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[Tale]Takoda vs Chandra || Winner: Takoda Goto Page: 1 2 [>] [»|]

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jayoku

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PostPosted: Thu Jun 04, 2015 8:46 am


Takoda
Rare Beads Stats
HP || 38 (+7)(+5) = Total Hp: 50/50
Attack || 13 (+2)(+0) = (+2)
Defense || 26 (+5)(+1)(+1) = (+7)
Magic || 36 (+7)(+8 )(+2) = (+17)
Speed || 31 (+6)(+4) = (+10)


Chandra
Basic Book Stats
HP || 19 (+3)(+2) = Total Hp: 24/24
Attack || 7 (+0)(+0) = (+0)
Defense || 12 (+2)(+0)(+1) = (+3)
Magic || 19 (+3)(+3)(+2) = (+8 )
Speed || 15 (+2)(+3) = (+5)
jayoku generated a random number between 1 and 31 ... 24!
PostPosted: Thu Jun 11, 2015 8:29 am


Takoda

HP || 50/50
Attack || (+2) // Defense || (+7) // Magic || (+17) // Speed || (+10)
Takoda's Defense: Base 10 + 7 = 17
Takoda needs 13 to hit Chandra
Spells:
~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount.
~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20
~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)
~ Magic Mend: CD 4 turns / Half Action / +2 HP for 4 turns
~ Temporal Form: CD 5 turns or HP dropping below 10 / Full Action / TF deals additional 1/2 dmg to oppoenent and cannot be dodged / Takoda recieves .5 x more damage while TF is active

Rolling for intiative: 24 + 10 = 34

jayoku

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jayoku generated a random number between 1 and 15 ... 13!

jayoku

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PostPosted: Thu Jun 11, 2015 8:40 am


Chandra

HP || 24/24
Attack || (+0) // Defense || (+3) // Magic || (+8 ) // Speed || (+5)
Chandra's Defense: Base 10 + 3 = 13
Chandra needs 17 to hit Takoda
Spells:
~ Ice lvl 1 5/5 uses Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
~ Lightning Lvl 1 5/5 uses -Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing.
~ Health lvl 1 5/5 uses -(This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)

Rolling for intiative: 13 + 5 = 18
jayoku rolled 3 20-sided dice: 1, 2, 9 Total: 12 (3-60)
PostPosted: Sun Jan 10, 2016 9:00 pm


Takoda

HP || 50/50
Attack || (+2) // Defense || (+7) // Magic || (+17) // Speed || (+10)
Takoda's Defense: Base 10 + 7 = 17
Takoda needs 13 to hit Chandra
Spells:
~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount.
~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20
~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)
~ Magic Mend: CD 4 turns / Half Action / +2 HP for 4 turns
~ Temporal Form: CD 5 turns or HP dropping below 10 / Full Action / TF deals additional 1/2 dmg to oppoenent and cannot be dodged / Takoda recieves .5 x more damage while TF is active

Takoda goes to attack Chandra with Water Magic lvl 2
Takoda needs 13 to Hit Chandra and 15-20 to cause -1 AC from water magic.
Roll to hit: 1 + 17 = ? Hit/Miss Epic Fail and does dmg to self.
Roll for damage: 2 + 17/4 = 4.75 dmg
Water Magic (-1 Armor): Yes/No
New Health: 45.25/50

Water Lvl 2 : 6/7 uses left

jayoku

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jayoku rolled 3 20-sided dice: 11, 14, 16 Total: 41 (3-60)

jayoku

Dapper Lunatic

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PostPosted: Sun Jan 10, 2016 9:07 pm


Chandra

HP || 24/24
Attack || (+0) // Defense || (+3) // Magic || (+8 ) // Speed || (+5)
Chandra's Defense: Base 10 + 3 = 13
Chandra needs 17 to hit Takoda
Spells:
~ Ice lvl 1 5/5 uses Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
~ Lightning Lvl 1 5/5 uses -Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing (roll 18-20).
~ Health lvl 1 5/5 uses -(This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)

Chandra uses Lighting Lvl 1 against Takoda.
Roll to Attack: 11 + 8 = 19 Hit/Miss
Roll for Damage: 14 + 8/2 = 11 dmg
Lightning lvl 1: Paralyzing: 16 Yes/No

Lighting lvl 1: 4/5 Uses left
jayoku rolled 3 20-sided dice: 13, 18, 11 Total: 42 (3-60)
PostPosted: Mon Apr 18, 2016 3:38 pm


Takoda

HP || 34.2/50
Attack || (+2) // Defense || (+7) // Magic || (+17) // Speed || (+10)
Takoda's Defense: Base 10 + 7 = 17
Takoda needs 13 to hit Chandra
Spells:
~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount.
~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20
~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)
~ Magic Mend: CD 4 turns / Half Action / +2 HP for 4 turns
~ Temporal Form: CD 5 turns or HP dropping below 10 / Full Action / TF deals additional 1/2 dmg to oppoenent and cannot be dodged / Takoda recieves .5 x more damage while TF is active

Takoda goes to attack Chandra with Earth Magic lvl 2
Takoda needs 13 to Hit Chandra and 15-20 to cause -2 Defense from earth magic.
Roll to hit: + 17 = ? Hit/Miss Epic Fail and does dmg to self.
Roll for damage: 2 + 17/4 = 4.75 dmg
Earth Magic (-2 Armor): Yes/No

Water Lvl 2 : 6/7 uses left
Earth lvl 2 : 6/7 uses left

jayoku

Dapper Lunatic

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jayoku rolled 4 20-sided dice: 16, 5, 10, 4 Total: 35 (4-80)

jayoku

Dapper Lunatic

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PostPosted: Mon Apr 18, 2016 5:12 pm


Chandra

HP || 24/24
Attack || (+0) // Defense || (+3) // Magic || (+8 ) // Speed || (+5)
Chandra's Defense: Base 10 + 3 = 13
Chandra needs 17 to hit Takoda
Spells:
~ Ice lvl 1 5/5 uses Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
~ Lightning Lvl 1 5/5 uses -Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing (roll 18-20).
~ Health lvl 1 5/5 uses -(This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)

Chandra uses Lighting Lvl 1 against Takoda.
Roll to Attack: 16 + 8 = 24 Hit/Miss
Roll for Damage: 5 + 8/2 = 6.5 dmg
Lightning lvl 1: Paralyzing: 15 Yes/No

Lighting lvl 1: 2/5 Uses left
jayoku rolled 1 20-sided dice: 5 Total: 5 (1-20)
PostPosted: Mon Apr 18, 2016 5:29 pm


Takoda

HP || 27.7/50
Attack || (+2) // Defense || (+7) // Magic || (+17) // Speed || (+10)
Takoda's Defense: Base 10 + 7 = 17
Takoda needs 13 to hit Chandra
Spells:
~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount.
~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20
~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)
~ Magic Mend: CD 4 turns / Half Action / +2 HP for 4 turns
~ Temporal Form: CD 5 turns or HP dropping below 10 / Full Action / TF deals additional 1/2 dmg to oppoenent and cannot be dodged / Takoda recieves .5 x more damage while TF is active

Takoda goes to use Health Mastery as well use Magic Mend
Roll for Health Mastery: 5 + 17/5 = 4.4
New Health: 27.7 + 4.4 = 32.1
Magic Mend: +2 to HP
New Health: 32.1 + 2 = 33.1

Water Lvl 2 : 6/7 uses left
Earth lvl 2 : 6/7 uses left

Magic mend CD 0/4 turns
Health Mastery: 24/25 used

jayoku

Dapper Lunatic

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jayoku rolled 3 20-sided dice: 4, 14, 5 Total: 23 (3-60)

jayoku

Dapper Lunatic

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PostPosted: Mon Apr 18, 2016 8:04 pm


Chandra

HP || 24/24
Attack || (+0) // Defense || (+3) // Magic || (+8 ) // Speed || (+5)
Chandra's Defense: Base 10 + 3 = 13
Chandra needs 17 to hit Takoda
Spells:
~ Ice lvl 1 5/5 uses Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
~ Lightning Lvl 1 5/5 uses -Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing (roll 18-20).
~ Health lvl 1 5/5 uses -(This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)

Chandra uses Lighting Lvl 1 against Takoda.
Roll to Attack: 16 + 8 = 24 Hit/Miss
Roll for Damage: 5 + 8/2 = 6.5 dmg
Lightning lvl 1: Paralyzing: 15 Yes/No

Lighting lvl 1: 2/5 Uses left
jayoku rolled 3 20-sided dice: 11, 8, 4 Total: 23 (3-60)
PostPosted: Sun Apr 24, 2016 6:35 pm


Takoda

HP || 26.6/50
Attack || (+2) // Defense || (+7) // Magic || (+17) // Speed || (+10)
Takoda's Defense: Base 10 + 7 = 17
Takoda needs 13 to hit Chandra
Spells:
~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount.
~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20
~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)
~ Magic Mend: CD 4 turns / Half Action / +2 HP for 4 turns
~ Temporal Form: CD 5 turns or HP dropping below 10 / Full Action / TF deals additional 1/2 dmg to oppoenent and cannot be dodged / Takoda recieves .5 x more damage while TF is active

Takoda goes to use attack Chandra with Earth Magic lvl 2
Roll to Hit: 11 + 17 = 28 HIT
Roll for Damage: 8 + 17/2 = 12.5 dmg
Roll for earth status: 4 Hit/Miss
Magic mend heals for +2 New health: 28.6

Water Lvl 2 : 6/7 uses left
Earth lvl 2 : 5/7 uses left

Magic mend CD 1/4 turns
Health Mastery: 24/25 used

jayoku

Dapper Lunatic

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jayoku rolled 3 20-sided dice: 7, 6, 7 Total: 20 (3-60)

jayoku

Dapper Lunatic

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PostPosted: Sun Apr 24, 2016 7:06 pm


Chandra

HP || 11.5/24
Attack || (+0) // Defense || (+3) // Magic || (+8 ) // Speed || (+5)
Chandra's Defense: Base 10 + 3 = 13
Chandra needs 17 to hit Takoda
Spells:
~ Ice lvl 1 5/5 uses Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
~ Lightning Lvl 1 5/5 uses -Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing (roll 18-20).
~ Health lvl 1 5/5 uses -(This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)

Chandra uses Lighting Lvl 1 against Takoda.
Roll to Attack: 7 + 8 = 15 Hit/Miss
Roll for Damage: 6 + 8/2 = 6.5 dmg
Lightning lvl 1: Paralyzing: ? Yes/No


Lighting lvl 1: 1/5 Uses left
jayoku rolled 3 20-sided dice: 18, 10, 5 Total: 33 (3-60)
PostPosted: Sun Apr 24, 2016 7:15 pm


Takoda

HP || 28.6/50
Attack || (+2) // Defense || (+7) // Magic || (+17) // Speed || (+10)
Takoda's Defense: Base 10 + 7 = 17
Takoda needs 13 to hit Chandra
Spells:
~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount.
~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20
~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)
~ Magic Mend: CD 4 turns / Half Action / +2 HP for 4 turns
~ Temporal Form: CD 5 turns or HP dropping below 10 / Full Action / TF deals additional 1/2 dmg to oppoenent and cannot be dodged / Takoda recieves .5 x more damage while TF is active

Takoda goes to use attack Chandra with Earth Magic lvl 2
Roll to Hit: 18 + 17 = 35 HIT
Roll for Damage: 10 + 17/2 = 13.5 dmg
Roll for earth status: 5 Hit/Miss
Magic mend heals for +2 New health: 30.6

Water Lvl 2 : 6/7 uses left
Earth lvl 2 : 4/7 uses left

Magic mend CD 2/4 turns
Health Mastery: 24/25 used

jayoku

Dapper Lunatic

4,025 Points
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jayoku rolled 3 20-sided dice: 13, 4, 2 Total: 19 (3-60)

jayoku

Dapper Lunatic

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PostPosted: Sun Apr 24, 2016 8:24 pm


Chandra

HP || 11.5/24
Attack || (+0) // Defense || (+3) // Magic || (+8 ) // Speed || (+5)
Chandra's Defense: Base 10 + 3 = 13
Chandra needs 17 to hit Takoda
Spells:
~ Ice lvl 1 5/5 uses Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
~ Lightning Lvl 1 5/5 uses -Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing (roll 18-20).
~ Health lvl 1 5/5 uses -(This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)

Chandra goes to dodge Takoda's attack and will counter/retaliate.
Roll to dodge: 13 + 5 = 18 Full/Half/No dmg
New Health: 11.5 - 5.77 = 5.73
Roll for Counter: 4 +8 = 12 MISS

Lighting lvl 1: 1/5 Uses left
jayoku rolled 3 20-sided dice: 10, 2, 6 Total: 18 (3-60)
PostPosted: Sun Apr 24, 2016 8:38 pm


Takoda

HP || 32.6/50
Attack || (+2) // Defense || (+7) // Magic || (+17) // Speed || (+10)
Takoda's Defense: Base 10 + 7 = 17
Takoda needs 13 to hit Chandra
Spells:
~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount.
~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20
~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)
~ Magic Mend: CD 4 turns / Half Action / +2 HP for 4 turns
~ Temporal Form: CD 5 turns or HP dropping below 10 / Full Action / TF deals additional 1/2 dmg to oppoenent and cannot be dodged / Takoda recieves .5 x more damage while TF is active

Takoda goes to use attack Chandra with Earth Magic lvl 2
Roll to Hit: 10 + 17 = 27 HIT
Roll for Damage: 2 + 17/2 = 9.5 dmg
Roll for earth status: 6 Hit/Miss
Magic mend heals for +2 New health: 34.6

Water Lvl 2 : 6/7 uses left
Earth lvl 2 : 3/7 uses left

Magic mend CD 4/4 turns
Health Mastery: 24/25 used

jayoku

Dapper Lunatic

4,025 Points
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jayoku rolled 3 20-sided dice: 18, 18, 8 Total: 44 (3-60)

jayoku

Dapper Lunatic

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  • Bunny Hunter 100
  • Signature Look 250
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PostPosted: Sun Apr 24, 2016 8:47 pm


Chandra

HP || 5.73/24
Attack || (+0) // Defense || (+3) // Magic || (+8 ) // Speed || (+5)
Chandra's Defense: Base 10 + 3 = 13
Chandra needs 17 to hit Takoda
Spells:
~ Ice lvl 1 5/5 uses Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of freezing.
~ Lightning Lvl 1 5/5 uses -Roll 3d20: roll 1 is hit, roll 2 is dmg, roll 3 is chance of paralyzing (roll 18-20).
~ Health lvl 1 5/5 uses -(This is a half-turn action.)
|| (Roll 1d20 + magic bonus) /5 = healed amount.

Special attacks:
~ Panacea: CD 5 turns / Full Action / heals 6HP over 3 turns (or +2 a round for three rounds)

Chandra goes to dodge Takoda's attack and will counter/retaliate.
Roll to dodge: 18 + 5 = 23 Full/Half/No dmg
New Health: 5.73 Stays the same
Retaliate: 18 + 8/5 = 5.2 dmg

Lighting lvl 1: 1/5 Uses left
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