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Post by Sky on May 25, 2010 16:01:16 GMT -8
[dice=100][rand=7411213575679476843380630006878261847992937493434407924647588078]
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Post by Shast on May 26, 2010 8:15:33 GMT -8
Strikeman enters the fray!
[dice=100][rand=0985728883946901444656706124684237522043149668898013227963469942039]
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Post by Sky on May 26, 2010 9:25:36 GMT -8
Karasu: Lets get things shaking...
Hp:1100/1100
Defensive skill: 3/3 Dodge skill: 3/3 Support skill : 2/2
Attacks per turn: 3
Unseen Grievances C-Attack Electric Karasu form's a radiant ball of light and throws it into the sky causing a blast of light to blind the enemy why he strike's them down with unimaenable force's. 110 damage - Judgement Death S-Attack Elec Element Karasu calls upon the heavens to banish his enemies with blasts of lightning! 33 * 3 DMG, each hit must be dodged/blocked individually, one-turn cooldown - Thunder Claw C-attack Electric Karasu transfer's all of his electrical power into his hand he then charge's at the enemy and thrust's his fist at their crest 110
Damage dished: 319
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Post by Shast on May 26, 2010 11:40:55 GMT -8
Strikeman: "Just make sure to keep them entertained!" Strikeman gestures behind him with his thumb, pointing at a pile of rocks and some cacti.
-Big Dreams- Passive speed skill Strikeman loves to please the crowd, althoguh he would be much happier if he were a famous big leagues pitcher. He'll do whatever it takes to make it to the top, and crush anyone who mocks his dream!! --- Whenever Strikeman successfully hits(per attack, not per hit of an attack) he gains 1 fame. Whenever he misses an attack, he loses 2 fame (can't go below 0). If Strikeman KO's an opposing navi or virii he gains 5 fame (2 fame for clones). If Strikeman won his last battle, he begins this battle one status up from where he started the last battle. <Strikeman did not win his last battle: See Iria and Strikeman vs Rems doods>
31+ fame: ALLLL-STAR!; Strikeman may naturally dodge once every even turn(this dodge does not count for natural dodge cooldown), One usable attack each turn may auto-attack at full damage. 21-30 fame: Elitist; -4 natural dodge cooldown, One usable attack each turn may auto-attack at 3/4 damage. 15-20 fame: Crowd Favorite; -3 natural dodge cooldown, One usable attack each turn may auto-attack at 1/2 damage. 10-14 fame: Crowd Pleaser; -2 natural dodge cooldown, One usable attack each turn may auto-attack at 1/4 damage. 5-9 fame--: Up and coming; -2 natural dodge cooldown. 0-4 fame--: Who?; Stats are normal.
<Strikeman may lose 8 fame and perform the 'cheap shot' attack this turn.
Defensive
-Tough Player- Passive Defense skill *Strikeman toughens up and grits his teeth as he blocks an attack with his body.* --- Blocks 1 attack, increases Strikemans armor by 15 for 2 turns. x2 uses x1 use
*Blocks the first attack, takes everything else*
Net loss: 149
Supportive
Dual Speed Activated Program +1 Attack slot this turn. Once per turn. [3/3] [2/3]
Offensive +1 slot
3 4 attacks per turn. Level 3 sniper: +90 to one attack per turn.
-Sonic Boom- (Sniper bonus) S-attack Sniper element *Strikeman throws a ball that travels so fast it seems to break the sound barrier!* ---
130 260 damage, undodgeable, breaks shields, blinds if the 'Tough Player' effect is active this attack gains blinds, and deals 40 more damage, while adopting a 1 turn cooldown.
-Curve Ball- S-attack Sniper element *Strikeman throws a curve ball!* --- 130 damage, cuts auras, ignores armor, breaks shields if the 'Tough Player' effect is active this attack gains the breaks shields aimer and auto attacks next turn. [1 turn cooldown]
-Rebound Striker- S-attack Sniper element *Strikemans signature move, he throws a purple ball that bounces around, homing in on Strikemans' target with relentless fervor and then.. kaboom!* --- 140 damage, every time this attack is avoided, it auto attacks the following turn at full damage +30. [May only be used once per turn and only one 'rebound striker' may be active at a time]
-Cheap Shot- S-attack Sniper element *Strikeman pitches an odd fastball at the start of a game, aimed directly at the batter! What a dirty move.* --- 110 damage, undodgeable, breaks shields, if used on Strikemans' first turn this attack cuts healing by the hit target by 50% for the rest of the battle. [Can only be used on the first turn]
Summary HP: 841/990 Potential damage: 640 Status: Feelin' fresh from the dugout. Stage: Normal Fame: 0(Who?)
-Cooldowns- Curve ball: 1 turn remaining Sonic boom: 1 turn remaining
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Post by Sky on May 26, 2010 15:32:43 GMT -8
Karasu : I see your bringing the heat....
*Karasu takes all the hits*
- Hp Remaining: 268/1100, Blind cant dodge for 2-turns, healing cut by 50%
Karasu: Oh man this is looking grim.... - Recharge Support heals an Allie or user +220, 2x use 1x use left - Regenerator Passive Program User regenerates 100 HP per turn. Hp:268/1100 - 268+2.5+110+50 Hp:431/1100
Karasu: Ahh now that feels a little bit better, now it's my turn to bat
Thunder Claw C-attack Electric Karasu transfer's all of his electrical power into his hand he then charge's at the enemy and thrust's his fist at their crest 110 - Shock Nova S-attack Electric With this attack Karasu create's a wave of electrical energy radiating from his fingertip's,bathing all nearby enemies with it's destructive force. 140 damage,shocks,3-turn cooldown - Raikou no Yami (Lighting of the Dark) Electric C-Attack Karasu holds a current in all his limbs and begins a physical assualt on the target 40x3, 34*4 if used after Lighting of the Light, 2-turn CD -
Possible Damage : 370 with side effects of Shock
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Post by Raven8 on May 26, 2010 16:22:26 GMT -8
*Challenger suddenly pops out from behind the rocks*
Challenger: YEAH! STRIKEMAN!
*He then pops back down*
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Post by Shast on May 26, 2010 17:26:03 GMT -8
Defensive 15 armor
All attacks hit, Strikeman gets +4 fame(Who?)
Nat dodge Shock nova, takes the other two.
I'm computely lost on your multi hit attack, so I'll just take full for that.
Net loss: 215
Supportive
Dual Speed Activated Program +1 Attack slot this turn. Once per turn. [3/3] [1/3]
*From the rocks a bottle of cream soda flies towards Strikeman, he catches it with his glove hand and drinks it with his regular hand.*
Thanks, mate!
-Stunt- Activated Support skill *Strikeman performs a crazy trick and items appear by his feet from seemingly no where as clapping erupts from seemingly everywhere.* --- Choose two: Heal 100hp, remedy one status damage, or remedy one status reduction. You may choose the same one twice. This skill increases Strikemans fame by 3. x2 uses. x1 use
Strikeman heals 200hp.
Fame +3
Fame: 7(up and coming) 5-9 fame--: Up and coming; -2 natural dodge cooldown.
Offensive +1 slot
-Curve Ball-<auto attack> S-attack Sniper element *Strikeman throws a curve ball!* ---
130 65 damage, cuts auras, ignores armor, if the 'Tough Player' effect is active this attack gains the breaks shields aimer and auto attacks next turn. [1 turn cooldown]
-One-Two Pitch- S-attack Sniper element *Strikeman throws a fast ball followed by another fast ball.* --- 80x2 damage, undodgeable, breaks shields, must be blocked/dodged separately. [1 turn cooldown]
-Rebound Striker- S-attack Sniper element *Strikemans signature move, he throws a purple ball that bounces around, homing in on Strikemans' target with relentless fervor and then.. kaboom!* --- 140 damage, every time this attack is avoided, it auto attacks the following turn at full damage +30. [May only be used once per turn and only one 'rebound striker' may be active at a time]
Fake out prep -Fake Out- S-attack Sniper element *Strikeman pretends to throw a ball, but really doesn't... and then throws it!* --- 160 damage, breaks shields, cuts auras, this attack is delayed a turn, and attacks next turn without using an attack slot. [1 turn cooldown]
-Glove Smack- C-attack Sniper element *Strikeman smacks a punk with his glove, take that!* 70 damage, if used while Strikeman is under 250hp this attack deals 40 more damage, and adopts two aimer at will.
Summary HP: 826/990 Potential damage: 435 Status: Heated up! Stage: Normal Fame: 7(up and coming)
-Cooldowns- Curve ball: Ready! Sonic boom: Ready! Fake out: 1 turn one-two pitch: 1 turn
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Post by Sky on May 26, 2010 18:30:32 GMT -8
Karasu:Man I struck out, I need to go back to the minor leagues
*Crashing to the ground on one knee, holding his chest*
Karasu: you win...
Strikeman:60xp/500 zenny Karasu:20xp/200 zenny
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Post by Shast on May 29, 2010 17:50:17 GMT -8
I like how you played along with it. Here!
SE get!
-Strikeman V2 (Rebound Striker)- S-attack Sniper element *Strikemans signature move, he throws a purple ball that bounces around, homing in on Strikemans' target with relentless fervor and then.. kaboom!* --- 140 damage, every time this attack is avoided, it auto attacks the following turn at full damage +30. [May only be used once per turn and only one 'rebound striker' may be active at a time]
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