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Edited by Speaker: 8/5/2021 9:35:28 PM
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Boss Battle v2021 rules, and requirements

DAILY reporting for all events is not required an APPROVED OC SHEET is REQUIRED SIGN UPS CAN BE DONE ON THE MOST RECENT POST OF THE #bossbattle2021 tag series. BONUS' APPLIED BY DM. MON_FR 10 am EST post time DAILY EVENT. daily events END at 10 pm EST LAST FRIDAY OF EVERY MONTH MINI BOSS BATTLE WEEKLY BATTLE POST ON FRIDAY. 1 turn per comment unless otherwise affected COMBAT HEALING AND DEFENSE rules for attacking are at the sole discretion of the player, but the player may only comment an attack once per turn Assisting a player in the most recent comment of someone elses thread causes you to share the damage of the enemies next attack. you still may attack defend or heal in your own player thread. Blocking mitigates damage for one turn by a base of 15% unless otherwise affected. Armor provides a character chosen benefit and DM aproved rating from 1 to 100% cloth- 1% leather 5-10% mail-improvised- 5-20% solid 25-30% magical 5-?% blocking negates the ability to assist, heal, or attack for 1 (comment) turn. RESTRICTIONS FOR CHARACTER CREATION: 1-9999 abilities and weapons may have a potency of up 9999 heal, hit or defense BONUS ABILITIES: SOLE DISCRETION OF THE DM bonus abilities will have 3 categories SECRET- decided upon by the DM, a wildcard. SECRET abilities are privileged, and cannot be revealed to other players. revealing a secret will cause your OC to be summarily executed/suffer painful death. SECRET ABILITIES can be either temporary or permanent. ENVIRONMENTAL- based on the playing field during play, conditions affect performance, and will be anounced at the beginning of play for all OC's who are native, all other suffer a scaling 15% penalty penalty/bonus is shed upon leaving the environment EXTREME- ALL PLAYERS RECEIVE ENVIRONMENT PENALTIES AT THE DISCRETION OF THE DM. Only last in specific cases and GIFTED- Gained through good RP, story beats, or rewarded for completion of weekly minibosses GIFTED abilities last between 1-3 months. RULES REGARDING MAGIC- MAGIC USERS MUST CHOOSE ONE ITEM AS A WEAPON, but then GAIN 4 SPELL SLOTS. ALL MAGIC USERS suffer an OVERHEAT on Magic when one spell is used 3+ times in a row, this means +20% Spell Damage at the cost of LIFE equal to User Vitality for 10 turns, stacking Damage for every OVERHEATED attack CHARACTER TEMPLATE NAME [u]STATS Point Pool: 100[/u] STR(ength) AGI(lity) ALE(rtness) INT(elligence) WIL(lpower) VIT(ality) Divide points to your preference. [u]WEP(ons)[/u] SLOT1 SLOT2 SLOT3 [u]ABI(lities)[/u] SLOT1 SLOT2 [u]CLOTHING/GEAR[/u] HEAD HANDS/ARMS TORSO LEGS FEET [WHAT YOU FIGHT FOR] COMPANIONS ARE AT THE GRACE OF THE DM, and must be given separate limited stats. STR, AGI, VIT, WIL POINT POOL: 60 only one attack, 1-9999 potency IF YOU HAVE QUESTIONS CONTACT ME

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  • Rain [u]STATS Point Pool: 100[/u] STR(ength): 1 AGI(lity)15 ALE(rtness)20 INT(elligence)15 WIL(lpower)19 VIT(ality)35 [u]WEP(ons)[/u] [Blood tome] An ancient book found by Rain that temporarily shattered her mind and sanity. It has no true name and no records of it exist. It contains immense power. [Empty] [Empty] [u]Spells[/u] [Lacerator vines] portals open from all around enemies and bloody sharp vines attack the target grabbing and lacerating them or tearing them apart. 4532 potency [Crimson fire] blood red fire appears in Rain's hands and can be thrown in an explosive ball, fired in a concentrated beam, or used as an explosive melee on a target. 6574 potency [Sanguine bond] Rain summons and throws a small low damage dart at an enemy. The target absorbs a portion (10%) of damage dealt to Rain. When Rain directly attacks the target, she is healed for 20% of the damage she deals. 100 potency [Blood rage] A taxing attack, consumes 50% of Rain's composure (will be detailed in abilities) deals very high damage. Portals rapidly open around a target and large spires of Sanguine energy pierce the enemy from each one. At the end of the attack a portal opens and swallows small targets for a turn dealing damage again, on larger targets a massive vine reaches from the portal and grabs the target slowing them down and dealing damage for a turn. 9999 potency [u]ABIlities [/u] Composure: Rain starts with 100 composure points. As Rain gets hit or uses abilities, she loses composure points (5 for every hit) as composure lowers Rain gains a stacking 5% damage buff for every 10 points lost, but gains a chance to miss (caps out at 10% at 50 points lost, 2% for every 10 points) Rain gains 5 composure every other turn When Rain reaches 0 composure, she becomes berserk for 5 turns, then is unable to attack for a turn and her composure resets to 100. When berserk Rain gains a flat 100% damage buff, but attacks all combatants, friend or foe [Will to strength] Rain consumes 10 composure points and restores 5% of her max health and gains a 5% damage buff for her next attack [Bloodbound allies] Rain consumes 25 composure and protects all allies from 50% of the damage they receive the next turn. [u]CLOTHING/GEAR[/u] Head: None HANDS/ARMS: Acro's power glove: can release small blasts of kinetic energy, deal no damage but knock targets back. TORSO: Rain's coat: a dark black duster with pocket dimensions in the pockets, there is a device in the back that allows a teleport every other turn LEGS: Regular black pants. FEET: Black combat boots. Rain is cloaked in magic armor with 20% defense Rain began fighting because of grief when Acro was abducted and imprisoned by the thing pretending to be Nil, now she continues to fight for the thrill of it and to protect the place Acro protected. COMPANION [Ember] STR 3 AGI 19 VIT 19 WIL 19 Attack: Ember fires a beam of Astral energy and gets happy if Rain appears proud of what he did, when this happens Ember's next attack deals 5% more damage and Rain gains 5 additional composure. 5671 potency If Ember is defeated, Rain immediately loses 100 composure. [spoiler]may need to be toned down or made less complicated, not sure.[/spoiler]

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