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Post by Raven8 on Oct 29, 2006 19:21:20 GMT -8
*The cloaked darkloid stares at Sarojin in silence, as if waiting to see what was going to happen....*
(200/200)
(OOC: Who goes 1st is up to you)
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Deleted
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Post by Deleted on Oct 29, 2006 19:39:10 GMT -8
Sarojin [70 MB]
Quick Status: Wait time between inflicting status effects are cut in half (to a minimal of 1 turn) Water Calling: Sarojin can change panels to Ocean Panels once per battle Electricity Boost: Elec attacks are boosted by 50% on Ocean Panels (replaces the 25% boost already on Ocean Panels) Powerful Bullets: All S-Attacks (Except Hyper Attack) gain +50 dmg Swift Mover: +1 Use to Electric Dash Accurate: One attack of each element can have 'Unomnidodgeable', 'Cuts Uncuttable Auras', or 'Breaks Unbreakable Shields'
Lone Gunman: Sarojin can only use 2 SEs a battle Reload: Sarojin cannot use any S-attacks the turn after he uses his Hyper Attack Belief in One's Self: Sarojin can only equip one other Custom Card Negative Boost: Electricity Boost also applies to enemy's Elec attacks. Weak Shield: -1 use of shield defenses. Strong Shot But Not Strong Strike: -20 DMG to all C-attacks
Sarojin watches the navi and after seeing that the navi was doing the same, he chuckled.
"A stand off, eh? Sorry, but I am gonna have to be the once who gives into attacking first."
The area around Sarojin grows ice cold as what is left of his armor changes completely white. The destroyed parts of his armor restore themselves and metal plating appears on Sarojin's arms and legs. In a flash, a icey blue mask covers his face. In the place of the right eye socket is a small scope. Sarojins dashes foward while raising the gun-sword over his head. He quickly swings it down at the darkloid and jumps back. Sarojin skids a few inches back on landing and aims at the darkloid. The gun-sword's firing chamber seems to freeze over as he fires a single shot, the bullet taking the element of ice. Sarojin dashes to the side while firing another bullet of the ice element. The gun-sword's blade freezes over and Sarojin runs at the darkloid. He slashes at the navi's side and slips back a few feet, watching the darkloid's every action.
Sharpshooter
- One more attack per turn - S-attacks deal +50 dmg - Can change panels to Ice Panels once during HM
Lasts 5 Turns
Aquatic Crash C-attack Aqua Element 190 dmg, breaks shields
Freeze Over S-attack Ice Element
240 290 dmg, freeze, breaks shields, cuts auras 1 Turn Cooldown
Glacier Bullet S-attack Ice Element
250 300 dmg, breaks shields, undodgeable 1 Turn Cooldown
Icicle Slash C-attack Ice Element 190 dmg, cuts auras, undodgeable 1 Turn Cooldown
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Post by Raven8 on Oct 29, 2006 19:01:07 GMT -8
-: User automaticly loses 10% of their max HP at the start of the battle.
(180/200)
*The Navi closes his eyes before the assult even begins.... releasing a dark chip which explodes, negating the damage from the attacks... yet not effects*
+: Negate: User is allowed to throw away one SE to disregard dmg from one turn of attacks. SE MUST have dmg higher than user's max HP, and only negates as much dmg as the chip shows.
Thrown away:
Dark Sword Blade element C-Attack Karma loss: 10 500 DMG, undodgable, attacks all. Glitch: User attacks one less time for the next 2 turns.
(-500 DMG from all attacks)
*After this, the Navi becomes intombed in ice, seeming to become enraged at the same time......*
-: User is infected with confuse and berzerk at the start of every turn.
<Berzerk, Confused, Frozen>
*......however, this doesn't last long. the Navi absorbs the negative effects into himself, releasing them as an energy pulse*
+: Sacrifice: User is allowed to sacrifice 300 HP, and negate all negative effects on him/her for the rest of the turn. Automaticly used at the start of any turn the user has status damage/reduction. HP cannot fall below 1 using this effect.
+: Damage Link: When user deals damage to self (300 or less per turn), instantly heal that full amount and counter it to an enemy of choice.
+: Reverse Status: Whenever the user is effected by status damage, an automatic counter of 300 is activated.
(HP: 1/200)
600 DMG counter.
*Suddenly, a dark chip appears above the Navi's head and activates itself..... at that moment, meteors begin to rain down on the area, cracking panels and causing flames to fill the area*
-: User's ENTIRE moveset is null. No normal attacks may be used.
+: Advanced Emulation: +100 DMG to all SEs.
+: At the cost of one attack slot, user is allowed to double SE damage for the rest of the turn.
+: Every SE used has it's attack power doubled.
[glow=black,2,900] Dark Meteors S-Attack Fire element Karma loss: 10
300 400 800 1600 DMG, automaticly strikes for 100 200 400 800 DMG at end of every turn for the rest of the battle, enemy becomes unable to dodge naturaly for the rest of the battle. Glitch: User cannot dodge for the rest of the battle, and all attacks deal -30 DMG for the rest of the battle.[/glow]
+: User's SE reserve is restored at the end of every other turn at the cost of 50% of the user's max HP (cannot fall below 1 HP).
(1/200)
+: Recover 100 HP per turn, or add 100 DMG to all SEs.
(101/200)
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Deleted
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Post by Deleted on Oct 30, 2006 10:24:19 GMT -8
Sarojin blinks in suprise as the navi that he just attacked seemed to be fine even though he was hit by every attack. The next thing he knows, a meteor strikes near him. Sarojin snaps back in focus and dashes backwards and fires through one of the meteors, destroying it and the bullet heading at the navi who used the dark chip. This created a temporary safe spot. Sarojin dashes to that spot before one of the meteors hit where he was standing.
Parrying Shot Curse Shield Blocks one attack and counters for 150 damage. 4 uses per battle (-1 from Card. +1 from Defender Program) (Used once. 3x left)
HP: 1100/1700
"Okay... This might be a problem. Oh well... ^_^; I still can win if I don't wear myself out too fast. You hear that, navi? I am not gonna be running around everywhere while you use darkchips on me. Nope. Not at all."
Sarojin closes his left eye. He was not going to need to worry about judging the distance from the navi since he was not going to be rushing in. He carefully aims at the navi's chest and fires two elemental bullets at the target. Sarojin then pops out the loading cylinder and places a bullet it each hole. He snaps it shut and waits.
Limb Freezer S-attack Ice Element
240 290 dmg, breaks shields, undodgeable Opponent's attacks deal -40 damage for one turn 1 Turn Cooldown
Liquid Bullet S-attack Aqua Element
290 340 dmg, breaks shields, undodgeable 3 Turn Cooldown
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Deleted
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Post by Deleted on Nov 6, 2006 4:56:58 GMT -8
(This is just a friendly little BUMP)
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Post by Raven8 on Nov 6, 2006 7:40:00 GMT -8
(OOC: Sorry man XP)
(101/200)
*The Navi once again closes his eyes,charging energy within himself, and releasing another dark-chip to act as a barrier, once again negating an extreamly large amount of damage*
+: Negate: User is allowed to throw away one SE to disregard dmg from one turn of attacks. SE MUST have dmg higher than user's max HP, and only negates as much dmg as the chip shows.
Thrown away:
Dark Sword Blade element C-Attack Karma loss: 10 500 DMG, undodgable, attacks all. Glitch: User attacks one less time for the next 2 turns.
(-500 DMG from all attacks)
*After this, the Navi begins to glow red and fumble around slightly, as if inarticulate with anger....*
-: User is infected with confuse and berzerk at the start of every turn.
<Berzerk, Confused>
*......however, this doesn't last long. the Navi absorbs the negative effects into himself, once again releasing them as an energy pulse*
+: Sacrifice: User is allowed to sacrifice 300 HP, and negate all negative effects on him/her for the rest of the turn. Automaticly used at the start of any turn the user has status damage/reduction. HP cannot fall below 1 using this effect.
+: Damage Link: When user deals damage to self (300 or less per turn), instantly heal that full amount and counter it to an enemy of choice.
+: Reverse Status: Whenever the user is effected by status damage, an automatic counter of 300 is activated.
(HP: 1/200)
600 DMG counter.
*The Navi then releases yet another DarkMeteors chip, causing the already flaming field to be rocked by even more dark fire-balls, making it even harder to avoid....*
-: User's ENTIRE moveset is null. No normal attacks may be used.
+: Advanced Emulation: +100 DMG to all SEs.
+: At the cost of one attack slot, user is allowed to double SE damage for the rest of the turn.
+: Every SE used has it's attack power doubled.
[glow=black,2,900] Dark Meteors S-Attack Fire element Karma loss: 10
300 400 800 1600 DMG, automaticly strikes for 100 200 400 800 DMG at end of every turn for the rest of the battle, enemy becomes unable to dodge naturaly for the rest of the battle. Glitch: User cannot dodge for the rest of the battle, and all attacks deal -30 DMG for the rest of the battle.
(2x)
(800 DMG from last turn)[/glow]
+: User's SE reserve is restored at the end of every other turn at the cost of 50% of the user's max HP (cannot fall below 1 HP).
(1/200)
+: Recover 100 HP per turn, or add 100 DMG to all SEs.
(101/200)
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Deleted
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Post by Deleted on Nov 10, 2006 12:58:45 GMT -8
Deciding his way was good last time, repeated the dashing and firing, only to find another wave of meteors coming at him! He takes one deep breath and dashes around them like a madman untill he was safe. Noticing that SOMEHOW, he had taken some damage he didn't remember feeling, he charges himself with a bit of electricity.
Parrying Shot Curse Shield Blocks one attack and counters for 150 damage. 4 uses per battle (-1 from Card. +1 from Defender Program) (Used once. 2x left)
Natural Dodge
Electric Healer Support Move Heals 250 HP and removes all adverse effects from Sarojin 2 uses per battle (Used Once. 1x Left.)
HP: 750/1700
"Tough guy, eh? How much can you take, though?"
Sarojin aims carefully at the darkloid and fires and unloads the firing chamber on the said navi. He then dashes to the darkloid's left side as he reloads and unloads a second round. With another dash, he is behind the darkloid. Sarojin quickly reloads and aims at the darkloid's spinal area. He fires six times and starts to reload as he dashes to the right side. Sarojin unloads another round at the darkloid before dashing back to in front of him. The hybrid gunman/swordsman reloads the gun-sword and checks to see if the navi is still standing.
Full Round S-attack Ice Element 32x6 dmg, cuts auras, undodgeable (Un-Omnidodgeable from Card)
Full Round S-attack Ice Element 32x6 dmg, cuts auras, undodgeable (Un-Omnidodgeable from Card)
Full Round S-attack Ice Element 32x6 dmg, cuts auras, undodgeable (Un-Omnidodgeable from Card)
Full Round S-attack Ice Element 32x6 dmg, cuts auras, undodgeable (Un-Omnidodgeable from Card)
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Post by Raven8 on Nov 16, 2006 17:47:53 GMT -8
*The Navi once again closes his eyes,charging energy within himself, and releasing another dark-chip to act as a barrier, once again negating an extreamly large amount of damage*
+: Negate: User is allowed to throw away one SE to disregard dmg from one turn of attacks. SE MUST have dmg higher than user's max HP, and only negates as much dmg as the chip shows.
Thrown away:
Dark Sword Blade element C-Attack Karma loss: 10 500 DMG, undodgable, attacks all. Glitch: User attacks one less time for the next 2 turns.
(-500 DMG from all attacks)
*After this, the Navi begins to glow red and fumble around slightly, as if inarticulate with anger....*
-: User is infected with confuse and berzerk at the start of every turn.
<Berzerk, Confused>
*......however, this doesn't last long. the Navi absorbs the negative effects into himself, once again releasing them as an energy pulse*
+: Sacrifice: User is allowed to sacrifice 300 HP, and negate all negative effects on him/her for the rest of the turn. Automaticly used at the start of any turn the user has status damage/reduction. HP cannot fall below 1 using this effect.
+: Damage Link: When user deals damage to self (300 or less per turn), instantly heal that full amount and counter it to an enemy of choice.
+: Reverse Status: Whenever the user is effected by status damage, an automatic counter of 300 is activated.
(HP: 1/200)
600 DMG counter.
*The Navi then releases yet another DarkMeteors chip, causing the already flaming field to be rocked by even more dark fire-balls, making it even harder to avoid....*
-: User's ENTIRE moveset is null. No normal attacks may be used.
+: Advanced Emulation: +100 DMG to all SEs.
+: At the cost of one attack slot, user is allowed to double SE damage for the rest of the turn.
+: Every SE used has it's attack power doubled.
[glow=black,2,900] Dark Meteors S-Attack Fire element Karma loss: 10
300 400 800 1600 DMG, automaticly strikes for 100 200 400 800 DMG at end of every turn for the rest of the battle, enemy becomes unable to dodge naturaly for the rest of the battle. Glitch: User cannot dodge for the rest of the battle, and all attacks deal -30 DMG for the rest of the battle.
(800 DMG 2x from last turn)[/glow]
+: User's SE reserve is restored at the end of every other turn at the cost of 50% of the user's max HP (cannot fall below 1 HP).
(1/200)
+: Recover 100 HP per turn, or add 100 DMG to all SEs.
(101/200)
(OOC: Seeing a patern? ^_^;)
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Deleted
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Post by Deleted on Nov 16, 2006 18:27:05 GMT -8
(OOC: I see the pattern, I don't like the pattern. Now... This battle seems unwinnable, but I ain't giving up!)
Sarojin fires through the first two meteors and quickly raises an aura to cancel out the last. He takes a deep breath, looking a bit worried.
Parrying Shot Curse Shield Blocks one attack and counters for 150 damage. 4 uses per battle (-1 from Card. +1 from Defender Program) (Used twice. 0x left)
Freezing Aura Aura Type Defense Aura with 245 HP 1 use per battle (Used Once, broke)
HP: 150/1700
"-_-; What are you, a navi or a demon?!"
Sarojin readjusts his aim at the navi and fires four times.
Ocean Bullet S-attack Aqua Element
250 300 dmg, breaks shields Soaks if Ocean Panels are in play (Used 4 times)
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Post by Raven8 on Nov 16, 2006 19:12:53 GMT -8
???????: ......
*The Navi once again closes his eyes,charging energy within himself, and releasing another dark-chip to act as a barrier, once again negating an extreamly large amount of damage*
+: Negate: User is allowed to throw away one SE to disregard dmg from one turn of attacks. SE MUST have dmg higher than user's max HP, and only negates as much dmg as the chip shows.
Thrown away:
Dark Sword Blade element C-Attack Karma loss: 10 500 DMG, undodgable, attacks all. Glitch: User attacks one less time for the next 2 turns.
(-500 DMG from all attacks)
*After this, the Navi begins to glow red and fumble around slightly, as if inarticulate with anger....*
-: User is infected with confuse and berzerk at the start of every turn.
<Berzerk, Confused>
*......however, this doesn't last long. the Navi absorbs the negative effects into himself, once again releasing them as an energy pulse*
+: Sacrifice: User is allowed to sacrifice 300 HP, and negate all negative effects on him/her for the rest of the turn. Automaticly used at the start of any turn the user has status damage/reduction. HP cannot fall below 1 using this effect.
+: Damage Link: When user deals damage to self (300 or less per turn), instantly heal that full amount and counter it to an enemy of choice.
+: Reverse Status: Whenever the user is effected by status damage, an automatic counter of 300 is activated.
(HP: 1/200)
600 DMG counter.
*The Navi then releases yet another DarkMeteors chip, causing the already flaming field to be rocked by even more dark fire-balls, making it even harder to avoid....*
-: User's ENTIRE moveset is null. No normal attacks may be used.
+: Advanced Emulation: +100 DMG to all SEs.
+: At the cost of one attack slot, user is allowed to double SE damage for the rest of the turn.
+: Every SE used has it's attack power doubled.
[glow=black,2,900] Dark Meteors S-Attack Fire element Karma loss: 10
300 400 800 1600 DMG, automaticly strikes for 100 200 400 800 DMG at end of every turn for the rest of the battle, enemy becomes unable to dodge naturaly for the rest of the battle. Glitch: User cannot dodge for the rest of the battle, and all attacks deal -30 DMG for the rest of the battle.
(800 DMG 3x from last turn)[/glow]
+: User's SE reserve is restored at the end of every other turn at the cost of 50% of the user's max HP (cannot fall below 1 HP).
(1/200)
+: Recover 100 HP per turn, or add 100 DMG to all SEs.
(101/200)
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Deleted
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Post by Deleted on Nov 16, 2006 20:04:16 GMT -8
Sarojin grimaces as he is hit full on by everything. He manages to keep his feet as the program Undershirt activates.
"... Gotta hit with everything I got..."
Sarojin takes a deep breath as he reloads his weapon. He glows for a second as a couple more programs activate. The ground freezes over and he aims at the Darkloid's head. Sarojin fires three shots. The blade of the gun-sword freezes over as Sarojin rushes forward. He strikes downward in a diagional line, left to right, and takes a step back. Sarojin raises the weapon above his head and swings it straight down as if trying to cleave the darkloid in half. Sarojin takes a few steps back, falls to one knee, and breathes heavily. He was already beaten up and had put much energy into that attack.
HP: 1/1700
Programs Used/Activated:
Undershirt Dual Speed Fatal Blade
-Ice Panels effect on HM activated-
Ice Panels Element: Ice Attrabutes: -Ice Navis gain the ability to dodge once every other turn. -Ice-element attacks deal an extra 30 DMG (Damage added to final total) -Elec element attacks deal an extra 50% damage
Electric Shot S-attack Elec Element
320 480 720 770 dmg, undodgeable 4 Turn Cooldown
Lightning Bullet S-attack Elec Element
360 540 810 860 dmg 5 turn Cooldown
Shocking Shot S-attack Elec Element
360 540 810 860 dmg 5 Turn Cooldown
Frostbite Strike C-attack Ice Element
245 367 550 580 dmg, breaks shields, cuts auras 3 Turn Cooldown
Berserker Slash C-attack Elec Element
210 315 472 522 dmg, breaks shields, cuts auras, Berserk, Confuse 3 Turn Cooldown (Breaks Unbreakable Shields from Card)
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Post by That Guy on Nov 16, 2006 22:39:13 GMT -8
(Is this just a random fight, or is it a special one? Because it's making me want to fight this Darkloid.)
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Deleted
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Post by Deleted on Nov 16, 2006 22:45:03 GMT -8
(It is a story fight. You could always see if Raven would let you try fighting it in a random fight.)
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Post by Raven8 on Nov 17, 2006 17:33:15 GMT -8
(OOC: Muwahaha, fear mein monstah! >.>)
???????: ......
*The Navi once again closes his eyes,charging energy within himself, and releasing another dark-chip to act as a barrier, once again negating an extreamly large amount of damage*
+: Negate: User is allowed to throw away one SE to disregard dmg from one turn of attacks. SE MUST have dmg higher than user's max HP, and only negates as much dmg as the chip shows.
Thrown away:
Dark Sword Blade element C-Attack Karma loss: 10 500 DMG, undodgable, attacks all. Glitch: User attacks one less time for the next 2 turns.
+: Every SE used has it's attack power doubled.
(-1000 DMG from all attacks)
*After this, the Navi begins to glow red and fumble around slightly, as if inarticulate with anger....*
-: User is infected with confuse and berzerk at the start of every turn.
<Berzerk, Confused>
*......however, this doesn't last long. the Navi absorbs the negative effects into himself, once again releasing them as an energy pulse*
+: Sacrifice: User is allowed to sacrifice 300 HP, and negate all negative effects on him/her for the rest of the turn. Automaticly used at the start of any turn the user has status damage/reduction. HP cannot fall below 1 using this effect.
+: Damage Link: When user deals damage to self (300 or less per turn), instantly heal that full amount and counter it to an enemy of choice.
+: Reverse Status: Whenever the user is effected by status damage, an automatic counter of 300 is activated.
(HP: 1/200)
600 DMG counter.
*The Navi then releases yet another DarkMeteors chip, causing the already flaming field to be rocked by even more dark fire-balls, making it even harder to avoid....*
-: User's ENTIRE moveset is null. No normal attacks may be used.
+: Advanced Emulation: +100 DMG to all SEs.
+: At the cost of one attack slot, user is allowed to double SE damage for the rest of the turn.
+: Every SE used has it's attack power doubled.
[glow=black,2,900] Dark Meteors S-Attack Fire element Karma loss: 10
300 400 800 1600 DMG, automaticly strikes for 100 200 400 800 DMG at end of every turn for the rest of the battle, enemy becomes unable to dodge naturaly for the rest of the battle. Glitch: User cannot dodge for the rest of the battle, and all attacks deal -30 DMG for the rest of the battle.
(800 DMG 4x from last turn)[/glow]
+: User's SE reserve is restored at the end of every other turn at the cost of 50% of the user's max HP (cannot fall below 1 HP).
(1/200)
+: Recover 100 HP per turn, or add 100 DMG to all SEs.
(101/200)
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Deleted
Deleted Member
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Post by Deleted on Nov 17, 2006 19:18:43 GMT -8
After being hit by the assault, Sarojin fall to the ground. The assault was too much for him.
<Battle Over>
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