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Post by Umbaglo on Feb 7, 2005 18:28:21 GMT -5
"Hey, that's not nice. Let's see what we've got."
Participants/Mechs: Regris/Gadram vs. Radius/Kuroshishi Format: 1v1 Location: Ebanis' Backyard (Terrain: Ebanis' Backyard) Limit: 100 Items: No Hi-Tier, Sidekicks, or Systems Size: Active
"Who will survive? The heat will be on!"
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Post by Radius on Feb 7, 2005 18:36:13 GMT -5
Pilot Class: Getter Pilot Pilot Name: May SP: 110 Maximum SP Cap: 210 Skills & Abilities:Dodge Cost: 26 Minimum Dodge Cost: 15 Countercut: 2 EN or 7 PCs - Potential: Gain bonuses when HP is low. Bonus varies depending on level of remaining HP. -50% HP and below: Damage Received -20%; Weapon Damage +75% -40% HP and below: Damage Received -30%; Weapon Damage +150% instead -30% HP and below: Damage Received -40%; Weapon Damage +225% instead -20% HP and below: Damage Received -50%; Weapon Damage +300% instead - Open Get Specialty: Gain additional Open Get usages in Getter mechs according to your rank. Lieutenant: Gain 10 additional Open Gets- Makenai Ki: Gain a Kiai Counter for every attack that hits and successfully deals damage to you, but fails to kill you, for this match. For every Kiai counter gained, players receives a Damage Received -4%, Damage dealt +4% bonus. The maximum number of counters is 13. - Pay 8% of max PC's to add a Kiai Counter. This can only be done during the Seishin Phase. SeishinsIron WallEffect: All damage recieved this turn x 1/4 SP Cost: 40 SP FlashEffect: Auto Dodge SP Cost: 15 SP [glow=red,2,300]---------------------[/glow] KuroshishiStatistics: HP: 40, EN: 20, IS: 3, Move: G, Size: SWeapons: Tonfa (M)- 8 damage x 2 Shuriken (PSR)- 5 damage/PC Anchor (P)- PARALYZE Chest Beam Gun (B)- 12 damage, 20 rounds Gatling Launcher (V)- 16 damage, 8 rounds Beam Katana (BM)- 20 damage x 2
Combo Attacks: Ninja Sappou (V)- 20 damage/ENInherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: Shuriken, Chest Beam Gun 4) Tobikage Combine 5) Ninja Sappou: Target's Dodge Cost +1 per 2 EN spent. Requires an allied Bakuryu and Houraiou to execute.Item Slots: 1) Ninjustu Scroll 2) Link Combo 3) G-Wall Generator
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Post by Regris Kallen on Feb 7, 2005 18:36:22 GMT -5
Sirger Battle Strategies Aura Caste - Dodge Cost is 5. Minimum Dodge Cost is 5.
- Countercut: 2 EN or 4 PCs
- Aura Channeling: Increases power of Aura Giri and Hyper Aura Giri. Lieutenant: Attack Damage +50%
- Only ones able to activate Aura Barrier.
- Aura Barrier: The protective properties of the barrier depend on your rank: Lieutenant: Aura Barrier protects against 20 damage.
- Agility: When in an S or SS sized unit, gain: Dodge Cost -5, Weapon Damage +25%, and may Countercut as if 1 Size larger.
- Aura Overload: Pay X amount of PCs to initiate Hyper State, determined by rank. Each turn, pay 5 PCs. Should this upkeep be unpayable, or user decides to stop, return to normal state and decrease HP to 1 and EN to 0. Usable only once per battle, and only in Aura Battlers. Change unit's size to L while Hyperize is active.
Lieutenant: Pay 20 PCs to initiate Hyper State. HP +120, EN +30, attack damage +50%, damage received -25%, Target's Dodge Cost +5.
Aura Elemental Aptitude Level: 145
- Wind (Flash 15 SP) - Forest (Concentrate 15 SP) - Water (Mercy 10 SP) - Earth (Iron Wall 40 SP) - Light (Greater Perseverance 40 SP)
Original Class Shell: Sei Senshi[/center] Gadram
Statistics:HP: 40, EN: 30, IS: 2, Move: F/G, Size: S[/color] Weapons: Aura Vulcan (SV)- 2 damage, 20 rounds Fray Bomb (PR)- 15 damage, 8 rounds Aura Sword (M)- 20 damage Aura Giri- 35 damage, 2 EN/attack. Requires Sei Senshi Pilot Class to execute. Hyper Aura Giri- 75 damage, 5 EN/attack. Requires Sei Senshi Pilot Class to execute.Inherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) Countershoot: Aura Vulcan 4) HP Regen 10% 5) Aura Barrier (Barrier) 6) Bunshin (3/5)Replacement Cost: 220 PCs
*Replace Drumlo with this unit after the cost is paidItems:- Orichalcum - Chokogin Nu-Z
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Post by Umbaglo on Feb 7, 2005 18:36:57 GMT -5
"Before you begin, there are a few simple rules to follow. Follow them well, for they are the key to victory."
Initiative: Radius Prone Time: 12 hours per side Math: 3X Check
"Take it to the max, competetors, and don't hold back! Let's ROBATTLE!"
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Post by Radius on Feb 7, 2005 18:40:28 GMT -5
Defense Phase: Attacking Weapons: - Action Taken: - Damage Taken: - Resources Spent: -
May: Something feels... wrong about this mech.
Attack Phase: Weapons Used: Anchor Target: Regris Damage Dealt: PARALYZE Mods: - Resources Spent: -
Status:
HP: 40/40 EN: 20/20 SP: 110/110 PC: 100/100
Makenai Ki: 0 Potential: Off
Weapons: Chest Beam Gun: 20/20 Gatling Launcher: 8/8
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Post by Regris Kallen on Feb 7, 2005 18:44:25 GMT -5
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Post by Radius on Feb 7, 2005 18:45:57 GMT -5
Defense Phase: Attacking Weapons: Aura Sword Action Taken: G-Wall Damage Taken: 10 Resources Spent: 1 EN
May: However, the anchor feels perfect!
Attack Phase: Weapons Used: Anchor Target: Regris Damage Dealt: PARALYZE Mods: - Resources Spent: -
Status:
HP: 30/40 EN: 19/20 SP: 110/110 PC: 100/100
Makenai Ki: 1 (-4%, +4%) Potential: Off
Weapons: Chest Beam Gun: 20/20 Gatling Launcher: 8/8
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Post by Regris Kallen on Feb 7, 2005 18:47:53 GMT -5
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Post by Radius on Feb 7, 2005 18:54:29 GMT -5
Defense Phase: Attacking Weapons: Aura Giri Action Taken: Block Damage Taken: 29 Resources Spent: -May: Johnny! Transformation Phase: Tobikage Combine to: Juuma
Link Combo set to: Tail[/color] Attack Phase: Weapons Used: - Target: Regris Damage Dealt: - Mods: - Resources Spent: -Status:
HP: 60/60 EN: 40/40 SP: 110/110 PC: 100/100
Makenai Ki: 2 (-8%, +8%) Potential: Off
Weapons: Beam Gun: 10/10[/b]
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Post by Regris Kallen on Feb 7, 2005 18:58:09 GMT -5
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Post by Radius on Feb 7, 2005 19:02:13 GMT -5
Defense Phase: Attacking Weapons: Aura Sword Action Taken: Take Damage Taken: 23 Resources Spent: -
May: I'm full of surprises ^_^
Attack Phase: Weapons Used: Tail Target: Regris Damage Dealt: 28 x 2 Mods: - Resources Spent: -
Status:
HP: 43/60 EN: 40/40 SP: 110/110 PC: 100/100
Makenai Ki: 3 (-12%, +12%) Potential: Off
Bunshin (X): 3/3 Bunshin (Y): 1/5
Weapons: Beam Gun: 10/10
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Post by Regris Kallen on Feb 7, 2005 19:05:49 GMT -5
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Post by Radius on Feb 7, 2005 20:30:21 GMT -5
Seishin Phase: Seishin Cast: Iron Wall Seishin Effect: Damage Taken -75% SP Cost: 40
Defense Phase: Attacking Weapons: Aura Giri Action Taken: Take Damage Taken: 13 Resources Spent: -
May: Wow... this could take a while.
Attack Phase: Weapons Used: Tail Target: Regris Damage Dealt: 51 x 2 Mods: - Resources Spent: -
Status:
HP: 30/60 EN: 40/40 SP: 70/110 PC: 100/100
Makenai Ki: 4 (-16%, +16%) Potential: L1 (-20%, +75%)
Bunshin (X): 3/3 Bunshin (Y): 2/5
Weapons: Beam Gun: 10/10
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Post by Regris Kallen on Feb 7, 2005 20:33:27 GMT -5
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Post by Radius on Feb 7, 2005 20:37:35 GMT -5
Defense Phase: Attacking Weapons: Aura Giri Action Taken: Bunshin Damage Taken: - Resources Spent: -
Attack Phase: Weapons Used: Tail Target: Regris Damage Dealt: 51 x 2 Mods: - Resources Spent: -
Status:
HP: 30/60 EN: 40/40 SP: 70/110 PC: 100/100
Makenai Ki: 4 (-16%, +16%) Potential: L1 (-20%, +75%)
Bunshin (X): 2/3 Bunshin (Y): 3/5
Weapons: Beam Gun: 10/10
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