Post by Lady on Mar 25, 2015 13:24:53 GMT
Player 1
As soon as Player 1 encounters Player 2, he'll first try to concentrate before attempting to attack Player 2 with his claws.
If Player 2 uses PK Love, as soon as Player 2 starts charging, Player 1 will keep his distance from him until it is relatively safe.
If Player 2 uses Flash, Player 1 will throw one of his one-sided smoke bombs to conceal him until the effects wear off.
If Player 1 gets too injured, he'll either throw a one-sided smoke bomb and use his medkit or deal equivalent or greater damage to Player 2 for his leech gene to heal his injuries for him.
If Player 2 gets too far away from Player 1, he'll use his grappling hook harness (provided there are some trees or something for grappling hooks to latch onto) to move him closer to Player 2.
If Player 1 gets cornered he'll use his teleporter to warp somewhere away from Player 2 but close enough for him to retaliate.
Player 1 will zigzag and making unpredictable moving patterns often to dodge Player 2' attacks and try to latch onto Player 2 when possible. If he can't, he'll just try to get as close as possible. Afterwards, he'll try to aim at vital organs and scratch, bite, and do as much damage as possible before bolting away.
Powers/Items:
Leech Gene - If the Player 1 manages to harm anything, they heal by the same amount of harm they caused the target.
Run away Gene - If the Player 1 gets too injured, they're given a temporary speed boost (faster at digging, running, flying away) that can be used for running away and running away ONLY.
Combat Gene - The Player 1 becomes stronger, faster, and more resilient to attacks. Having this gene, however can reduce the chances of healing and buff items to work on the Player 1.
Concentration - When left unbothered for at least 1 post, the chances of his success in anything (fighting, defending, making stuff) increases a bit.
Player 1 Claws - Just the basic claws of a Player 1. Retractable, very sharp, and strong enough to cut through steel.
Damaged Teleporter - Teleports the user to a random area. Usually close to the target area... usually. Usable once per thread.
Medkit - All the medical supplies you'll ever need is in here. Patches up wounds from small cuts to gaping hole.
One-sided smoke bomb x2 - A smoke bomb that releases a cloud of smoke that only the user's enemies can see, smell, or feel. To others or the user's allies, its just a clear gas like oxygen. Smoke lasts for 1 post.
Player 2
Player 2 would open this fight with a PK Flash, hoping that his opponents weakness in relation to lasers extends to powerful physic flashes of light. From here he would cast Offense Up and Shield, then rush Player 1 with his good stick. From this point on, Player 2 would be careful about using PP, saving it for a finisher PK Love, or LifeUp to heal himself. Instead, he would use the Hypno Pendulum to distract, then repeat his rush with the Good Stick.
Powers/Items:
PK Love: A powerful PSI ability that only Player 2 can use, due to his class and aspect. It generates blue and yellow diamonds made out of light, and does major damage all enemies, depending on how close they are. Takes one post to charge, one post to use, and one post to cool off. Until Player 2 reaches God Tier, Player 2 can only use PK Love α (-18PP)
Flash - Causes a bright flash to come from users hand. It may cause enemies to suffer from uncontrollable crying, moving slower, hallucinating, or going unconscious by player permission. (α 8 pp, β 16 pp)
Offense Up - Makes allies feel stronger. Wears off after 4 posts. Effective when stacked. (α 10 pp, Ω 30 pp.)
Lifeup - It allows for one to heal another. α heals only the feeling of pain. No injuries, β heals stabs, and cuts, γ heals deep gashes, and Ω heals anything that isn't fatal. (α 5 pp, β 8 pp, γ 13 pp, Ω 24 pp.)
Good Stick- A stick that's quite easy to wield. (No special properties.)
Hypno-Pendulum- Sway it in front of an enemy to lull it into a deep sleep.
As soon as Player 1 encounters Player 2, he'll first try to concentrate before attempting to attack Player 2 with his claws.
If Player 2 uses PK Love, as soon as Player 2 starts charging, Player 1 will keep his distance from him until it is relatively safe.
If Player 2 uses Flash, Player 1 will throw one of his one-sided smoke bombs to conceal him until the effects wear off.
If Player 1 gets too injured, he'll either throw a one-sided smoke bomb and use his medkit or deal equivalent or greater damage to Player 2 for his leech gene to heal his injuries for him.
If Player 2 gets too far away from Player 1, he'll use his grappling hook harness (provided there are some trees or something for grappling hooks to latch onto) to move him closer to Player 2.
If Player 1 gets cornered he'll use his teleporter to warp somewhere away from Player 2 but close enough for him to retaliate.
Player 1 will zigzag and making unpredictable moving patterns often to dodge Player 2' attacks and try to latch onto Player 2 when possible. If he can't, he'll just try to get as close as possible. Afterwards, he'll try to aim at vital organs and scratch, bite, and do as much damage as possible before bolting away.
Powers/Items:
Leech Gene - If the Player 1 manages to harm anything, they heal by the same amount of harm they caused the target.
Run away Gene - If the Player 1 gets too injured, they're given a temporary speed boost (faster at digging, running, flying away) that can be used for running away and running away ONLY.
Combat Gene - The Player 1 becomes stronger, faster, and more resilient to attacks. Having this gene, however can reduce the chances of healing and buff items to work on the Player 1.
Concentration - When left unbothered for at least 1 post, the chances of his success in anything (fighting, defending, making stuff) increases a bit.
Player 1 Claws - Just the basic claws of a Player 1. Retractable, very sharp, and strong enough to cut through steel.
Damaged Teleporter - Teleports the user to a random area. Usually close to the target area... usually. Usable once per thread.
Medkit - All the medical supplies you'll ever need is in here. Patches up wounds from small cuts to gaping hole.
One-sided smoke bomb x2 - A smoke bomb that releases a cloud of smoke that only the user's enemies can see, smell, or feel. To others or the user's allies, its just a clear gas like oxygen. Smoke lasts for 1 post.
VS
Player 2
Player 2 would open this fight with a PK Flash, hoping that his opponents weakness in relation to lasers extends to powerful physic flashes of light. From here he would cast Offense Up and Shield, then rush Player 1 with his good stick. From this point on, Player 2 would be careful about using PP, saving it for a finisher PK Love, or LifeUp to heal himself. Instead, he would use the Hypno Pendulum to distract, then repeat his rush with the Good Stick.
Powers/Items:
PK Love: A powerful PSI ability that only Player 2 can use, due to his class and aspect. It generates blue and yellow diamonds made out of light, and does major damage all enemies, depending on how close they are. Takes one post to charge, one post to use, and one post to cool off. Until Player 2 reaches God Tier, Player 2 can only use PK Love α (-18PP)
Flash - Causes a bright flash to come from users hand. It may cause enemies to suffer from uncontrollable crying, moving slower, hallucinating, or going unconscious by player permission. (α 8 pp, β 16 pp)
Offense Up - Makes allies feel stronger. Wears off after 4 posts. Effective when stacked. (α 10 pp, Ω 30 pp.)
Lifeup - It allows for one to heal another. α heals only the feeling of pain. No injuries, β heals stabs, and cuts, γ heals deep gashes, and Ω heals anything that isn't fatal. (α 5 pp, β 8 pp, γ 13 pp, Ω 24 pp.)
Good Stick- A stick that's quite easy to wield. (No special properties.)
Hypno-Pendulum- Sway it in front of an enemy to lull it into a deep sleep.