[LoT] Doomsday vs Superman

ReXii

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Doomsday stands upon the precipice of another battle for his survival, every battle is one for his survival. That's all he knows, all he was taught. You must either kill, or be killed. He had died more times than he could remember. Each time being reborn from his own genetic makeup. Stronger and faster than he was before. Across from him stood a man garbed in blue and red, an earthling it seemed. From his skin tone and the build of his body Doomsday could see. Humans. They were easy prey for the most part, he doubted this man would be any exception. Even though he seemed to exude a murderous aura that excited Doomsday the huge beast let out an ungodly roar. Charging straight at the man without a seconds hesitation aiming to smash him to nothingness. Raising both hands above his head, Doomsday would attempt to land a powerful axe handle strike using both hands clenched together. Hoping to crush the mans head.

Total Points: 149

Strength: 50 [+5 due to Evolution] +10 [Evo Technique]
Intelligence: 20
Speed: 39
Durability: 40 [+5 due to Evolution] +10 [Evo Technique]
Energy: 0
Technology: 0
^ Stats for reference.

Technique Name: Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is the main technique used by Doomsday. Essentially it is the activation technique for all his abilities and thus it is always passively activated upon entering any activity be it battle mission or adventure. However it should be noted that this technique does count as a move slot for the first post of said activity. Essentially this technique is the building block for Doomsday, it allows him to evolve and adapt in battles as well as regenerate his body. Once activated Doomsday will recover slowly during a battle, allowing him to regenerate 2 hp per every two of his turns. This however will not increase his HP past it's initial cap. The evolution ability behaves in a unique way, every time a particular damage source affects Doomsday he will become slightly more resistant to this source of damage. This applies indefinitely and must be recorded in the users biography with links to show his damage resistances. Each time Doomsday is damaged by an ability he will gain a 1 damage immunity to it. I.E if fighting a green lantern and struck by their ring powers he will take full damage initially but the next time he is struck by the ring power he will take 1 damage point less. This can stack for up to 1/2 of the damage of the opponents techniques should they keep striking Doomsday. Also it should be noted that this ability allows Doomsday to be actually killed, even on a scale where there is nothing left of him but atoms and he will still regenerate, making him completely immortal essentially. However this ability does have drawbacks, taking considerable time to regenerate. In other words he can not regenerate in a fight in this way. If he loses a fight it's over. But he will always come back in the future no matter what happens to him.

Note: Once activated remains active for the entire battle.
Note: User heals 2 damage every two of his turns.
Note: Evolution must be noted in his biography.
Note: Activation grants the user an increase to strength and durability of ten points, however the user may not activate any boosting techniques to stack with this one.
Note: The damage resiliency will only stack to 10 points in total for any ability, regardless of being hit further by that ability.

Technique is already active as it's a passive technique. Attempting to strike you using my freeform with a blow based on strength for a total of 12 DMG due to having 60 STR once enhanced by my evolution technique and using both hands to strike.
 

Zaphkiel

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This is it.



What a monstrosity.

Clark stared at the hulk of a creature, adorned in spikes and spittle and blood and rage. Fear was for the weak. Fear was those who refused to accept adversity. Fear was for the ignorant. But this, what Clark felt as the beast charged toward him? It wasn't fear. No, it was much more than that, it was invigoration. Finally, something to unleash all of his hellish might upon.

Something worthy of his true strength.

(Something to remove from the Earth)

Without so much as a word Clark rifles a punch into the ground where the creature's foot so sturdily planted itself. The asphalt would quake beneath his fist, and fall away from his might. A crater would form, ceasing all ground movement and preventing the...thing from coming any closer.

As soon as the ground collapses and the creature falls into its influence Clark sped forward as a blur and, positioning himself behind it, delivered a second godlike punch to the back of its head. If this thing should survive this his pilot assault then the battle would be one of the immortals.

Techs used;
Technique Name: Keenness of Senses
EXP: 5
Type: Mutant
Rank: D
Description: With his Kryptonian physiology Clark is able to see and hear even above superhuman. In addition to a higher perception:reaction quotient, Clark is able to see other waves of the Electro Magnetic Spectrum such as UV, Gamma, and even Microwaves up to long ranged. He is also able to hear varying frequencies such as radio and telephone calls up to long ranged. He cab only listen however and can't reply or talk on these frequencies. He is also able to feel the slightest of tremors on ground and distortions in the air such sound or delicate air pressure changes. His Intelligence increases by +5 because of this.


Note: Passive

Technique Name: Olympian Fist (x2)
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.


Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.

Technique Name: Godspeed
EXP: 10
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. This ability grants him a boost of +5 Speed. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.


DMG: 22.5 from OF.
 

ReXii

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This is it.



What a monstrosity.

Clark stared at the hulk of a creature, adorned in spikes and spittle and blood and rage. Fear was for the weak. Fear was those who refused to accept adversity. Fear was for the ignorant. But this, what Clark felt as the beast charged toward him? It wasn't fear. No, it was much more than that, it was invigoration. Finally, something to unleash all of his hellish might upon.

Something worthy of his true strength.

(Something to remove from the Earth)

Without so much as a word Clark rifles a punch into the ground where the creature's foot so sturdily planted itself. The asphalt would quake beneath his fist, and fall away from his might. A crater would form, ceasing all ground movement and preventing the...thing from coming any closer.

As soon as the ground collapses and the creature falls into its influence Clark sped forward as a blur and, positioning himself behind it, delivered a second godlike punch to the back of its head. If this thing should survive this his pilot assault then the battle would be one of the immortals.

Techs used;
Technique Name: Keenness of Senses
EXP: 5
Type: Mutant
Rank: D
Description: With his Kryptonian physiology Clark is able to see and hear even above superhuman. In addition to a higher perception:reaction quotient, Clark is able to see other waves of the Electro Magnetic Spectrum such as UV, Gamma, and even Microwaves up to long ranged. He is also able to hear varying frequencies such as radio and telephone calls up to long ranged. He cab only listen however and can't reply or talk on these frequencies. He is also able to feel the slightest of tremors on ground and distortions in the air such sound or delicate air pressure changes. His Intelligence increases by +5 because of this.


Note: Passive

Technique Name: Olympian Fist (x2)
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.


Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.

Technique Name: Godspeed
EXP: 10
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. This ability grants him a boost of +5 Speed. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.


DMG: 22.5 from OF.
That smell. Doomsday knew that smell, it rushed in to his brain and tore at his senses. Activating his most primal rages. That was the smell of krypton. The planet of his birth, that was the smell of a kryptonian. This man was no human at all. He was one of them, Doomsday bellowed in fury letting out a bone shaking howl as his evolution turned up a notch to reflect his willingness to go all out.

Technique Name: Toxic Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an addition on to the evolution technique and can be activated passively with no move cost exactly the same as the evolution ability. However it does consume timeframe. This technique is very similar to evolution in that it adds to the defense of Doomsday. However this technique focuses on debuffs and counteracting them. It can apply to literally any type of debuff, freezing and burning, radiation, gravity. Anything that causes a loss in stat points. Every time Doomsday is affected by these abilities he begins to build up a tolerance to them of 10% per time affected. This can increase all the way up to 50% over the course of five turns. Making him 50% resistant to that particular type of debuff. Example, Doomsday is slowed by ice, after this happens once he gains a 10% resistance after twice he gains a 20% resistance. This behaves and is recorded in the biography in the exact same way as evolution.
Note: Must have evolution active to use this.
Note: In order for this to happen, Doomsday DUR stats have to be higher than the opponent's damage Stat ( ENE, SPD, STR, etc )

Kryptonian!!!

He yelled as he charged towards the man. Watching as the ground was rent asunder beneath his feet. Then before he knew it he was struck in the back of the head. Letting out a howl of anger he immediately retorts before the man has time to pull his hands back swinging his head like a huge counterweight and slamming his solid skull in to the mans hand with all the force he could muster.

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.

HP: 275 -22.5 (Damage) +2 (Regen) = 249.5
Damage Immunity: 1 DMG vs Solar Energy. (From now on all your heat attacks do 1 dmg less to me)
Damage Dealt: 39 (Headbutt enhanced by raging berserker)
 
Last edited:

Zaphkiel

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That smell. Doomsday knew that smell, it rushed in to his brain and tore at his senses. Activating his most primal rages. That was the smell of krypton. The planet of his birth, that was the smell of a kryptonian. This man was no human at all. He was one of them, Doomsday bellowed in fury letting out a bone shaking howl as his evolution turned up a notch to reflect his willingness to go all out.

Technique Name: Toxic Evolution
EXP: 20
Type: Science
Rank: B
Description: This technique is an addition on to the evolution technique and can be activated passively with no move cost exactly the same as the evolution ability. However it does consume timeframe. This technique is very similar to evolution in that it adds to the defense of Doomsday. However this technique focuses on debuffs and counteracting them. It can apply to literally any type of debuff, freezing and burning, radiation, gravity. Anything that causes a loss in stat points. Every time Doomsday is affected by these abilities he begins to build up a tolerance to them of 10% per time affected. This can increase all the way up to 50% over the course of five turns. Making him 50% resistant to that particular type of debuff. Example, Doomsday is slowed by ice, after this happens once he gains a 10% resistance after twice he gains a 20% resistance. This behaves and is recorded in the biography in the exact same way as evolution.
Note: Must have evolution active to use this.
Note: In order for this to happen, Doomsday DUR stats have to be higher than the opponent's damage Stat ( ENE, SPD, STR, etc )

Kryptonian!!!

He yelled as he charged towards the man. Watching as the ground was rent asunder beneath his feet. Then before he knew it he was struck in the back of the head. Letting out a howl of anger he immediately retorts before the man has time to pull his hands back swinging his head like a huge counterweight and slamming his solid skull in to the mans hand with all the force he could muster.

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.

HP: 275 -22.5 (Damage) +2 (Regen) = 249.5
Damage Immunity: 1 DMG vs Solar Energy. (From now on all your heat attacks do 1 dmg less to me)
Damage Dealt: 39 (Headbutt enhanced by raging berserker)
(Kryptonian?)

Could it be? Someone--something who knew about his true identity? But what surprised Clark even more was that the creature could produce words from that crude hole of a mouth on its face. What a specimen to behold.

After delivering his would-be knock out blow, the creature swivels around so fast on its heels, and launches a savage head butt at his forehead. It was too quick for him to fathom a reliable defense, so he reinforced his muscles and steeled himself for the attack. The result was a deep, echoing thoom sound as both aliens' heads collided, sending rogue dust and pebbles scattering from the impact.

But as he tanks the hit, Clark claps his hands forcefully, aiming directly at the creature's abdominal area, sending him into the already deep crater. As it would plummet deeper into the hole it would find its hearing severely impaired as the sound of his clap was almost like a sonic boom, threatening to pop its eardrums--if it had any (-10 to your INT for the following turn).

Clark then follows up with an Olympian Fist, coated in pure solar energy, to send it even deeper into the ground. After which he backs off and hovers above the crater to inspect the damage he had just done to both creature and nature.

Techs used;
Technique Name: The Man of Steel
EXP: 20
Type: Mutant
Rank: B
Description: Bolstering his cells with extra energy from his solar radiation absorption capabilities Clark is able to create a near indestructible state within his body. In this state, which lead onlookers to dub him as "The Man of Steel", Clark gains a temporary and impressive boost to durability (+10) for the sake of one attack. Meaning, when faced with say, a punch from the opponent, Clark would steel himself for the punch and boost his HP above the base threshold to compensate for the new damage inbound. So if the attack should have taken 5 from his DUR stat it would become negligible with this rented extra 10 boost. In addition to this, the technique prevents him from any lingering effects from the technique in question that he retards. For e.g. Burns from fire, or frostbite from cold. This applies if his Durability is higher than the stat the attack he is hit with; otherwise, the lingering and side effects still apply. This only works for one technique, be it a single hit or a combined flurry and cannot be used twice in the same turn. After he 'tanks' the attack the boost disappears.
Note (s):
- Requires a turn cool down

Technique Name: Thunder Clap
EXP: 20
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.

Technique Name: Olympian Fist
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.


Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.



DMG: 175 +50(MoS)-39= 186
Thunder Clap: 24 and -10 to your INT
Olympian Fist: 21.5
Total: 45.5
My HP falls back to 175 after this.
 

ReXii

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(Kryptonian?)

Could it be? Someone--something who knew about his true identity? But what surprised Clark even more was that the creature could produce words from that crude hole of a mouth on its face. What a specimen to behold.

After delivering his would-be knock out blow, the creature swivels around so fast on its heels, and launches a savage head butt at his forehead. It was too quick for him to fathom a reliable defense, so he reinforced his muscles and steeled himself for the attack. The result was a deep, echoing thoom sound as both aliens' heads collided, sending rogue dust and pebbles scattering from the impact.

But as he tanks the hit, Clark claps his hands forcefully, aiming directly at the creature's abdominal area, sending him into the already deep crater. As it would plummet deeper into the hole it would find its hearing severely impaired as the sound of his clap was almost like a sonic boom, threatening to pop its eardrums--if it had any (-10 to your INT for the following turn).

Clark then follows up with an Olympian Fist, coated in pure solar energy, to send it even deeper into the ground. After which he backs off and hovers above the crater to inspect the damage he had just done to both creature and nature.

Techs used;
Technique Name: The Man of Steel
EXP: 20
Type: Mutant
Rank: B
Description: Bolstering his cells with extra energy from his solar radiation absorption capabilities Clark is able to create a near indestructible state within his body. In this state, which lead onlookers to dub him as "The Man of Steel", Clark gains a temporary and impressive boost to durability (+10) for the sake of one attack. Meaning, when faced with say, a punch from the opponent, Clark would steel himself for the punch and boost his HP above the base threshold to compensate for the new damage inbound. So if the attack should have taken 5 from his DUR stat it would become negligible with this rented extra 10 boost. In addition to this, the technique prevents him from any lingering effects from the technique in question that he retards. For e.g. Burns from fire, or frostbite from cold. This applies if his Durability is higher than the stat the attack he is hit with; otherwise, the lingering and side effects still apply. This only works for one technique, be it a single hit or a combined flurry and cannot be used twice in the same turn. After he 'tanks' the attack the boost disappears.
Note (s):
- Requires a turn cool down

Technique Name: Thunder Clap
EXP: 20
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.

Technique Name: Olympian Fist
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.


Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.



DMG: 175 +50(MoS)-39= 186
Thunder Clap: 24 and -10 to your INT
Olympian Fist: 21.5
Total: 45.5
My HP falls back to 175 after this.
Hahahahaha

Doomsday feels his skull smashing against the kryptonians body. But it seemed that it would take more than a simple strike to fell one of the kryptonian race. As they collided Doomsdays eyes were naturally pointed downwards due to the headbutting motion. Able to see both the kryptonians arms as he brought them backwards, possibly in an attempt to counter attack. But Doomsday was stronger than the kryptonian and faster. He knew that, and he would give no time for recourse or counter attacks. Instead he slammed both his huge fists in to the rib cage of the man before he had a chance to act. Using his full and brutal strength to drive the air from the kryptonians body with incredible force. The force of this would likely cause the kryptonian to double over and Doomsday's body moved of it's own accord in preparation for this raising a huge knee at the mans solar plexus in an attempt to cripple him.

Note: As MoS is your first technique in this move I'm acting after that and intercepting your "clap" attack. If I visualise it correctly it's going to be a large clapping motion to complete that type of attack and will require you to pull your arms back considerably. Of course the quickest path from one point to another is a straight line. So I believe my attacks should strike you before you're capable of clapping at this range.

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.
X3


HP: 249.5
Damage Immunity: 2 DMG vs Solar Energy. (From now on all your solar energy attacks do 2 dmg less to me)
Damage Dealt: 39 (RB punch) +39(RB punch) +39(RB knee) = 117
 

Zaphkiel

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Hahahahaha

Doomsday feels his skull smashing against the kryptonians body. But it seemed that it would take more than a simple strike to fell one of the kryptonian race. As they collided Doomsdays eyes were naturally pointed downwards due to the headbutting motion. Able to see both the kryptonians arms as he brought them backwards, possibly in an attempt to counter attack. But Doomsday was stronger than the kryptonian and faster. He knew that, and he would give no time for recourse or counter attacks. Instead he slammed both his huge fists in to the rib cage of the man before he had a chance to act. Using his full and brutal strength to drive the air from the kryptonians body with incredible force. The force of this would likely cause the kryptonian to double over and Doomsday's body moved of it's own accord in preparation for this raising a huge knee at the mans solar plexus in an attempt to cripple him.

Note: As MoS is your first technique in this move I'm acting after that and intercepting your "clap" attack. If I visualise it correctly it's going to be a large clapping motion to complete that type of attack and will require you to pull your arms back considerably. Of course the quickest path from one point to another is a straight line. So I believe my attacks should strike you before you're capable of clapping at this range.

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.
X3


HP: 249.5
Damage Immunity: 2 DMG vs Solar Energy. (From now on all your solar energy attacks do 2 dmg less to me)
Damage Dealt: 39 (RB punch) +39(RB punch) +39(RB knee) = 117
Oh lordt.



Again. It was now that Clark saw the creature wind up that he realized two very important things...

(Its...fast! Even faster than me)

And the second was that its attack would be both unavoidable, and massive. Unfortunately, he didn't have enough time to muster a full body defense, and so he couldn't even prepare himself fully for the strike inbound. Instead, with both arms outstretched (from previous clapping motion) the creature's massive fists slam into the sides of his torso. The pain was immense, his vision near blacked out, and he spat a mouthful of blood--but he held it together. And in that moment where the creature outsped him and attacked, he brought his hands down into fists and slammed them into its head and neck. The force at which the punches come is enough to shatter the bones/spikes protruding from its head and upper chest area just as it was rising its knee for a finisher. The swift strikes were aimed downward so that the creature is pushed back from Clark (thus preventing the third knee strike) and its weight also used as a counter to distance himself (like pushing off from a wall). The force also topples its balance, seeing it would have been poised on one foot, and sends it back into the crater while Clark is pushed in the opposite direction.

In real time the encounter would look like a double knock out, but in reality Clark was the one who suffered more. He capitalizes on the backward motion and retreats to the sky at an alarming rate, closer to the sun where his body would absorb precious solar radiation and begin the healing process--all the way to mid ranged, where he was sure the creature wouldn't be able to reach.

"Dammit, I can't afford another reckless move like that again..."


Techs used;
Technique Name: Olympian Fist x2
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.

Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.

Technique Name: Godspeed
EXP: 10
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. This ability grants him a boost of +5 Speed. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.


Technique Name: Solar Energy Transmutation
EXP: 20
Type: Mutant
Rank: B
Description A unique ability seen in Kryptonians, is the act of absorbing/processing radiation, especially that of stars. Clark carries this ability with him at all times and passively stores solar energy from the orange sun of PlanetNB within himself. He is also able to harvest the radiation of Blue Star should he venture beyond PlanetNB but not that of a Red Star. By passively absorbing solar radiation Clark is able to turn that energy into many other forms for his other superpowers, and can even use it to sustain himself--much like how humans eat food to stay 'alive'. Clark may also fly absorb extra solar radiation and to heal himself of any injuries someone might have inflicted. The passive ability of Solar Energy Transmutation grants Clark the following abilities (which are also passive);


Flight: Clark is able to lift his body from the chains of gravity with something that can only be described as will. He can fly at blinding speeds or just hover when stationary. His flight speed is correspondent with his (Speed) attribute.


Durability: Due to constantly having solar radiation within and his Kryptonian physiology, Clark has an immensely durable body. Able to fall from orbit unharmed. Being an alien and all he also has the ability to survive in the vacuum of space by converting solar energy for sustenance. His durability is corresppndent with his (Durability) attribute, following the normal Damage rules.


Even though Superman is able to absorb various forms of radiation not all are ideal for his body. Namely the radiation of a Red Sun or green Kryptonite. If green Kryptonite is brought within short range Clark he begins to feel immediate effects which begin dropping his stats until they are zero, essentially turning him into a regular man. And if Clark even goes into the same region as a Red Star he begins to be stripped of his powers. He has recognized the radiative patters of these his weaknesses however, and can spot them with his radiative vision if he has reason to be suspicious. He has a resistance of 1:1 to Radiation type attacks, with the exception of those mentioned, instead of a 1:0,5 as usual.


Note: Healing can only heal +5 to Durability per turn and cannot heal above 50 in a battle.


DMG:
175- 78= 97 +25(Regen/Core Ability)= 122
OF(2): 41


 

ReXii

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Oh lordt.



Again. It was now that Clark saw the creature wind up that he realized two very important things...

(Its...fast! Even faster than me)

And the second was that its attack would be both unavoidable, and massive. Unfortunately, he didn't have enough time to muster a full body defense, and so he couldn't even prepare himself fully for the strike inbound. Instead, with both arms outstretched (from previous clapping motion) the creature's massive fists slam into the sides of his torso. The pain was immense, his vision near blacked out, and he spat a mouthful of blood--but he held it together. And in that moment where the creature outsped him and attacked, he brought his hands down into fists and slammed them into its head and neck. The force at which the punches come is enough to shatter the bones/spikes protruding from its head and upper chest area just as it was rising its knee for a finisher. The swift strikes were aimed downward so that the creature is pushed back from Clark (thus preventing the third knee strike) and its weight also used as a counter to distance himself (like pushing off from a wall). The force also topples its balance, seeing it would have been poised on one foot, and sends it back into the crater while Clark is pushed in the opposite direction.

In real time the encounter would look like a double knock out, but in reality Clark was the one who suffered more. He capitalizes on the backward motion and retreats to the sky at an alarming rate, closer to the sun where his body would absorb precious solar radiation and begin the healing process--all the way to mid ranged, where he was sure the creature wouldn't be able to reach.

"Dammit, I can't afford another reckless move like that again..."


Techs used;
Technique Name: Olympian Fist x2
EXP: 20
Type: Mutant
Rank: B
Description: Using his brute strength, Clark will utilize his inhuman durability as a Kryptonian and deliver a wrecking punch to his target. Normally, punches aren't that noteworthy, but when Clark coats his fist in rudimentary Solar Energy radiation his punches are enough to shake the ground around him up to mid-range range and create a crater up to short range. The coating is super heated and allows him to melt through certain substances while he swings his hands, the coating also heats the air around his fists causing it to expand and create less friction. His punch can fly through C ranked lesser metals and organic material with ease, and hit the target with unhindered damage. This is, as mentioned earlier, purely a strength coordinated move. This attack does 45% of the user's STR and 15% of the user's ENE in damage.

Note: Can only be used in rapid succession twice, after which it takes 2 turns to recharge.

Technique Name: Godspeed
EXP: 10
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. This ability grants him a boost of +5 Speed. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.


Technique Name: Solar Energy Transmutation
EXP: 20
Type: Mutant
Rank: B
Description A unique ability seen in Kryptonians, is the act of absorbing/processing radiation, especially that of stars. Clark carries this ability with him at all times and passively stores solar energy from the orange sun of PlanetNB within himself. He is also able to harvest the radiation of Blue Star should he venture beyond PlanetNB but not that of a Red Star. By passively absorbing solar radiation Clark is able to turn that energy into many other forms for his other superpowers, and can even use it to sustain himself--much like how humans eat food to stay 'alive'. Clark may also fly absorb extra solar radiation and to heal himself of any injuries someone might have inflicted. The passive ability of Solar Energy Transmutation grants Clark the following abilities (which are also passive);


Flight: Clark is able to lift his body from the chains of gravity with something that can only be described as will. He can fly at blinding speeds or just hover when stationary. His flight speed is correspondent with his (Speed) attribute.


Durability: Due to constantly having solar radiation within and his Kryptonian physiology, Clark has an immensely durable body. Able to fall from orbit unharmed. Being an alien and all he also has the ability to survive in the vacuum of space by converting solar energy for sustenance. His durability is corresppndent with his (Durability) attribute, following the normal Damage rules.


Even though Superman is able to absorb various forms of radiation not all are ideal for his body. Namely the radiation of a Red Sun or green Kryptonite. If green Kryptonite is brought within short range Clark he begins to feel immediate effects which begin dropping his stats until they are zero, essentially turning him into a regular man. And if Clark even goes into the same region as a Red Star he begins to be stripped of his powers. He has recognized the radiative patters of these his weaknesses however, and can spot them with his radiative vision if he has reason to be suspicious. He has a resistance of 1:1 to Radiation type attacks, with the exception of those mentioned, instead of a 1:0,5 as usual.


Note: Healing can only heal +5 to Durability per turn and cannot heal above 50 in a battle.


DMG:
175- 78= 97 +25(Regen/Core Ability)= 122
OF(2): 41


Kryptonian, you run. You should.

Doomsday lets out a guttural taunt at his opponent, though Doomsday isn't aware that taunting is even a thing currently. In his mind he's just speaking the truth. He had hurt the kryptonian. But he himself was not feeling the effects of battle nearly as much. His body continued to regenerate unhindered and each time the man struck him. He became stronger than he was before. The mans punches had damaged him though, no doubt. But he felt himself becoming stronger at the same time. The shattered bone structures began to reform almost immediately as Doomsday laughed once more. Charging at the Kryptonian by focusing all his inhumane strength in to his legs and literally leaping skywards attempting to slam in to the Kryptonian from below whilst wrapping both hands around his waist and throwing him back at the ground with incredible force.

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.
x2


HP: 249.5 - 41-2 (OF) +2 (Regen) = 212.5
Damage Immunity: 4 DMG vs Solar Energy. (From now on all your solar energy attacks do 4 dmg less to me)
Damage Dealt: 39 (RB Body slam) + 39 (RB throw) = 78
 

Zaphkiel

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Kryptonian, you run. You should.

Doomsday lets out a guttural taunt at his opponent, though Doomsday isn't aware that taunting is even a thing currently. In his mind he's just speaking the truth. He had hurt the kryptonian. But he himself was not feeling the effects of battle nearly as much. His body continued to regenerate unhindered and each time the man struck him. He became stronger than he was before. The mans punches had damaged him though, no doubt. But he felt himself becoming stronger at the same time. The shattered bone structures began to reform almost immediately as Doomsday laughed once more. Charging at the Kryptonian by focusing all his inhumane strength in to his legs and literally leaping skywards attempting to slam in to the Kryptonian from below whilst wrapping both hands around his waist and throwing him back at the ground with incredible force.

Technique Name: Raging Berserker
EXP: 20
Type: Science
Rank: B
Description: This technique is the main offensive technique used by Doomsday. It can only be used with evolution activated. In essence this technique allows Doomsday to tap in to his incredible strength when attacking his opponents physically. The technique itself is as varied as can be imagined, with it literally being any type of physical attack from punches and kicks to headbutts, knees and elbows. Or even biting the opponent. Once this technique is used, Doomsdays next attack will be based on his strength attribute. Causing 60% of his total STR attribute as damage.
Note: This boost only applies to the next attack and can not be chained in to multiple attacks without multiple uses. I.E using 3 punches with this technique would only boost the first punch unless the technique is used three times over.
Note: Must have evolution activated
Note: Due to evolutions effect this technique will actually cause more damage depending on Doomsday's evolution against the opponents powers. I.E if Doomsday was to have a 10 DMG resistance against hard light, this technique will cause 10 extra damage when clashing with a hard light technique.
x2


HP: 249.5 - 41-2 (OF) +2 (Regen) = 212.5
Damage Immunity: 4 DMG vs Solar Energy. (From now on all your solar energy attacks do 4 dmg less to me)
Damage Dealt: 39 (RB Body slam) + 39 (RB throw) = 78
As Clark saw the behemoth crouch and launch he nearly groans in totally annoyance.

"Honestly, I can't even regenerate in peace."

Knowing the creature was faster than him, and a brute force, he claps his hands before him in a move of pure anticipation. He knew the creature would prefer a head on attack, and that it lacked aerial maneuverability. It didn't have the ability of flight after all. The first clap dampens its acceleration, but not exactly halting it.

By the time he squeezes off the clap the creature slams into his torso. But he had enforced his muscles in time, and a crippling knee, now untraceable to the creature's senses, slams into the brute's chin and would send it to the left of his position to crash land from the sheer force of the blow, before it could get the privilege of throwing him. Then, while it was still dazzled from the thunder claps, Clark went in, intercepting its leftward trajectory and slam a fist into its throat, sending it back. He then dashed off again, using his ability to fly as his forte, and then delivers a double hand axe strike to the creature, sending it back to the ground to form another crater.

Normally Clark would have preferred to follow up and dish out even more quick damage, but he himself was too damaged, and he needed time to catch a breath. He flies back even farther in the air, and closer to the sun.


(Time to think of a strategy)

Techs used;
Technique Name: Thunder Clap
EXP: 20
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.

Technique Name: The Man of Steel
EXP: 20
Type: Mutant
Rank: B
Description: Bolstering his cells with extra energy from his solar radiation absorption capabilities Clark is able to create a near indestructible state within his body. In this state, which lead onlookers to dub him as "The Man of Steel", Clark gains a temporary and impressive boost to durability (+10) for the sake of one attack. Meaning, when faced with say, a punch from the opponent, Clark would steel himself for the punch and boost his HP above the base threshold to compensate for the new damage inbound. So if the attack should have taken 5 from his DUR stat it would become negligible with this rented extra 10 boost. In addition to this, the technique prevents him from any lingering effects from the technique in question that he retards. For e.g. Burns from fire, or frostbite from cold. This applies if his Durability is higher than the stat the attack he is hit with; otherwise, the lingering and side effects still apply. This only works for one technique, be it a single hit or a combined flurry and cannot be used twice in the same turn. After he 'tanks' the attack the boost disappears.
Note (s):
- Requires a turn cool down


DMG:
TC: 24 (-10 to your INT for the next turn)
Free form knee, punch, and then axe hand strike: 4(3)
Total: 36
HP: 122 +50 (MoS)= 172
Raging Berserker: 172 -39= 133
172+25(Regen/Core Ability)= 147

Aight fam, is this maybe acceptable now? I reason the MoS can/would happen after the clap and before the body slam because its more like a passively activated technique. So on paper I basically used one move in the time frame of your leap and body slam.

 
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ReXii

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As Clark saw the behemoth crouch and launch he nearly groans in totally annoyance.

"Honestly, I can't even regenerate in peace."

Knowing the creature was faster than him, and a brute force, he claps his hands before him in a move of pure anticipation. He knew the creature would prefer a head on attack, and that it lacked aerial maneuverability. It didn't have the ability of flight after all. The clap would slam into its body and send it back into the crater from whence it came, loud enough to deafen it also.

Normally Clark would have preferred to follow up and dish out some quick damage, but he was too damaged, and he needed time to catch a breath. He flies back even farther in the air, and closer to the sun.

(Time to think of a strategy)

Techs used;
Technique Name: Thunder Clap
EXP: 20
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.

DMG:
TC: 24
HP: 122 +25(Regen/Core Ability)= 147

Lackluster I know, but it would be even more cruel to keep you waiting anymore ._.

I have an issue with this. If we consider your thunderclap as an attack which it basically is, in this form. Then it shouldn't stop my charge as the charge is enhanced with raging berserker having a total of 39 damage. Your TC has only 24 damage. If you factor in my resistance to your abilities that would add 4 damage to RB or minus 4 from TC either way. It'd basically be 20 damage vs 39 damage. So I don't think your defense will physically be capable of halting me. I can have it checked if you wish, or you can edit. VM me letting me know which you would rather and any reasoning behind your move I may have missed.

Post edit comment.

Now I feel as though you're exploiting timeframe somewhat. Granted we're mid ranged but given the difference in speed and strength, strength primarily as I'm jumping at you not running. I don't believe you're going to get off two techniques before my one reaches you.

Post edit comment... Again.

This time you're acknowledging taking my first hit but the way you react would make it seem as though you're not hurt. I get your technique buffers your durability. But +10 is hardly enough to simply shake off an attack. Nor is your freeform enough to adequately knock me off you and prevent me throwing you at the ground. You can edit once more. But after this I'll have to ask for a check as I think I've been more than fair lol.
 
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