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Post by Deleted on Nov 14, 2012 12:30:05 GMT -8
[bgcolor=232323] Initiative: Iria Non-Random Special Conditions:If you RP every turn this Round, your "Entrant" Rewards will be doubled (should you lose) Random Special Conditions:1: On the First Turn, the Stage is set to Ocean Panels 2: First Navi to Evade an Attack has -1 Attack Slot that turn
Condition 2 Fulfilled (Sol) Here's the ★ incase anyone needs it And here's the starting stage due to the first Special Condition: Ocean Stage: Aqua Element Non-Aqua Navis have -1 attack slot and their first dodge each turn costs 2 skill uses (instead of 1). Fire Navis take 100 Aqua Element damage/turn. Lasts 3 turns.--- --- --- --- --- NOTE: Both navis can fulfill a "When..." Condition (though it does not apply to this specific battle). As long as the Condition is true, the Effects remain active. NOTE2: Supportive Chips do not cost an Attack Slot and can be used like a regular Skill.
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Post by Shast on Nov 14, 2012 12:40:35 GMT -8
Will do turn when I have stats, but I have to say this. Those conditions are so mean. haha[Just going to assume we're on a standard tournament floor, and our navis still look the same. Like This one*Iria tapped her foot on the arena floor. A sound that was deafened into non-existence by the digital crowd that had gathered to watch the spectacle. The announcer had just finished the introduction of the duo but had yet to '"ding the bell" as it's called.
The enforcer untied her coat and tossed it off the arena, but kept her white hat on. Still getting used to the weird rules Iria limbered up a bit, stretching her arms and cracking her back. Futile things in the net but she liked them anyway. A tournament based on what you know, not what you can do, how weird. At least she was able to keep a couple of her own techniques.
The announcer collected himself and with an enthusiastically chipper voice shouted "BEGIN!". Then from the sides of the arena glass walls rose up to about 15ft in height. Shortly after they reached their peak water erupted from the arena floor, quickly filling it up like a fish tank, with the combatants as the fish.
This was quite possibly the worst scenario to start a fight for someone like Iria. Essentially a 'fish out of water' would be the best way to describe a fire element navi in a water elementals world. She let out a yelp as the nipping water bit at her.
Without skipping a beat she swam to the base of the tank and slapped her hand on the ground... and the water began to heat up, to the point of a red glow. Turning this fish tank into a cooking pot. The water slowly evaporating, but it would take some time.1
Iria's turned up towards Sol and pointed her hand out. It turned into a cannon at the wrist and she launched a massive energy ball at the navi. Followed by a smaller, but still large blast.
1: We're still underwater. It's just evaporating slowly. Thought it would be nice RP-wise instead of just having it go away all at once. ----------
Defense
N/A
Support
-130hp from Aqua stage (1.3 weak to Aqua)
[Stage] [Summon a stage matching your Element] [1 Use] [0 use]
Lava Stage Fire Element Non-Fire navis take 100 Fire Element damage/turn. Fire Element attacks deal x1.1 damage and Fire Element navis gain 100 HP/turn. Lasts 3 turns.
Iria heals 100hp.
Offense -dmg- fire x1.1
-AS- 2 ---
[Hi-Cannon] [70 280 DMG] -- [Normal Element] [Breaks Shields] [If no other Attack was used this turn, deals x4 Damage] [2 Uses] [1 uses]
[Cannon Arm] [70 77 DMG] -- [Fire Element] [Can be used alongside a Chip from the "Cannon Series" once per turn without disabling its Effect]
Summary HP: 970/1000 dmg: 357 Status: Wet... Stage: Lava [1/3]
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Post by SolarGunner on Nov 14, 2012 16:13:07 GMT -8
Iria's quick thinking made the battlefield much more comfortable for Sol, a pot of hot water was much better to the navi of flames than a pot of cold water. Pushing off the ground and up towards the top of the water, Sol narrowly avoided the large cannon blast. However the followup attack found its mark, slamming Sol in the torso and causing him to barrel back from the force. As he pulled out his gun to counterattack, he realized how difficult it would be to ignite the barrel while underwater, impossible even. Seems he had no counterattack just yet.
[Dodge] [Dodges 1 Attack] [2 Uses]
used to avoid hi-cannon
Cannon arm taken for 77 damage
HP: 923/1000
Setup:
Lava stage regenerates 100 HP
HP: 1023/1000
no actions this turn
HP: 1023/1000
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Post by Shast on Nov 14, 2012 19:33:48 GMT -8
[Oh boo, no witty banter? That's a shame. Oh well more for me.]
The first cannon shot missed its mark, deftly dodged by her opposition. The shot however kept going, and shattered the arena's window, the first flick of a domino effect that resulted in the entire glass case crumbling in a loud crash. Glass mixed water gushed everywhere, leaving the duo standing on Iria's heated arena floor.
The foe fell flat and took the second canon shot head on, but had no retort of his own. Iria continued to press the assault, not wanting to let her foe have any kind of ground. Converting her hand into a cannon once more Iria fired off a small blast at her foe, following by an orb that shortly after being fired exploded into a maelstrom of tiny blasts.
Tired of being the range-weenie Iria returned her hand to normal and pounced at her foe, swinging a solid right hook, followed by closed-fisted backhand, before jumping back to catch her breath. The ambient glow of the arena giving the pair a heavy tint of red to their complexion. ===
Defense
N/A
Support
Iria regenerates 100hp.
Offense -dmg- x1.1
-as- 4 ----
[Cannon Arm] [70 77 DMG] -- [Fire Element] [Can be used alongside a Chip from the "Cannon Series" once per turn without disabling its Effect]
[Spreader] [70 DMG] -- [Normal Element]
[If 1st Atk, Deal x2 Dmg] [If 2nd Atk, +30 Dmg to next]
[If Last Atk, +50 Dmg on use] [2 Uses] [1 use]
[Siphon] [30 60 DMG] -- [Normal Element] [Any Effects or Damage added to this Attack are added to the next as well]
[Combo] [50 121 DMG] -- [Fire Element] [If used after a Normal Attack, deals extra Damage equal to 50% of the preceding Attack] [If used after a BattleChip, gains one Aiming Effect from the preceding BattleChip]
Summary HP: 1070/1000 DMG: 328 Status: Normal Stage: Lava [2/3]
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Post by SolarGunner on Nov 14, 2012 20:11:30 GMT -8
[Hard to talk when doing so would fill one's lungs with water]
As the water drained back and Sol looked up from his prone position, he realized his foe was giving him no quarter. Instinctively throwing up one hand to guard his face and leaning back to provide support with the other, Sol prepared for a full onslaught to connect with his body.
But nothing came...
As it would turn out, just as the first salvo of blasts were about to hit, a black aura rose up around Sol. As he leaned back, the gunner had pushing on and activated a Battlechip. The small time frame this allowed gave Sol the chance to stand up and gain his bearings as Iria rushed in and delivered her hook, which was warded off by the Aura. Finally ready to fight, Sol raised his arm up and intercepted the oncoming strike, a small shield forming on his arm. He looked to Iria as she jumped back.
"Well that certainly caught me off guard. You certainly don't hold back at all huh? That's good though, keeps things interesting right from the start."
As steam rose off from Sol's weapon, the water within was purged from it, allowing it to fire once more readily. However Sol jumped into the air as opposed to firing upon Iria, performing a forward flip and bringing an axe kick down upon his opponent. While still in midair, his gun charged with power and shot down on Iria, pushing Sol back to his original position with the force of the shot.
==================
Defense:
[Aura] [100 HP] -- [Supportive Chip] [1 Use] x0 Uses remain
Aura absorbs first three attacks
[MetGuard] [1 Block] -- [Supportive Chip] [2 Uses] x1 Uses remain
MetGuard blocks Final attack
HP: 1023/1000
Setup: Lava stage regen
HP: 1123/1000
Offensive Step:
2 AS
[Crush] [30 DMG] -- [Normal Element] [If Hits, destroys 1 Use of one of the victim's Battle Chips (chosen by target)]
[Recovery 10 [+10 HP] -- [Supportive Chip] [Automatically activates every time an Attack Slot is spent] [Passive]
[Shotgun] [60 DMG] -- [Normal Element] [If 1st Atk, Hit 2 Targets] [If Last Atk, +30 Dmg Next Turn to All Atks] [2 Uses] x1 use remains
[Recovery 10 [+10 HP] -- [Supportive Chip] [Automatically activates every time an Attack Slot is spent] [Passive]
HP: 1143/1000
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Post by Shast on Nov 14, 2012 21:19:32 GMT -8
The brutal kicked was met not with navi but with heated tile as Iria swerved out of the way of the attack, but not with enough speed to avoid the second attack. She took a blast to the back and responded with a light 'urk' before whipping around to meet her opponent once more.
It's an effective tactic. was her only retort, before resuming the assault, albeit slower than before.
Her hand, once more turning into the cannon. Cut loose the same large blast as not long before, followed up the flaming exhaust the blast caused. The blast and its aftermath streaked a crossed the glowing red arena at a steady pace, but the crowd was sad... because if Sol dodged they would likely get blasted in the face.
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Defense
[Dodge] [Dodges 1 Attack] [2 Uses] [1 use]
Dodge Crush.
Takes Shotgun.
HP: 1010/1000 Support
Iria regenerates 100hp.
Offense -dmg- x1.1
-as- 2 ---
[Hi-Cannon] [70 280 DMG] -- [Normal Element] [Breaks Shields] [If no other Attack was used this turn, deals x4 Damage] [2 Uses] [0 uses]
[Cannon Arm] [70 77 DMG] -- [Fire Element] [Can be used alongside a Chip from the "Cannon Series" once per turn without disabling its Effect]
Summary HP: 1110/1000 DMG: 357 Status: Normal Stage: Lava [3/3]
Looks familiar doesn't it? lol
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Post by SolarGunner on Nov 14, 2012 21:48:01 GMT -8
Sol was not aware of the crowd's reaction behind him, his gaze fixated on his opponent. Dropping down to a crouch let the powerful cannon blast sail just over his head and into the crowd. Luckily as the blast crossed the edge of the wall separating the ring from the bleachers it dissipated into nothingness, Luckily safety precautions were taken into account for collateral damage.
As Sol stood back up, the secondary attack was subsequently absorbed by his surging black aura about him. But Sol was no longer looking at Iria, he was looking at the crowd, who cringed and gasped as the initial blast was dodged then subsequently connected with the field protecting them. He was happy about the countermeasures, but angered that Iria would willingly put them in danger.
"Anything to win huh? Its a good thing they foresaw collateral damage, otherwise you'd have quite a lot of blood on your hands."
Defensive:
[Dodge] [Dodges 1 Attack] [2 Uses] x0 uses remains
dodges hi-cannon
Cannon arm hits aura, is absorbed.
HP: 1143/1000
Setup:
Regen 100 HP
HP: 1243/1000
Offensive: +30 damage to all attacks, 3 as
[Crush] [60 DMG] -- [Normal Element] [If Hits, destroys 1 Use of one of the victim's Battle Chips (chosen by target)]
Recov 10
[Transfer] [60 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well]
recov 10
[Burner] [99 DMG * 5 Hits] -- [Fire Element] [+2 Hits on Lava Stage] (active effect) [+10 Dmg/Hit on Grass Stage] [Ignores Armor on Magnet Stage] [Unusable on Ocean Stage] [1 Use] x0 uses remain
recov 10
Damage: 615 HP: 1273/1000
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Post by Shast on Nov 14, 2012 23:44:58 GMT -8
[Max regen above maximum is 125%, so 1250 is our cap.]
It's a standard net arena. They're all like this given a navis innate destructive capabilities.
As the first of the brutal retort by Sol was about to connect a cream-white barrier flourished around Iria, bouncing it, and the rest of the attacks off of her, and protecting her from the cataclysmic flames of his finale. Leaving her unscathed and aura still going strong.
She resumed her fighting stance and unleashed a response of her own.
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Defense
[Aura] [100 HP] -- [Supportive Chip] [1 Use] [0 use]
Aura absorbs everything.
Support
Offense -as- 4
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[-Flamewright-] [70 DMG] -- [Fire Element] [Undodgeable | Cuts Auras] [Auto Attacks next turn at Half Damage]
[Spreader] [70 DMG] -- [Normal Element] [If 1st Atk, Deal x2 Dmg] [If 2nd Atk, +30 Dmg to next] [If Last Atk, +50 Dmg on use] [2 Uses] [0 use]
[Variable Sword] [80 110 DMG] -- [Normal Element] [Choose 2 Aimers upon use of this Atk] (ADOPTING BREAKS SHIELDS, CUTS AURAS) [2 Uses] [1 use]
[Cannon Arm] [70 DMG] -- [Fire Element] [Can be used alongside a Chip from the "Cannon Series" once per turn without disabling its Effect]
Summary Iria: 1110/1000 Aura: 100 dmg: 320 status: fine Stage: Normal
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Post by SolarGunner on Nov 15, 2012 14:34:25 GMT -8
It would seem that Sol's aura would not last forever, too bad, but all great things must end. Unfortunately he had to deal with his opponent's at this point. As the first attack shot through the aura, and the second was absorbed by it, Sol was simply not ready for the strength of the blade that was tearing through the aura. A gash came across his chest that was only worsened by the cannon blast that followed it.
But time had passed enough for him to work at his full power now.
Prepping four bullets into his gun, Sol unleashed a salvo of shots, each one apparently building off the previous one's strength.
=====================
Aura cut by flamewright, 70 damage
Aura absorbs Spreader
Aura cut and Destroyed by Variable Sword, 110 damage
Sol takes cannon arm, 70 damage.
total damage taken: 250
HP: 1000/1000
Setup:
None
Offensive Step: 4 AS, Turns passed: 3
[Transfer] [40 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well]
[Transfer] [80 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well]
[Transfer] [120 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well]
[Transfer] [160 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well] ★
Recov 10 triggers 4 times
Damage: 400 HP: 1040/1000
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Post by Shast on Nov 15, 2012 20:20:05 GMT -8
[Huhm, really is on use. That's... really disappointing. Can't imagine where this will go then.]
Iria's aura flickered as the first few shots connected with it, none reaching beyond her protective shell... until the third shot caused it to crack, and the fourth shot struck home.
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Defense
First two shots absorbed by aura.
Third breaks it.
Fourth hits. -160.
Support
Offense -as- 4 ----
[-Flamewright-] AUTO [70 35 DMG] -- [Fire Element] [Undodgeable | Cuts Auras] [Auto Attacks next turn at Half Damage]
[Variable Sword] [80 DMG] -- [Normal Element] [Choose 2 Aimers upon use of this Atk] [2 Uses] [0 uses]
breaks shield, cuts aura
[Combo] [50 DMG] -- [Normal Element] [If used after a Normal Attack, deals extra Damage equal to 50% of the preceding Attack] [If used after a BattleChip, gains one Aiming Effect from the preceding BattleChip]
breaks shields
Summary Iria: 950/1000 status: Meh. Stage: Normal
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Post by SolarGunner on Nov 16, 2012 3:46:36 GMT -8
(I'm pretty sure you're using the alternating attack pattern, which would leave you at 2 AS this turn)
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Post by Shast on Nov 16, 2012 7:05:54 GMT -8
ho ho so it is. w/e w/e
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Post by SolarGunner on Nov 16, 2012 15:09:31 GMT -8
With his defenses down, Sol could do nothing but take the full brunt of the attacks. However it seemed that he was getting to his opponent as well. The last salvo did well, lets see if he could do it again.
Defense: All damage taken, 165 damage
HP: 875/1000
Setup:
[Strength] [+30 Dmg to One Attack] [2 Uses] used x2 on first Transfer of this turn.
Offensive step: 4 turns have passed, Transfer +40 damage, Previous turn's final transfer did 160 damage
[Transfer] [270 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well]
[Transfer] [320 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well]
[Transfer] [370 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well]
[Transfer] [420 DMG] -- [Normal Element] [Deals +10 Dmg per turn that has passed] [Damage dealt by this Attack is added to the next one as well] ★
Recov 10 triggers 4 times.
Damage: 1380 HP: 915/1000
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Post by Shast on Nov 16, 2012 19:22:49 GMT -8
(Seriously? How butchered can one attacks wording be?)
Game's done, Transfer wins.
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Deleted
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Post by Deleted on Nov 16, 2012 20:41:23 GMT -8
[bgcolor=232323] ... Sorry Shast >.o But you are right. While the attack was made to be spammable, it certainly works against the point of the whole tournament. New rules will be added to fix these shenans from happening anymore, as I mentioned to you earlier. ~Sol~ Advance to Round 1.5
~Iria~ "Entrant" Rewards Doubled (Receive an additional 25 Exp and 1,000z, upon exiting the tournament) Loser's Bracket Available.
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