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Battle Mod Assitance; North Galaxy Edition
Topic Started: Jan 14 2014, 08:47 PM (124 Views)
Strange

I made a post earlier in the suggestion box that we should have pages set for NPCs to help out for battle mods and to help out other players plan things out. A mod's life is hard enough as it is so I've taken the liberty to preparing the NPC list for Earth. Racials, Moves, Transformations, and Items have been accounted for. Stats vary depending on opponent.

[note: this should probably be pinned somewhere for easier access for our mods]

Earth

Battle for the Tower
Daeus [Kiihakai]
Level: E
Race: Human [High Tension TF, 1d60]
SP: 24
HP: 400 (6 sp)
Power: 220 (9 sp)
Dexterity: 9 (9 sp)
Move Set: Bukujutsu, Overdrive Mastery, Aura Burst, Protective Aura, Power Deflection, Focused Chi Barrage, Earthpound, Shaolin Focused Beam, Energy Slasher

RACIAL TRAITS
============
Affinity - You may learn 1 UNRESTRICTED Styled Advanced Attack from a style that is not your own. You may learn this move at character creation or later, but you must spend the Training Days to learn it. That Advanced Attack is now considered a move of your Style, and any of the attack's effects that depend on Style now work for your Style instead.

Where There's Life, There's Hope - When your Health drops below 0 for the first time in combat, you may roll 1d30. If the result is 15 or higher, you may set your Health to 1.

TRANSFORMATION
Stats: +17% Power. +17% HP. +16% Dexterity.
[INTERMEDIATE] Strenuous Transformation - When your opponent performs a SUCCESSFUL attack against you, your next attack roll gains +3 to the result and does +(5% Power) Damage, to a maximum of +5 to the result and +(10% Power) Damage. You cannot SEVER with that roll.


Mastery
Overdrive Mastery [KIIHAKAI, MASTERY]
Description: You cannot place limitations on yourself -- as a practioner of Kiihakai, you must convince yourself you have no limits. When you feel power rising and your energy flowing, your aura becoming sporadic and chaotic know that you are in overdrive and you will survive. In this state you will be a destructive and terrifying force to be reckoned with.
Effect: Your Advanced Attacks gain their SUCCESSFUL effects as long as your attack roll result is 22 or higher. Activate when you Power Up. If you perform a Kiihakai Advanced Attack on your next turn, the attack does +(15% Power) Damage.
Requirements: You must know at least three (3) Kiihakai attacks and/or skills.
Training Days: 4

Skills: Latent
Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills
Aura Burst [KIIHAKAI, SKILL]
Description: A Kiihakai user should rarely, if ever be desperate for energy and one of the first techniques taught to any student is the ability to store power to unleash as a burst of energy when it is most needed.
Effect: RESTRICTEDx1. Gain 2 KI Points. You may use this skill when your KI Points drop to 0 without spending your turn.
Requirements: N/A
Training Days: 2

Protective Aura [KIIHAKAI, SKILL]
Description: A constant source of energy flows around the user which at first seems like a normal flowing aura, but when contact is made it proves to be dense like a protective shell.
Effect: CONSTANT - Your defensive roll gains +1 for every CONSTANT Skill you have active to a maximum of +3. While this Skill is active, your opponent’s attacks do -10% Damage against you. Costs 3 KI Points
Requirements: N/A
Training Days: 3. If you know Ki Shield, it takes -1 Training Day.

Power Deflection [KIIHAKAI, SKILL]
Description: Sometimes it is not just enough to stop an attack. Sometimes a taste of their own medicine is in order. Swat the energy attack right back at them and make them regret setting their sights on you.
Effect: CONSTANT - Use when you STOP an energy attack with a defensive roll of 20 or higher. Your opponent loses (15% Power) HP. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Advanced Attacks

Focused Chi Barrage [ENERGY, BLAST, VOLLEY]
Description: Taking deep breaths and entering a calm, martial arts stance the user summons forth two equal sized orbs of energy. The spheres of energy are then launched at high-speeds at the opponent.
Effect: Energy attack doing (20% Power) Damage per hit. Your attack roll is 2d30 for this attack. This attack cannot be BLOCKED. If your opponent is Midorikatai, this attack cannot be STOPPED by a defensive roll of 10 or less. SUCCESSFUL - If both dice rolls are SUCCESSFUL, activate one of your Skills with a 'CONSTANT' effect. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Earthpound [PHYSICAL, PUNCH]
Description: Moving onto the foe in a flying guard, the attacker wrestles them to the ground and proceeds to engage in ground 'n pound until the foe quits struggling.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 3d30 for this attack. SUCCESSFUL - Your opponent loses 1 KI Point for every dice roll above 15. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Shaolin Focused Beam [ENERGY, BEAM]
Description: Entering a crane stance (one leg planted with other leg bent so that the foot of the bent leg touches the knee of the planted leg), the user gathers their energy before lunging forward, their feet both being planted and their body leaned over in a curve as they expel as large beam of energy from their hands.
Effect: Energy attack doing (50% Power) Damage. If your attack roll is 20 or higher and you are using Channeled Chi Mastery, choose two of your Skills with a 'CONSTANT' effect. Those Skills cannot be deactivated for the next 5 turns. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Blocks

Energy Slasher
Description: The user focuses their energies, wrapping their arm in Ki which they use to "slash" through the opponent's blast, effectively neutralizing it.
Effect: RESTRICTED x1. Block. Stop an energy attack. If your opponent's last attack was a physical attack and it was STOPPED, you may gain +2 KI Points if you Power Up on your next turn. Costs X+1 KI Points.
Requirements: N/A
Training Days: 2



Bran [Aoyusumu]
Level: E
Race: Human [High Tension TF, 1d60]
SP: 24
HP: 500 (8 sp)
Power: 180 (7 sp)
Dexterity: 9 (9 sp)
Move Set: Bukujutsu, Aoyusumu Leverage Mastery, Inner Peace, State of Zen, Floating Drop Kick, Bullwhip, Swift Neck Chop, Zen Explosion, Somersault Roll

RACIAL TRAITS
============
Affinity - You may learn 1 UNRESTRICTED Styled Advanced Attack from a style that is not your own. You may learn this move at character creation or later, but you must spend the Training Days to learn it. That Advanced Attack is now considered a move of your Style, and any of the attack's effects that depend on Style now work for your Style instead.

Where There's Life, There's Hope - When your Health drops below 0 for the first time in combat, you may roll 1d30. If the result is 15 or higher, you may set your Health to 1.

TRANSFORMATION
Stats: +17% Power. +17% HP. +16% Dexterity.
[INTERMEDIATE] Strenuous Transformation - When your opponent performs a SUCCESSFUL attack against you, your next attack roll gains +3 to the result and does +(5% Power) Damage, to a maximum of +5 to the result and +(10% Power) Damage. You cannot SEVER with that roll.


Mastery

Leverage Mastery [AOYUSUMU, MASTERY]
Description: By gaining the defensive leverage, you are capable of putting yourself in a more favorable position when it comes time to go on the offensive. In combat, it is important to remember -- if you can attack without being attacked, you will gain the upperhand.
Effect: Your defensive roll results gain +1 for every attack you've STOPPED prior to that roll. This effect resets when one of your opponent's attacks are SUCCESSFUL against you. Activate after STOPPING an attack. Your next attack roll does +(5% Power) Damage and gains +3 to the result. This effect does not stack with itself.
Requirements: Must know at least three (3) Aoyusumu attacks and/or skills.
Training Days: 4

Skills: Latent

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills

Inner Peace [AOYUSUMU, CONSTANT SKILL]
Description: It is not easy to create a sense of inner peace in battle -- fighting is chaotic in nature and hard on the spirit. Aoyusumu practioners are taught to disregard the chaos and maintain this hard to attain inner peace, putting them at ease and keeping them calm under pressure.
Effect: CONSTANT - Whenever you STOP a single dice attack, gain 1 KI Point. Costs 1 Ki Point.
Requirements: You must know at least two (2) Blocks.
Training Days: 2

State of Zen [AOYUSUMU, CONSTANT SKILL]
Description: Achieving a state of zen allows a fighter complete control over their body, mind, and spirit.
Effect: CONSTANT - Your Advanced Attacks cannot have their effects manipulated, changed, or erased by an opponent's effects. Your Aoyusumu Blocks cost -1 KI Point to a minimum of 0. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Advanced Attacks

Bullwhip [AOYUSUMU, PHYSICAL, THROW, KICK]
Description: Catching the opponent’s arm, the user wrenches the arm and forces the opponent into a hunched position. From this submissive pose, they repeatedly drive their foot into the opponent’s gut before tossing them aside.
Effect: Physical attack doing (30% Power) Damage. If your opponent attacked you on their last turn and it was STOPPED, and this attack is being used against the person who attacked you, this attack does +(10% Power). SUCCESSFUL - Your next 2 defensive rolls gain +2 to their results. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Floating Drop [AOYUSUMU, PHYSICAL, KICK]
Description: Leaping into the air, the user floats over the opponent before flipping over and dropping down with both feet onto their skull, bouncing off of them and landing back on the ground.
Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - If your opponent has 3 or less KI Points, your opponent cannot perform an Advanced Attack on their next turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Swift Neck Chop [AOYUSUMU, PHYSICAL, PUNCH]
Description: A simple disarming shot to the neck delivered with such a force it is capable of dropping an opponent straight to their knees, leaving them open to further attack.
Effect: Physical attack doing (35% Power) Damage. If your Dexterity is more than your opponent's Dexterity, this attack does +(5% Power) Damage. SUCCESSFUL - Your next Block or Skill costs -1 KI Point, whichever you use first. If you used a non-CONSTANT Skill on your last turn, the next time you use that Skill it costs -1 KI Point to a minimum of 1 KI Point. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Zen Explosion [AOYUSUMU, ENERGY, BLAST]
Description: Adopting a meditative position, a gigantic swell of energy manifests itself above the opponent. Flying toward the opponent, the form of ki explodes upon contact in a massive array of light and splendor.
Effect: RESTRICTEDx1. Energy attack doing (50% Power) Damage. SUCCESSFUL - For the remainder of the match, when your defensive roll result is 7 or less, you may re-roll your defensive roll. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Blocks

Somersault Roll [AOYUSUMU, BLOCK]
Description: The user performs a somersault roll to evade an energy attack, coming up at the end and ready to capitalize on their opponent's mistake.
Effect: RESTRICTEDx1. Block. Stop an energy attack. If you perform an attack that matches any of the traits (not including PHYSICAL or ENERGY) on your next turn, that attack gains "SUCCESSFUL - Choose up to 2 Skills with CONSTANT effects. Those Skills are now de-activated". Costs X KI Points.
Requirements: N/A
Training Days: 2

____________________________________________________

Not Your Old Man’s E-Fed
Trogdor the Saiyan Killer [Akaikaru]
Level: C
Race: Namekian
SP: 16
HP: 350 (5 sp)
Power: 140 (5 sp)
Dexterity: 6 (6 sp)
Move Set: Bukujutsu, Speed Demon, Continuous Knee Smash, Spinebreaker, Lord of The Flies.

Skills: Latent

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills

Speed Demon [AKAIKARU, SKILL]
Description: A sudden Ki surge is utilized to boost the user's speed.
Effect: If you have a Dexterity Bonus, your Dexterity Bonus is considered to be 1 higher. Reset your opponent's defensive dice to 1d30. Your opponent's defensive roll cannot be modified by their effects or Dexterity. This effect ends when your opponent performs a SUCCESSFUL single dice attack with a result of 23 or higher. This does not take up your turn. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Continuous Knee Smash [AKAIKARU, PHYSICAL, KICK]
Description: Wrapping both hands around the back of their opponent’s head, the attacker pulls on the back of their skull to send their head down; simultaneously driving repeated knees into their face.
Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - Your opponent cannot Power Up on their next turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Spinebreaker [AKAIKARU, PHYSICAL, KICK]
Description: The user charges the opponent’s back, driving their knee into the base of their spine in the process.
Effect: Physical attack doing (45% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - You may pay the cost of your opponent's last attack +1. If you do, STUN. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Lord of the Flies [AKAIKARU, ENERGY, BLAST, VOLLEY]
Description: The user slowly extends their arms outward, fists closed before slowly unclenching them. As the do so, a flurry of small, slow, but powerful Ki Blasts move toward the opponent, exploding and disorienting them on impact. The Ki Blasts are often mistaken for small, glowing flies due to their size.
Effect: Energy attack doing (5% Power) damage. Your attack roll is 10d28 for this attack. The cost of this attack cannot be reduced. If 5 or more dice rolls are SUCCESSFUL, STUN. Costs 3 KI Points.
Requirements: N/A
Training Days: 2
________________________________________________________________

Bitten
Helena Bathory [Kurokonwaku]
Level: A
Race: Human [Vampire]
SP: 8
HP: 200 (2 sp)
Power: 100 (3 sp)
Dexterity: 3 (3 sp)
Move Set: Bukujutsu, Killer Gaze, Darkness Choke, Setting Up the Punchline, Concussion Shot, Vampiric Lust

EQUIPMENT
==========
Victorian Attire [1,000z]
Inventory Slots: 1
Description: For men, a fine suit styled to perfectly match that of the Victorian era fit with an eight button vest, a waist coat, black trousers and square-toed shoes topped off by a top hat. For women, a long gown with a corset, a petticoat and a bell-shaped skirt. [FULL BODY]
Effect: +8% Power, +10% Health. You pay no fee for using the Cross-Galactic Transit System.

Skills: Latent

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills

Killer Gaze [KUROKONWAKU, CONSTANT SKILL]
Description: Making eye contact with the opponent, a surprise burst of ki resonates from the user's pupils; temporarily dazing them and distracting them from their selfish endeavors.
Effect: CONSTANT - When your opponent gains KI, their next attack gains -3 to all results. This effect does not stack with itself. Your opponent cannot de-activate this Skill unless they are at 6 KI Points or higher and they meet all other requirements. This cannot be in the same moveset as Childish Taunt. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Advanced attacks

Darkness Choke [KUROKONWAKU, PHYSICAL, HOLD]
Description: Lifting the opponent up by the throat, the attacker creates smoke-like tendrils of energy that enter the opponent's oxygen pathways, blocking them from breathing.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your opponent loses their Dexterity Bonus until the end of their next turn. If your attack roll result is +6 or more your opponent’s defensive roll result, your opponent cannot Power Up on their next turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Setting Up The Punchline [KUROKONWAKU, PHYSICAL, PUNCH]
Description: After confusing the opponent with an array of dirty tricks, the user dashes forward and delivers an unexpected straight punch to the enemy's stomach causing them to double-over and expose their head.
Effect: (While this attack is in your moveset, Concussion Shot, Breaking the Cycle, and Neuron Disruptor gain +5 to their results.) Physical attack doing (40% Power) Damage. SUCCESSFUL - If you perform Concussion Shot, Breaking the Cycle, or Neuron Disruptor on your next turn, it gains +5 to the result. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Vampiric Lust [KUROKONWAKU, PHYSICAL, HOLD]
Description: Latching onto the enemy, the users head is placed very close to the enemy's neck as they begin to siphon an the foe's life force right out of their body.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Whenever your opponent gains KI Points, they gain -1 KI Point and you gain 1 KI Point. This effect ends when one of your attacks are STOPPED or until you Power Up. If your opponent is losing KI Points due to a floating effect when you use this move, they do not gain -1 KI Point when they Power Up from this move’s effect. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Concussion Shot [KUROKONWAKU, ENERGY, BEAM]
Description: Firing a thin beam from the fingertip, the user purposefully targets the back of the opponent's skull in hopes of temporarily causing them to forget some of their martial arts training.
Effect: RESTRICTEDx1. Energy attack doing (45% Power) Damage. SUCCESSFUL - Choose one of your opponent's UNRESTRICTED Advanced Attacks. They cannot use that Advanced Attack for the remainder of the match. Concussion Shot cannot make an opponent lose more than one move per match. Costs 4 KI Points.
Training Days: 4

__________________________________________________________

The Big, The Dumb, and The Greedy
Guile [Midorikatai]
Level: A
Race: Android
SP: 8
HP: 300 (4 sp)
Power: 80 (2 sp)
Dexterity: 2 (2 sp)
Move Set: Energy Gorged, Knee Stomp, Breaker Breaker, Power Drill, Cross Stance

Skills

Energy Gorged [MIDORIKATAI, CONSTANT SKILL]
Description: The average being tends to function well when not under intense amounts of pressure. Almost like being well rested, the user can do more damage when their energy isn’t drained.
Effect: (You may activate this Skill at the start of the match.) CONSTANT - Your attacks do +(10% Power) damage. If deactivated, this Skill cannot be reactivated. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Advanced Attacks

Knee Stomp [MIDORIKATAI, PHYSICAL, KICK]
Description: A hard, forward kick directed at the kneecap.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your opponent loses their Dexterity Bonus for the next 4 turns. If your attack roll result is 20 or higher, your opponent cannot modify the results or dice sides of their attacks for the next 4 turns. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Breaker Breaker [MIDORIKATAI, ENERGY, BLAST]
Description: Balling their fists and charging them with the energy, the user emits a loud roar before opening his palms. Two sparking blasts emerge from the palms and form one large orb along the path to the opponent. Upon impact, most people have reported feeling bruised bones.
Effect: Energy attack doing (35% Power) Damage. If you perform this attack on your first turn, this attack gains "SUCCESSFUL - BREAK". For the remainder of the match, this attack gains "SUCCESSFUL - The next attack you perform that can cause BREAK instead can cause BREAKx2". Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Power Drill [MIDORIKATAI, PHYSICAL, KICK]
Description: The user sends a flying kick square into their opponent's chest, knocking them to the ground. However, the attack is not over as the attacker continues to stand on top of their opponent's chest and spin at rapid speeds, drilling them further into the ground.
Effect: Physical attack doing (50% Power) Damage. SUCCESSFUL - If your opponent performs an attack on their next turn, you may choose to have your opponent's next attack lose it's SUCCESSFUL effect. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Blocks

Cross Stance [MIDORIKATAI, BLOCK]
Description: The user braces themselves, placing their arms in front of them in an "X" shape. With the aid of their Ki, they prepare themselves for a Ki blast.
Effect: RESTRICTED x1. Block. Stop an energy attack. Your opponent cannot perform the same attack until their KI Points are at 8 or more. Costs X KI Points.
Requirements: N/A
Training Days: 2

____________________________________________________

The Solution
Pinhead Leader [Kiihakai]
Level: F
Race: Durian [Killer Instinct MASTERED 1d90]
SP: 28
HP: 600 (10 sp)
Power: 240 (10 sp)
Dexterity: 8 (8 sp)
Move Set: Fierce Focus Mastery, Protective Aura, Energy Gathering, Ki Shield, Heavy Jolt, Focus Buster, Orange Burst, Display of Power, Ki Fist Block

RACIAL TRAITS
============
Mean Streak - Whenever you have 9 Ki Points or more, your advanced attacks gain "SUCCESSFUL - You may de-activate a CONSTANT Skill in play."

Big Game Hunter - If your opponent's Power Level is higher than yours, they cannot roll escape rolls.

TRANSFORMATION
===============
Stats: +20% Power. +15% HP. +15% Dexterity.
[MASTER] Kill - When you transform, choose a number. If you or your opponent rolls that number naturally on an attack, your next attack gains “SUCCESSFUL - Your opponent loses (25% Power) HP.” Your opponent's Advanced Attacks with a base cost of 2 or less deal -10% Damage against you.

EQUIPMENT
==========

Wrist Mounted Laser [1,000z]
Inventory Slots: 1
Description: The Wrist Mounted Laser has seen little use in the Saiyan military since it's inception. In fact, the technology was taken from Frieza's forces as the weapon was outfitted with most non-Saiyans under the tyrant's control. The technology still exists on the Saiyan homeworld and it's usefulness is mostly in it's rapid rate of fire as well as its unlimited ammunition.
Effect: Weapon - Firearm. Unlimited Ammunition.
Weapon Stats:
Damage: (2% Power) Damage per hit.
Rate of Fire: 15 Shots (Your attack roll is 15d30)
Location: Alpha Collective, V'anitii, New Vegeta

Mastery

Fierce Focus Mastery [KIIHAKAI, MASTERY]
Description: Teachers of the Ki-based style often feel that though they are indeed focused on power, it is not about mindless destruction. There is a large amount of discipline and focus behind mastering your Ki, unlike mastering more brutal physical arts. Therefore a Kiihakai master should realize that their greatest assets can be their other skills, their techniques, and their experience which they should focus their attention on.
Effect: At the start of each match, choose a Kiihakai CONSTANT Skill in your moveset. You may activate that Skill at the start of combat without spending your turn; it costs 0 KI Points when used in this way. Twice per match, when one of your Kiihakai CONSTANT Skills would be deactivated, you may negate the effect. Once per match, when one of your Freestyle CONSTANT Skills would be deactivated, you may negate the effect.
Requirements: You must know at least three (3) Kiihakai attacks and/or skills
Training Days: 4


Skills

Protective Aura [KIIHAKAI, SKILL]
Description: A constant source of energy flows around the user which at first seems like a normal flowing aura, but when contact is made it proves to be dense like a protective shell.
Effect: CONSTANT - Your defensive roll gains +1 for every CONSTANT Skill you have active to a maximum of +3. While this Skill is active, your opponent’s attacks do -10% Damage against you. Costs 3 KI Points
Requirements: N/A
Training Days: 3. If you know Ki Shield, it takes -1 Training Day.

Energy Gathering [KIIHAKAI, SKILL]
Description: A soft, translucent aura surrounds the user at all times as energy constantly gathers at a slow rate. The aura is only noticed by the force it exerts on the surrounding dirt, etc.
Effect: CONSTANT - Whenever you gain KI Points, gain +1 KI Point. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

Ki Shield [KIIHAKAI, SKILL]
Description: A sphere of pure energy surrounds the user; deflecting oncoming ki attacks and warding off physical blows.
Effect: CONSTANT - Your opponent must have an attack roll of +3 or higher your defensive roll in order for their attack to be SUCCESSFUL. If your defensive roll is 5 or less, their attack roll must be +5 or more your defensive roll in order for their attack to be SUCCESSFUL instead. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Heavy Jolt [PHYSICAL, ENERGY, KICK, MANIPULATED KI]
Description: Charging their feet with ki and soaring into the sky, leaving a contrail behind them, they descend upon their foe; performing a flipping axe kick. At the precise moment of impact, the aforementioned ki is released; adding a great deal of force to the blow, more than enough to bury the target alive.
Effect: Physical attack doing (X% Power) Damage. X = The cost of this attack +2 x10. You may choose to have this attack cost between 1 and 5. SUCCESSFUL - Your opponent cannot Power Up on their next turn. Costs X KI Points.
Requirements: Bukujutsu
Training Days: 4

Focus Buster [PHYSICAL, PUNCH]
Description: A closed-fist strike to the temple. Upon contact, a significant amount of Ki is discharged amongst both attacker and defender.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - You and your opponent cannot attack on your next turns. Any effects created by your opponent’s UNRESTRICTED Advanced Attacks that are still active are cancelled. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Orange Burst [ENERGY, BLAST]
Description: The palms are extended at close range -- almost as if in offering. A quick build-up of Ki gives way to an explosive orange burst usually aimed at the opponent's face.
Effect: Energy attack doing (45% Power) Damage. SUCCESSFUL - You may choose for this attack to do no damage. If you do, you may de-activate one of your opponent’s CONSTANT Skills. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Display of Power [PHYSICAL, ENERGY, THROW, BLAST]
Description: A massive amount of energy is focused into uprooting a chunk of the planet. Surrounded by Ki, the piece of earth is launched at the opponent.
Effect: Physical attack doing (50% Power) Damage. This attack also counts as an energy attack for all effects. Your attack roll for this attack is 1d30 and cannot be modified. If your Power is higher than your opponent's Power, your attack roll gains +5 to the result. SUCCESSFUL - Your opponent cannot perform an energy attack on their next two turns. If your attack roll result is 30 or higher with this attack, STUNx2. Costs 4 KI Points.
Requirements: N/A
Training Days: 4

Blocks

Ki Fist Block
Description: A Ki-charged fist connects with the opponent's, nullifying the attack.
Effect: RESTRICTEDx1. Block. Stop a physical attack. If you have at least 2 CONSTANT Skills active, this Block costs 0 KI Points. Gain 1 KI Point. Costs X-1 KI Points.
Requirements: N/A
Training Days: 2



Vanitian Agent [Aoyusumu]
Level: F
Race: Vanitian [Monster Form MASTERED 1d90]
SP: 28
HP: 600 (10 sp)
Power: 220 (9 sp)
Dexterity: 9 [10 from Business Suit] (9 sp)
Move Set: Leverage Mastery, Opportunist, The Untroubled Mind, Straightjacket, One-Arm Shoulder Throw, Dashing Fist Dive, Breathtaker, Impenetrable Defense, Blast Shield

RACIAL TRAITS
============
The Beauty - Your defensive dice gain +2 sides for every single dice attack you've STOPPED prior to that attack during that match so far. Multi-dice attacks do not count towards or against this effect. This effect resets when your opponent performs a SUCCESSFUL single dice attack against you.

The Beast - Whenever you perform a SUCCESSFUL attack, your next attack roll gains +2 dice sides.

TRANSFORMATION
===============
Stats: +15% Power. +25% HP. +10% Dexterity.
[MASTER] If your opponent’s defense roll is a 4 or less, your attack roll cannot be STOPPED. If your opponent’s attack roll is 3 or less, it is automatically STOPPED. Your attacks do +(5% Power) Damage.

EQUIPMENT
==========
Business Suit [850z]
Inventory Slots: 1
Description: This sharp-dressing suit comes with various colors for button shirts and a black or dark blue jack and business slacks. The suit also comes with a tie and black leather shoes. [FULL BODY]
Effect: +5% Dexterity. Items purchased from the marketplace cost 10% less.

Mastery

Leverage Mastery [AOYUSUMU, MASTERY]
Description: By gaining the defensive leverage, you are capable of putting yourself in a more favorable position when it comes time to go on the offensive. In combat, it is important to remember -- if you can attack without being attacked, you will gain the upperhand.
Effect: Your defensive roll results gain +1 for every attack you've STOPPED prior to that roll. This effect resets when one of your opponent's attacks are SUCCESSFUL against you. Activate after STOPPING an attack. Your next attack roll does +(5% Power) Damage and gains +3 to the result. This effect does not stack with itself.
Requirements: Must know at least three (3) Aoyusumu attacks and/or skills.
Training Days: 4

Skills

Opportunist [AOYUSUMU, SKILL]
Description: Sometimes charging into a battle isn’t the best course of action. Let the battle play out in front of you, and see how things turn out. If you strike when your opponent least expects it, it may benefit you all the more.
Effect: Your next attack does +(5% Power) Damage. Your next defensive roll gains +5 to the result. Your next defensive roll gains +1 to the result for each time you have COUNTERED this match. You may exceed the dice results cap with this effect. On your opponent's next turn, if your opponent has 5 or more KI Points, your opponent must perform an Advanced Attack, Signature Technique, or pass. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

The Untroubled Mind [AOYUSUMU, SKILL]
Description: Most open themselves up when under fire -- they allow the opponent to land their moves and make the most of it. By keeping the mind untroubled, you can eliminate some of this threat.
Effect: RESTRICTED x1. Activate when your opponent uses a SUCCESSFUL effect on an UNRESTRICTED attack. The effect is negated. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Straightjacket [AOYUSUMU, PHYSICAL, HOLD]
Description: Charging the opponent and pulling them into a flying guard, the attacker makes use of the positioning to both restrict the opponent's movements and set themselves up for future attacks.
Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - For the next 4 turns, if you roll a defensive roll result of 25 or higher, COUNTER. If your defensive dice roll result was lower than your opponent's attack roll result, their attack is still SUCCESSFUL. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

One-Arm Shoulder Throw [AOYUSUMU, PHYSICAL, THROW]
Description: Putting themselves in a position so they have latched onto the opponent, their back facing them, the user pulls on the opponent's arm and throws them over their shoulder.
Effect: Physical attack doing (40% Power) Damage. If you used a Skill on your last turn, your opponent's defensive roll gains -2 to the result against this attack. SUCCESSFUL - If your opponent performs a physical attack on their next turn, it costs +1 KI Point. If your Dexterity is more then your opponent’s Dexterity, your opponent’s next energy attack loses all SUCCESSFUL effects. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Dashing Fist Drive [AOYUSUMU, PHYSICAL, PUNCH]
Description: A fluid motion sends the user dashing forward; their feet never lifting off the ground as they skid at top speed towards their opponent with their fist held outright. Driving their fist into the opponent’s midsection, the Aoyusumu user continues to skid forward and speed gradually drops off.
Effect: Physical attack doing (35% Power) Damage. If your attack roll result is +3 or more your opponent's defensive roll result, your next single attack is considered to have a base dice roll of 1d33 instead. SUCCESSFUL - Your opponent's attack roll dice sides cannot exceed 30 until they perform a SUCCESSFUL attack. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Breathtaker [AOYUSUMU, PHYSICAL, PUNCH, KICK]
Description: From a calm stance, the user quickly strikes out -- feinting with the arm or leg and then delivering an impact with the other. The destination of the attack is usually the esophagus or the gut to knock the wind out of the opponent's sails.
Effect: Physical attack doing (45% Power) Damage. SUCCESSFUL - Your opponent cannot perform the last attack they performed against you on their next turn. If your attack roll result is 25 or higher, your opponent's next attack roll result gains -10 to the result. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Blocks

Impenetrable Defense [AOYUSUMU, BLOCK]
Description: Entering a state of perfect focus, the user becomes capable of warding off opponent's blows much easier.
Effect: RESTRICTEDx1. Block. Stop a physical attack. For the remainder of the match, you may lose 3 KI Points to STOP a physical attack with a base cost of 2 or less. You cannot use this effect on your opponent’s consecutive turns. Costs X+1 KI Points.
Requirements: N/A
Training Days: 2

Blast Shield [AOYUSUMU, BLOCK]
Description: Calmly waving their hands upward, the user generates a weakly made Ki shield that is capable of being up for a very short amount of time. Luckily, the user is quick enough to implement it.
Effect: RESTRICTEDx1. Block. Stop an energy attack. Your next Aoyusumu attack with the word “Dexterity” in the effect costs -2 KI Points to a minimum of 1 to perform. Costs X-1 KI Points.
Requirements: N/A
Training Days: 2

_____________________________________________

Vincenzo “Valentine” Verrelli [Akaikaru]
Level: M
Race: Human [Super Human 1d40]
HP: 900 +6% = 954
Power: 440
Dexterity: 20 +12% = 22 (+2 Dice Sides)
[SP: 16/20/20]
Move Set: Akaikaru Blazing Speed Mastery, Bukujutsu, Freestyle Anger Manipulation, Freestyle Energy Redirection, Impulsive, Freestyle Aggressive Beatdown, Kiihakai Diving Elbow, Buckshot, Buzzsaw Kick, Shock Fist, Dazzling Gymnastics
Equipped Items: Gravity Jeans, Blue Bandana

RACIAL TRAITS

Affinity - You may learn 1 UNRESTRICTED Styled Advanced Attack from a style that is not your own. You may learn this move at character creation or later, but you must spend the Training Days to learn it. That Advanced Attack is now considered a move of your Style, and any of the attack's effects that depend on Style now work for your Style instead.

Where There's Life, There's Hope - When your Health drops below 0 for the first time in combat, you may roll 1d30. If the result is 15 or higher, you may set your Health to 1.

TRANSFORMATION

Stats: +33% Power. +34% HP. +33% Dexterity.

HP: 900 +40% = 1260
Power: 440 +33% = 585
Dexterity: 20 + 45% = 29 (+4 Dice Sides)

[NOVICE] 2x Power - You may have your attack roll gain +1 to the result. You cannot SEVER with that roll. In the event of a multi-dice roll, you gain +1 to the result of the first dice roll only. Your attacks do +(5% Power) Damage.

MASTERY

Blazing Speed Mastery [AKAIKARU, MASTERY]
Description: Brute force can only do so much in battle. The key to being aggressive is not just in how hard you hit, but how fast you strike. Your opponent, rendered unable to keep up with your blazing speed, will fall victim to blow after blow. Giants will crumble and defensive opponents will find they have met their match.
Effect: Your attack rolls gain +2 dice sides. Activate after performing a SUCCESSFUL Akaikaru Advanced Attack. Your Akaikaru attacks gains +1 dice side. This effect stacks. If your opponent STOPS one of your attacks with a defensive roll result of 25 or higher, the stacking effect resets to +0.
Requirements: You must know at least three (3) Akaikaru attacks and/or skills.

SKILLS

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A

Anger Manipulation [FREESTYLE, SKILL]
Description: The user effectively utilizes their anger to their benefit in battle to deliver calculated, powerful attacks.
Effect: RESTRICTEDx1. Use when you perform a multi-dice attack and all of the dice rolls were STOPPED. Gain X KI Point. X = The cost of the attack you performed. You may not perform that attack on your next turn. Costs 0 KI Points.
Requirements: N/A

Energy Redirection [FREESTYLE, SKILL]
Description: After a user's energy attack has been deflected, they quickly charge up another and fire it again. Two time's a charm.
Effect: RESTRICTEDx2. Use when one of your energy Advanced Attacks is STOPPED by a defensive roll result that is +2 or less your attack roll result. The attack is SUCCESSFUL. Costs 1 KI Points.
Requirements: N/A

Impulsive [AKAIKARU, CONSTANT SKILL]
Description: Battles are fast paced, and don’t always allow time to calculate every single action. On occasion, it may be a better plan to go with your gut, rather than with your brain.
Effect: CONSTANT - Roll 1dX (X = number of Advanced Attacks in your move set) every turn. The number you roll corresponds to the number that an Advanced Attack appears in your move set. You must perform that attack, or pass if you cannot pay the cost. That attack does +(15% Power) damage and costs -1 KI Point to perform to a minimum of 2 (unless it already cost below 2). You may de-activate this Skill at the start of any turn. This Skill costs +1 KI Point to activate for every time it's been activated during combat. Costs 4 KI Points.
Requirements: N/A

ADVANCED ATTACKS

Aggressive Beatdown [FREESTYLE, PHYSICAL, PUNCH, THROW]
Description: The user lunges at their opponent in a burst of anger, tackling them to the ground and axe handling them in the face with their closed fists.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 3d30 for this attack. SUCCESSFUL - If all attack rolls are SUCCESSFUL, you may lose 1 KI Point to STUN. Costs 1 KI Point.
Requirements: N/A

Diving Elbow [PHYSICAL, PUNCH]
Description: Soaring up into the air, the attacker comes back down onto their foe; driving their elbow into the top of the enemy's skull.
Effect: Physical attack doing (40% Power) Damage. You may lose 1 KI Point to re-activate one of your Skills that was de-activated on the last turn. SUCCESSFUL - If you are not using Fierce Focus Mastery, you may lose 1 KI Point to activate a CONSTANT Skill. That Skill cannot be de-activated for the next 4 turns. Costs 2 KI Points.
Requirements: Bukujutsu.

Buckshot [AKAIKARU, ENERGY, BLAST]
Description: A short-distance release of small ki pellets directly into the opponent that have an explosive impact.
Effect: Energy attack doing (7% Power) Damage per hit. Your dice roll for this attack is 10d30. SUCCESSFUL - If 7 or more dice rolls are SUCCESSFUL your next attack roll is considered 2d30. The attack does its normal damage except per hit and any SUCCESSFUL effects on that attack now say "If all dice rolls are SUCCESSFUL". Costs 3 KI Points.
Requirements: N/A

Buzzsaw Kick [AKAIKARU, PHYSICAL, ENERGY, KICK, MANIPULATED KI]
Description: A flipping, overhead kick with a Ki-manifested sawblade surrounding the leg as it crashes down on the opponent.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your next Akaikaru Advanced Attack roll without a STUN effect gains +6 to the result and cannot SEVER. Costs 2 KI Points.
Requirements: N/A

Shock Fist [AKAIKARU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI]
Description: Focusing so much ki into their hand it becomes visible and audible – it resembles a high-pitched scream – the attacker rushes forward, driving their hand into their foe with the intent of thrusting it straight through them.
Effect: Physical attack doing (40% Power) Damage. This attack is also considered an energy attack for all effects. Your attack roll is 1d34 for this attack. SUCCESSFUL - Your opponent defensive dice rolls gain -3 to the result until they perform a SUCCESSFUL energy attack. You cannot exceed -9 to the results with this effect. Costs 2 KI Points.
Requirements: N/A

BLOCKS

Dazzling Gymnastics [AKAIKARU, BLOCK]
Description: Light on their feet with top notch reflexes, the Akaikaru user twirls, flips, and evades the attack with grace.
Effect: RESTRICTEDx1. Block. Stop a physical attack. If this is used against an attack with multiple dice rolls, all of the dice rolls are BLOCKED. Your Dexterity Bonus is considered to be 1 higher for the next 3 turns. Costs X KI Points.
Requirements: N/A
Edited by Strange, Mar 18 2014, 04:30 PM.
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Strange

New Vegeta

Note: Chaos Browncoat has the move Enraged Piledriver but has no Buku to tag with it.

The Best Type of Training
Chaos Browncoat [Midorikatai]
Level: D
Race: Saiyan [Oozaru TF, 1d40]
SP: 20
HP: 400 (6 sp)
Power: 200 (8 sp)
Dexterity: 6 (6 sp)
Move Set: War Cry, Energy Gorged, Gut Punch, Torture Rack, Enraged Piledriver, Breaker Breaker

RACIAL TRAITS
============
Zenkai Power - After killing an opponent in Battle, you gain +50% EXP. If you were at 15% or less Health at the end of that Battle, you gain +100% EXP instead.

Saiyan Might - You have a permanent +10% to all stats.

TRANSFORMATION
===============
Stats: +35% Power. +25% HP. -10% Dexterity.
[NOVICE] Great Ape - Your opponent's physical attacks do -20% Damage against you. On your turn, you roll 1d2. If the result is 2, you must roll 1dX where X is the number of Advanced Attacks in your moveset. The result corresponds to the order of the moves in your moveset. You must perform that attack or pass.

Battle Info: Whenever Chaos would land a critical hit or BREAK, he instead lands a SEVER due to his slicing style of combat.

Skills

Energy Gorged [MIDORIKATAI, CONSTANT SKILL]
Description: The average being tends to function well when not under intense amounts of pressure. Almost like being well rested, the user can do more damage when their energy isn’t drained.
Effect: (You may activate this Skill at the start of the match.) CONSTANT - Your attacks do +(10% Power) damage. If deactivated, this Skill cannot be reactivated. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

War Cry [MIDORIKATAI, SKILL]
Description: Letting out a massive roar can get the blood pumping and put your opponents in a state of fear, leaving them more vulnerable to attack.
Effect: RESTRICTEDx2. Your next Midorikatai attack does +(15% Power) Damage. This does not take up your turn. This effect cannot stack with itself. Costs 1 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Gut Punch [MIDORIKATAI, PHYSICAL, PUNCH]
Description: A stiff shot straight to the gut, followed by another . . . then another. You often learn there’s no point stopping at one punch when you can work an opponent’s weak spot over.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your opponent's Skills cost +2 KI Points to use or activate until they perform a SUCCESSFUL attack. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Breaker Breaker [MIDORIKATAI, ENERGY, BLAST]
Description: Balling their fists and charging them with the energy, the user emits a loud roar before opening his palms. Two sparking blasts emerge from the palms and form one large orb along the path to the opponent. Upon impact, most people have reported feeling bruised bones.
Effect: Energy attack doing (35% Power) Damage. If you perform this attack on your first turn, this attack gains "SUCCESSFUL - BREAK". For the remainder of the match, this attack gains "SUCCESSFUL - The next attack you perform that can cause BREAK instead can cause BREAKx2". Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Torture Rack [MIDORIKATAI, PHYSICAL, HOLD]
Description: The user lifts the opponent onto their shoulders, hooking their arm around the opponent's neck and applying pressure by pulling the opponent's back downwards.
Effect: RESTRICTEDx2. Physical attack doing (30% Power) Damage. SUCCESSFUL - The next time you Transform, it doesn’t take up your turn. If this is the first time you are performing this attack, your Transformation rolls gain +2 to their results for the remainder of the match. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Enraged Piledriver [MIDORIKATAI, PHYSICAL, THROW]
Description: By getting the opponent in the air and then in an upside down position, the user grabs them around the midsection before flying towards the planet, spinning as they descend. The end result is the opponent's head being driven into the ground.
Effect: Physical attack doing (50% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - If your opponent's last attack was SUCCESSFUL, gain 1 KI Point. If the attack was an energy attack, gain 2 KI Points instead. Costs 2 KI Points.
Requirements: Bukujutsu.
Training Days: 3
__________________________________________________

KIll Em All
Saibaman [Freestyle]
Race: Alien (Saibaman)
Level: B
Sp: 12
HP: 300 (4 sp)
Power: 100 (3 sp)
Dexterity: 5 (5 sp)
Move Set: Energy Redirection, Aggressive Beatdown, Dragon Rush, Underdog Dropkick

RACIAL TRAITS
============
Planting the Seed - RESTRICTEDx1. You may STOP an UNRESTRICTED attack with a dice roll result of 22 or less. This effect must be used before rolling your defensive dice. This is considered a BLOCK for all effects and purposes.

Yokaieki Acid - RESTRICTEDx3. Use when you perform a SUCCESSFUL single dice attack with an attack roll of 20 or higher. Your opponent loses 1 KI point.

Skills

Energy Redirection [FREESTYLE, SKILL]
Description: After a user's energy attack has been deflected, they quickly charge up another and fire it again. Two time's a charm.
Effect: RESTRICTEDx2. Use when one of your energy Advanced Attacks is STOPPED by a defensive roll result that is +2 or less your attack roll result. The attack is SUCCESSFUL. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Aggressive Beatdown [FREESTYLE, PHYSICAL, PUNCH, THROW]
Description: The user lunges at their opponent in a burst of anger, tackling them to the ground and axe handling them in the face with their closed fists.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 3d30 for this attack. SUCCESSFUL - If all attack rolls are SUCCESSFUL, you may lose 1 KI Point to STUN. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Dragon Rush [FREESTYLE, PHYSICAL, PUNCH, KICK]
Description: Curling their fingers to mimic dragon claws, the user unleashes a combo of two swipes at their face to finish with a sweeping spin kick to imitate the whipping of a dragon's tail.
Effect: Physical attack doing (30% Power) Damage. This attack does +(5% Power) Damage for every dice side your Dexterity Bonus is higher than your opponent's, up to +(25% Power) Damage. SUCCESSFUL - If your attack roll result is 25 or higher, your opponent cannot reduce the cost of their attacks for the next 4 turns. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Underdog Dropkick [FREESTYLE, PHYSICAL, KICK]
Description: Sometimes being the weaker man in a fight just means you have more to prove. This technique is taught in particular to smaller, possibly weaker fighters to surprise their opponent. Bursting with energy from their feet, they take to the air swiftly and with both feet horizontal, plant the soles of their feet into their foe.
Effect: Physical attack doing (40% Power) Damage. If your opponent's maximum Power Level is 3x or more your maximum Power Level, this attack cannot be STOPPED by defensive roll results of 20 or less. SUCCESSFUL - If your opponent's maximum Power Level is 3x or more your maximum Power Level, their next attack does -10% Damage. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

__________________________________________________

Rumble in the Jungle
Name: Megaraptor [Akaikaru] (Who the hell taught a Dinosaur Martial Arts?)
Level: E
Race: Dinosaur
Sp: 24
HP: 550 (7 sp)
Power: 240 (10 sp)
Dexterity: 5 (5 sp)
Move Set: Relentless, Impulsive, Fury Strikes, Anger Management, Burn Out, Limb Twist

RACIAL
======
Clever Girl: No racial, it’s just a fucking Dinosaur

TRANSFORMATION
===============
The Stuff Nightmares are made from. No TF

Battle Info: This battle takes place against a 40 foot tall megaraptor! The monster's size and leaping lowers the penalty for not having bukujutsu by 2.

Skills
Relentless [AKAIKARU, CONSTANT SKILL]
Description: Never one to turn away from a fight, the Akaikaru student is determined to see it through to the end . . . and make sure no one else dare escape their fury.
Effect: CONSTANT - Escape rolls cannot be made while this Skill is active. This Skill costs +1 KI Point for every participant in battle, excluding yourself to a maximum of +9 KI Points. You may de-activate this skill yourself by paying 1 KI Point. De-activating this skill yourself does not take up your turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Impulsive [AKAIKARU, CONSTANT SKILL]
Description: Battles are fast paced, and don’t always allow time to calculate every single action. On occasion, it may be a better plan to go with your gut, rather than with your brain.
Effect: CONSTANT - Roll 1dX (X = number of Advanced Attacks in your move set) every turn. The number you roll corresponds to the number that an Advanced Attack appears in your move set. You must perform that attack, or pass if you cannot pay the cost. That attack does +(15% Power) damage and costs -1 KI Point to perform to a minimum of 2. You may de-activate this Skill at the start of any turn. This Skill costs +1 KI Point to activate for every time it's been activated during combat. Costs 4 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Fury Strikes [AKAIKARU, PHYSICAL, PUNCH, KICK]
Description: A series of claw-like swipes at the opponent followed up by a palm thrust to the bridge of the nose. With the opponent dazed, the user leaps off their shoulders and delivers a series of downward kicks to their skull.
Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - The next time your opponent gains KI Points, the amount is -1. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Anger Management [AKAIKARU, PHYSICAL, PUNCH, KICK]
Description: Driving forward, the aggressor rakes the opponent’s eyes furiously before knocking them to the floor. Once on the ground, the assailant tramples over their adversary’s remains.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Name 1 Skill, 1 Advanced Attack, and 1 Signature Technique. Those moves cannot be used for the next 3 turns. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Burn Out [AKAIKARU, PHYSICAL, PUNCH]
Description: A red, burning aura surrounds the user before they charge at the opponent, a trail of fire being left in their wake. As they speed by the opponent they feel an inexplicable slash across their chest. The user turns around and quickly does the same motion, slashing them across the back. The after-effect of the move leaves the opponent feeling like their flesh and internal organs (or computers) are on fire.
Effect: RESTRICTED x1. Physical attack doing (85% Power) Damage. STUN. Your next attack roll gains +2 sides and does +(10% Power) Damage. Costs 7 KI Points.
Requirements: N/A
Training Days: 4

Blocks

Limb Twist [AKAIKARU, BLOCK]
Description: As an opponent’s fist or leg is launched at the attacker, the user sidesteps and ensnares the offender’s arm or leg, using momentum as leverage to fling them onto their back.
Effect: RESTRICTEDx1. Block. Stop a physical attack. You may perform one of your physical attacks before the end of this turn. The attack costs +1 KI Point. Costs X-2 KI Points.
Requirements: N/A
Training Days: 2
_______________________________________________________

King Vegeta [Akaikaru]
Level: Yours +1
Race: Saiyan [Highest Available Racial Transformation MASTERED 1d100]
Class: Elite Class Warrior
HP: (30% HP) +33%
Power: (39% Power) +5%
Dexterity: (31% Dexterity) -2%
Move Set: Chained Mastery, Bukujutsu, Hidden Power Level, Lunar Light Orb, Swift Re-Action, Vehemence, Nullifying Sphere, Machine Gun Kicks, Buzzsaw Kick, Lord of the Flies, Shock Fist, Gallick Gun, Super Gallick Gun, Backflip, Dodging Bullets
Equipped Items/Battle Info: Saiyan Battle Armor (Capsule Corp. Model), Armored Boots, King Vegeta’s Greatsword. **He uses the Lunar Light Orb technique to take on the Oozaru Form.

ITEM

King Vegeta’s Greatsword [N/A]
Inventory Slots: 1
Description: This legendary blade is not wielded by the user; instead it is wielded by the ancestors of the King Vegeta line. To some it may seem like the two-handed blade hovers in the air, but those who are ki-perceptive can see two pairs of energy-based Oozaru arms reaching from the owner’s back that swing the sword at their enemies. [ACCESSORY]
Effect: +5% Power. Your Signature Techniques do +(10% Power) Damage. This item can be EQUIPPED without filling any Equipment slots. While equipped, it still fills 1 Inventory slot. You cannot equip any other piece of Equipment that does not fill a slot.

RACIAL TRAITS

Saiyan Might - You have a permanent +10% to all stats. **Not included in stat modifications above.

CLASS

Elite Class Warrior - You start the game with +1 Training Days. After achieving a new transformation, you start Mastered with a 1d100 Transformation Roll. At the start of a Battle, you may decide to give up your ability to roll escape rolls. If you do, your attack rolls gain +2 dice sides.

MASTERY

Chained Mastery [AKAIKARU, MASTERY]
Description: Chaining your attacks is an effective way to keep the pressure on the opponent. The flow of your offensive maneuvers becomes an unbearable wave of pain. Keep the pressure on, keep your opponent off-balanced, and chain your attacks until your opponent is down for the count
Effect: Your multi-dice attacks cannot have their costs increased by your opponent's effects. Your Akaikaru multi-dice attacks gain +2 dice sides and +2 to all their results. Activate when you STUN an opponent. Your next Akaikaru Advanced Attack without a STUN effect does not have to be SUCCESSFUL to gain its effects.
Requirements: You must know at least three (3) Akaikaru attacks and/or skills.

SKILLS

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A

Hidden Power Level [FREESTYLE, LATENT SKILL]
Description: The user is able to conceal their true ki signature from their opponent, only to reveal it at their weakest moment.
Effect: Once per match, when you are at 7 KI Points or more, you may spend 2 KI Points. If you do, the next time your KI Points reach 0, you may gain 3 KI Points. Using this Skill does not take up your turn. This does not take up one of your Skill slots.
Requirements: N/A

Lunar Light Orb [FREESTYLE, LATENT SKILL]
Description: The user fires a ball of white and purple energy into the air. The ball erupts into a gigantic orb that resonates special energy from the lunar event of New Vegeta.
Description: When you transform, you may choose to use the Oozaru Transformation Special Traits while using the Stats of the highest Racial Transformation available to you. This Skill does not take up a Skill slot.

Swift Re-Action [AKAIKARU, SKILL]
Description: A split second is all that is needed to realize you have made a grave miscalculation, but it takes a fast thinker and speedy limbs to fix your error.
Effect: RESTRICTEDxY. Y = The difference between your Dexterity bonus and your opponent’s. If your opponent’s Dexterity bonus is higher or equal to yours, Y = 1. Use after you roll your attack roll on an Advanced Attack with a base cost of 4 or less. You may re-roll your attack roll. You may use this Skill after your opponent has rolled their defensive roll. Costs 1 KI Point.
Requirements: N/A

Vehemence [AKAIKARU, SKILL]
Description: Hostility comprises the very essence of a good Akaikaru student. Their energy is caustic; saturated with malicious intent, surrounding themselves with their own ki is often enough to destroy or weaken foes who cannot stand up to such unrefined, raw energy.
Effect: For your next three turns, your attack rolls gain +3 to the result(s). Your opponent loses (10% Power) HP when they perform a physical attack against you until they STOP one of your attacks. This Skill's effects cannot stack with themselves. Costs 3 KI Points.
Requirements: N/A

Nullifying Sphere [FREESTYLE, SKILL]
Description: The user studies their opponent to hone in on one of their techniques, memorize it, and eliminate it's usage.
Effect: RESTRICTEDx1. Use when your opponent uses a non-Constant Skill. Negate the effect. You may remove a move from your moveset to remove that Skill from your opponent's moveset for the remainder of the match. Costs 2 KI Points.
Requirements: N/A

ADVANCED ATTACKS

Machine Gun Kicks [AKAIKARU, PHYSICAL, KICK]
Description: A series of advancing snap kicks performed in rapid succession – so fast, a ‘blaze’ effect manifests itself.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d31 for this attack. The cost of this attack cannot be reduced below 2 KI Points. SUCCESSFUL – If 4 dice rolls are successful, STUN. If all 5 dice rolls are SUCCESSFUL, STUNx2. Costs 3 KI Points.
Requirements: N/A

Buzzsaw Kick [AKAIKARU, PHYSICAL, ENERGY, KICK, MANIPULATED KI]
Description: A flipping, overhead kick with a Ki-manifested sawblade surrounding the leg as it crashes down on the opponent.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your next Akaikaru Advanced Attack roll without a STUN effect gains +6 to the result and cannot SEVER. Costs 2 KI Points.
Requirements: N/A

Lord of the Flies [AKAIKARU, ENERGY, BLAST, VOLLEY]
Description: The user slowly extends their arms outward, fists closed before slowly unclenching them. As the do so, a flurry of small, slow, but powerful Ki Blasts move toward the opponent, exploding and disorienting them on impact. The Ki Blasts are often mistaken for small, glowing flies due to their size.
Effect: Energy attack doing (5% Power) damage. Your attack roll is 10d28 for this attack. The cost of this attack cannot be reduced below 2 KI Points. If 5 or more dice rolls are SUCCESSFUL, STUN. Costs 3 KI Points.
Requirements: N/A

Shock Fist [AKAIKARU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI]
Description: Focusing so much ki into their hand it becomes visible and audible – it resembles a high-pitched scream – the attacker rushes forward, driving their hand into their foe with the intent of thrusting it straight through them.
Effect: Physical attack doing (40% Power) Damage. This attack is also considered an energy attack for all effects. Your attack roll is 1d34 for this attack. SUCCESSFUL - Your opponent defensive dice rolls gain -3 to the result until they perform a SUCCESSFUL energy attack. You cannot exceed -9 to the results with this effect. Costs 2 KI Points.
Requirements: N/A

Galick Gun [ENERGY, BEAM]
Description: The user draws their arms behind them, hands facing the same direction. The arms are then brought forward, palms outward as a fuschia-colored beam of energy is released.
Effect: Energy attack doing (50% Power) Damage. If your Power is higher than your opponent's power, this attack costs -1 KI Point. You may forget this move and pay its cost after your opponent rolls their attack roll on a Beam-type attack that is not a Signature Technique to negate the damage from that attack. If you do, your opponent cannot perform that attack for the next 4 turns. SUCCESSFUL - Your opponent’s defensive rolls gain -2 against your physical attacks until they perform a SUCCESSFUL attack. Costs 2 KI Points.
Requirements: N/A

SIGNATURE TECHNIQUES

Super Galick Gun [ENERGY, BEAM]
Description: Full-powered version of the Galick Gun that is formed the same way, but super-charged to the point where it is capable of destroying entire planets if not careful.
Effect: RESTRICTED x1. Energy attack doing (125% Power) Damage. If your opponent’s defensive roll was 24 or higher, you may lose 2 KI Points to have your attack roll gain +10 to the result and CRITICAL if that result is 30 or higher. You may exceed the standard dice result cap with this effect. Costs 7 KI Points. [DESTROY POTENTIAL]
Requirements: Galick Gun

BLOCKS

Backflip [AKAIKARU, BLOCK]
Description: A simple back-flip done over the attack.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. The result of your opponent’s next defensive roll is -5. If your next attack is STOPPED, STUN. Costs X KI Points.
Requirements: N/A

Dodging Bullets [AKAIKARU, BLOCK]
Description: Utilizing an Akaikaru student's speed, the user quickly moves back and forth, dodging energy attacks thrown at them.
Effect: RESTRICTEDx1. Block. Stop an energy attack. If this is used against an attack with multiple dice rolls, all of the dice rolls are BLOCKED. Your next attack gains +1 to its dice sides. Costs X-1 KI Points.
Requirements: N/A

==========

Mentik Ferdinand [Aoyusumu]
Level: Yours +1
Race: Tuffle [Highest Available Racial Transformation MASTERED 1d100]
Class: Geneticist
HP: (30%) +21%
Power: (30%) +6%
Dexterity: (40%) +16%
Move Set: Counterstrike Mastery, Bukujutsu, Hidden Power Level, Inner Peace, Quiet Preparation, The Untroubled Mind, Energy Redirection, Straightjacket, Wind Shove, Heart Punch, Return Fire, Frost Wind Technique, Serenity Explosion, Somersault Roll, Screening
Equipped Items/Battle Info: Tuffle Battle Armor, Leggings, Creator’s Headband, Droid Defense System

ITEM

Droid Defense System [N/A]
Inventory Slots: 1
Description: These head-sized circular orbs of blue and chrome design hover about the user, forming a net of blue lasers that protect the user and weaken powerful attacks against them. [ACCESSORY]
Effect: +5% HP. Your opponent’s Signature Techniques do -(10% Power) Damage. This effect is applied before any other damage reductions. This item can be EQUIPPED without filling any Equipment slots. You cannot equip any other piece of Equipment that does not fill a slot.

RACIAL TRAITS

Know-It-All - Your opponent cannot use any of their Racial Abilities for the first ten turns of combat. This does not count abilities that substitute for or are Bukujutsu or Instant Transmission. Any abilities that are activated at the start or before combat become active on turn eleven instead. When in combat against another Tuffle or character with the Know-It-All ability, Know-It-All has no effect.

CLASS

Geneticist - Whenever you reach the minimum Power Level for a Transformation, you automatically acquire it. You start all Transformations with a 1d50 Transformation Roll. Your opponent cannot transform until the 4th turn of combat.
MASTERY

Counterstrike Mastery [AOYUSUMU, MASTERY]
Description: Your opponent never expects a counterstrike coming. Confident in their attacks, they foresee their hits landing -- but a student of Aoyusumu knows better. They have mastered their defense and know that this confidence can be exploited. After their hopes are crushed, you must attack back -- a quick chop, a kick to the knees, etc. to throw their plans off balance and hit them at their weakest.
Effect: Twice per match, you may lose 1 KI Point and choose to not roll a defensive roll against an UNRESTRICTED single dice attack (your defense roll result is considered 0 for all other effects). If you do, the attack is STOPPED and COUNTERED. Your attacks performed during a COUNTER deal +(10% Power) Damage and cost -1 KI Point.
Requirements: Must know at least three (3) Aoyusumu attacks and/or skills.

SKILLS

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A

Hidden Power Level [FREESTYLE, LATENT SKILL]
Description: The user is able to conceal their true ki signature from their opponent, only to reveal it at their weakest moment.
Effect: Once per match, when you are at 7 KI Points or more, you may spend 2 KI Points. If you do, the next time your KI Points reach 0, you may gain 3 KI Points. Using this Skill does not take up your turn. This does not take up one of your Skill slots.
Requirements: N/A

Inner Peace [AOYUSUMU, CONSTANT SKILL]
Description: It is not easy to create a sense of inner peace in battle -- fighting is chaotic in nature and hard on the spirit. Aoyusumu practioners are taught to disregard the chaos and maintain this hard to attain inner peace, putting them at ease and keeping them calm under pressure.
Effect: CONSTANT - Whenever you STOP a single dice attack, gain 1 KI Point. Costs 1 Ki Point.
Requirements: N/A

Quiet Preparation [AOYUSUMU, SKILL]
Description: Standing and waiting, the user quietly channels and readies their power.
Effect: Your next 2 Aoyusumu attacks do +(5% Power) for every time you have COUNTERED this match to a maximum of +(15% Power) and a minimum of +(5% Power). Your next defensive roll with a base roll of 1d30 can COUNTER on a result of 30 or higher. You may use this Skill during a COUNTER in place of an attack. If you do, it costs 0 KI Points. Costs 2 KI Points.
Requirements: N/A

The Untroubled Mind [AOYUSUMU, SKILL]
Description: Most open themselves up when under fire -- they allow the opponent to land their moves and make the most of it. By keeping the mind untroubled, you can eliminate some of this threat.
Effect: RESTRICTEDx1. Activate when your opponent uses a SUCCESSFUL effect on an UNRESTRICTED attack. The effect is negated. Costs 1 KI Point.
Requirements: N/A

Energy Redirection [FREESTYLE, SKILL]
Description: After a user's energy attack has been deflected, they quickly charge up another and fire it again. Two time's a charm.
Effect: RESTRICTEDx2. Use when one of your energy Advanced Attacks is STOPPED by a defensive roll result that is +2 or less your attack roll result. The attack is SUCCESSFUL. Costs 1 KI Points.
Requirements: N/A

ADVANCED ATTACKS

Straightjacket [AOYUSUMU, PHYSICAL, HOLD]
Description: Charging the opponent and pulling them into a flying guard, the attacker makes use of the positioning to both restrict the opponent's movements and set themselves up for future attacks.
Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - For the next 6 turns, if you roll a defensive roll result of 25 or higher, COUNTER. If your defensive dice roll result was lower than your opponent's attack roll result, their attack is still SUCCESSFUL. The duration of this effect cannot stack; it must expire before you can renew it. Costs 1 KI Point.
Requirements: N/A

Wind Shove [AOYUSUMU, PHYSICAL, PUNCH]
Description: Flattening out their hand, the attacker draws their palm back and thrusts it forward toward the opponent. The force generated from this attack is enough to create a gust of wind capable of knocking the target down.
Effect: Physical attack doing (35% Power) Damage. This attack gains +2 to the result for each time you have COUNTERED this match. This attack gains +1 dice side for each time you have BLOCKED this match. SUCCESSFUL - Your next energy attack gains +2 dice sides. Costs 1 KI Point.
Requirements: N/A

Heart Punch [AOYUSUMU, PHYSICAL, PUNCH]
Description: Intercepting an opponent's kick or punch, the user draws them close as a swift strike to the heart is delivered. The effect of this attack has been described to having an instant and momentary heart attack.
Effect: Use only immediately after STOPPING a Punch-Type or Kick-Type attack. This does not take up your turn. Physical attack doing (35% Power) Damage. SUCCESSFUL - Choose one: Your opponent cannot STUN you for the next 6 turns OR your opponent cannot CRITICAL against you for the next 6 turns. Costs 1 KI Point.
Requirements: N/A

Return Fire [AOYUSUMU, ENERGY, BEAM]
Description: At the last minute the attacker dodges an attack by leaping high into the air. Leaning their body forward, they thrust out their arms and create a whirling beam of blue energy.
Effect: Use only if you STOPPED an attack on the last turn without a BLOCK. Energy attack doing (35% Power) Damage. Your opponent's defensive dice are 1d30 against this attack and cannot be modified by their effects or Dexterity Bonus. SUCCESSFUL - Your opponent's dice gain -2 sides for the next 4 turns. Your opponent cannot CRITICAL for the next 4 turns. Costs 1 KI Point.
Requirements: Bukujutsu.

Frost Wind Technique [AOYUSUMU, ENERGY, BEAM]
Description: Drawing in a large breath of air and then releasing it infused with ki, a freezing breeze is released that is capable of severely chilling the opponent. This technique is capable of stopping a target in its tracks, reducing them to their more basic moves.
Effect: Energy attack doing (50% Power) Damage. SUCCESSFUL - You may choose one of your opponent's Signature Techniques. They cannot perform that attack until they roll an attack roll result of 25 or higher with a single dice attack. You cannot use this effect against more than one Signature Technique at a time. Costs 3 KI Points.
Requirements: N/A

SIGNATURE TECHNIQUES

Serenity Explosion [AOYUSUMU, PHYSICAL, PUNCH, KICK]
Description: The eyes of the opponent take on a soft blue glow as they rise into the sky. The wind picks up and the world seems brighter -- a more beautiful place. Letting out a scream, the opponent sweeps down at the opponent, Ki-flowing into their fist. Driving their fist into the opponent's gut, they fly upwards with them, swinging a ki-charged kick at their chin which explodes upon impact. The wind dies down and their eyes stop glowing. The view of the world returns to normal.
Effect: RESTRICTED x1. Physical attack doing (115% Power) Damage. SUCCESSFUL - Your opponent loses (15% Power) HP for every point that your Dexterity bonus is above theirs to a maximum of (75% Power) HP. If your Dexterity is more than your opponent’s Dexterity, your opponent's attack and defensive dice gain -2 dice sides for the remainder of the match. Costs 8 KI Points.
Requirements: Bukujutsu.

BLOCKS

Somersault Roll [AOYUSUMU, BLOCK]
Description: The user performs a somersault roll to evade an energy attack, coming up at the end and ready to capitalize on their opponent's mistake.
Effect: RESTRICTEDx1. Block. Stop an energy attack. If you perform an attack that matches any of the traits (not including PHYSICAL or ENERGY) on your next turn, that attack gains "SUCCESSFUL - Choose up to 2 Skills with CONSTANT effects. Those Skills are now de-activated". Costs X KI Points.
Requirements: N/A

Screening [AOYUSUMU, BLOCK]
Description: Calmly, the user waits for an attack to be launched before swiping his hand downward, moving the wrist/ankle so the move goes off course and is easily dodged.
Effect: RESTRICTEDx1. Block. Stop a physical attack. If you STOP your opponent's next attack, gain 2 KI Points. Costs X-1 KI Points.
Requirements: N/A

Edited by Strange, Mar 18 2014, 04:33 PM.
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Strange

Yardrat

Note: Battle info states that Majin starts with Majin pants. Can't find it in Clothes.

Sandworms…. Hate Em
Bealmont [Haokiru]
Level: D
Race: Majin
SP: 20
HP: 350 (5 sp)
Power: 240 (10 sp)
Dexterity: 5 (5 sp)
Move Set: Bukujutsu, Reserves, Advanced Behavior, Spirited Effort, Dragon's Pride, Dragon Blast, Dragon Swipes, Phoenix Tackle

RACIAL TRAITS
=============
Bubblegum Flesh - RESTRICTEDx1. You may lose 2 KI Points to prevent all damage from an UNRESTRICTED attack. You may use this effect after rolling your defensive dice.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

EQUIPMENT
==========
Majin Cookies [800z]
Inventory Slots: 1
Description: Mmm . . . yummy cookies. Each cookie seems to be handcrafted to look like people of varying races. The deep, dark truth is . . . Majin Cookies is people!! Majin Cookies is people!! A delicacy on the Majin homeworld, these delicious treats were once living and breathing beings. While they go down smooth, for non-Majins who aren't used to eating cookie-fied people, it can be a little upsetting to the stomach.
Effect: USEx1. Gain 2 KI Points. If used by a Majin, gain 3 KI Points instead. This does not take up your turn.


Skills: Latent

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills

Reserves [HAOKIRU, SKILL]
Description: Energy must be used wisely on the field of battle and it is always a good idea to keep a reserve. By tapping into this reserve when most needed, a user can channel the energy into a healing force.
Effect: Use when you Power Up. Gain (5% Total HP) HP. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Advanced Behavior [HAOKIRU, CONSTANT SKILL]
Description: The Haokiru pupil is constantly vigilant, above the trifles of emotion and petty argument. During battle the pupil knows to focus only on the opponent.
Effect: CONSTANT - If your opponent's attack roll result is +15 or more your defensive roll result, their attack does -15% Damage. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Spirited Effort [HAOKIRU, SKILL]
Description: Even at the brink of their demise, a student of the Art of Preservation will find a way to channel their last ounce of strength and, if they are skilled enough, use it as a last ditch effort to bring their opponent crashing down.
Effect: RESTRICTEDx1. Use when your HP falls below (15% Total HP) HP. Your next attack costs -2 KI Points and gains "SUCCESSFUL - Gain (10% Total HP) HP. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Dragon's Pride [HAOKIRU, SKILL]
Description: Refusing to back down even in the face of superiority, competition does a Haokiru practitioner good; pushing them to new found limits.
Effect: Use at the start of the match. You begin the match with +(10% Total HP). Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Advanced Attacks

Dragon Blast [HAOKIRU, ENERGY, BLAST]
Description: Extending the arms outward, the user's hands are placed side by side with wrists connection. A translucent wave of spiky energy is shot at the opponent.
Effect: Energy attack doing (40% Power) Damage. Once per match when performing this attack, you may choose to have your next UNRESTRICTED attack unable to be forgotten for the remainder of the match in order for it to cost -3 KI Points. SUCCESSFUL - Your opponent cannot use a move with the word 'Power Up' in the effect on their next turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Dragon Swipes [HAOKIRU, PHYSICAL, PUNCH]
Description: Bowing the head, the attacker extends their arms and points their fingertips straight out. In one swift motion they charge the opponent, swiping violently at them before finishing off with a palm strike to the bridge of the nose.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d30 for this attack. The cost of this attack cannot be modified by non-Haokiru effects. SUCCESSFUL - Prevent X% damage from your opponent's next attack. X = The number of SUCCESSFUL hits x10. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Phoenix Tackle [HAOKIRU, PHYSICAL, THROW]
Description: A crimson aura surrounds the attacker, forming a faint bird-like apparition as they soar through the skies, latching onto their opponent and tackling them through or into the nearby environment.
Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - If your attack roll result is 20 or higher and if you gain HP on your next turn from a non-BLOCK Haokiru effect, double the amount. The amount cannot exceed (30% Total HP) HP. Costs 2 KI Points.
Requirements: Bukujutsu
Training Days: 2
_________________________________________________

The Dark Side
See Opponent’s Character Page

_________________________________________________

Friendly Challenge
Streetperformer [Your Style]
Race: Yardratian
Level: [Yours]

RACIAL TRAITS
============
Masters of Time & Space - RESTRICTEDx2. Use after your opponent’s attack roll. You may re-roll your defense roll. You cannot COUNTER with that defense roll.

Founders of Instant Transmission - You are considered to know Instant Transmission for all effects and purposes.

TRANSFORMATIONS
=================
(Set to match opponents)
Level 1: Enlightenment
Stats: +0% Power. +25% HP. +25% Dexterity.
[MASTERED] Super Brainiac - When you activate this Transformation, your opponent cannot use a Skill for the next 3 turns and your next two defensive rolls gain +2 sides. This does not affect Bukujutsu or Instant Transmission. When you roll an attack roll on a single dice attack of 27 or higher, your next Skill costs -1 KI Points and your opponent’s next Skill costs +1 KI Point to use, not including Bukujutsu or Instant Transmission. If they play this skill without paying the cost, they lose 1 KI Point.

Level 2: Mind Mastery
Stats: +15% Power. +35% HP. +50% Dexterity.
[MASTERED] There Is No Spoon - When you activate this Transformation, your opponent cannot use a Skill for the next 3 turns and your next two defensive rolls gain +5 sides. When you roll an attack roll on a single dice attack of 25 or higher, your next Skill costs -1 KI Points and your opponent’s next Skill costs +1 KI Point to use, not including Bukujutsu or Instant Transmission. If they play this skill without paying the cost, they lose 1 KI Point.

Level 3: Visionary Chanel
Stats: +40% Power. +70% HP. +90% Dexterity.
[MASTERED] I Know How This Ends - When you activate this Transformation, your opponent cannot use a Skill for the next 4 turns and your next three defensive rolls gain +5 sides. When you roll an attack roll on a single dice attack of 25 or higher, your next Skill costs -1 KI Points and your opponent’s next Skill costs +2 KI Points to use, not including Bukujutsu or Instant Transmission. If they play this skill without paying the cost, they lose 2 KI Points. After you Power Up, your next attack does +(5% Power) Damage.

Level 4: Divinity
Stats: +100% Power. +100% HP. +200% Dexterity.
[MASTERED] I Forget How The Rest Goes, But You’re Screwed - When you activate this Transformation, your opponent cannot use a Skill for the next 4 turns and your next three defensive rolls gain +5 sides. When you roll an attack roll on a single dice attack of 25 or higher, your next skill costs -2 KI Points to activate and your opponent’s next Skill costs +2 KI Points to use, not including Bukujutsu or Instant Transmission. If they play this skill without paying the cost, they lose 2 KI Points. After you Power Up, your next attack does +(5% Power) Damage and gains +2 dices sides.

____________________________________________________________________

Iugerius [Kurokonwaku]
Level: L
Race: Tuffle [Omega Experiment 1d20]
HP: 950 + 16% = 1102
Power: 380 +6% = 403
Dexterity: 18 +6% = 19 (+2 Dice Sides)
[SP: 17/17/18]
Move List: Trickster Mastery, Bukujutsu, Sense Power Level, Puppetmaster, Future Sight, Expert Swordplay, Poison Mist, Ear Piercer, Tricky Sword Maneuvers, Slice N’ Hack, Chaos Detonation, Mirage
Equipped Items/Battle Info: Vorpal Sword, Leggings, Tuffle Battle Armor. Vorpal Blade allows his attacks that require a Sword to deal +(5% Power) Damage and SEVER on a successful natural perfect attack.

RACIAL TRAITS

Know-It-All - Your opponent cannot use any of their Racial Abilities for the first ten turns of combat. This does not count abilities that substitute for or are Bukujutsu or Instant Transmission. Any abilities that are activated at the start or before combat become active on turn eleven instead. When in combat against another Tuffle or character with the Know-It-All ability, Know-It-All has no effect.

TRANSFORMATION

Stats: +40% Power. +30% HP. +30% Dexterity.

HP: 950 +46% = 1387
Power: 380 +46% = 555
Dexterity: 18 +36% = 24 (+3 Dice Sides)

[NOVICE] Blinded With Science - Once per match, you may activate a CONSTANT skill with a Base Cost 3 or less. You do not have to pay the cost and this does not take up your turn. If you have more active skills than your opponent, their defensive rolls gain -1 to the result. RESTRICTEDx1. You may deactivate one of your opponent’s active skills. You may deactivate this skill even if you do not meet the requirements necessary to deactivate it. This effect does not take up your turn.

MASTERY
Trickster Mastery [KUROKONWAKU, MASTERY]
Description: In the end, you must have that one ace in the hole. The trick your opponent did not know you had in your arsenal. You must be able to disrupt their plans, trick them at the last moment and take away their security blankets. The knowledge they treasured most, their precious resources -- a Kurokonwaku master knows how to take these all away through cunning use of their own Ki manipulation mastery and should.
Effect: Your opponent's attack and defensive roll results against you gain -2. All of your Kurokonwaku physical attacks gain "SUCCESSFUL - If your attack roll result is 25 or higher, deactivate a CONSTANT Skill". All of your Kurokonwaku single dice energy attacks gain "SUCCESSFUL - If your attack roll result is 25 or higher, your opponent cannot gain HP or KI Points on their next turn."
Requirements: Must know at least three (3) Kurokonwaku attacks and/or skills.

SKILLS

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A

Sense Power Level [FREESTYLE, LATENT SKILL]
Description: The ability to sense a ki signature approaching, even at a distance.
Effect: At the start of a match, if your opponent's Power Level is higher than yours, your first defensive roll result gains +8 and your escape rolls gain +1 to the combined result. This does not take up one of your Skill slots.
Requirements: N/A

Puppetmaster [KUROKONWAKU, CONSTANT SKILL]
Description: Releasing a large aura of energy that engulfs the battlefield, the energy seeps into the opponent's body; carrying with a resonating force of malevolent intentions.
Effect: (You cannot activate this Skill through any move's effect.) CONSTANT - After you perform a SUCCESSFUL Advanced Attack, if your opponent chooses to perform an Advanced Attack or Signature Technique on their next turn, their attack must match at least two of the traits of your SUCCESSFUL attack. If they cannot perform an Advanced Attack or Signature Technique that matches two of your attack's traits, they cannot use Advanced Attacks or Signature Techniques on that turn. Your opponent may lose 4 KI Points and pass on their turn to deactivate this Skill. Costs 3 KI Points.
Requirements: N/A

Future Sight
Description: Utilizing one's ability to read the future, you anticipate an enemy's next move; preparing yourself for the attack to come.
Effect: RESTRICTED x1. Use at the start of your turn. Your opponent cannot Power Up on their next turn. Your opponent must tell you what move they will use on their next turn (Out of Character), and they cannot change their mind. Your defensive roll against that attack gains +4 to the result and can COUNTER on a result of 31 or higher. If you Powered Up on your last turn, this Skill costs -1 KI Point to a minimum of 0. This skill does not take up your turn. Costs 1 KI Point.
Requirements: N/A

Expert Swordplay [FREESTYLE, CONSTANT SKILL]
Description: Displaying honed skills with the blade, the user shows their opponent the deadly arts they have learned.
Effect: CONSTANT - Your attacks that require a Sword do +(5% Power) Damage. When performing an attack that requires a Sword, if your opponent's defensive roll result is +2 or less your attack roll result, you may still gain any SUCCESSFUL effects that are not a 'SEVER' effect. Your defensive roll results against moves that require a Sword gain +2. Costs 2 KI Points.
Requirements: Sword

ADVANCED ATTACKS

Poison Mist [KUROKONWAKU, ENERGY, BEAM]
Description: Spitting a fine, Ki-based mist at the opponent, the user is capable of disorienting and draining the opponent.
Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL - Your opponent loses 1 KI Point at the beginning of their turn until they roll an attack roll result of 23 or higher on a single dice attack. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A

Ear Piercer [KUROKONWAKU, ENERGY, BLAST]
Description: The user lets out an incredibly both deafening and painful high pitch scream, disorienting their opponent.
Effect: Energy attack doing (35% Power) Damage. This attack cannot be BLOCKED. SUCCESSFUL – Your opponents attack dice gain -5 sides until they STOP an attack. This effect cannot stack with itself. Costs 1 KI Point.
Requirements: N/A

Tricky Sword Maneuvers [FREESTYLE, PHYSICAL, WEAPON, MANIPULATED KI]
Description: The sword is maneuvered in a variety of different directions as a means of confusing the foe as the attackers draws nearer. As the gap is closed, a feigned attack is made before a mirage version of the sword is thrown into the air. With the opponent focused elsewhere, the real blade is brought down.
Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - If your attack roll result is 20 or more, you may activate a Constant Skill with 'Swordplay' in the title. If 'Expert Swordplay' is already activated, this attack gains +3 to the results and gains "SUCCESSFUL - Your opponent loses 1 KI Point". Costs 1 KI point.
Requirements: Sword Weapon

Slice 'n' Hack [FREESTYLE, PHYSICAL, WEAPON]
Description: When wielding a blade, sometimes simplicity is best -- hack and slash until you see blood.
Effect: RESTRICTEDx2. Physical attack doing (30% Power) Damage per hit. Your attack roll is 2d30 with this attack. SUCCESSFUL - If both attack roll results are 25 or higher, this attack gains 'SEVER'. STOPPED - Gain 1 KI Point. Costs 3 KI Points.
Requirements: Sword Weapon

SIGNATURE TECHNIQUES

Chaos Detonation [KUROKONWAKU, ENERGY, BLAST]
Description: Making a gun gesture with their hand and pointing it at the opponent, they release the "hammer" when a sudden explosion occurs right next to the foe; catching them off guard.
Effect: RESTRICTEDx1. Energy attack doing (120% Power) Damage. SUCCESSFUL - Choose one of your opponent's Advanced Attacks. Your opponent cannot use that Advanced Attack for the remainder of the match. If your attack roll is 25 or higher, you may choose a Signature Technique instead. Costs 9 KI Points.
Requirements: N/A

BLOCKS

Mirage [KUROKONWAKU, BLOCK]
Description: Creating a ki-manifested mirage of themselves, the user fools the opponent into attacking something that isn't there.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. Nothing can prevent you from lowering your opponent’s KI Points or gaining KI Points for the next 4 turns. Costs X-2 KI Points
Requirements: N/A

==========

Doctor Oriachi [Kiihakai]
Level: O
Race: Android [“Upgrade 1” 1d50]
HP: 1000 +20% = 1320
Power: 460
Dexterity: 25 +15% = 29 (+4 Dice Sides)
[SP: 18/21/25]
Move Set: Overdrive Mastery, Synergy, Overload, Aura Burst, Nullifying Sphere, Focus Buster, Diving Elbow, Kinetic Outburst, BOOM-erang, Golden Arrows, Thunder Ball, Negative Outburst
Equipped Items/Battle Info: Full Body Suit, Battle Scouter, Improved Nanomachines

RACIAL TRAITS

Power Absorption - When you STOP an energy attack with a defensive dice result of 25 or more, gain 1 KI Point. Your single dice physical Advance Attacks gain "SUCCESSFUL - If your attack roll result was 28 or more, your opponent loses 1 KI Point and you gain 1 KI Point". If you choose this trait, you cannot have the Power Core trait.

Android Signature - You are considered to know "Hidden Power Level" for all effects and purposes. If you do not know Bukujutsu and your opponent does, they do not gain the normal +4 dice sides against you.

TRANSFORMATION

Stats: +40% Power. +25% HP. +35% Dexterity.

HP: 1000 +45% = 1450
Power: 460 +40% = 644
Dexterity: 25 +50% = 38 (+5 Dice Sides)

[INTERMEDIATE] The Upgraded Android - You may pay 1 KI Point to have any of your attack or defensive rolls gain +3 to the result. You may use this effect after all rolls have been made for that turn. You cannot CRITICAL or SEVER with that roll. You can only use this effect once per turn. Once per combat, you may lose 2 KI Points to negate a COUNTER against you.

MASTERY

Overdrive Mastery [KIIHAKAI, MASTERY]
Description: You cannot place limitations on yourself -- as a practioner of Kiihakai, you must convince yourself you have no limits. When you feel power rising and your energy flowing, your aura becoming sporadic and chaotic know that you are in overdrive and you will survive. In this state you will be a destructive and terrifying force to be reckoned with.
Effect: Your Advanced Attacks gain their SUCCESSFUL effects as long as your attack roll result is 22 or higher. Activate when you Power Up. If you perform a Kiihakai Advanced Attack on your next turn, the attack does +(15% Power) Damage.
Requirements: You must know at least three (3) Kiihakai attacks and/or skills.

SKILLS

Synergy [KIIHAKAI, SKILL]
Description: The path of destruction is like a domino effect with one leading into the next. Through synergy, one can make sure each move directly impacts the outcome of the next to devastating consequences for the opponent.
Effect: CONSTANT- You may activate this Skill without taking up your turn if you roll 25 or higher on a single dice attack. You must pay the cost of this Skill to activate it in this way, including cost increases or reductions. When you perform an attack that is having its damage modified by another Kiihakai effect, that attack gains +2 to the result. While this Skill is active, if you roll an attack roll of 25 or higher on a single dice attack, you may activate a CONSTANT Skill. Costs 2 KI Points.
Requirements: N/A

Overload [KIIHAKAI, SKILL]
Description: By overloading your attack, you are capable of penetrating your opponent's defences.
Effect: CONSTANT - Use when you Power Up. If your KI Points equal 10 after Powering Up, your opponent cannot STOP your next non-Signature Technique attack roll with a defensive roll of 20 or less. If your attack is a multi-dice roll, they cannot STOP the first attack roll with a defensive roll of 20 or less. Costs 2 KI Points.
Requirements: N/A

Aura Burst [KIIHAKAI, SKILL]
Description: A Kiihakai user should rarely, if ever be desperate for energy and one of the first techniques taught to any student is the ability to store power to unleash as a burst of energy when it is most needed.
Effect: RESTRICTEDx1. Gain 2 KI Points. You may use this skill when your KI Points drop to 0 without spending your turn.
Requirements: N/A

Nullifying Sphere [FREESTYLE, SKILL]
Description: The user studies their opponent to hone in on one of their techniques, memorize it, and eliminate it's usage.
Effect: RESTRICTEDx1. Use when your opponent uses a non-Constant Skill. Negate the effect. You may remove a move from your moveset to remove that Skill from your opponent's moveset for the remainder of the match. Costs 2 KI Points.
Requirements: N/A

ADVANCED ATTACKS

Focus Buster [PHYSICAL, PUNCH]
Description: A closed-fist strike to the temple. Upon contact, a significant amount of Ki is discharged amongst both attacker and defender.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - You and your opponent cannot attack on your next turns. Any effects created by your opponent’s UNRESTRICTED Advanced Attacks that are still active are cancelled. Costs 2 KI Points.
Requirements: N/A

Diving Elbow [PHYSICAL, PUNCH]
Description: Soaring up into the air, the attacker comes back down onto their foe; driving their elbow into the top of the enemy's skull.
Effect: Physical attack doing (40% Power) Damage. You may lose 1 KI Point to re-activate one of your Skills that was de-activated on the last turn. SUCCESSFUL - If you are not using Fierce Focus Mastery, you may lose 1 KI Point to activate a CONSTANT Skill. That Skill cannot be de-activated for the next 4 turns. Costs 2 KI Points.
Requirements: Bukujutsu.

Kinetic Outburst [ENERGY, BLAST]
Description: Bending and wrapping their arms around their stomach, the practioner appears weak for a moment -- before throwing out their arms straight up, signifying an incredible release of energy that creates a devastating explosion in a significant radius around them.
Effect: Energy attack doing (35% Power) Damage. Before you roll your attack roll, you may choose for it to gain -10 to the result. If you do, you may activate a Skill with a CONSTANT effect. Costs 2 KI Points.
Requirements: N/A

BOOM-erang [ENERGY, MANIPULATED KI]
Description: Creating a sickle-shaped blade of energy, the user hurls it towards the opponent in an arc. Though looking more like a child's toy, the attack has enough juice in it to send an opponent flying once struck. The explosion caused by impact can be very thunderous, and it has yet another trick up its sleeve. After detonation, the weapon will reform and return to the user.
Effect: Energy attack doing (60% Power) Damage. SUCCESSFUL - You may perform this attack on your next turn for X KI Points instead. X = The cost of your opponent's next attack. Costs 3 KI Points.
Requirements: N/A

Golden Arrows [ENERGY, BLAST, MANIPULATED KI, VOLLEY]
Description: A bow-type weapon of energy is made with several arrows also equipped. The ki arrows are fired directly at the opponent.
Effect: Energy attack doing (20% Power) Damage per hit. Your attack roll is 4d30 for this attack. SUCCESSFUL - If 3 or more dice rolls are SUCCESSFUL, your opponent cannot Power Up or use or activate a Skill for their next 3 turns. Costs 5 KI Points.
Requirements: N/A

SIGNATURE TECHNIQUES

Thunder Ball [ENERGY, BLAST]
Description: Creating a mid-size black orb of energy, the blast is charged with a signature white energy that gives off the appearance of a raging lightning storm occurring within the sphere. Raising the blast over head and firing it at the opponent, the sphere rapidly grows in size; suddenly becoming gigantic, engulfing the foe in a raging torrent of ki.
Effect: RESTRICTEDx1. Energy attack doing (100% Power) Damage. Your attack roll gains +X to the result. X = The number of Skills with CONSTANT effects you have activated x2 to a maximum of +6. You cannot have this attack gain more than +8 to the result. Costs 6 KI Points.
Requirements: N/A

BLOCKS

Negative Outburst
Description: Exploding their ki outward, the user is capable of warding off opponents from attempting to get close enough to attack.
Effect: RESTRICTEDx1. Block. Stop a physical attack. Your opponent must perform an energy attack on their next turn or pass. Your opponent's next energy attack costs +1 KI Points to perform. Costs X KI Points.
Requirements: N/A
Edited by Strange, Mar 18 2014, 04:34 PM.
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Strange

Namek
Dryad Nymph [Kurokonwaku]
Level: B
Race: N/A
SP: 12
HP: 250 (3 sp)
Power: 120 (4 sp)
Dexterity: 5 (+3 dice bonus) (5 sp)
Move Set: Childish Taunt, Hidden Power Level, Dismissive Kick, Freestyle Ki Color Cascade, Poison Mist

Skills: Latent

Hidden Power Level [FREESTYLE, LATENT SKILL]
Description: The user is able to conceal their true ki signature from their opponent, only to reveal it at their weakest moment.
Effect: Once per match, when you are at 7 KI Points or more, you may spend 2 KI Points. If you do, the next time your KI Points reach 0, you may gain 3 KI Points. Using this Skill does not take up your turn. This does not take up one of your Skill slots.
Requirements: N/A
Training Days: 1

Skills
Childish Taunt [KUROKONWAKU, CONSTANT SKILL]
Description: Taunting the opponent, meanwhile tapping into their minds psychically, the user instigates an opponent to coming at them -- recklessly and with a blow to their momentum.
Effect: CONSTANT - When your opponent loses KI Points, they gain -2 to their attack roll results for their next two turns unless they roll a perfect roll. This cannot be in the same moveset as Killer Gaze. This effect cannot stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Advanced Attacks

Poison Mist [KUROKONWAKU, ENERGY, BEAM]
Description: Spitting a fine, Ki-based mist at the opponent, the user is capable of disorienting and draining the opponent.
Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL - Your opponent loses 1 KI Point at the beginning of their turn until they roll an attack roll result of 23 or higher on a single dice attack. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Dismissive Kick [KUROKONWAKU, PHYSICAL, KICK]
Description: Arms folded across chest, the user swings their leg around, kicking the opponent as their body rotates.
Effect: Physical attack doing (35% Power) Damage. If your opponent's last attack was STOPPED by you, this attacks costs -2 KI Points, to a minimum of 0 KI Points. SUCCESSFUL - Choose one of your opponent's Advanced Attacks. That attack loses all SUCCESSFUL effects for the next 3 turns. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Ki Color Cascade [FREESTYLE, ENERGY, BLAST, VOLLEY]
Description: An array of multi-colored orbs surround the attacker before rushing the opponent.
Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - If your attack roll result is 16 or more, for the next 4 turns your Freestyle attacks are considered to match your declared Martial Arts Style instead. Costs 1 KI Point.
Requirements: N/A
Training Days: 2
_____________________________________________________

The Return of Prince Piper
Snare [Midorikatai]
Level: A
Race: Namekian (Mutated)
SP: 8
HP: 200 (2 sp)
Power: 100 (3 sp)
Dexterity: 3 (3 sp)
Move Set: War Cry, Gut Punch, Torture Rack, One-Two Punch, Stranglehold

RACIAL TRAITS
============
Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

Skills

War Cry [MIDORIKATAI, SKILL]
Description: Letting out a massive roar can get the blood pumping and put your opponents in a state of fear, leaving them more vulnerable to attack.
Effect: RESTRICTEDx2. Your next Midorikatai attack does +(15% Power) Damage. This does not take up your turn. This effect cannot stack with itself. Costs 1 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Gut Punch [MIDORIKATAI, PHYSICAL, PUNCH]
Description: A stiff shot straight to the gut, followed by another . . . then another. You often learn there’s no point stopping at one punch when you can work an opponent’s weak spot over.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your opponent's Skills cost +2 KI Points to use or activate until they perform a SUCCESSFUL attack. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Torture Rack [MIDORIKATAI, PHYSICAL, HOLD]
Description: The user lifts the opponent onto their shoulders, hooking their arm around the opponent's neck and applying pressure by pulling the opponent's back downwards.
Effect: RESTRICTEDx2. Physical attack doing (30% Power) Damage. SUCCESSFUL - The next time you Transform, it doesn’t take up your turn. If this is the first time you are performing this attack, your Transformation rolls gain +2 to their results for the remainder of the match. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

One-Two Punch [MIDORIKATAI, PHYSICAL, PUNCH]
Description: A boxing stance is entered before the opponent delivers a left-right combo that would put World Heavyweight Champions to shame.
Effect: Physical attack doing (25% Power) Damage per hit. Your attack roll is 2d30 for this attack. If the first roll is SUCCESSFUL, the result of the second roll gains +5. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Stranglehold [MIDORIKATAI, PHYSICAL, HOLD]
Description: Wrapping their hands around the throat of the opponent, the user suffocates them as they shake them back and forth vigorously.
Effect: Physical attack doing (50% Power) Damage. SUCCESSFUL - Your opponent's next attack costs +1 KI Point. If this is the first time you performed this attack this match and your attack roll result is 20 or higher, your opponent loses X KI Points. X = The cost of the last attack your opponent performed. Costs 2 KI Points.
Requirements: N/A
Training Days: 3
__________________________________________________________________

The Return of Prince Piper, Part 2
Cello [Aikakaru]
Level: B
Race: Namekian
SP: 12
HP: 250 (3 sp)
Power: 120 (4 sp)
Dexterity: 5 (5 sp)
Race: Namekian [Mutated]
Moves: Bukujutsu, Impulsive, Machine Gun Kicks, Sniping Shot, Volcanic Smash, Dazzling Gymnastics

RACIAL TRAITS
============
Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

Skills: Latent

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills

Impulsive [AKAIKARU, CONSTANT SKILL]
Description: Battles are fast paced, and don’t always allow time to calculate every single action. On occasion, it may be a better plan to go with your gut, rather than with your brain.
Effect: CONSTANT - Roll 1dX (X = number of Advanced Attacks in your move set) every turn. The number you roll corresponds to the number that an Advanced Attack appears in your move set. You must perform that attack, or pass if you cannot pay the cost. That attack does +(15% Power) damage and costs -1 KI Point to perform to a minimum of 2. You may de-activate this Skill at the start of any turn. This Skill costs +1 KI Point to activate for every time it's been activated during combat. Costs 4 KI Points.
Requirements: N/A
Training Days: 2

Machine Gun Kicks [AKAIKARU, PHYSICAL, KICK]
Description: A series of advancing snap kicks performed in rapid succession – so fast, a ‘blaze’ effect manifests itself.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d31 for this attack. SUCCESSFUL – If 4 dice rolls are successful, STUN. If all 5 dice rolls are SUCCESSFUL, STUNx2. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Sniping Shot [AKAIKARU, ENERGY, BEAM]
Description: The user extends their index finger out, gathering Ki at the tip. They focus their energy into locking onto their opponent before they released the beam, having good accuracy even from a great distance.
Effect: Energy attack doing (40% Power) Damage. Your attack roll for this attack is 1d50. The cost of this attack cannot be reduced. SUCCESSFUL - You cannot perform this attack on your next turn. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

Volcanic Smash [AKAIKARU, PHYSICAL, ENERGY, PUNCH, BLAST]
Description: Leaping above their adversary, the user gathers a large burst of orange ki into either hands, then brings both crashing down onto the foe's head. The result is a scatter-effect of ki: similar to the dispersion of lava after a volcanic eruption.
Effect: Physical attack doing (45% Power) Damage. This attack also counts as an energy attack for all effects. If your attack roll result is 30 or higher, CRITICAL. If your attack roll result is 34 or higher, this attack cannot be STOPPED. Costs 2 KI Points.
Requirements: Bukujutsu.
Training Days: 2

Dazzling Gymnastics [AKAIKARU, BLOCK]
Description: Light on their feet with top notch reflexes, the Akaikaru user twirls, flips, and evades the attack with grace.
Effect: RESTRICTEDx1. Block. Stop a physical attack. If this is used against an attack with multiple dice rolls, all of the dice rolls are BLOCKED. Your Dexterity Bonus is considered to be 1 higher for the next 3 turns. Costs X KI Points.
Requirements: N/A
Training Days: 2
_______________________________________________________

The Return of Prince Piper, The Finale
Prince Piper [Haokiru]
Level: D
Race: Namekian [Giant Form TF, 1d30]
SP: 20
HP: 500 (8 sp)
Power: 160 (6 sp)
Dexterity: 6 (6 sp)
Moves: Eternal Mastery, Bukujutsu, Survival Instinct, Muscle Infusion, Spirit Walk, Warped Ray, Ki Lance, Dragon Swipes, Ki Lock-Up

RACIAL TRAITS
============
Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

TRANSFORMATION
===============
Stats: +20% Power. +30% HP. +0% Dexterity.
[NOVICE] Green Giant - Your opponent's physical attacks do -10% Damage against you. You no longer have Meditative Preparation while in this form.

EQUIPMENT
==========
Prince Piper's Piccolo [1,000z]
Inventory Slots: 1
Description: A highly stylized piccolo owned by some real annoying Namekian twit. It somehow can generate a forcefield around you. Sometimes. [ACCESSORY]
Effect: +5% HP. Choose one of your Blocks. That Block is now RESTRICTEDx2. Once per match, when using a block, you may lower the cost of that block by 1, to a minimum of 0.

Mastery

Eternal Mastery [HAOKIRU, MASTERY]
Description: No one lives forever, but a master of Haokiru can still get their second chance at life. A spark of energy is enough to be eternal, at least in the eyes of those poor souls who witness you rise from the dead. Life is precious, and that is a lesson that when learned can prove a determining factor in how much power you place into your attacks.
Effect: When your HP drops below 0 for the first time in combat, gain (10% Total HP) HP. Whenever you gain HP from a Haokiru effect, your next attack does +(5% Power) Damage. When at or below (25% Total HP) HP, your Haokiru Advanced Attacks do +(5% Power) Damage and have +3 to the result(s).
Requirements: Must know at least three (3) Haokiru attacks and/or skills.
Training Days: 4

Skills: Latent

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills

Muscle Infusion [HAOKIRU, SKILL]
Description: Building their body up by rerouting the flow of their ki and storing it, the Haokiru student prepares for the next onslaught with an ability to take the damage and shrug it off.
Effect: RESTRICTEDx2. Use when receiving damage from a SUCCESSFUL Advanced Attack. The attack does -25% Damage. Costs 1 KI Points
Requirements: N/A
Training Days: 2

Survival Instinct [HAOKIRU, SKILL]
Description: Haokiru practitioners have a deeper understanding of their body and mind, as well as a better understanding of what it takes to cheat death . . . to stare into its eyes and say 'No'. On more than one occasion a student of Haokiru has looked all but gone, only to rise from the ashes.
Effect: RESTRICTEDx1. Use when your HP drops below 0. Set your HP to 1. This Skill may not be in the same moveset as Martyrdom. Gain 2 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Spirit Walk [HAOKIRU, PHYSICAL, KICK]
Description: Beginning to float in mid-air with the arms held at a 45 degree angle from their sides, the user strikes a Messiah-like pose. The holy image is dashed as their body, completely still, flies towards the opponent only to flip backwards at the last moment and deliver a one-two kicking combination directly to the bridge of the nose and the forehead.
Effect: Physical attack doing (50% Power) Damage. This attack cannot have its cost modified. SUCCESSFUL - If your attack roll was 10 or less, gain 3 KI Points. If your attack roll was between 11 and 20, gain 2 KI Points. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Warped Ray [HAOKIRU, ENERGY, BEAM]
Description: A leap into the sky is followed by the entire body of the attacker brimming with a violet aura. At once, the energy released in the form of an unstable beam with no clear defining edge. The 'sides' of the attacks are warped, and curved and is often unpredictable in which direction it will take.
Effect: Energy attack doing (35% Power) Damage. SUCCESSFUL - Your Signature Techniques cost -1 KI Point for the remainder of the match. This effect stacks with itself. Costs 2 KI Points.
Requirements: Bukujutsu.
Training Days: 3

Ki Lance [HAOKIRU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI]
Description: The user extends one arm forward as it begins to glow blue with Ki. Slowly, a sharp blue tip begins to form at the very ends of their fingers. The user then flies with incredible speed toward the opponent, driving the lance into their body.
Effect: Physical attack doing (40% Power) Damage. This attack also counts as an energy attack for all effects. If you gained KI Points on your previous turn, this attack costs -1 KI Point. The cost of this attack cannot be reduced by non-Haokiru effects. SUCCESSFUL - Your opponent cannot use their Mastery for the next 4 turns. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Dragon Swipes [HAOKIRU, PHYSICAL, PUNCH]
Description: Bowing the head, the attacker extends their arms and points their fingertips straight out. In one swift motion they charge the opponent, swiping violently at them before finishing off with a palm strike to the bridge of the nose.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d30 for this attack. The cost of this attack cannot be modified by non-Haokiru effects. SUCCESSFUL - Prevent X% damage from your opponent's next attack. X = The number of SUCCESSFUL hits x10. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Blocks

Ki Lock-Up [HAOKIRU, BLOCK]
Description: Not only does the Haokiru student intend to engage the opponent; catching their attack and holding on, but at that moment of contact the user absorbs into their body the momentum of the halted attack. The momentum is generated into energy for the user to feed off of.
Effect: RESTRICTEDx1. Block. Stop a physical attack. Gain X KI Points. X = The percentage of damage the attack would have done divided by 10. Costs X+1 KI Points.
Requirements: N/A
Training Days: 2
________________________________________________________


The Phoenix Must Not Rise
Steelpan [Akaikaru]
Level: A
Race: Namekian
SP: 8
HP: 250 (3 sp
Power: 80 (2 sp)
Dexterity: 3 (3 sp)
Move Set: Vehemence, Continuous Knee Smash, Stampede Rush, Chained Strikes

RACIAL TRAITS
============
Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

Skills

Vehemence [AKAIKARU, SKILL]
Description: Hostility comprises the very essence of a good Akaikaru student. Their energy is caustic; saturated with malicious intent, surrounding themselves with their own ki is often enough to destroy or weaken foes who cannot stand up to such unrefined, raw energy.
Effect: For your next three turns, your attack rolls gain +3 to the result(s). Your opponent loses (10% Power) HP when they perform a physical attack against you until they STOP one of your attacks. This Skill's effects cannot stack with themselves. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Continuous Knee Smash [AKAIKARU, PHYSICAL, KICK]
Description: Wrapping both hands around the back of their opponent’s head, the attacker pulls on the back of their skull to send their head down; simultaneously driving repeated knees into their face.
Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - Your opponent cannot Power Up on their next turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Chained Strikes [AKAIKARU, PHYSICAL, KICK]
Description: A low, grounded roundhouse kick followed by a roundhouse kick to the midsection followed by a leaping roundhouse kick to the face.
Effect: Physical attack doing (25% Power) Damage. Your base roll for this attack is 1d34. SUCCESSFUL - You may use this attack again in the same turn. You cannot use this effect more than once per turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Stampede Rush [AKAIKARU, PHYSICAL, KICK]
Description: Surging through the air at their target, their momentum forcibly sends the enemy to the ground where the user stomps on their foe as they fly past.
Effect: Physical attack doing (25% Power) Damage per hit. Your attack roll for this attack is 2d30. If your Dexterity is more then your opponent’s Dexterity, this attack does +(10% Power) Damage per hit. Costs 2 KI Points.
Requirements: N/A
Training Days: 3
__________________________________________________________

The Phoenix Must Not Rise, Part 2
Fender
Level: B
Race: Namekian
SP: 12
HP: 250 (3 sp)
Power: 100 (3 sp)
Dexterity: 6 (6 sp)
Move Set: Bukujutsu, Vehemence, Fender's Fire Bird Technique, Shock Fist, Rolling Thunder, Machine Gun Kicks, Bullrush

RACIAL TRAITS
============
Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

Skills: Latent

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A
Training Days: 2

Skills

Vehemence [AKAIKARU, SKILL]
Description: Hostility comprises the very essence of a good Akaikaru student. Their energy is caustic; saturated with malicious intent, surrounding themselves with their own ki is often enough to destroy or weaken foes who cannot stand up to such unrefined, raw energy.
Effect: For your next three turns, your attack rolls gain +3 to the result(s). Your opponent loses (10% Power) HP when they perform a physical attack against you until they STOP one of your attacks. This Skill's effects cannot stack with themselves. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

Fender's Fire Bird Technique [FREESTYLE, SKILL]
Description: After dealing with the scorching heat of Fender's Fire Bird Technique, you've managed to mirror the move. By channeling your ki, you're able to create an effect of fiery wings that stretch out from you. Oh, and they burn hot. Real hot.
Effect: CONSTANT - Your attacks that require Bukujutsu deal +(5% Power) Damage. Your attacks that require Bukujutsu gain "SUCCESSFUL - If your attack roll was 25 or higher, gain 1 KI Point." This skill may not be in the same move set as Kiihakai Eagle Eye. Costs 2 KI Points.
Requirements: Bukujutsu
Training Days: NA


Advanced Attacks

Shock Fist [AKAIKARU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI]
Description: Focusing so much ki into their hand it becomes visible and audible – it resembles a high-pitched scream – the attacker rushes forward, driving their hand into their foe with the intent of thrusting it straight through them.
Effect: Physical attack doing (40% Power) Damage. This attack is also considered an energy attack for all effects. Your attack roll is 1d34 for this attack. SUCCESSFUL - Your opponent defensive dice rolls gain -3 to the result until they perform a SUCCESSFUL energy attack. You cannot exceed -9 to the results with this effect. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Rolling Thunder [AKAIKARU, ENERGY, MANIPULATED KI]
Description: Entering a see-through ball of pure energy, the attacker tucks themselves into a ball and spins at blinding speeds, directing themselves and the ball into the opponent. Upon impact, the ball explodes, though it leaves the user relatively unharmed -- in comparison.
Effect: Energy attack doing (65% Power) Damage. You must lose (5% Total HP) HP. The cost of this attack cannot be reduced. SUCCESSFUL - The next time one of your Advanced Attacks effects modify your dice sides and/or results, double the amount. This can exceed the dice cap rule. Costs 3 KI Points.
Requirements: N/A
Training Days: 4

Machine Gun Kicks [AKAIKARU, PHYSICAL, KICK]
Description: A series of advancing snap kicks performed in rapid succession – so fast, a ‘blaze’ effect manifests itself.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d31 for this attack. SUCCESSFUL – If 4 dice rolls are successful, STUN. If all 5 dice rolls are SUCCESSFUL, STUNx2. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Blocks

Bullrush [AKAIKARU, PHYSICAL, THROW]
Description: Forgoing any sort of technique, the user charges their opposition straight up: performing a running headbutt. Wheeling around after delivering such a blow, they repeat their previous move in an effort to make the pain twice as agonizing.
Effect: Physical attack doing (25% Power) Damage per hit. Your attack roll is 2d32 for this attack. SUCCESSFUL - If both attack rolls are SUCCESSFUL, your next attack with 'STUN' in the effect costs -1 KI Point to a minimum of 1. Costs 2 KI Points.
Requirements: N/A
Training Days: 2
____________________________________________________________________

**** As of when I posted this, a few of the moves Tenor has including mastery can only be found in Chronicals. Soon as this gets fixed it'll be edited *****


Tenor [Haokiru]
Level: D
Race: Namekian [Giant Form TF, 1d30]
SP:
HP: 500 (8 sp)
Power: 160 (6 sp)
Dexterity: 6 (6 sp)
Move Set: Haokiru Rebirth Mastery, Dragon's Pride, Survival Instinct, Haokiru Reserves, Tornado Uppercut, Dragon Swipes, Phoenix Tackle, Dragon Blast, Playime's Over

RACIAL TRAITS
============
Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

TRANSFORMATION
===============
Stats: +20% Power. +30% HP. +0% Dexterity.
[NOVICE] Green Giant - Your opponent's physical attacks do -10% Damage against you. You no longer have Meditative Preparation while in this form.

Battle Info: Tenor is a tall Namekian, but he will start the match at 10 Ki.


____________________________________________________
Mudjuv [Kurokonwaku]
Level: Yours -1
Race: Majin [Infused Form 1d50]
Class: Average Pink Blob
HP: (40% SP) +5%
Power: (35% SP) +5%
Dexterity: (25% SP)
Move Set: Mimicry Mastery, Bukujutsu, Sense Power Level, Killer Gaze, Puppetmaster, Poison Mist, Kick Them When They’re Down, Empty Beam, Cannonball, Power Drain, Mirage, Smokescreen
Equipped Items: Majin Goop, Ooey Gooey

RACIAL TRAITS

Bubblegum Flesh - RESTRICTEDx1. You may lose 2 KI Points to prevent all damage from an UNRESTRICTED attack. You may use this effect after rolling your defensive dice.

Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself.

CLASS

Average Pink Blob - You only have to lose 1 KI Point to use 'Bubblegum Flesh'. Your defensive dice gain +2 sides. Your first physical attack each match costs -1 KI Point to perform, to a minimum of 1.

TRANSFORMATION

Stats: +40% Power. +45% HP. +15% Dexterity.

HP: (40% SP) +50% =
Power: (35% SP) +45% =
Dexterity: (25% SP) +15% =

[INTERMEDIATE] Buff Majin - Whenever you perform a SUCCESSFUL single dice attack with an attack roll of 24 or higher, gain (6% Current HP) HP. You can only gain HP with this effect once per turn. Your attacks do +(5% Power) Damage.

MASTERY

Mimicry Mastery [KUROKONWAKU, MASTERY]
Description: Students of Kurokonwaku have been called many things -- thieves, liars, dishonorable -- hardly a selection of words a true Master of the style would shy away from. Getting inside the head of an opponent, stealing their precious secrets and manipulating what they know about your own attacks can change the tide of battle. Dead men don't call anybody anything.
Effect: When you perform a single dice attack, you may have it lose all SUCCESSFUL effects attached to it to gain the same SUCCESSFUL effects of an UNRESTRICTED attack used against you this Match. All of your opponent’s effects are now “SUCCESSFUL” effects.
Requirements: You must know at least three (3) Kurokonwaku attacks and/or skills.

SKILLS

Bukujutsu [FREESTYLE, LATENT SKILL]
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +4 dice sides against them.
Requirements: N/A

Sense Power Level [FREESTYLE, LATENT SKILL]
Description: The ability to sense a ki signature approaching, even at a distance.
Effect: At the start of a match, if your opponent's Power Level is higher than yours, your first defensive roll result gains +8 and your escape rolls gain +1 to the combined result. This does not take up one of your Skill slots.
Requirements: N/A

Killer Gaze [KUROKONWAKU, CONSTANT SKILL]
Description: Making eye contact with the opponent, a surprise burst of ki resonates from the user's pupils; temporarily dazing them and distracting them from their selfish endeavors.
Effect: CONSTANT - When your opponent gains KI, their next attack gains -3 to all results. This effect does not stack with itself. Your opponent cannot de-activate this Skill unless they are at 6 KI Points or higher and they meet all other requirements. This cannot be in the same moveset as Childish Taunt. Costs 1 KI Point.
Requirements: N/A

Puppetmaster [KUROKONWAKU, CONSTANT SKILL]
Description: Releasing a large aura of energy that engulfs the battlefield, the energy seeps into the opponent's body; carrying with a resonating force of malevolent intentions.
Effect: (You cannot activate this Skill through any move's effect.) CONSTANT - After you perform a SUCCESSFUL Advanced Attack, if your opponent chooses to perform an Advanced Attack or Signature Technique on their next turn, their attack must match at least two of the traits of your SUCCESSFUL attack. If they cannot perform an Advanced Attack or Signature Technique that matches two of your attack's traits, they cannot use Advanced Attacks or Signature Techniques on that turn. Your opponent may lose 4 KI Points and pass on their turn to deactivate this Skill. Costs 3 KI Points.
Requirements: N/A

ADVANCED ATTACKS

Poison Mist [KUROKONWAKU, ENERGY, BEAM]
Description: Spitting a fine, Ki-based mist at the opponent, the user is capable of disorienting and draining the opponent.
Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL - Your opponent loses 1 KI Point at the beginning of their turn until they roll an attack roll result of 23 or higher on a single dice attack. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A

Kick Them When They're Down [KUROKONWAKU, PHYSICAL, KICK]
Description: When the opponent is having a bad day . . . it's time to make it worse. A swift kick when they're frustrated and vulnerable is usually sufficient.
Effect: Use immediately after two of your opponent's consecutive attacks have been STOPPED. Physical attack doing (20% Power) Damage. SUCCESSFUL - Your opponent loses 2 KI Points. Costs 1 KI Point.
Requirements: N/A

Empty Beam [KUROKONWAKU, ENERGY, BEAM]
Description: An invisible beam of energy that is fired through the palm. The blast can still be sensed, though not seen.
Effect: Energy attack doing (35% Power) Damage. SUCCESSFUL - If your opponent's KI Points are at 0, your opponent cannot Power Up for their next 2 turns. STOPPED - Your opponent's next attack roll gains -1 to the result. Costs 2 KI Points.
Requirements: N/A

Cannonball [KUROKONWAKU, PHYSICAL, THROW]
Description: Tucking and folding their body into a tight ball, the user spins at rapid speeds before colliding with great force into their opponent’s body.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your opponent loses 2 KI Points. Costs 2 KI Points.
Requirements: N/A

Power Drain [KUROKONWAKU, ENERGY, MANIPULATED KI]
Description: The aura of the user expands outwards, taking on a sickening green glow to it as it saps the opponent's energy level.
Effect: Energy attack doing (45% Power) Damage. SUCCESSFUL - You gain your opponent’s Racial Traits until the end of your next turn. Costs 2 KI Points.
Requirements: N/A


BLOCKS

Mirage [KUROKONWAKU, BLOCK]
Description: Creating a ki-manifested mirage of themselves, the user fools the opponent into attacking something that isn't there.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. Nothing can prevent you from lowering your opponent’s KI Points or gaining KI Points for the next 4 turns. Costs X-2 KI Points
Requirements: N/A

Smokescreen [KUROKONWAKU, BLOCK]
Description: The user opens their mouth, allowing a cloud of Ki to seep forth, forming a fog that masks their presence.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. If this Block STOPPED an energy attack, your next attack gains "SUCCESSFUL - Your opponent loses 1 KI Point". Costs X KI Points.
Requirements: N/A
Edited by Strange, Mar 18 2014, 04:32 PM.
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