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Kazmiz
10-03-2007, 08:56 PM
Level: 8

STR: 4
DEX: 6
CON:3
INT: 1

REI: 1

HP: 223 [248-25(10%)]
RP: 194

Traits:

Skilled - Elite: You are obsessed with developing your martial skills. Instead of gaining characteristics every three levels, you gain them every two levels.

Sociopath: Spreading death simply makes your day…so you do it everyday! +2 on to-hit rolls.

Skirmisher: You are nimble on your feet, darting in and out of battle. Engaging an enemy, attacking them, and then moving out of range without a .5 Movement does not provoke an Attack of Opportunity.

Caffeinated: You have ingested so much caffeine that it has caused a permanent neurological shift in your system. You move much faster than other people, but you have this constant jitter... +6 to Initiative, -3 to-hit.

Rapido: You are able to make use of quick-moving arts. Your movement is doubled. Automatically granted when DEX is 5 or above.

Weapon:

"Bone Shard Sword: 1d10 damage, x3 critical, crit on 17-20, -10% HP."

Other:

To-hit: +26 (+8[BAB]+2[STR/2]+6[Fisherman] -3 [Caffeinated] +2[Sociopath] +3[Gillian] +8[AUG]) / +22 (like the prior, only -4 to [BAB])

Defense: 26
(+10[Base]+4[Racial]+2[Conniving]+3[(STR+DEX)/3]+3[Gillian]+6 [AUG])

Initiative Bonus:+14 (DEX+AUG+Caffeinated)

Damage: 8d10+9

Saves: 2d10+6[DEX]/+3[CON]+4[Gillian]

Movement: 6 [(2+1)*2]

Damage Resistance: 3

Path of the Slipstream:

1st Step - Stream Wader: +1 Movement.
2nd Step - Fisherman: -1 to a single opponent's base Movement.
3rd Step - Initiate of the Slipstream: +6 to-hit, -2 to enemy to-hit, +1 INT.
4th Step - Slipstream Cartographer: Debuff Ability - Once per turn, you may strip a single opponent of any positive effect currently active on them.

Kidou Kismets: 4 slots, DC: 15

Augmentations: 0 points left.
Larger Adrenal Glands: +6 def
Heightened Muscle Capabilities: +8 attack
Murderous Instinct: +2 Initiative

War (Yamamoto Shingo)
Race: Renegade Shinigami
Rank: None
Renegade Level: Knight

Level 8

HP: 180
RP: 110

Attributes:

STR - 11
DEX - 5
CON - 0
INT - 0

Traits:

Protector (Elite): +6 to-hit vs those who have attacked allies, +2 STR, +2 Initiative.
Sociopath: +2 to-hit
@sshole: +2 to-hit, +4 damage, -3 Saves
Shunpo: x2 Movement
Knight: +3 to-hit, +5 damage, +4 Saves, +3 Defense, +3 DC

Characteristics:

Zanjutsu Student: +1 to-hit/damage
Wrist Movement: +2 to-hit
Zanjutsu Graduate: +1 STR, 1d12 normal damage (1d18 Shikai)

Shikai:

Release - Send forth the dogs of war! Arashi no Kaze!

Greatsword form - 0 points
Massive Critical - 20 points (17-20)
Range - 10 points (3 Movement range)
Element: War (+STR to-hit)

Style attack: Heki sashidegamashii!

-Linear/0 points
-Normal attack strength/0 points

Items:

None

Combat Stats:

To-hit: +24/+21 (30/27)
Damage: 8d12 + 21 (8d18 + 21)
Defense: 26
Damage Reduction: 0
Saves: 2d10 + 6 (DEX) / + 1 (CON)
Movement: 4
Initiative: +7

Death (Ichabod Grimm)
Race: Renegade Shinigami
Rank: None
Renegade Level: Knight (+3 to-hit, +5 damage, +4 Saves, +3 Defense, +3 DC)

Level 8

HP: 228
RP: 158

Attributes:

STR - 8
DEX - 0
CON - 6
INT - 0

REI - 2

Traits:

Eidetic Combat Memory (Elite) - +3 to-hit/damage/Defense/DR/Initiative.
Painkiller - +20 DR, no Resolve from HP < 50% and 30%.
Stretchy - +1 attack range.

Characteristics:

Zanjutsu Student - +1 to-hit/damage
Wrist Movement - +2 to-hit
Zanjutsu Graduate - +1 STR, d12 for damage.

Shikai:

Release - Kai, Ikatsui-karite

Form - Scythe (Spear analog, Scythe visual); 1d10's (1d12), Range +1, x4 crit on 18-20.
Element: Death (To-hit calc with STR rather than STR/2)
Element: Death (CON added to Defense)
Long Reach (+3 attack range)

Special Attack - Hitonomi jijibutsubutsu

Linear.
Same damage as normal attacks.

Items:

None

Combat Stats:

To-hit: +17/+14 (Shikai: +21/+18)
Damage: 8d12 + 17 (Crit on 18-20, x4 damage)
Defense: 32
Damage Reduction: 29
Saves: 2d10 + 4 (DEX) / + 10 (CON)
Initiative: +3
Movement: 2
Attack Range: 6

War and Death. One follows the other. It's just common sense if you think for more than a minute. That's right, no debate this time, no posing of philosphical questions. Not anymore. Now, it only goes down to this:

War - that which brutally prepares many for the next life - and Death - that which takes them into it.

I shall put an end to them. Now. Here. Haha, this will be...enpowering.

Kazmiz
10-03-2007, 08:57 PM
I rub my black hands together as I prepare for battle...

Initiative:

Hajime: [roll0]+14
War: [roll1]+7
Death: [roll2]+3

Kazmiz
10-03-2007, 09:03 PM
Too late, fools! I'm already upon you! Haha! But, wait, jumping into the fray like this is not wise, not with two opponents...I must do something else first...yes... I will first...attempt to do this...

Kismet: Afflict: Dominate; Target: Death. DC: 15

As the spell flies, I flee to a more secure area.

Distance: 7

Kazmiz
10-03-2007, 09:05 PM
Death's save: [roll0]+10

With a rather lazy gesture, Death raises his scythe in order to block my spell.

Kazmiz
10-03-2007, 09:11 PM
Hajime gains 1 resolve.

With that, I have no choice but to wait for their actions. I must be cautions. Errors cannot be allowed.

The one they call War releases the power of his sword - a rather large one, too - and advances on me. Fortunately, I am too far ahead.

Distance: 2

At the same time, Death makes his move; he does the same as his comrade, but it appears that Death's long hand can reach farther than initially calculated...haha... Come to finally get me? I think not.

Attack roll: [roll0]+19 / [roll1]+16
Damage roll: [roll2]+17 / [roll3]+17

Kazmiz
10-03-2007, 09:21 PM
Hajime's HP: 169

Hajime gains 1 resolve.
Death gains 1 resolve.

I realize that Death will not be easy to deal with. No. But I will prevail in the end...I will...satisfy my hun - no, my desire. My desire to be great. Yes, I will!

For now, I attempt the same maneuvre as before, only...slightly different.

Hajime uses 1 resolve to increase DC by 5.

Kismet: Afflict: Dominate; DC: 20

Distance: 8

War's save: [roll0]+1

Kazmiz
10-03-2007, 09:25 PM
War is now Dominated.

Ha! It worked! It worked! It so beautifully worked! Now, let me see...what this fellow can do...hahaha....

Distance to Death: 1

Attack rolls: [roll0]+30 / [roll1]+27
Damage rolls: [roll]8d12[roll]+21 / [roll2]+21

Save against Dominated: [roll3]+1

Kazmiz
10-03-2007, 09:27 PM
Rerolling first damage roll: (bah) [roll0]

Kazmiz
10-03-2007, 09:33 PM
Death's HP: 21

Beautifully executed...that one is nearly destroyed...now...to see how they finish each other off...haha...

Death uses 4 resolve points for +20 to hit and +20 damage

Target: War

Attack rolls: [roll0]+41 / [roll1]+38
Damage rolls: [roll2]+37 / [roll3]+37

Kazmiz
10-03-2007, 09:41 PM
War's HP: 0

Death gains 1 resolve.
Hajime gains 1 resolve.

Now, it is my turn again. Yes, it is time for me to finish this. To end this glorious battle. Haha. I exaggerate, of course.

Hajime strips Death of Element: Death (CON added to Defense).

That done, I now wait for Death to come for me. Oh, how dissapointed it will be! Haha!

Hajime skips the rest of his turn.

Being unable to perform any other actions, Death advances on Hajime.

Distance: 7
=========================

And now...I STRIKE! I dash forward, brandishing my bone shard blade, almost tasting the horseman's flesh. Yes, yes, I will have it! I WILL!

Attack rolls: [roll0]+26 / [roll1]+22
Damage rolls: [roll2]+9 / [roll3]+9

Kazmiz
10-03-2007, 09:46 PM
((I'm not going to bother rolling the second one again. Death dies anyway.))

Death's HP: 0

Haha! Victory! Sweet victory! I was right, oh, I was right. This certainly does feel quite...empowering...haha...and now...my feast...

Alright.

Hajime's total resolve: 4

Battle XP: 160x2.0 = 320

((Uh, right, I may have screwed some stuff here, so the battle may be invalid. If it is, notify me plox. :)))

Jaran
10-04-2007, 07:19 AM
((I didn't notice anything messed up.))

42 RP XP gained.