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Battle Mod Assistance; South Galaxy Edition
Topic Started: Jan 15 2014, 12:48 AM (95 Views)
Strange

Konos

The Rogue Disciple
Dishonored Disciple [Kiihakai]
Level: B
Race: Konatsian (Racial Choice: +2 Attack Results)
SP: 12
HP: 300 (4 sp)
Power: 120 (4 sp)
Dexterity: 4 [5 Due to Items] (4 sp)
Move Set: Bukujutsu, Hidden Power Level, Kiihakai Energy Gathering, Nullifying Sphere, Sword Dance, Slice N' Hack, Kiihakai Turn Up the Heat

RACIAL TRAITS
=============
Bravery - RESTRICTEDx1. You may negate a SUCCESSFUL effect. This cannot effect RESTRICTED attacks.

Enhanced Hearing - Your attack rolls or defense rolls gain +2 to the results. This choice is made at character creation and can be changed at the beginning of each Saga. (Attack)

EQUIPMENT
=========
Katana [1,700z]
Inventory Slots: 1
Description: The Katana is a slender, curved sword with a single-edged blade and a long grip to accomadate two hands. Traditionally used for fighting foes with light armor, it's cutting power is severe but lacks the force of a heavier weapon.
Effect: Weapon - Sword.
Weapon Stats:
Damage: (10% Power) Damage per hit.
Rate of Attack: 2 (Your attack roll is 2d30)

Kimono w/ Hakama [1,200z]
Inventory Slots: 1
Description: A traditional robe made of various pieces with an ankle-length skirt with deep pleats, two on the back and five on the front. They are said to represent the seven virtues of bushido. The hakama is typically black and navy blue or white and black. [FULL BODY]
Effect: +15% Dexterity. Your first Weapon attack of the match costs -1 Ki.

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

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

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
Training Days: 3

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

Advanced Attack

Sword Dance [FREESTYLE, PHYSICAL, WEAPON, KICK, THROW]
Description: A wild swing is made to force the opponent back, followed by a handspring kick to catch the opponent off guard and knock them skyward. Shooting up after them, the sword is swung wildly, followed by a series of kicks. Finally the hilt is brought down across the back with enough force to drive the opponent back towards terra firma.
Effect: Physical attack doing (50% Power) Damage. If your opponent does not have Bukujutsu, this attack does +(10% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - Your next attack that does not require a Sword gains +3 dice sides. Costs 2 KI Points.
Requirements: Sword Weapon, Bukujutsu
Training Days: 2

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. This attack cannot have its results modified. 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
Training Days: 3

Turn Up The Heat [PHYSICAL, ENERGY, PUNCH, BLAST]
Description: The user’s hands begin to glow red with heat and energy before planting them onto the opponent, searing their very skin and leaving them slightly more vulnerable to physical attacks.
Effect: Physical attack doing (45% Power) Damage. This attack also counts as an energy attack for all effects. SUCCESSFUL - If you use a physical attack on your next turn, that attack does +(10% Power) damage. If your attack roll is 20 or higher with that attack, it does +(15% Power) damage instead. This effect does not stack with itself. Costs 2 KI Points.
Requirements: N/A
Training Days: 2
____________________________________________________________

Rock the Kashvar
Kashvar [Kiihakai]
Level: E
SP: 24
HP: 400 (6 sp)
Power: 200 (8 sp)
Dexterity: 10 (10 sp)
Move Set: Fierce Focus Mastery, Bukujutsu, Freestyle Hidden Power Level, Freestyle Immense Power, Synergy, Protective Aura, Focused Chi Barrage, Big Shot, Freestyle Vile Energy, Triple Tornado, Planetary Uproar

RACIAL
======
N/A

Battle Info: You will fight one Kashvar. Its energy attacks with a natural roll result of 22 or lower are UNBLOCKABLE and it can spend +1 KI Point to use the last advanced attack that you used.

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: 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

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

Skills

Immense Power [FREESTYLE, SKILL]
Description: The user's Ki signature reaches off the chart levels, blinding and paralyzing their opponent momentarily.
Effect: (You may only use this Skill if you are at (10% Total HP) HP or less.) RESTRICTEDx1. Gain 5 KI Points. STUN. Your next attack has +2 to the result and does +(10% Power) Damage. You cannot gain or set your HP for the remainder of the match. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

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
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.

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

Big Shot [ENERGY, BLAST]
Description: Ascending to the heavens, the Kiihakai student charges a sphere of ki that is roughly double the height of the attacker himself! The large sphere is fired directly from the palm as a powerful blast.
Effect: RESTRICTED x1. Energy attack doing (55% Power) Damage. SUCCESSFUL - If your attack roll is 20 or higher, activate all of your Skills with a 'CONSTANT' effect. After 3 of your turns, deactivate all of your Skills with a 'CONSTANT' effect. Costs 3 KI Points.
Requirements: Bukujutsu.
Training Days: 4

Vile Energy [FREESTYLE, ENERGY, BEAM, MANIPULATED KI]
Description: A vile, dark mass of energy forms around the aura of the attacker before merging in front of them. Thrusting their arms forward, they push the energy into a blackened beam at the opponent.
Effect: RESTRICTEDx1. Energy attack doing (40% Power) Damage. SUCCESSFUL - If your attack roll result is 20 or more, you may activate CONSTANT Skills in your moveset until you have the same number of CONSTANT Skills activated as your opponent, or until you have no more CONSTANT Skills that can be activated (whichever happens first). Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Triple Torpedo [ENERGY, VOLLEY]
Description: Three, pulsating orbs are formed -- one to the left, one to the right, and one directly above the user. Upon the users command all three orbs are launched, cutting through the air and leaving behind a fiery tail of Ki.
Effect: Energy attack doing (20% Power) Damage per hit. Your attack roll is 3d30 for this attack. If 2 or more dice rolls are SUCCESSFUL, choose one of your 'Skills' with a 'CONSTANT' effect. That skill cannot be targeted for deactivation for the next 5 turns. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Signatures

Planetary Uproar [ENERGY, BEAM, MANIPULATED KI]
Description: Gathering their energy the user waves their arms upward, drawing upon the Ki beam they had built up underneath the surface of the planet. The massive beam of Ki breaks through the planet's surface, engulfing the opponent and taking them for a ride into the heavens.
Effect: RESTRICTED x1. Energy attack doing (120% Power) Damage. STOPPED - Your Skills for the remainder of combat cost 0 KI Points to use or activate. Costs 7 KI Points.
Requirements: N/A
Training Days: 4

__________________________________________________________________

Pink
Majin [Midorikatai]
Race: Majin
Level: E
SP: 24
HP: 450 (7 sp)
Power: 240 (10 sp)
Dexterity: 7 (7 sp)
Move Set: Absolute Might Mastery, Bukujutsu, Energy Gorged, Not Over Till It's Over, Sucker Punch, Airplane Spin, Armbreaker, X-Attack, Falling Star Charge, Grapple

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.


Mastery

Absolute Might Mastery [MIDORIKATAI, MASTERY]
Description: Absolute Might is the decisive factor in any combat. Land your devastating hits. Rock the opponent to the core of their being and leave them in a pool of their own blood. By the end of the day they will realize none of their tricks mean anything against unbridled strength.
Effect: You gain +1 Advanced Attack slot in your moveset. Your Midorikatai Advanced Attacks cannot be STOPPED by defensive roll results of 7 or less. Your Advanced Attacks gain "SUCCESSFUL - Your next Advanced Attack costs -1 KI Point to a minimum of 1. That attack cannot have its cost modified by any other effect."
Requirements: You must know at least three (3) Midorikatai 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

Not Over Till It's Over! [MIDORIKATAI, SKILL]
Description: Failure is not in your vocabulary. Just because you have botched one attempt does not mean the end is near; that is what separates you from the other fighters. Persistence and the love of carnage guarantee's that even on your worst day you are far better than anyone else on their best.
Effect: RESTRICTEDx1. Use before your attack roll. You may remove an Advanced Attack from your moveset for the remainder of the match to double the attack roll result(s) of your next Advanced Attack. You cannot SEVER with that roll. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

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

Sucker Punch [MIDORIKATAI, PHYSICAL, PUNCH]
Description: A stiff shot right across the maw that is delivered when the opponent least expects it.
Effect: (This attack takes up a Skill slot instead of an Advanced Attack slot.) RESTRICTEDx1. Use when your opponent uses or activates an Skill. Physical attack doing (10% Power) Damage. This does not take up your turn. SUCCESSFUL - Negate the effect or deactivate the Skill. Costs 0 KI Points.
Requirements: N/A
Training Days: 2

Airplane Spin [MIDORIKATAI, PHYSICAL, THROW]
Description: Grabbing hold of an opponent's limb, the user then spins around at massive speeds before releasing the opponent, allowing inertia to takes its toll. The opponent is sent flying, stopping only when they hit something solid.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your opponent cannot perform an energy attack with a base cost of 2 or more on their next turn. The next time you would be STUNNED, you may lose 2 KI Points. If you do, your opponent is STUNNED instead. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Armbreaker [MIDORIKATAI, PHYSICAL, HOLD]
Description: By cinching the wrist, the user bends the opponent's arm in an unnatural way before driving their elbow directly into the arm repeatedly.
Effect: Physical attack doing (50% Power) Damage. SUCCESSFUL - If your attack roll result is 28 or higher, BREAK! Costs 2 Ki Points.
Requirements: N/A
Training Days: 3

X-Attack [MIDORIKATAI, ENERGY, BLAST]
Description: Focusing forms of X-shaped energy into the palms of your hands, the user volleys them onto their foe from a distance.
Effect: Energy attack doing (10% Power) Damage per hit. Your attack roll is 6d30 for this attack. STOPPED - If 3 or more dice rolls are STOPPED, your opponent’s next 2 Transformation rolls gains -3 to the result for each STOPPED attack roll. This effect stacks with itself. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Signatures

Falling Star Charge [MIDORIKATAI, ENERGY, BLAST]
Description: The use flies miles into the sky, glowing with the faint yellow charge of pure energy. The user eventually ascends so high, they become a tiny spec in the sky, often mistaken for a star. The 'twinkling star' effect comes from the massive cocoon of energy they wrap themselves in. Crashing down to earth at back-braking speeds, they eventually collide with the opponent and cause a thunderous explosion upon impact.
Effect: RESTRICTEDx1. Energy attack doing (110% Power) Damage. If your attack roll result is 20 or higher, BREAK!x3. SUCCESSFUL - Your next 3 physical Advanced Attacks cost 0 KI Points to perform. Costs 10 KI Points.
Requirements: N/A
Training Days: 4

Blocks

Grapple [MIDORIKATAI, BLOCK]
Description: Catching their opponent's hands mid-attack, the user is capable of intercepting an incoming attack and preventing it.
Effect: RESTRICTEDx1. Stop a physical attack. You may reactivate one of your CONSTANT Skills that has been deactivated this combat, including Energy Gorged. Costs X KI Points.
Requirements: N/A
Training Days: 2

_________________________________________________________

Maid [Aoyusumu]
Level: L
Race: Konatsian [+2 Defense, Shadow Song 1d70]
HP: 850
Power: 380
Dexterity: 20 +20% = 24 (+4 Dice Sides)
[SP: 15/17/20]
Move List: Counterstrike Mastery, Inner Peace, Bukujutsu, Close Shave, Calming the Battlefield, State of Zen, Heart Punch, Wind Shove, Return Fire, Breakout, Weeping Willow, Epitaph to War, Heavenly Execution, BOING, Screening
Equipped Items/Battle Info: Master’s Kimono, Ancient Konats Ocarina

ITEM

Ancient Konats Ocarina [1,400z]
Inventory Slots: 1
Description: An ancient flute-like wind instrument developed by the Konats and imbedded with magical properties. By playing the Ocarina a certain way, one can actually repel a foe through a magical force. Very rare these days due to the age. It's not as flashy as modern ocarinas, but the magical properties are far better. [ACCESSORY]
Effect: RESTRICTEDx1. Stop an UNRESTRICTED attack with a result of 13 or less. You may use this after your defensive roll. You cannot have more than one Konats Ocarina of any type in your inventory.

RACIAL TRAITS

Bravery - RESTRICTEDx1. You may negate a SUCCESSFUL effect. This cannot effect RESTRICTED attacks.

Enhanced Hearing - Your attack rolls or defense rolls gain +2 to the results. This choice is made at character creation and can be changed at the beginning of each Saga.

TRANSFORMATION

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

HP: 850 +30% = 1105
Power: 380 +30% = 494
Dexterity: 20 +60% = 32 (+5 Dice Sides)

[INTERMEDIATE] Cadenza of War - Your opponent’s attack roll result must be 13 or higher to gain any SUCCESSFUL effects. When your opponent lands a SUCCESSFUL single dice attack against you with an attack roll of 26 or higher, gain 1 Ki.
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

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

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

Close Shave [AOYUSUMU, CONSTANT SKILL]
Description: The reflexes of an Aoyusumu student are unlike any other. To you, enemies appear to be moving in slow motion. Even on the off chance when they do catch you off guard, proper training and a calm state of mind allows you to use that extra half a second that would be wasted in the hands of anyone else.
Effect: CONSTANT - Whenever your defensive roll result is equal to your opponent's attack roll result, the attack is STOPPED. After you roll a defensive roll, you may lose X KI Points. X = Any number between 1 and 5. Your defensive roll gains +X to the result. Costs 1 KI Point.
Requirements: N/A

Calming The Battlefield [AOYUSUMU, SKILL]
Description: The world grows silent -- and all battle seems to cease. Suspicions lead to the user, who of course will stand there, casually manipulating the ki flowing between the combatants and controlling things from the sidelines momentarily.
Effect: RESTRICTEDx2. Advanced Attacks cannot be performed until your opponent rolls a 20 or higher on a single dice attack. Costs 2 KI Points.
Requirements: N/A

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

ADVANCED ATTACKS

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

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

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.

Breakout [AOYUSUMU, ENERGY, BLAST]
Description: Focusing energy throughout the entirety of their frame, the user releasing ki from every point on their body at once. The result is a vicious explosion, capable of knocking a foe away long enough to grant them enough time to ready themselves for the next go.
Effect: Energy attack doing (50% Power) Damage. You may forget this attack after your opponent performs a SUCCESSFUL Advanced Attack to negate all effects other than damage on the attack. SUCCESSFUL - Your next defensive roll gains +2 dice sides. Costs 2 KI Points.
Requirements: N/A

Weeping Willow [AOYUSUMU, PHYSICAL, KICK]
Description: Running up the opponent's body, the attacker flips off of the foe by performing a kick to the entirety of the nose. The trauma from the attack is enough to make most opponent's tear.
Effect: Physical attack doing (X% Power) Damage. X = The result of your last defensive roll x2 to a maximum of 50%. SUCCESSFUL - Your opponent cannot use an attack with a base damage of 40% or higher on their next turn. Costs 1 KI Point.
Requirements: N/A

SIGNATURE TECHNIQUES

Epitaph To War [AOYUSUMU, PHYSICAL, PUNCH]
Description: The wind suddenly comes to a stop. Everything on the battlefield seem to go silent. The eyes of the user glow a soft blue. Sounds begin to come back in the form of a sorrow-filled and melodic wail before the user charges forward, their footsteps silent. They move at a great speed, their attack unseen but leaving a brutal slash across the opponent's chest as if struck by a blade. The natural sounds of the area then return.
Effect: RESTRICTEDx1. Physical attack doing (75% Power) Damage. SUCCESSFUL - All attacks performed against you for the remainder of combat must have an attack roll result of 13 or higher to be SUCCESSFUL. Costs 6 KI Points.
Requirements: N/A

Heavenly Execution [AOYUSUMU, PHYSICAL, THROW]
Description: Grappling with the opponent, the user bursts upwards into the Heavens, through the clouds and onwards. The opponent finds them unable to land a successful attack on the swiftly moving user who batters them at every opportunity. Grabbing the opponent, the user then hurls them downwards at the planet before making touch down themselves, seeming completely calm.
Effect: RESTRICTED x1. Use immediately after STOPPING an attack. Physical attack doing (20% Power) Damage per hit. Your attack roll for this attack is 7d30 and cannot have its dice sides increased by your effects other than Dexterity Bonus. Your opponent's defensive roll result must be at least +4 your attack roll result in order to STOP this attack. Costs 8 KI Points.
Requirements: Bukujutsu.
BLOCKS

BOING [Your Style, BLOCK]
Description: By drawing attention to her cleavage with a distinctive thrust of her chest, the user is able to knock any incoming opponent off balance.
Effect: RESTRICTEDx1. Block. Stop a physical attack. Your next attack gains any SUCCESSFUL effects of the attack that you just Blocked. Costs X KI Points.

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, 04:35 PM.
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Strange

Alpha Collective

Too soon?
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Strange

V’anitii

A New Sheriff In Town
Vanitian Thug [Freestyle]
Level: C
SP: 16
Race: Vanitian [Monster Form TF 1d60]
HP: 400 (6 sp)
Power: 160 (6 sp)
Dexterity: 4 (4 sp)
Move Set: Bukujutsu, Immense Power, Nullifying Sphere, Guarded Strikes, Thwack!, Sternum Crusher, Baton Twirl

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.
[INTERMEDIATE] If your opponent’s defense roll is a 3 or less, your attack cannot be STOPPED. If your opponent’s attack roll is 3 or less, it is automatically STOPPED. Your attacks do +(5% Power) Damage.

EQUIPMENT
==========
Louisville Slugger [750z]
Inventory Slots: 1
Description: A weapon that gained it's notoriety on the mean streets for a little bit of rough justice and 'enforcing' respect. A simple metal baseball bat is no longer just an instrument for sport; used by mostly criminals to work over someone who has done their organization wrong. Nothing takes the wind out of the sails like taking one of these to the gut.
Effect: Weapon - Blunt. SUCCESSFUL - If your attack roll is 29 or higher, BREAK.
Weapon Stats:
Damage: (12% Power) Damage.
Rate of Attack: 1

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

Immense Power [FREESTYLE, SKILL]
Description: The user's Ki signature reaches off the chart levels, blinding and paralyzing their opponent momentarily.
Effect: (You may only use this Skill if you are at (10% Total HP) HP or less.) RESTRICTEDx1. Gain 5 KI Points. STUN. Your next attack has +2 to the result and does +(10% Power) Damage. You cannot gain or set your HP for the remainder of the match. Costs 3 KI Points.
Requirements: N/A
Training Days: 2

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
Training Days: 3

Advanced Attack

Guarded Strikes [FREESTYLE, PHYSICAL, PUNCH]
Description: The user takes a defensive stance, waiting for their opponent to make a mistake to counter with a snapping jab, being sure to quickly recover their defense afterwards.
Effect: Physical attack doing (30% Power) Damage. Your next defensive roll gains +1 to the result. SUCCESSFUL - Prevent X% Damage from the next attack performed against you. X = The % Power Damage this attack did after other modifications - 20%. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Thwack! [FREESTYLE, PHYSICAL, WEAPON]
Description: A leaping, overhead strike with the blunt end of a weapon directly to the cranium.
Effect: Physical attack doing (35% Power) Damage. Your attack roll gains +X to the result. X = Your Dexterity Bonus minus your opponent's Dexterity Bonus. SUCCESSFUL - If your attack roll result is 25 or higher, STUN. Costs 1 KI Point.
Requirements: Blunt Weapon
Training Days: 2

Sternum Crusher [FREESTYLE, PHYSICAL, WEAPON]
Description: A devastating shot with a weapon to the sternum, delivered with the intention of knocking the wind out of the opponent and breaking them down. Either delivered as a straight shot to a standing opponent or a downward thrust to a prone foe.
Effect: Physical attack doing (45% Power) Damage. If your opponent was STUNNED on their last turn, or if you performed a SUCCESSFUL "Monkey Sweep" on your last turn, this attack gains "SUCCESSFUL - If your attack roll result is 25 or higher, BREAK!". Costs 2 KI Points.
Requirements: Blunt Weapon
Training Days: 3

Baton Twirl [FREESTYLE, ENERGY, WEAPON]
Description: Spinning their weapon at high speeds, the user generates a gust that can send an opponent reeling back, flying hard and fast into whatever may be around. It is also used well as a defensive maneuver.
Effect: Energy attack doing (25% Power) Damage. Your attack roll gains +X to the result. X = Your Dexterity Bonus minus your opponent's Dexterity Bonus. If your dice sides gain +4 or more from your Dexterity Bonus, this attack does +(15% Power) Damage. You may remove this attack from your moveset for the remainder of the match in place of a defensive roll result to BLOCK a base cost 3 or less attack. If that attack is a multi-dice attack, this BLOCKS all of the dice rolls. SUCCESSFUL - If your opponent's defensive roll result is 5 or less, BREAK!. Costs 2 KI Points.
Requirements: Blunt Weapon
Training Days: 3

__________________________________________________________________

Mow down the Showdown
Monk Marauder [Aoyusumu]
Level: C
SP: 16
Race: Vanitian [Monster Form TF 1d60]
HP: 350 (5 sp)
Power: 120 (4 sp)
Dexterity: 7 (7 sp)
Move Set: Bukujutsu, Stoicism, Reversal of Fortune, Straightjacket, Heart Punch, Breathtaker, Screening

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.
[INTERMEDIATE] If your opponent’s defense roll is a 3 or less, your attack cannot be STOPPED. If your opponent’s attack roll is 3 or less, it is automatically STOPPED. Your attacks do +(5% Power) Damage.

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

Stoicism [AOYUSUMU, SKILL]
Description: Seeming completely stoic, the opponent never realizes the user is actually making calculations for their next move.
Effect: RESTRICTEDx2. Activate when modifying your dice sides or result without the use of a Mastery. Double the amount modified. You can exceed the normal cap with this effect. You cannot SEVER with this effect. Costs 1 KI Points.
Requirements: N/A
Training Days: 2

Reversal of Fortune [AOYUSUMU, CONSTANT SKILL]
Description: A cool head offers more than just the chance to dodge a few attacks. It grants you uncanny insight, even when the tides turn. By paying close attention to an opponent in their prime, you are able to locate the weaknesses and the patterns in their technique, even able to temporarily reproduce it in order to turn their best day into their worst nightmare.
Effect: CONSTANT - When your opponent performs two SUCCESSFUL attacks against you, you may lose 2 KI Points to COUNTER (the attack is not STOPPED by this effect). You may perform the last attack they performed against you, costing -1 KI Point. If you cannot pay the cost, you must pass. Costs 1 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attack

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

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
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

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
Training Days: 2

_____________________________________________________________

The Bad, The Bad, and The Ugly
Police Chief [Aoyusumu]
Level: B
SP: 12
Race: Vanitian
HP: 300 (4 sp)
Power: 120 (4 sp)
Dexterity: 4 (4 sp)
Move Set: Bukujutsu, Reversal of Fortune, Swift Neck Chop, Return Fire, Silence Gun, Stepping on Toes

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.

EQUIPMENT
==========
Phantom Double-Barrel Shotgun (1,500z)
Inventory Slots: 1
Description: Manufactured by the same company that churns out the Nosferatu, the Phantom borrows the sleak, black design and ups the firepower. The Phantom has twin parallel barrels to load the shells into with a single hair trigger to fire both shells. The lengths of the barrel are usually sawed off and do not meet legal regulations, but this allows for easier concealment. Like most modern firearms, the Phantom fires 'bullets' that are charged through the triggerman's own power.
Effect: Weapon - Firearm. Requires Phantom Shells. SUCCESSFUL - If all dice rolls are 10 or higher, your opponent cannot perform an attack with a base cost of 2 or higher on their next turn. If all dice rolls are 20 or higher, your opponent's next attack costs +1 KI Point.
Weapon Stats:
Damage: (15% Power) Damage per hit.
Rate of Fire: 2 (Your attack roll is 2d30 for this attack)

Battle Info: The crooked police chief has the most beautiful green mustache you've ever seen. He wields a Phantom Double-Barrel Shotgun. He approaches you in his Mercenary Gunner Ship and cannot go first due to dismounting.

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

Reversal of Fortune [AOYUSUMU, CONSTANT SKILL]
Description: A cool head offers more than just the chance to dodge a few attacks. It grants you uncanny insight, even when the tides turn. By paying close attention to an opponent in their prime, you are able to locate the weaknesses and the patterns in their technique, even able to temporarily reproduce it in order to turn their best day into their worst nightmare.
Effect: CONSTANT - When your opponent performs two SUCCESSFUL attacks against you, you may lose 2 KI Points to COUNTER (the attack is not STOPPED by this effect). You may perform the last attack they performed against you, costing -1 KI Point. If you cannot pay the cost, you must pass. Costs 1 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attack

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

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 (30% 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 3 turns. Your opponent cannot CRITICAL for the next 3 turns. Costs 1 KI Point.
Requirements: Bukujutsu.
Training Days: 2

Silence Gun [AOYUSUMU, ENERGY, BEAM]
Description: Firing an invisible torrent of ki toward the opponent, the attack makes no sound as it travels toward the unsuspecting foe, often catching them off guard, resulting in their loss of the state of combat.
Effect: Energy attack doing (45% Power) Damage. If you STOPPED your opponent's last attack, your opponent cannot activate a Skill on their next 2 turns. SUCCESSFUL - If your attack roll result is 25 or higher, de-activate one of your opponent's Skills with a CONSTANT effect. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Blocks

Stepping On Toes [AOYUSUMU, BLOCK]
Description: The aim of this technique is not always to literally crush the feet of the opponent, but to rather match up movements and lock up their limbs with your own -- tripping them, wrenching a limb, or otherwise interrupting their momentum.
Effect: RESTRICTEDx1. Block. Stop a physical attack. If this is used against a Kick-type attack, your opponent cannot perform Kick-type attacks for the next 4 turns. Costs X-1 KI Points.
Requirements: N/A
Training Days: 2
____________________________________________________________

Koradriel [Midorikatai]
Level: Yours
Race: Shin-Jin [Divine Aura 1d100]
Class: Wrath of the Gods
HP: (30%) +18%
Power: (30%) +5%
Dexterity: (40%) +20%
Move Set: Absolute Might Mastery, Bukujutsu, Energy Gorged, Freestyle Kaio-Ken, Sucker Punch, Trapping Headbutts, Airplane Spin, Freestyle Multi-Form, Freestyle Batter Up Blitz, Freestyle Lightning Arrows, Cross Stance, Crossing Iron
Equipped Items/Battle Info: Creator’s Headband, Kai Outfit, Angelguard, Naginata

ITEM

Angelguard [1,800z]
Item Slots: 1
Description: This armguard is made of darkening golden metal as light as air. The intricate engravings depict two wings wrapped around a single majestic sword. [ACCESSORY]
Effect: +5% Power. +5% Dexterity. Your Afterlife attacks gain +1 dice side.

RACIAL TRAIT

Godlike Potential - At the start of a combat, you may roll 1d10. If the result is 7 or higher you may start combat at 10 KI Points. Your opponent can't prevent you from using this effect. Your opponent can't prevent you from starting the match at 10 KI Points if you trigger this effect. If this ability is delayed, you instead gain 5 KI Points when it activates.

Holy Aura - Whenever you Power Up, if you STOPPED your opponent's last attack, you or an ally may gain (5% Total HP) HP. You cannot gain health from any other technique on the turn that you use this effect.

CLASS

Wrath of The Gods - Your opponent's Transformation Rolls fail if their roll is 10 or less instead. Your opponent still makes transformation rolls even if their roll is 1d100. RESTRICTEDx1. Your opponent is reverted back 1 Transformation Level. This does not take up your turn.

TRANSFORMATION

Stats: +20% Power. +40% HP. +40% Dexterity.

HP: (30%) +58% =
Power: (30%) +25% =
Dexterity: (40%) +60% =

[MASTER] Lord of Saints - You may pay 1 KI to negate a STUN, COUNTER, CRITICAL, or BREAK effect. If you do, your opponent’s next attack roll gains -3 to the result. Signature Techniques deal -20% Damage against you. Your Styled single dice attacks deal +(5% Power) Damage.

MASTERY

Absolute Might Mastery [MIDORIKATAI, MASTERY]
Description: Absolute Might is the decisive factor in any combat. Land your devastating hits. Rock the opponent to the core of their being and leave them in a pool of their own blood. By the end of the day they will realize none of their tricks mean anything against unbridled strength.
Effect: You gain +1 Advanced Attack slot in your moveset. Your Midorikatai Advanced Attacks cannot be STOPPED by defensive roll results of 8 or less. Your Advanced Attacks gain "SUCCESSFUL - Your next Advanced Attack costs -1 KI Point to a minimum of 1. That attack cannot have its cost modified by any other effect."
Requirements: You must know at least three (3) Midorikatai 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

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

Kaio-ken [FREESTYLE, SKILL]
Description: The Kaio-ken is a technique that multiplies the user's ki for a "heart beat", enabling them to inflict serious damage to foes who are considerably stronger than them. The red aura of Kaio-ken completely tints the user a similar shade.
Effect: RESTRICTEDx1. Your next three attacks do +(10% Power) Damage. Your Dexterity bonus gains +3 for the next 6 turns. Your Dexterity is considered higher than your opponent’s for the next 6 turns. You must pay the cost of this Skill in order to use it. The cost of this Skill cannot be modified. This does not take up your turn. You cannot have Kaio-Ken in the same move set as Yema Fruit. Costs 2 KI Points.
Requirements: N/A

Sucker Punch [MIDORIKATAI, PHYSICAL, PUNCH]
Description: A stiff shot right across the maw that is delivered when the opponent least expects it.
Effect: (This attack takes up a Skill slot instead of an Advanced Attack slot.) RESTRICTEDx1. Use when your opponent uses or activates a Skill. Physical attack doing (10% Power) Damage. This does not take up your turn. SUCCESSFUL - Negate the effect or deactivate the Skill. Costs 0 KI Points.
Requirements: N/A

ADVANCED ATTACKS

Trapping Headbutts [MIDORIKATAI, PHYSICAL, HOLD]
Description: By underhooking the opponent's arms, the user keeps them trapped in place before raining down brutal headbutts on the opponent.
Effect: Physical attack doing (20% Power) Damage per hit. Your attack roll is 3d30 for this attack. SUCCESSFUL - If two or more attack rolls are SUCCESSFUL, deactivate one of your opponent's CONSTANT Skills. Costs 2 KI Points.
Requirements: N/A

Airplane Spin [MIDORIKATAI, PHYSICAL, THROW]
Description: Grabbing hold of an opponent's limb, the user then spins around at massive speeds before releasing the opponent, allowing inertia to takes its toll. The opponent is sent flying, stopping only when they hit something solid.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Your opponent cannot perform an energy attack with a base cost of 2 or more on their next turn. The next time you would be STUNNED, you may lose 2 KI Points. If you do, your opponent is STUNNED instead. Costs 1 KI Point.
Requirements: N/A

Multi-Form [AFTERLIFE, PHYSICAL, PUNCH, KICK]
Description: The user divides himself into four identical beings, each with 1/4 of the user's power. Utilizing the number advantage, the user surrounds the opponent and begins laying into him with a variety of punches and kicks.
Effect: Physical attack doing (5% Power) Damage per hit. Your attack roll for this attack is 15d32. You may have this attack lose any amount of dice. For every 2 dice you lose, this attack gains +3 dice sides. You may exceed the standard dice side cap with this effect. This attack may not be used on consecutive turns. If you Powered Up on your last turn, this attack costs -1 KI Point. Costs 2 KI Points.
Requirements: N/A

Batter Up Blitz [FREESTYLE, PHYSICAL, WEAPON]
Description: A blinding multi-strike attack with a weapon, design to batter and break down an opponent in one series of attacks.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d30 for this attack. Your attack roll gains +X to the result. X = Your Dexterity Bonus minus your opponent's Dexterity Bonus. This modifier cannot fall below 0. The cost of this attack cannot be reduced. SUCCESSFUL - If 3 or more dice rolls are SUCCESSFUL, BREAK!. If all 5 dice rolls are SUCCESSFUL, STUN. Costs 3 KI Points.
Requirements: Blunt Weapon

SIGNATURE TECHNIQUES

Lightning Arrows [AFTERLIFE, ENERGY, BEAM, VOLLEY]
Description: Raising up both hands, the user forms a white mass of ki between both of their hands before a series of tiny energy attacks come out of the orb; arcing across the sky before they rain down upon the opponent.
Effect: RESTRICTED x1. Energy attack doing (100% Power) Damage. SUCCESSFUL - For the remainder of combat, any attacks you use with multiple dice rolls gain +3 to all the results. Costs 6 KI Points.
Requirements: N/A

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

Crossing Iron [FREESTYLE, BLOCK]
Description: Steel meets steel, force meets force, as the user's weapon of choice meets the opponent's in a clash of sparks.
Effect: RESTRICTEDx1. Stop a Weapon attack. STUN. Your next attack that requires a Weapon gains +2 dice sides. If that attack is a Signature Technique, it gains +2 to the result also. Costs X-2 KI Points.
Requirements: Weapon
Edited by Strange, Mar 18 2014, 04:36 PM.
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Strange

Dark Star

Hunted
Dark-Jin [Kurokonwaku]
Level: E
SP: 24
Race: Dark-Jin
HP: 600 (10 sp)
Power: 200 (8 sp)
Dexterity: 6 (6 sp)
Move Set: Control Mastery, Bukujutsu, Killer Gaze, Shadow Stalker, Firebreath, Darkness Choke, Sinister Claw, Fade to Black, Smokescreen

RACIAL TRAITS
============
Energy Eater – When you STOP an energy attack with a defensive roll result of 15 or less, you gain Ki equal to the base cost of that attack to a maximum of 2 KI Points.

Aura Eater – When your opponent Transforms, if they had 4 Ki Points or more, set them to 3 KI Points. RESTRICTEDx2. Use when your opponent Powers Up. They gain -1 KI Point.

Battle Info: A Dark-Jin with black carapace and extra long limbs arms, ending in rending claws.
*note: Unsure if Black Carapace Armor refers to the black scale armor that is awarded.

Mastery

Control Mastery [KUROKONWAKU, MASTERY]
Description: In the end, Kurokonwaku practitioners can take pride in knowing their style is the most unpredictable and 'creative' style when it comes to the manipulation of energy. This can go as far as controlling the strain an opponent's moves have on them, a theory applied to many moves in the Kurokonwaku arsenal, but when mastered has some truly crippling effects.
Effect: At the start of each match, select one opponent. You may choose one of their Skills, Advanced Attacks, or Signature Techniques. For the remainder of combat, that move costs +2 KI Points for them to use or perform. Your opponents cannot perform the same attack on their consecutive turns against you.
Requirements: You must know at least three (3) Kurokonwaku 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

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

Shadow Stalker [KUROKONWAKU, CONSTANT SKILL]
Description: The aura blackens and the individual can channel their energy into turning themselves into a silhouette, capable of clinging to shadows.
Effect: CONSTANT - You may pay the cost to activate this after performing a SUCCESSFUL attack with a dice roll result of 20 or higher instead of taking up a turn. Your opponent's attacks with the same natural roll result as your last attack are automatically STOPPED. Your opponent’s attacks must be +3 your defensive roll result or higher to gain any SUCCESSFUL effects. Costs 1 KI Points.
Requirements: N/A
Training Days: 2

Advanced Attacks

Firebreath [KUROKONWAKU, ENERGY, BEAM]
Description: Imitating the motions of a fire-breathing dragons, the user rears their head back before unleashing a fire-y wave of ki from their mouth.
Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL - Your opponent loses 1 KI Point. If your attack roll result is +7 or more your opponent‘s defensive roll result, they lose 2 KI Points instead. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

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

Sinister Claw [KUROKONWAKU, PHYSICAL, PUNCH]
Description: Brandishing their fingers like talons, the user rakes them across the target's eyes.
Effect: Physical attack doing (40% Power) Damage. Your opponent’s next Skill costs +1 KI Point to use or activate. Cost 2 KI Points.
Requirements: N/A
Training Days: 2

Signatures

Fade To Black [KUROKONWAKU, PHYSICAL, ENERGY, PUNCH, KICK, MANIPULATED KI]
Description: To the opponent, the world goes black with the only thing in existence being the user. Charging at the opponent, the user 'blinks' out of existence, which in actuality is just manipulating their Ki to alter the opponent's perception. In this state the user unleashes a barrage of physical attacks and by the end of it, the opponent's world still seems black, including all individuals.
Effect: RESTRICTEDx1. Physical attack doing (110% Power) Damage. SUCCESSFUL - Your opponent's attack and defensive dice sides are d20 until they perform a SUCCESSFUL attack. Costs 7 Ki Points.
Requirements: N/A
Training Days: 4

Blocks

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
Training Days: 2
_____________________________________________________________

The Crazed Survivor
Crazed Taifuu-Jin [Haokiru]
Level: A
Race: Taifuu-Jin
SP: 8
HP: 200 (2 sp)
Power: 100 (3 sp)
Dexterity: 3 (3 sp)
Move Set: Spirited Effort, Mind Reading, Hidden Power Level, Aurora Cannon, Handstand Kick, Sonic Punch, Neutralization

RACIAL TRAITS
============
Runner's High - Your Dexterity Bonus increases by +1.

Fastest in the Universe - Once per week you may have a Quest take -1 day to complete, to a minimum of 1 day. This does not count towards Quest Battles or Saga Quests. You cannot share this effect with others through Joint Quests.

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
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

Mind Reading [HAOKIRU, SKILL]
Description: The user utilizes an amount of psychic energy combined with keen observational skills to discover how an attack is performed.
Effect: RESTRICTEDx1. Perform the same attack your opponent performed in their last turn, including costs and dice roll. This copies all of modifiers added to that attack by your opponent's effects. You cannot use this Skill if you do not meet the requirement(s) to perform that attack.
Requirements: N/A
Training Days: 2

Advanced Attacks

Aurora Cannon [HAOKIRU, ENERGY, BEAM]
Description: A dazzling light spectacle surrounds the user, a mixture of various blues before the energy is channeled into a single focused beam aimed in front of the attacker. The Aurora Cannon utilizes minimum energy and draws from the power of the last attack commited by the user.
Effect: Energy attack doing (X% Power) Damage. X = The percentage of the last Advanced Attack you performed not including modifiers -10%. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Handstand Kick [HAOKIRU, PHYSICAL, KICK]
Description: A multitude of flips are made to close the distance before on the final rotation they halt. Remaining vertical with the base of their palms supporting their weight, they spring forward and drive the soles of their feet into the opponent’s face, forcing them backwards into the ground as well before doing one last flip off of them.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL – If your attack roll result is +5 or more your opponent’s defensive roll result, your next 2 Advanced Attacks cost -1 Ki Point to perform. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Sonic Punch [HAOKIRU, PHYSICAL, PUNCH]
Description: A blur of lightning-quick punches delivered to various strategic points of the opponent’s body. The opponent never seems to appear in the same position twice with each punch thrown.
Effect: Physical attack doing (20% Power) per hit. Your attack roll for this attack is 3d30. The cost of this attack cannot be reduced by non-Haokiru effects. SUCCESSFUL - If you use Sonic Kick on your next turn, it costs -1 KI Point. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Blocks

Neutralization [HAOKIRU, BLOCK]
Description: Firing a Ki blast, the user effectively absorbs the opponent's blast with their own.
Effect: RESTRICTEDx1. Stop an energy attack. Your opponent cannot modify the damage of their attacks for their next 3 turns. Costs X-1 KI Points.
Requirements: N/A
Training Days: 2
_____________________________________________________________

Monster Hunger
Dark Star Monster [Akaikaru]
Level: C
SP: 16
Race: N/A
HP: 300 (4 sp)
Power: 120 (4 sp)
Dexterity: 8 (8 sp)
Move Set: Bukujutsu, Impulsive, Swift Re-Action, Accelerated Shoulder Tackle, Buckshot, Flamethrower, Dodging Bullets

RACIAL
======
N/A

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

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
Training Days: 2

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

Accelerated Shoulder Tackle [AKAIKARU, PHYSICAL, THROW]
Description: The user shoots an energy blast on an angle, propelling them towards the opponent and driving their shoulder into the opponent.
Effect: Physical attack doing (45% Power) Damage. If you have more physical attacks in your moveset than your opponent, the result of this and your next attack roll gains +4. If you have an equal number of physical attacks in your moveset as your opponent, your next attack roll gains +3 to the result. You cannot perform this attack on your consecutive turns. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

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
Training Days: 3

Flamethrower [AKAIKARU, ENERGY, BEAM]
Description: With one arm extended, a swirl of energy with red, orange and yellow hues is sent forth in a beam.
Effect: Energy attack doing (40% Power) Damage. You may forget this attack to STOP a Beam-Type Advanced Attack instead. If you do, you may perform a physical attack on the same turn. SUCCESSFUL - Your next attack with a STUN effect gains +2 to the result. Costs 2 KI Points.
Requirements: N/A
Training Days: 2

Blocks

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
Training Days: 2
________________________________________________
Bogro [Kurokonwaku]
Level: Yours
Race: Bas-Jin [Sensory Overload 1d100 // Eye of the Beholder 1d60]
HP: (35% SP) +12%
Power: (30% SP) +10%
Dexterity: (35% SP)
Move Set: After-Image Mastery, Bukujutsu, Shadowstalker, Living Voodoo, Predictable!, Poison Mist, Psycho Driver, Sinister Claw, Sixty Second Meltdown, Biological Transmogrification, Sand in the Eyes
Equipped Items/Battle Info: Captain’s Armored Uniform

RACIAL TRAITS

Kinesis - RESTRICTEDx2. Use after your opponent’s defensive roll against your single-dice attack roll. You may re-roll your attack roll. You cannot CRITICAL with that re-roll. This cannot affect RESTRICTED attacks.

Four Eyes - Your defensive rolls gain +2 sides.

TRANSFORMATIONS

Sensory Overload

Stats: +10% Power. +10% HP. +30% Dexterity.

HP: (35% SP) +22% =
Power: (30% SP) +20% =
Dexterity: (35% SP) +30% =

[MASTER] Whenever you gain a dice side or result bonus, double that bonus to a maximum of +2 from this Transformation ability.

Eye of the Beholder

Stats: +25% Power. +25% HP. +50% Dexterity.

HP: (35% SP) +37% =
Power: (30% SP) +35% =
Dexterity: (35% SP) +50% =

[INTERMEDIATE] Whenever you gain a dice side or result bonus, double that bonus to a maximum of +4 from this Transformation ability. When you use the Kinesis racial ability, add +1 to your result before applying the double bonus from this Transformation.
MASTERY

After-Image Mastery [KUROKONWAKU, MASTERY]
Description: Disorienting your opponent can often be the key to winning a battle. A master of Kurokonwaku, well-versed in the art of deception, can create an after-image effect with their attacks that cause their enemies to expend their energy faster as they try to dodge or attack something that isn't there.
Effect: Whenever your opponent loses KI Points due to your Mastery's effect, your next defensive roll gains +3 to the result. Activate when your attack roll result is +10 or more than your opponent's defensive roll result on a single dice attack. Your opponent loses 1 KI Point. If your attack roll result is also double your opponent's defense roll result, your opponent loses 2 KI Points instead.
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

Shadow Stalker [KUROKONWAKU, CONSTANT SKILL]
Description: The aura blackens and the individual can channel their energy into turning themselves into a silhouette, capable of clinging to shadows.
Effect: CONSTANT - You may pay the cost to activate this after performing a SUCCESSFUL attack with a dice roll result of 20 or higher instead of taking up a turn. Your opponent's attacks with the same natural roll result as your last attack are automatically STOPPED. Your opponent’s attacks must be +5 your defensive roll result or higher to gain any SUCCESSFUL effects. Costs 1 KI Points.
Requirements: N/A

Living Voodoo [KUROKONWAKU, SKILL]
Description: The use of a voodoo doll usually involves a fake, stuffed version of the victim, as well as the victim himself. But why stop there? Though it may appear that you may only be attacking one target, his allies tend to feel the effects of your attacks.
Effect: RESTRICTEDx1. If your next UNRESTRICTED attack is STOPPED, you may have all SUCCESSFUL effects become STOPPED effects instead. This does not take up your turn. Costs 2 KI Points.
Requirements: N/A

Predictable! [FREESTYLE, CONSTANT SKILL]
Description: The user is capable of anticipating their opponent's next move by effectively memorizing their movements, rendering it pointless to even attempt.
Effect: CONSTANT - Name a non-Latent Skill or an Advanced Attack that your opponent has already used this match. That Skill or Advanced Attack cannot be used by any participants. If targeting a Skill, this Skill has no effect if your opponent has 2 or less non-Latent Skills in their moveset. If targeting an Advanced Attack, this Skill has no effect if your opponent has 3 or less Advanced Attacks in their moveset. If de-activated, this Skill costs +1 KI Point to activate again. 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

Psycho Driver [KUROKONWAKU, PHYSICAL, ENERGY, PUNCH, BLAST]
Description: Beginning with a cheap shot to the gut, the user then slams their opponent head-first into the ground leaving them dazed -- enabling them to discharge a point-blank ki blast of a onyx-violet hue directly to the base of their skull, sure to leave them disoriented when they come to. If ever.
Effect: Physical attack doing (25% Power) Damage. This attack also counts as an energy attack for all effects. When you perform this attack, if your KI Points are higher than your opponent's KI Points, your opponent must attack on their next turn or pass. You cannot perform this attack on consecutive turns. SUCCESSFUL - If your opponent performs an attack on their next turn, they lose (20% That Attack’s Total Damage) HP. Costs 1 KI Point.
Requirements: N/A

Sinister Claw [KUROKONWAKU, PHYSICAL, PUNCH]
Description: Brandishing their fingers like talons, the user rakes them across the target's eyes.
Effect: Physical attack doing (40% Power) Damage. Your opponent’s next Skill costs +1 KI Point to use or activate. Cost 2 KI Points.
Requirements: N/A

Sixty Second Meltdown [KUROKONWAKU, ENERGY, BEAM]
Description: Going all out, you release a massive, albeit weak, energy beam that engulfs the entire foe; knocking them momentarily unconscious, giving you a chance to do what you do best: kick them while they're down.
Effect: Energy attack doing (20% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - You may perform 2 more attacks this turn. If you do, they cost -1 KI Point to a minimum of 1. You cannot use Sixty Second Meltdown more than once per turn. Costs 3 KI Points.
Requirements: N/A

SIGNATURE TECHNIQUES

Biological Transmogrification [FREESTYLE, ENERGY, BEAM]
Description: Bogro releases a beam from his mind that attack’s the user’s timestream directly, inflicting wounds upon their body throughout their life. Minor cosmetic changes tend to happen, such as having his target born as the opposite gender.
Effect: RESTRICTEDx1. Energy attack doing (85% Power) Damage. This Signature Technique can be affected by Kinesis. SUCCESSFUL - Your target permanently changes Gender and must find a new Avatar to show this. Your target suffers -2 to their attack roll results for the remainder of the Match. Costs 6 KI Points.

BLOCKS

Sand In The Eyes [KUROKONWAKU, BLOCK]
Description: A quick dodge followed by a handful of sand (or whatever is handy) being tossed into the opponent's eyes.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. Your opponent's next attack gains -4 to the results. Costs X KI Points.
Requirements: N/A
Edited by Strange, Mar 18 2014, 04:29 PM.
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