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Battle Mod Assistance; Inner Cosmos Edition
Topic Started: Mar 7 2014, 02:43 PM (99 Views)
Strange

The Jewel

Ametrine Jr. the Great [Aoyusumu]
Level: J
Race: Vanitian [Beautiful Monster; Monster Form 1d100]
SP: 44
HP: 850 +10% = 935 (15 sp)
Power: 340 +27% = 432 (15 sp)
Dexterity: 14 (14 sp)
Battle Info: Ametrine Jr. the Great fights hard to retain the honor lost by his father's suicide, and he remains in Monster Form at all times. He wears a suit of Lieutenant’s Armor and a pair of Brass Knuckles.

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
==========
Lieutenant's Armor [1,800z]
Inventory Slots: 1
Description: This armor varies from nation to nation, but it is most often a set of Arcosian-styled armor with a vest, gauntlets, boots, and leggings. The vest itself has pauldrons that aim to the sides of the wearer than can be used as an impromptu shield. [FULL BODY]
Effect: +10% Power. 10% HP. If Vanitian, 15% Power. If Durian, 15% HP.


Brass Knuckles [1,200z]
Inventory Slots: 1
Description: Made of a very powerful alloy, brass knuckles are worn around . . . well, the knuckles. Hitting someone with a pair of these on further increases the level of damage done. [ACCESSORY]
Effect: +12% Power.


CLASS
======
Beautiful Monster - If you have a Transformation, you may start your matches already Transformed.

TRANSFORMATION
================
Stats: +15% Power. +25% HP. +10% Dexterity.

HP: 850 (35%) =1148
Power: 340 (42%)= 483
Dexterity: 14 (10%)= 15

[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.

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 does +(5% Power) Damage and gains +3 to the result(s). This effect does not stack with itself.
Requirements: Must know at least three (3) Aoyusumu attacks and/or skills.
Training Days: 4

Latent 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
Training Days: 2

Skills

Unquenchable Bloodthirst [FREESTYLE, CONSTANT SKILL]
Description: An unbearable lust for battle overcomes the user, making him more confident and decisive in his strikes.
Effect: CONSTANT - No player may gain HP or set their HP. Once deactivated, you cannot activate this Skill for the remainder of the match. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Advanced Attacks

Crescent Kick [AOYUSUMU, PHYSICAL, KICK]
Description: Kicking out with the rear leg, the user swings the leg in an arc-like fashion, usually aimed so as the foot swings around it hits the back of the opponent's head.
Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - Your next attack roll gains +3 sides. Your next Aoyusumu Advanced Attack with a base roll of 1d32 or lower can CRITICAL with a roll of 30 or higher. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Tiger Strikes [AOYUSUMU, PHYSICAL, PUNCH]
Description: Throwing themselves at the opponent in an unexpected, but majestic leap, the user swings their arms with wild clawing motions before returning to a peaceful stance.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - You may re-roll your next defensive roll. If your Dexterity is higher than your opponent's Dexterity, your re-roll gains +3 to the result. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

All-Out Triumphant Beam [FREESTYLE, ENERGY, BEAM]
Advanced Attack
Description: Launching into the skies, a golden aura surrounds the attacker. As ki gathers in front of the attacker, the user's arms collapse onto the 'exterior' of the beam, forcing it forward as one, large, victorious ... and mighty beam!
Effect: RESTRICTEDx1. Energy attack doing (55% Power) Damage. SUCCESSFUL - If your attack roll result is 25 or higher and your opponent is Transformed, your opponent reverts back to Base Form. If you have any Mastery and this attack kills your opponent, you gain +20% EXP. Costs 2 KI Points.
Requirement: Bukujutsu
Training Days: 4

Nowhere Wave [AOYUSUMU, ENERGY, BEAM]
Description: Pressing the index and middle finger together, the user waves them in an upward direction. The earth rumbles as a wave erupts from beneath the opponent, pushing them high into the heavens.
Effect: Energy attack doing (60% Power) Damage. If you STOPPED your opponent's last attack, this attack gains +4 to the result. SUCCESSFUL - Your opponent's base cost 1 attacks cost +1 KI Point for their next 3 turns. Costs 3 KI Points.
Requirements: N/A
Training Days: 4


Signature Moves

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.
Training Days: 4

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

_____________________________________________________________
Garorian Colossal Creature (GCC) [Akaikaru]
Level: G
Race: Animal [Wild Animal; Shapeshifting School Copycat 1d80]
SP: 32
HP: 700 +15% = 805 (12 sp)
Power: 300 +15% = 345 (13 sp)
Dexterity: 7 (7 sp)


RACIAL TRAITS
============
Pupil of The Shapeshifting School - At the start of a match, you may copy one Racial Trait of an opponent's race.

CLASS
======
Wild Animal - (Your character must be an animal whose real life counterpart has not been domesticated to declare this Class). Your single dice attacks do +(10% Power) Damage for every SUCCESSFUL single dice attack you have performed prior to that attack to a maximum of +(30% Power) Damage. This damage resets when one of your single dice attacks is STOPPED.

TRANSFORMATION
===============
Stats: +25% Power. +0% HP. +25% Dexterity.

HP: 700 +15% = 805
Power: 300 +40% = 420
Dexterity: 7 +25% = 9

[MASTERED] Shapeshifting Master - Choose an opponent. You gain the MASTERED effects of that opponent's race's Level 1 Transformation. Whenever your opponent transforms, transform immediately.

MASTERY

Intensity Mastery [AKAIKARU, MASTERY]
Description: Keeping on top of the opponent is key to an Akaikaru practitioner. When their flow of battle is interrupted, they react harshly, breaking through defenses and attacking more fiercely to regain their place in combat.
Effect: Whenever your opponent performs a SUCCESSFUL Advanced Attack against you with a base cost of 2 or more, your next Akaikaru attack gains "This attack cannot be Blocked. SUCCESSFUL - If your attack roll result is 15 or higher, STUN.”
Requirements: You must know at least three (3) Akaikaru attacks and/or skills.

LATENT 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


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

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

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

ADVANCED ATTACKS

Firewall [AKAIKARU, ENERGY, MANIPULATED KI]
Description: Exploding in a vortex of fiery energy, the cyclone surrounds the opponent on all sides and closes in, incinerating them.
Effect: Energy attack doing (45% Power) Damage. You may lose any number of KI Points before your attack roll. For each KI Point lost with this effect, this attack gains +2 dice sides. STOPPED - Gain 1 KI Point. Costs 2 KI Points.
Requirements: N/A

All-Out Triumphant Beam [FREESTYLE, ENERGY, BEAM]
Advanced Attack
Description: Launching into the skies, a golden aura surrounds the attacker. As ki gathers in front of the attacker, the user's arms collapse onto the 'exterior' of the beam, forcing it forward as one, large, victorious ... and mighty beam!
Effect: RESTRICTEDx1. Energy attack doing (55% Power) Damage. SUCCESSFUL - If your attack roll result is 25 or higher and your opponent is Transformed, your opponent reverts back to Base Form. If you have any Mastery and this attack kills your opponent, you gain +20% EXP. Costs 2 KI Points.
Requirement: Bukujutsu
Edited by Strange, Mar 16 2014, 04:20 PM.
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Strange

Nassau

Captain Black Stache [Akaikaru]
Race: Kaizoku-Jin [Galactic Bandit Lord 1d80]
Level: Yours
Class: Galactic Pirate
HP: (20%) +10%
Power: (45%) +18%
Dexterity: (35%) +13%
Move Sets: Great Finale, Gone in a Sixtieth of a Second, Crossing Iron
Battle Info: Captain Black Stache may choose one AA and 1 Signature Technique at the start of the Battle. Those moves cost -1 KI Point for him. He is wearing a Captain’s Armored Uniform, Hand Wraps, and a Blue Bandana. When someone loses a fight to Black Stache, he takes one of their items (most valuable possession, or Dragon Ball.

RACIAL TRAITS
============
Chou no Ryoku - When using a single dice attacks with a base roll of 32 or lower, if your attack roll is 27 or higher, you may lose 1 KI Point to STUN your opponent.

CLASS
======
Galactic Pirate – Whenever you kill an opponent in Battle, you may take one non-ship, non-custom item from their inventory and add it to your own. Your opponent's escape rolls gain -2 to the result.

EQUIPMENT
==========
Captain's Armored Uniform [1,800z]
Inventory Slots: 1
Description: This outfit mixes the purple stretching and form-fitting materials of the Arcosian military with the adjustable white carapace-like armored plating of the Shikirian military. The armor most often covers the forearms, shoulders, chest, and shins. Variant forms are made for custom orders. [FULL BODY]
Effect: +10% Power. +10% HP. If worn by an Arcosian, +12% Power instead. If worn by a Ginyu Force race, +12% HP instead. RESTRICTEDx1. You may add +3 to the result of you attack roll. You must declare this effect before making your roll.

Handwraps [650z]
Inventory Slots: 1
Description: A strip of cloth wrapped around the hand and wrist to prevent strain and injury. It also boosts striking ability and speed. [ACCESSORY]
Effect: +8% Power. +3% Dexterity.

Blue Bandana [900z]
Inventory Slots: 1
Description: A thin strip of cloth died with berries. When one wears this item with confidence, they seem untouchable. [ACCESSORY]
Effect: +8% Dexterity. If worn by a Kaizoku-Jin, 10% Dexterity instead.

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

HP: (20%) +40%
Power: (45%) +58%
Dexterity: (35%) +43%


[MASTER] Mastered Tactics- When you transform, roll 3d30 with +2 to the results. This roll gains bonus dice sides from your Dexterity Bonus. The highest result is considered your Prowess Result. Twice per match, after you make an attack or defense roll, you may replace the result with your Prowess Result. You cannot SEVER with this ability and it cannot be used for Signature Technique attack rolls. Whenever you STOP an attack, your next attack deals +(5% Power) Damage.

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.
Training Days: 4

Latent 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
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

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

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

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

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
Training Days: 3

Advanced Attacks

Back Brain Kick [AKAIKARU, PHYSICAL, KICK]
Description: Jumping and pivoting their body, the user brings their foot around to connect with the back of the opponent's head.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Choose a Skill with a 'CONSTANT' effect. The skill is now deactivated. 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

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
Training Days: 2

Naginata [AKAIKARU, PHYSICAL, KICK]
Description: The user does a front handspring in their opponent’s direction, kicking them high up into the air in the process. Using an Akaikaru student’s incredible speed the are able to fly above the opponent, kicking them with both legs back down to the planet below.
Effect: Physical attack doing (60% Power) Damage. SUCCESSFUL - If you Power Up on your next turn, your Dexterity Bonus is doubled on your next Akaikaru Advanced Attack and you cannot SEVER on that attack. Costs 3 KI Points.
Requirements: N/A
Training Days: 4

Signatures

Great Finale [AKAIKARU, ENERGY, BLAST, VOLLEY]
Description: Soaring into the sky, the attacker explodes in a burst of magnificent yellow energy. Beginning to spin at extreme speeds, the aura of energy surrounding them takes on the characteristics of a cyclone. From this spinning cyclone, a series of ki blasts are fired from the attacker's hand. Caught up in the cyclone, they are released all at once in a scatter-pattern, blanketing the entire area in carnage.
Effect: RESTRICTEDx1. Energy attack doing (30% Power) Damage per hit. Your attack roll is 5d20 for this attack. Double any dice sides and result modifiers applied to this attack, not including your Dexterity Bonus. You may exceed the dice sides and results cap with this effect. SUCCESSFUL - If four or more dice rolls are SUCCESSFUL, STUN. Costs 9 KI Points.
Requirements: Bukujutsu.
Training Days: 4

Blocks

Gone In A Sixtieth of A Second [AKAIKARU, BLOCK]
Description: A mad dash done at the last minute, confusing the opponent into thinking they have landed their swarm of attacks only to find disappointment.
Effect: RESTRICTEDx1. Block. Stop an energy attack. If this is used against a Volley-type attack and it was a multi-dice attack, all of the dice rolls are BLOCKED. Your next base cost 1 attack gains “SUCCESSFUL - If your dice roll result is 20 or higher, STUN“. Costs X KI Points.
Requirements: N/A
Training Days: 2

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
Training Days: 3

__________________________________________________
Tri-Sword Pirate Hunter [Haokiru]
Race: Human [Super Human]
Class: Weapon master
Level: Yours
HP: (30%)
Power: (35%) +15%
Dexterity: (35%) +20%
Move Set: Crescent Blade Mastery, Bukujutsu, Sense Power Level, Expert Swordplay, Immense Power, Haokiru Dragon’s Pride, Haokiru Survival Instinct, Sword Cleave, Tricky Sword Maneuvers, Heart Stab, Indestructible Wave, Haokiru Apocalyptic Chaos, Neutralization, Crossing Iron
Battle Info: The Pirate Hunter is equipped with a Dual Sheath, Hunter’s Gloves, Twin Hook Swords, Black Blade Katana, Master Duelist’s Vest, and Kung Fu Slacks. His Sense Power Level is active as if his Power Level was lower than yours.

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.

CLASS
======
Weaponmaster - You may start the game with +1 Weapon item in your Inventory. Your attacks that require a Weapon gain +2 dice sides. Your Skills that require a Weapon cost -1 KI Point to a minimum of 1 to use or activate.

EQUIPPMENT
============
Dual Sheath [500z]
Inventory Slots: 1
Description: A secondary sheath that can be worn at the waist or across the back. [ACCESSORY]
Effect: 5% Dexterity. You may now equip a second weapon. It must be a Sword-type weapon.

Hunter's Gloves [1,250z]
Inventory Slots: 1
Description: Though the term "gloves" is not always the correct term, the crafting of this item has been used throughout many planets. Create with spikes on the edges to hook onto prey, this clothe or metal hand covering is used by slow but resilient races to allow themselves to latch onto their prey for the kill. [ACCESSORY]
Effect: RESTRICTEDx1. Activate after your opponent's defense roll against a single dice UNRESTRICTED Physical attack. Your attack roll result changes to 11. If Durian or Dark-Jin, your attack roll result changes to 13 instead.

Twin Hook Swords [1,750z]
Inventory Slots: 2
Description: A pair of metal blades with curves near the ends, used for trapping or deflecting other weapons. The base of the blades have no hilt, but rather sharpened points used for thrusting. The guards are substantial, baring similarity to Butterfly Swords and are used for blocking. The blades can also be hooked together and swung to perform one long-range slicing motion.
Effect: Weapon - Sword. Once per combat, you may have this attack do (15% Power) per hit and have your attack roll be 1d32 for this attack instead. SUCCESSFUL - Your opponent cannot perform a Weapon attack or a Weapon-type attack for their next two turns. If both dice rolls are SUCCESSFUL, your next defensive dice gain +2 dice sides.
Weapon Stats:
Damage: (7% Power) Damage per hit.
Rate of Attack: 2 (Your attack roll is 2d30)

Black Blade Katana
Inventory Slots: 1
Description: Used by the famous pirate hunter himself (albet in his teeth) this black blade has been soaked in the blood of many opponents. It’s been tried and tested again and again. The alloy is unidentifiable but the edge always stays sharp without the assistance of tools to keep it sharpened.
Effect: Weapon - Sword. Your Weapon attacks gain their SUCCESSFUL effects when the roll is 1 lower than what is normally required for the effect. The attack must still be SUCCESSFUL unless other modifiers say otherwise.
Damage: 14%
Rate of Attack: 1

Master Duelist's Vest [1,200]
Inventory Slots: 1
Description: A higher grade material than the Duelist's Vest, this vest comes in deeper shades of the same color and is typically worn by a leader of an organization, clan, or (in the Supreme Kai's case), the universe.
Effect: +8% Power. 8% Dexterity. If worn by a Kaizoku-Jin, 10% Power instead. If worn by a Shin-Jin, 10% Dexterity instead. RESTRICTEDx1. You may perform a basic Weapon attack without taking up your turn.

Kung Fu Slacks [1,000z]
Inventory Slots: 1
Description: Low on funds? Stuck wishing you were able to afford to look like a fighter both in talent and wardrobe? Pine no more, friend! These pants put you one step closer to being recognized as the star pupil you are. The pants feature a drawstring tie at the wasit. [LOWER BODY]
Effect: +7% Power. +7% Dexterity.

TRANSFORMATION
================
Level 2: Super Human
Stats: +33% Power. +34% HP. +33% Dexterity.

HP: (30%) + 34%
Power: (35%) +48%
Dexterity: (35%) +53%

[MASTERED] Max Power - You may have your attack roll gain +2 to the result. You cannot SEVER with that roll. In the event of a multi-dice roll, you gain +2 to the result of the first dice roll only. Your attacks do +(5% Power) Damage. Your Advanced Attacks with a base cost of 4 or more cost -1 KI Point to perform. This effect can modify attacks that cannot normally have their cost modified.

Mastery

Crescent Blade Mastery [FREESTYLE, MASTERY]
Description: The lunar moon guides your blade, bestowing you the gift of ultimate power channeled through your sword. All techniques are determined by the power of the wielder, and the sword is no exception. Through meditation and reflection, the way is shown.
Effect: Your Signature Techniques gain “Requirements: Sword Weapon”. Choose one of your Signature Techniques at the start of each Match. That Technique gains Restricted+1 and costs -2 KI Points, to a minimum of 3, for the remainder of the Match.
Requirements: You must know at least three (3) Non-Latent, Non-Custom Freestyle AAs/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

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
Training Days: 1

Skills

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
Training Days: 2

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 gains +2 to the result(s) 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

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

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

Sword Cleave [FREESTYLE, PHYSICAL, WEAPON]
Description: Wielding their blade, the attacker brings it down on the foe in one overhead blow.
Effect: Physical attack doing (35% Power) Damage. If you performed a SUCCESSFUL attack that required a Sword during your last turn, this attack gains "SUCCESSFUL - You may deactivate one of your opponent's Freestyle Constant Skills". If your last attack roll result was 20 or more, you may deactivate a Styled Constant Skill instead. Costs 1 KI Point.
Requirements: Sword Weapon
Training Days: 2

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
Training Days: 2

Indestructible Wave [HAOKIRU, ENERGY, BLAST]
Description: Releasing a wave of ki as a final act of defiance, seeing your opponent fall to the effects of this attack inspires you continue fighting; even long after you should be dead.
Effect: Energy attack doing (55% Power) Damage. Your opponent cannot BLOCK this attack. Your opponent cannot make you forget this move. SUCCESSFUL - If your HP falls below 0 between now and your next turn, gain (10% Total HP) HP and you cannot be the target of attacks until after your next turn. Costs 4 KI Points.
Requirements: N/A
Training Days: 3

Signatures

Apocalyptic Chaos [HAOKIRU, ENERGY, BLAST]
Description: The aura surrounding the user multiples 10x in size as they pour their life force into the attack. The aura is then reabsorbed into the form of a sphere that radiates a beautiful green swirl of Ki. Thrusting their arm outward, the sphere is hurled at the opponent as it repeatedly strikes them.
Effect: RESTRICTED x1. Energy attack doing (100% Power) Damage. You may lose X amount of HP. For every (10% Total HP) HP you lose, this attack does +(20% Power) Damage. STOPPED - Gain 3 KI Points. Costs 7 KI Points.
Requirements: N/A
Training Days: 4

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

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
Training Days: 3
Edited by Strange, Mar 28 2014, 12:31 AM.
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