a swarm of them surrounding him he was just too fast and manage to step away from each of their attacks like it was nothing. If he had designed robots like this they would be sleeker and built to be nimble like he is. Truly a mistake on their creator's part that he must bring attention to once they meet. Luckily for them, he has a surprise for them that is sure to be able to take down some of them without causing too much damage. From studying the EMP Generator that was used in the failed attempt to rob Capsule Corp he managed to build small versions of that device as EMP Grenades that he hidden in his coat for this and brought to this battle. While of course they may be protected from such a method but it's more so a test to see if these grenades work then if it would work on them. He then reaches into his coat and pulls the strange-looking bomb out and throws it into the swarm of robots. Whether or not it disables them does not matter, as he begins to rush into his own fingers to begin tearing apart one of the robots to dismantle it piece by piece keeping true to his words from earlier. Word Count: 247
Total Word Count: 1715 Tags: darthlunchbox , @null , zer0gravitea , Moth Violet BATTLE TRACKER SUMMARY
At-Will Action:
Bonus Action: EMP Grenade (Poison Bomb)
Poison Chance (%50): m5s|bNC31d100 (If it works just roleplay the poison as them short circuiting.)
Standard Action: Strike
Accuracy: 1d100
Damage: 1d8+1
Standard Action: Strike
Accuracy: 1d100+20
Damage: 1d8+1
CLASS FEATURES Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni.
SPECIES TRAITS Infinite Core Type Android - You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. (Reduced to getting one Ki at the end of every turn). TRAITS
ITEMS
White Coat (Kai Robes) - Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Regenerative Infusion - The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns.
EMP Grenade (Poison Bomb) - Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
TECHNIQUES Energy Shield
Current PL: 1520 | Base PL: 1520 | CURRENT Edge: 0 HP: 75/75 | Ki: 135/135 | DEF: 35 | DR: -2 | Melee Accuracy: d100+20 | Ranged Accuracy: d100+25 Damage: +1 Ki Cost: -1 Ki [/div] 1d100·1d100·1d8+1·1d100+20·1d8+1
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Deleted
Deleted Member
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Post by Deleted on Dec 6, 2019 7:09:36 GMT -8
They swarmed like bugs as they surged around Cress and his allies. His pulse skittered with the adrenaline that coursed through his veins. A shark-like grin stretched from ear to ear as his aura soared to its maximum height: a towering flame of violet-hued aura that lit up the surrounding area. He wanted to draw as many as he possibly could. Cress didn't care if there were a dozen, or a hundred, or even a thousand—he would smash them all to insignificant bits. The half demon was the true predator here, not these silly machines. He wasn't sure if they could feel fear, but if they did, their bolts would be quivering in their metal chassis. "Yeah, that's it... bring it on!" They swarmed closer and closer, a group of six or so breaking away from the main pack to apprehend him. Cress waited for them to get close enough. He wanted to take them all out with a single devastating blow. He wasn't keen on wasting energy like the rest of his group: something told Cress, even with the multitude that had gathered and surrounded them, this wasn't the bulk of the enemy forces. Not if they managed to subdue an entire city. "Alright! Close enough!" The mass of bots rushed him, yet Cress leaped high straight up into the air directly above them, causing the swarming bots to smash into each other in a classic decoy move. Guess they weren't every smart. He fell back down toward the earth, purple ki cocooning his fist and upon landing, smashed his fist with devastating force against the mass of steel, spherical bodies—enough to rupture the very ground beneath them, sending up a giant plume of debris in the wake of his attack! zer0gravitea darthlunchbox Moth Violet Isaac Grey[ 294 / 2374 ] CRESS, DEMON SAIYANSUMMARY PHASE.
Robot Swarm's 1st Attack misses.
ACTION PHASE.
Passive Action(s): Powerful Ki | One Man Army | Might
At-Will Action(s): n/a
Bonus Action(s): Power-Up | Dragon Dash (-7 ki)
Standard Action(s): Strike w/ Might (x2)
QH3HClJ71d100+35 for Strike. 1d8+5 for damage.
1d100+35 for Strike. 1d8+5 for damage.
ACTIVE EFFECTS. Strange Energy: -1 ki per turn Powerful Ki: +3 ki per turn Power-Up: 3,637 (1/2 turns)
RACIAL TRAIT. Like Rubber: You possess a natural 2 DR.
GENERAL TRAITS. Might: Your Physical attacks deal +3 bonus damage.
CLASS FEATURES. Powerful Ki: Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. One Man Army: You gain 1 additional Standard Action per turn when you (and your allies) are outnumbered by your opponents.
ITEMS. Recovery Package: Bonus. 1/1 uses.
DEFENSE/UTILITY TECHS. Aura Guard: Bonus. 15 ki. 1/1 uses.
ATTACK TECHS.
Battle Stats
CURRENT PL: 3,637 | BASE PL: 2,425
HP: 80/80 | TEMP HP: 0/0 | KI: 113/120
MELEE ACCURACY: 35 | ENERGY ACCURACY: 10 | DEFENSE: 35
DR: +4 | DMG MODIFIER: +2 | KI COST: -0 | POWER UP KI: 0/100 1d100+35·1d8+5·1d100+35·1d8+5
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Post by darthlunchbox on Dec 22, 2019 18:35:29 GMT -8
Doctor Grey's EMP worked it's magic as he tossed it into the mass of metallic beings surging around them. The arcs shot out from the grenade, bright white tinged with blue that danced along portions of the mob, slowing them down and causing their movements to be herky jerky. He attempted to manually disable some of the robots by hand but wasn't quite able to get a good grip on any of them long enough to perpetrate his sabotage. Cress' attacks were a bit more successful as he lured a portion of the horde into attacking him and managed to leap above them to crash down with his ki enhanced blows, destroying a good portion of those he struck. Savina burst out in light once more and layed about with her arm blades, but the robots had grown wary of her prowess and edged away wherever she charged in like metallic cockroaches fleeing from a light. They watched her with unblinking lights where their eyes should be, waiting for their chance to counter attack... They seized their chance and charged in at the group, once again kicking, punching, and flailing with anything at hand with wild abandon. They also sent a squad of attackers to strike at Cress, wanting to remove the threat he posed to multiple of their kind at once. Once again, hungry for the power she provided, they tried to seize Savina to drag her away... One thing they were successful at was grabbing the moth girl, Moth Violet. One of the mechanical fighters grabbed her arms while another struck her on the back of her head. They began to drag her away, to who knows where... {Savina's Actions}DEFENSE PHASE +4 ki from Pilfer +2 Ki from Infinite Core -2 Ki from Area Ki Drain
Attack 1: Savina 80 vs Opponent (46) = Miss Attack 2: Savina 80 vs Opponent (1) = Crit Miss Total damage: - 0 =
OFFENSE PHASE.
At-Will:
Bonus Action: Used ENHANCED DRAGON DASH | -4 Ki | +10 Melee Accuracy and +5 Melee Damage
Standard Action 1: OVERDRIVE CASCADE | -14 Ki | Wounding Accuracy: sUDfD4em1d100+50 Damage: 3d10+8 40% Wound Chance: 1d100 Standard Action 2: OVERDRIVE CASCADE | -14 Ki | Wounding
Accuracy: 1d100+50
Damage: 3d10+8
40% Wound Chance: 1d100
Regen: +2 Ki | Infinite Core Type
EFFECTS. Countermeasures 2/2
TRAITS.
Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Like Rubber (Black Water Mist) Requirements: Demon Effect: You possess a natural 2 DR.
Ethereal Forge (AI Assistant) Activation: Passive Effect: You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2. Limit: --
Technique Slots (AI Assistant) Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
Pilfer (AI Assistant) Activation: None (Passive) Effect: Your successful Techniques drain 2 ki from their target, restoring +2 ki to you on your next turn. Ki regained from Pilfer is not prevented by the Cripple status effect. Limit: A maximum of 30 ki may be drained from an opponent; this limit is applied per opponent.
EQUIPMENT. Expert Training Gear | Increase the amount of PL earned per post by +50% while wearing this outfit. AI Assistant | 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. Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Three times per thread. Obi | Decrease the cost of all your Techniques by 2 ki. Black Water Mist | While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. DEFENSE/UTILITY TECHS.
ENHANCED DRAGON DASH Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
ATTACK TECHS.
OVERDRIVE CASCADE In this technique, Savina channels an excessive amount of energy through her body to temporarily increase the speed and impact of her blows, then produces a blade from each forearm before attacking her target multiple times. As a consequence of the massive energy surge, electricity envelopes her strikes. Type: Single Melee Energy Action: Standard Action Base Damage: 3d10 Major Effect: Temper Minor Effect: Imbued, Wounding Cost: 17 Ki Learn: 2 Weeks -- LEARNED VIA TECHNIQUE SLOTS TRAIT HP: 75/75 | KI: 31/100 PL: 5960 Melee Acc: 40 | Ranged Acc: 25 | DEF: 80 DR: +4 | DMG MODIFIER: +3 | KI COST: -3
{Spoiler}{Battle Tracker} SUMMARY
ATTENTION: Starting your Next turn, you are now LOSING 2 ki per turn. Please take note of this.
DEFENSE IG Attack 1(112) vs. Robot Horde (100) = Hit IG Attack 2(27) vs. Robot Horde (100) = Miss
Cress Attack 1(126) vs. Robot Horde (100) = Hit! Cress Attack 2(107) vs. Robot Horde (100) = Hit!
Savina Attack 1(59) vs. Robot Horde (100) = Miss Savina Attack 2(79) vs. Robot Horde (100) = Miss
30 damage -2 dr -3 dr from edge 2 = 25 damage taken (3 damage taken from EMP/poison)
Offense +2 ki from infinite core
Bonus Action: Dragon Dash -7 ki
Standard Action: Mob Tactics -25 ki Acc: 1d100+45 (Attacking Savina, Isaac, and Cress) Dam: 15 (10+3 from edge 2, +2 from fighting stat+3 from DD) Cripple on 40 or below 1d100
Standard Action: Strike - Cress 1d100+45
1d12+8
Standard Action: Grapple (bonus action for event NPC) - Savina 1d100+45
1d6+5 Immobilize on 40 or below 1d100
CLASS FEATURES Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Assault - Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
SPECIES TRAITS Racial Trait: Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
TRAITS Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25
ITEMS
TECHNIQUES
Mob Tactics
The swarm advances, metal arms punching and legs kicking anything in their way
Type: (Physical, Melee, Area) Action: Standard Action +15 ACC Base Damage: 10 Major Effect: Embolden Minor Effect: Crippling Cost: 25 ki
EIGHT ARMS
You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.
Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki
Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER
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.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread.
Enhanced Basics STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
CURRENT Edge: 2 HP: 69/115 | Ki: 58/100 | DEF: 100 | DR: 2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+25 [280/2348]
Initiative Order: zer0gravitea darthlunchbox Isaac Grey @null 1d100+45·1d100·1d100+45·1d12+8·1d100-45·1d6+5·1d100·1d100·1d100+45·1d12+8·1d100+45·1d6+5·1d100
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Post by Isaac Grey on Dec 23, 2019 12:56:13 GMT -8
On the one hand, he is glad his EMP Grenade was successful at messing with their circuitry. On the other, he was disappointed in how he was unable to barely tear off their shell to inspect their insides. It seems that not these robot designs are too difficult to be able to properly dismantle with his bare hands. Even if he brought his tools it would be a chore with how much they keep moving even if his EMP Grenade started to slow them down some. It appears to be the time to switch tactics. The robots then began to swarm them again, abducting one of them in the process. While he is being swarmed he manages to push away as much of the robots he can to prevent them from getting close unfortunately one a couple managed to grab his arm and hurt him some. When he snatched it from them he began to notice his core starting to feel strange as if it wasn't operating at full capacity. These machines are a force to be reckoned with. The time has come for ranged combat then. Isaac jumped high into the air above the hordes of robots and prepared two golden bolts of energy in both of his hands as he cobbles them together into one bigger energy sphere and throws it down in the horde of robots below. If he can't take them apart physically he'll blow them apart and study their remains when this is all over. Word Count: 250 Total Word Count: 1965 Tags: darthlunchbox , @null , zer0gravitea BATTLE TRACKER SUMMARY Hit by area attack for 15 damage. Crippled for two turns. HP and Ki Regen halved. +5 Ki regain halved to +2.5 rounded down to +2. 15 - 13 DR = 2 damage.
At-Will Action:
Bonus Action: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) | -9 Ki
Standard Action 1: Energy Blast | -1 Ki
Accuracy: 8JAb|V3q1d100+25
Damage: 2d6+3
Standard Action 2: Strike
Accuracy: 1d100+25
Damage: 2d6+3
CLASS FEATURES Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni.
SPECIES TRAITS Infinite Core Type Android - You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. (Reduced to getting one Ki at the end of every turn). TRAITS
ITEMS
White Coat (Kai Robes) - Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Regenerative Infusion - The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns.
EMP Grenade (Poison Bomb) - Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
TECHNIQUES Energy Shield
Current PL: 1520 | Base PL: 1520 | CURRENT Edge: 0 HP: 73/75 | Ki: 126/135 | DEF: 35 | DR: -3 | Melee Accuracy: d100+20 | Ranged Accuracy: d100+25 Damage: +1 Ki Cost: -1 Ki 1d100+25·2d6+3·1d100+25·2d6+3
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Post by zer0gravitea on Dec 29, 2019 17:16:49 GMT -8
Savina was knocked around by the retaliation of her targets companions, wincing as she felt their strikes bite into her simulated pain receptors. Though her body did not sustain much in the way of obvious outward damage, her inner sensors were already demanding her attention be directed at a few places where their strikes had pierced through her joints and caused a disruption in the flow of her body’s power. She noted that it was not something overly severe, but still enough to require spot internal maintenance- a minute’s worth, maybe less if she was careful. Pushed onto the defensive to allow her repairs to take place, the android leapt backward and took to the air long enough to position herself safely atop a nearby building. She likely would have been far more safe remaining entirely in the air, but that required far too much energy to sustain. Instead, she reasoned the most reasonable course of action for the moment was to force energy into her limbs, despite the damage, and let the repair of her conduits take place while she used the excess to keep battling. Of course, there was always the option to duck out of sight and hide while the repairs were made… but that was equal parts boring and unfair. Why should Savina leave her allies to have all the fun with the enemies below just because she had sustained a little injury? It was nonsense- and even if her natural personality would have allowed her to hide away like that, her pride as a Saiyan would not allow it anyways. Besides, that other Saiyan below probably would never let her live it down if she tucked away so quickly. The girl braced herself for a momentary flash of pain and conjured forth as much power as her body could muster in its impaired state. Though her aura did flare out around her with the gesture, it was greatly diminished compared to its usual splendor- the unfortunate side effect of her conduit damage. As soon as she was confident with the amount of energy remaining within her body, Savina jumped back down from her perch and rejoined the fray. She was quick to bounce out of the way of a few machines that reached for her, seemingly making an attempt at draining away some of her limited remaining energy. A quick shake of the head preluded her foot snapping outward to kick at the enemy machine’s face. Following that, she leaped over her first target and snapped her fist forward twice toward the torso of another, hoping to cave its abdomen in entirely. wc: 540 twc: 3245
BATTLE TRACKER{Spoiler}DEFENSE PHASE
Attack 1: Savina 80 vs Robot Horde Mob Tactics(125) = Hit for 18 Damage; Crippled for 2 Turns Attack 2: Savina 80 vs Robot Horde Grapple (74) = Miss Total damage: 18 - 4 = 14
OFFENSE PHASE.
At-Will:
Bonus Action: Used POWER UP | +12 Ki(Crippled) | +25% PL for 2 Turns
Standard Action 1: STRIKE | 0 Ki
Accuracy: vr5dlwxv1d100+40
Damage: 1d8+3
Standard Action 2: STRIKE | 0 Ki
Accuracy: 1d100+40
Damage: 1d8+3
Regen: +1 Ki | Infinite Core Type(Crippled)
EFFECTS. Countermeasures 2/2 CRIPPLED 2/2 Turns Remaining Area Ki Drain: -2 Ki/Turn POWER UP +25% PL, 2/2 Turns Remaining
TRAITS.
Infinite Core Type Requirements: Android Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Like Rubber (Black Water Mist) Requirements: Demon Effect: You possess a natural 2 DR.
Ethereal Forge (AI Assistant) Activation: Passive Effect: You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2. Limit: --
Technique Slots (AI Assistant) Activation: Passive Effect: You gain 2 additional technique slots(may learn them instantly) Limit: Techniques filling these slots may not be Legendary and may not be ranked up.
Pilfer (AI Assistant) Activation: None (Passive) Effect: Your successful Techniques drain 2 ki from their target, restoring +2 ki to you on your next turn. Ki regained from Pilfer is not prevented by the Cripple status effect. Limit: A maximum of 30 ki may be drained from an opponent; this limit is applied per opponent. EQUIPMENT. Expert Training Gear | Increase the amount of PL earned per post by +50% while wearing this outfit. AI Assistant | 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. Blaster Pistol | You may perform one additional Energy Blast on this turn as an At-Will Action. This Energy Blast receives only half of your Accuracy and Damage modifiers. Three times per thread. Obi | Decrease the cost of all your Techniques by 2 ki. Black Water Mist | While Black Water Mist is equipped, you may gain 1 Demon Racial Trait of your choice in addition to your current racial trait. Additionally, increase your Base Power Level by 40% while this artifact is equipped. If you participate in a battle wherein an opponent possesses the Sacred Water of Korin artifact, both Back Water Mist and Sacred Water of Korin are considered unequipped for the duration of the battle. DEFENSE/UTILITY TECHS.
ATTACK TECHS.
HP: 61/75 | KI: 44/100 PL: 7450 (5960) Melee Acc: 40 | Ranged Acc: 25 | DEF: 80 DR: +4 | DMG MODIFIER: +3 | KI COST: -3 1d100+40·1d8+3·1d100+40·1d8+3
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Post by darthlunchbox on Dec 30, 2019 8:03:28 GMT -8
The swarm surrounding the remaining three seemed to be getting some sense of their fighting styles. As Dr. Grey leaped into the air to for his golden sphere of light the mechanical foes took notice and scattered before his shot could strike. The golden globe smashed into the concrete, causing an explosion of light and asphalt to explode in the area. The machines seemed eager for Savina to approach but not so eager that they were suicidal. With a grace they had not exhibited yet, the target of Savina's first attack fluidly ducked under her kick while the target of the punches was able to redirect both away from it's body. Cress grabbed a huge slab of concrete that had been broken up by Dr. Grey's energy attack and laid about him with savage power. The horde scattered before him - they respected his might after his first attacks. Cress growled in frustration and threw the hunk of concrete away and nearly took one of their heads off as it jerked away just in time. The robots swarmed forth again, metal scraping against concrete echoing from the buildings as they ran in, flailing wildly at their foes as they began to glow with a blueish white light. Punches, kicks and headbutts were leveled at the remaining heroes as they tried to stem the tide. A squad of larger constructs centered themselves on Cress and started attacking him in tandem, seeking to break the huge demon saiyan down and end his resistance... {Cress' Actions} DEFENSE PHASERobot Swarm Attack 1 (125) vs Cress Defense (35) : Hit Robot Swarm Attack 2 (70) vs Cress Defense (35): Hit 32 Damage -4 DR -10 Guard = 18 damage ACTION PHASE.Passive Action(s): Powerful Ki | One Man Army | Might At-Will Action(s): n/a Bonus Action(s): Guard -10 KI Standard Action(s): Strike w/ Might (x2) ieE2MkGo1d100+35 for Strike. 1d8+2 for damage. 1d100+35 for Strike. 1d8+2 for damage. ACTIVE EFFECTS.Strange Energy: -2 ki per turn Powerful Ki: +3 ki per turn Power-Up: 3,637 (1/2 turns) Cripple: Half Ki Recovery - 1 more turn RACIAL TRAIT.Like Rubber: You possess a natural 2 DR. GENERAL TRAITS.Might: Your Physical attacks deal +3 bonus damage. CLASS FEATURES.Powerful Ki: Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. One Man Army: You gain 1 additional Standard Action per turn when you (and your allies) are outnumbered by your opponents. ITEMS.Recovery Package: Bonus. 1/1 uses. DEFENSE/UTILITY TECHS.Aura Guard: Bonus. 15 ki. 1/1 uses. ATTACK TECHS.Battle Stats
CURRENT PL: 3,637 | BASE PL: 2,425
HP: 62/80 | TEMP HP: 0/0 | KI: 104/120
MELEE ACCURACY: 35 | ENERGY ACCURACY: 10 | DEFENSE: 35
DR: +4 | DMG MODIFIER: +2 | KI COST: -0 | POWER UP KI: 0/100 {Battle Tracker} SUMMARY
ATTENTION: Starting your Next turn, you are now LOSING 2 ki per turn. Please take note of this.
DEFENSE IG Attack 1(30) vs. Robot Horde (100) = Miss IG Attack 2(28) vs. Robot Horde (100) = Miss
Cress Attack 1() vs. Robot Horde (91) = Miss Cress Attack 2(107) vs. Robot Horde (44) = Miss
Savina Attack 1(59) vs. Robot Horde (87) = Miss Savina Attack 2(79) vs. Robot Horde (74) = Miss
0 damage -2 dr -3 dr from edge 2 = 0 damage taken (3 damage taken from EMP/poison)
Offense +2 ki from infinite core
Bonus Action: Dragon Dash -7 ki
Standard Action: Mob Tactics -25 ki Acc: 1d100+45 (Attacking Savina, Isaac, and Cress) Dam: 15 (10+3 from edge 2, +2 from fighting stat+3 from DD) Cripple on 40 or below 1d100
Standard Action: Strike - Cress 1d100+45
1d12+8
Standard Action: Power up! +25 ki
CLASS FEATURES Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Assault - Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls.
SPECIES TRAITS Racial Trait: Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
TRAITS Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25
ITEMS
TECHNIQUES
Mob Tactics
The swarm advances, metal arms punching and legs kicking anything in their way
Type: (Physical, Melee, Area) Action: Standard Action +15 ACC Base Damage: 10 Major Effect: Embolden Minor Effect: Crippling Cost: 25 ki
EIGHT ARMS
You attack so fast it appears as though you have eight or more arms. Alternatively, you could roleplay it as sprouting additional limbs, such as the Four Witches Technique.
Type: Utility Action: At-Will Requirements: Requires Fighting skill of 35. Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.) Cost: 10 ki
Limit: Twice per thread. Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
BARRIER
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.
LIGHTNING AURA
A buzzing and crackling aura filled with electrical energy surrounds you and lashes out at anyone who tries to harm you
Type: Utility Action: Bonus Action Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR. Duration: 3 turns. Cost: 15 ki Limit: Once per thread.
Enhanced Basics STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack Action: Standard Action Damage: 1d8 Effects: None Cost: None Enhanced: Upgrades to 1d12 damage.
DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault. Type: Utility Action: Bonus Action Effect: Increase your Damage with Melee Attacks used on this turn by +3. Cost: 7 ki Limit: None Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
CURRENT Edge: 2 HP: 66/115 | Ki: 52/100 | DEF: 100 | DR: 2 | Melee Accuracy: d100+40 | Ranged Accuracy: d100+25 [250/2598]
Initiative Order: zer0gravitea darthlunchbox Isaac Grey @null 1d100+35·1d8+2·1d100+35·1d8+2·1d100+45·1d100·1d100+45·1d12+8
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Post by Isaac Grey on Dec 30, 2019 14:52:44 GMT -8
Once again they begin to grab at Isaac in an uncouth manner and try to drain his core, he manages to slap every one of them away. One manages to grab on to his face as the other hand is about to reach for where his core is located. He manages to use his hands to pry himself out of the grip and jumps onto the nearest rooftop. He feels his face it's bleeding a bit from being caught in that robot's grip. They are certainly are formidable. If it was against one of these robots they would fall to him easily as the others progress against some of them would suggest, but their vast numbers make them formidable opponents. He either needs to scatter them apart or thin them out some way. He then looks up to the sky and gets an idea. Time for a new move to use against them. He throws an Energy Blast into the air and clutches his hand as it explodes into smaller bolts of energy raining down to the streets below. Word Count: 179 Total Word Count: 2144 Tags: darthlunchbox , @null , zer0gravitea BATTLE TRACKER SUMMARY Hit by area attack for 15 damage. Crippled for two turns. HP and Ki Regen halved. +5 Ki regain halved to +2.5 rounded down to +2. 15 - 13 DR = 2 damage.
At-Will Action:
Bonus Action 1: Guard - You gain 10 DR on your turn against all opponents. (Remember DR subtracts from total damage taken per attacker on a turn, not from each attack they make.) | -9 Ki
Standard Action 1:
Bonus Action 2: Focus Energy - Increase your Accuracy with Energy Attacks on this turn by +15. | -9 Ki
Standard Action 2: Energy Blast
Accuracy: 76XEgC6K1d100+40
Damage: 2d6+3
CLASS FEATURES Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni.
SPECIES TRAITS Infinite Core Type Android - You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki. (Reduced to getting one Ki at the end of every turn). TRAITS
ITEMS
White Coat (Kai Robes) - Increase your maximum Ki by +35 and regain 3 Ki at the end of each of your turns while wearing this outfit. You may not regain Ki while Exhausted.
Regenerative Infusion - The target of this item restores +5 HP and +3 Ki per turn, at the end of each turn, for 5 of their turns.
EMP Grenade (Poison Bomb) - Target one opponent; that opponent has a 50% chance to be afflicted with the Poison status effect. The max chance to afflict any Status Effect is 95%.
TECHNIQUES Energy Shield
Current PL: 1520 | Base PL: 1520 | CURRENT Edge: 0 HP: 71/75 | Ki: 109/135 | DEF: 35 | DR: -3 | Melee Accuracy: d100+20 | Ranged Accuracy: d100+25 Damage: +1 Ki Cost: -1 Ki 1d100+40·2d6+3
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