Welcome Guest [Log In] [Register]
Add Reply
Official NPC list
Topic Started: Mar 24 2014, 02:08 AM (476 Views)
Strange

Here is where NPCs will be submitted for review and approval for the tournament. Players are reminded that NPCs are limited to 18 days of martial arts training using only styled moves and none other from the afterlife. Special exceptions may be made for customs (I.E, making the NPC a previous player such as Alistor or Glacier so long as it was clear this interaction was made in the past).

NPC form will be done in the style of the NPCs on the Battle Mod Assistance pages to further aid battle mods in the upcoming battles.

Code: HTML
 
Name:
Race:
Level: L
Class:
SP allocation (out of 52)
HP:
Power:
Dexterity:
Battle Info: (description as to how you know this character)
[Transformation dice set at default 1d80]

RACIAL TRAITS
===========


CLASS
=====


EQUIPMENT
========


TRANSFORMATION
==============
Stats:

HP:
Power:
Dex:

Special Trait(s)


Mastery


Skills


Advanced Attacks


Signature


Blocks


Edited by Strange, Mar 24 2014, 10:25 AM.
Offline Profile Quote Post Goto Top
 
Sykes
Member Avatar

Posted Image
Name: Majin Bell
Race: Majin
Level: L
Class: Thin is in
SP allocation (out of 52)
HP: (14/52) 800 + 6% = 848
Power: (19/52) 420 + 27% = 533
Dexterity: (19/52) 19 + 11% = 21 (1d33)

Character Info:
Bell is the feisty companion to Sykes. Her promiscuous nature is a constant, no matter the gender of the subject, but her loyalty to Sykes is also notable. It has been revealed that (chronologically):
-She was created upwards of thirty years ago,
-enslaved for close to twenty years by a Saiyan named Wrolen,
-captured and brainwashed by Ankou for use in the invasions of Saga 1,
-killed by the Saiyans whilst invading Rein,
-encountered Sykes in Heaven,
-escaped with Sykes to Cosmos 3,
-Wandered the universe with Sykes to locate Alistor/Kill Ankou,
-Joined Belladonna’s crew with Sykes.

In battle: she is temperamental and favors using her double ended naginata whenever possible.

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

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


CLASS
=====
Thin Is In - (You can only declare this Class if your character's weight is 150 lbs or less.) Your defensive dice gain +2 sides. Whenever your defensive dice result is +1, -1, or equal to your opponent's attack dice result, you may choose to have the both of you re-roll.

Equipment


Transformation


Movelist (18/18) Akaikaru
Edited by Sykes, Mar 24 2014, 06:30 PM.
Offline Profile Quote Post Goto Top
 
Aeron
Member Avatar

Name:Alistor
Race: Saibaman
Level: L
Class: Saibaman Cultivator

SP allocation (out of 52)
HP: 850 (15) +18%=1003
Power: 400 (18) + 16%= 464
Dexterity: 19 (19) +12%=21

Battle Info: Alistor was a key player in the creation of Jewel of the Universe via the Namekian Dragonballs. He killed Sykes early on. He organized the team that destroyed the Mothership.He was slain trying to save the universe by fighting a Demon on the Cosmos planets. After death, he reunited with Sykes and met Bell. He fought Gohan in Heaven and took a trip through Hell with Sykes. After escaping Heaven with Ms. Strange he fused with her and fought Rumpelstiltzken on Cosmos 3. The fused form, Stranger, killed Ametrine Prime and saved V'anitii. With the near destruction of his world, Alistor gave up his throne and eventually ended up on Dark Star where he was absorbed by Ankou. When Ankou died, Alistor was ripped out of Ankou by Cell. Alistor's friends in Hell helped him come back to life.

[Transformation dice set at default 1d80]


RACIAL TRAITS
===========

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

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

CLASS
=====
Saibaman Cultivator - Planting the Seed is now RESTRICTEDx2.

EQUIPMENT
========

Warrior Belt [600z]
Inventory Slots: 1
Description: A martial arts belt worn around the waist, signifying master-status of a chosen fighting form. The confidence of a true warrior allows for harder hits and swifter reflexes. [ACCESSORY]
Effect: +6% Power. +6% Dexterity.

Gravity Jeans [800z]
Inventory Slots: 1
Description: Named by a particularly unimaginative human, these pants appear to be a pair of baggy black denim jeans. What seperates these pants from standard models is that they are designed to be extremely wind resistant, and always surround the user's legs down to the ankles, even without a gravitational atmosphere. [LOWER BODY]
Effect: +6% HP. +6% Dexterity. If worn by an Alien or Kaizoku-Jin, +8% HP instead. If worn by a Bio-Android, +8% Dexterity instead.

Sturdy Capsule Corp. Fighting Jacket [1,100z] Alistor's Brown Cloak
Inventory Slots: 1
Description: A reinforced jacket that is longer than the first two models. This one bares the Capsule Corporation logo on the left and right shoulder of the fighting jacket. [UPPER BODY]
Effect: +10% Power. +10% HP. If worn by a Hybrid Saiyan, +12% Power instead.
Location: Earth, New Vegeta

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

HP:850 +38%=1,173
Power: 400 + 56%= 624
Dex:19 + 52%= 29 (56%) (+5 sides)

Special Trait(s)
[MASTERED] Strike Force - Activate after your single dice attack with a natural dice roll of 5 or less is STOPPED. Your opponent loses [15% Power] HP and your next attack roll gains +2 dice sides. If this effect would kill your opponent, set their HP to 1 instead.

Mastery

Manipulation Mastery [KUROKONWAKU, MASTERY]
Description: In order to master battle, it is imperative that a Kurokonwaku practitionrer be able to manipulate the battlefield and inevitably, this means changing what the opponent has come to know about their own attacks.
Effect: Use after you roll your attack roll on a Kurokonwaku attack and before your opponent rolls their defensive roll. You may choose to change any "SUCCESSFUL" effects on your dice to "STOPPED" effects and vise versa.
Requirements: Must know at least three (3) Kurokonwaku attacks and/or skills.
Training Days: 4

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

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 25 or higher on a single dice attack. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2


Sweet Dreams [KUROKONWAKU, ENERGY, MANIPULATED KI]
Description: Curling their hands into a fist, the user then opens their palm, blowing on a ki-manifested powder. When reaching the opponent it puts them into a state of near sleep -- they are not as alert, swift, or responsive as they'd like to be.
Effect: Energy attack doing (0% Power) Damage. The cost of this attack cannot be reduced. SUCCESSFUL - Your opponent cannot Power Up, attack, activate Skills, or BLOCK. At the beginning of their turn, they roll a 1d30. This effect ends when your opponent rolls a 22 or higher. Costs 4 KI Points.
Requirements: N/A
Training Days: 3

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

Kidney Punch
Effect: Physical attack doing (35% power) Damage. Successful- choose one. The next two times your opponent powers up they gain -1 ki or you may pay one ki to deactivate a constant skill.

Signature

The Spirits of the Vengeful [FREESTYLE, ENERGY, MANIPULATED KI]
Description: Alistor uses his ki to alter the perception of his opponent. What they see is different depending on the person but it always brings about visions of those who would wish to take vengeance on the opponent.
RESTRICTEDx1. Energy attack doing (110% Power) damage. STOPPED - Your opponent's base cost 1 Advanced Attacks cost +1 KI Point for the remainder of the match. Costs 7 KI Points.
Requirements: N/A

Blocks

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

Aerial Manuevers [KUROKONWAKU, BLOCK]
Description: The user leaps and twists their body as they avoid an attack.
RESTRICTEDx1. Block. Stop a physical or energy attack. Your next attack costs -1 KI Point. If this Block STOPPED a physical attack, your next attack costs -2 KI Points instead. Costs X-1 KI Points.
Requirements: N/A
Training Days: 2

Edited by Strange, Mar 24 2014, 08:36 PM.
Offline Profile Quote Post Goto Top
 
Lady Amethyst
Member Avatar

Name: The White
Race: Vanitian
Level: L
Class: Protecting the Money Maker
SP allocation (out of 52)
HP: (14)800*1.10= 880
Power: (13) 300*1.15= 345
Dexterity: (25) 25*1.10= 27.5

Battle Info: A disgusting creature formed from the ethereal refuse, it seeks to erase the very existence of the universe like chalk before a storm. In the journal of Ametrine Prime before his final insane moments this creature was mentioned before he summoned the mighty Shenron to cloak the galaxy in darkness. Taking the form of the utterly obliterated being Ametrine Prime this White has decided to join in the mortal revelry as one more planet is paved clean out by Dark Shenron.

[Transformation dice set at default 1d80]

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.


CLASS
=====
Protecting The Moneymaker - You start the game with +1 Block Slot in your move set. Your Blocks cannot be forgotten or have their costs increased by your opponent's effects. You cannot have Blocks that are RESTRICTEDx2 or more in your moveset.

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.

Demon Realm Cape [1,400z]
Inventory Slots: 1
Description: A long cape accompanies the outfit, the fabric sweeping underneath the arms and back around the neck to form a high, pleated collar. Sometimes, though not always attached is a hood. [ACCESSORY]
Effect: +10% Dexterity. If worn by a Makaioshin, +5% Power also.

TRANSFORMATION
==============
Level 2: Monster Form 2

Appearance: The Vanitian becomes an even bigger and more muscular form of their previous transformation. The features that made their previous form so disgusting are amplified in this form, gaining more scales or distorted features. The skin is often covered in off-colored callouses while in this form.
Stats: +30% Power. +50% HP. +20% Dexterity.

HP: (14)800*1.60= 12800
Power: (13) 300*1.45= 435
Dexterity: (25) 25*1.30= 32.5

Special Trait(s)
[INTERMEDIATE] If your opponent’s defense roll is a 5 or less, your attack cannot be STOPPED. If your opponent’s attack roll is 4 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


Skills

Bukujutsu
2 Training Days

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
Training Days: 2

Advanced Attacks

Painebreaker [FREESTYLE, MANIPULATED KI, ENERGY]
Description: Manipulating the use of manifested ki glass the user inverts the use of his modified aura, the sleek shine it takes instead spikes outwardly creating an arsenal of javelins to manifest and launch at his opponent.
Effect: Energy attack doing (35% Power) Damage. If your Dexterity is higher than your opponent's, this attack gains +2 to the result. SUCCESSFUL - Your next Advanced Attack can CRITICAL with a natural roll 1 lower than normally required. Nothing can prevent you from performing CRITICAL attacks for your next 2 turns. Costs 1 KI Point.

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

Signature


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

Impenetrable Defense [AOYUSUMU, BLOCK]
Description: Entering a state of perfect focus, the user becomes capable of warding off opponent's blows much easier.
Effect: RESTRICTEDx1. Block. Stop a physical attack. For the remainder of the match, you may lose 3 KI Points to STOP a physical attack with a base cost of 2 or less. You cannot use this effect on your opponent’s consecutive turns. Costs X+1 KI Points.
Requirements: N/A
Training Days: 2
Edited by Lady Amethyst, Mar 25 2014, 01:59 PM.
Offline Profile Quote Post Goto Top
 
Strange

Bell is Approved
Alistor is Aproved
The White has the following to consider
-TF roll is set at 80 for NPC meaning they are at [MASTERED] instead of [INTERMEDIATE]
-14 out of 18 days have been filled for martial arts training. Still missing 4 more. While its allowed to go under the limit, I feel that I should point that out.
Offline Profile Quote Post Goto Top
 
Ankou
Member Avatar

and, as a point to consider, bukujutsu would be good to add onto the white at least
Offline Profile Quote Post Goto Top
 
Sykes
Member Avatar

Posted Image

Name: Milo Ulden
Race: Human
Level: L
Class: Weaponmaster
SP allocation (out of 52)
HP: (16/52) 900
Power: (18/52) 400 + 15% = 460
Dexterity: (18/52) 18 + 15% = 21 (1d33)
Battle Info: Milo was defeated by Sykes in battle after admitting that he needed to take in a big score in order to counteract the criminal reputation he got by killing an undercover agent in Monty’s crew. Upon defeat, he asked for death instead of a life fleeing the law. Sykes offered him a place on his ship instead. And now we’re here.

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.


EQUIPMENT
========

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)

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
==============
Super Human (1d80)

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

HP: (16/52) 900 + 34% = 1,206 (306)
Power: (18/52) 400 + 48% = 592
Dexterity: (18/52) 18 + 48% = 27 (1d34)


Special Trait(s)

[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

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

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

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

Signature

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

[18/18]
Edited by Sykes, Mar 26 2014, 01:18 AM.
Offline Profile Quote Post Goto Top
 
Reina
Member Avatar

Is there a set number of NPC slots available? If so, then you might consider limiting people to one suggestion each. So everyone gets a chance to make submissions.
Offline Profile Quote Post Goto Top
 
Strange

Every character gets one NPC. It's a tournament of 40 and I estimate that at our absolute best if everyone active jumped in, we'd have maaaaaaybe 16-17. Others I'm not sure about. Plenty of room for our special NPCs from the staff even if each person actually did bring there own NPC to the party.
Offline Profile Quote Post Goto Top
 
Dario Vess
Member Avatar

Name: Turin
Race: Saiyan
Level: L
Class: Middle Class Warrior
SP allocation: [52 = 13/20/19]
HP: 750 +28% = 960
Power: 440 +20% = 528
Dexterity: 19 +8% = 21 (+3 Dice Sides)
Battle Info: A retired space pirate who took up shoemaking after the Alpha Collective’s destruction. He was a temperamental but fair captain in his glory days, and his Saiyan blood has been kindled by the promise of battle.
[Transformation dice set at default 1d80]

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

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

CLASS
=====
Middle Class Warrior - Transforming does not take up your turn.

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.

Armored Boots [650z]
Inventory Slots: 1
Description: Armored boots were originally worn by the Saiyan military, but the technology quickly spread throughout the galaxy. Made of the same material as Saiyan Battle Armor, they're definitely more durable but at a price. Wearing them places more weight on the lower body, decreasing speed. [ACCESSORY]
Effect: +8% HP. -2% Dexterity.

TRANSFORMATION
==============
Stats: +50% Power. +30% HP. +20% Dexterity.

HP: 750 +58% = 1185
Power: 440 +70% = 748
Dex: 19 +28% = 24 (+3 Dice Sides)

Special Trait(s)
[MASTERED] Full-Power Super Saiyan - You do not have to roll a Transformation Roll to stay in this form. You gain +1 Advanced Attack slot. You may choose an Advanced Attack in your Extra Moves list to add to your moveset. That attack costs -1 Ki to use, to a minimum of 1. You may still use Ultra Super Saiyan even when Mastered. Your attacks do +(5% Power) Damage.

Mastery

Power Surge Mastery [KIIHAKAI, MASTERY]
Description: The power of a Kiihakai master can be overwhelming. With their entire focus on building up their chi and empowering their attacks with pure energy can result in unexpected surges of power. Where the energy comes from, nobody knows as a student of Kiihakai can be exhausted of all power and reserves and suddenly find themselves gaining their second wind. Now, overflowing with power, they can pick up where they left off . . . which usually means using their forces to their destructive limits.
Effect: Your Kiihakai attacks do +(5% Power) Damage. When you power up, gain +1 KI Point to a maximum of 4 KI Points that turn. When you perform a SUCCESSFUL single dice attack with a result that is 25 or higher, your next Kiihakai Advanced Attack does not need to be SUCCESSFUL to gain its SUCCESSFUL effects.
Requirements: You must know at least three (3) Kiihakai attacks and/or skills.
Training Days: 4

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

Advanced Attacks

Sledgehammer [PHYSICAL, PUNCH]
Description: Dashing behind the target, a powerful spinning back fist is delivered to the base of the skull.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - If your Power is more than 20 times your opponent's Dexterity, your dice gain +4 sides for the next 3 turns. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

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

Ki Jammer [PHYSICAL, PUNCH, KICK]
Description: The user targets specific pinpoint targets on the opponents body, such as vital organs and bones. These specific parts of the anatomy are what allow Ki to flow freely. By attacking these points, the user puts a “kink” in the opponent’s Ki flow, making it nearly painful to move Ki throughout the body.
Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - Your opponent loses (10% Power) Damage each time they Power Up until they roll a 25 or higher on a single dice attack roll. This effect does not stack with itself. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Aura Clash [ENERGY, MANIPULATED KI]
Description: The aura itself, usually considered harmless, can sometimes be used as a weapon under the right amount of training. The amount of energy within can sometimes be a powerful force. Knowing this, the user can charge their aura before colliding head on with the opponent. If their aura happened to be charging at the time, there is a certain feedback effect generated.
Effect: Energy attack doing (60% Power) Damage. If your opponent Powered Up on their last turn, this attack cannot be BLOCKED and your dice roll increases to 1d35. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Signature Techniques

N/A

Blocks

Negative Outburst
Description: Exploding their ki outward, the user is capable of warding off opponents from attempting to get close enough to attack.
Effect: RESTRICTEDx1. Block. Stop a physical attack. Your opponent must perform an energy attack on their next turn or pass. Your opponent's next energy attack costs +1 KI Points to perform. Costs X KI Points.
Requirements: N/A
Training Days: 2
Offline Profile Quote Post Goto Top
 
Reina
Member Avatar

Strange
Mar 25 2014, 02:19 PM
Every character gets one NPC. It's a tournament of 40 and I estimate that at our absolute best if everyone active jumped in, we'd have maaaaaaybe 16-17. Others I'm not sure about. Plenty of room for our special NPCs from the staff even if each person actually did bring there own NPC to the party.
Really?? That's awesome. Thanks for the heads up. :)
Offline Profile Quote Post Goto Top
 
Dario Vess
Member Avatar

Since Dallas has no major connections I'm throwing in another one for Dario.

Name: Enkel
Race: Taifuu-jin
Level: L
Class: Grease Lightning
SP allocation [52 = 17/16/19]
HP: 950 +6% = 1007
Power: 360 +14% = 410
Dexterity: 19 +12% = 21 (+3 Dice Sides; +5 Dice Sides from Grease Lightning)
Battle Info: Turin’s long-time friend and right hand man, Enkel is dedicated to two things: his former captain and his need for speed. His torso is covered with tiny lightning bolt tattoos, which he claims make him faster.
[Transformation dice set at default 1d80]

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.

CLASS
=====
Grease Lightning - "Runner's High" increases your Dexterity bonus by +2 instead. If your Dexterity Bonus is higher than your opponent's, your Dexterity is considered higher than theirs as well. Your single dice attacks with a base roll of 1d32 or lower gain "SUCCESSFUL - If your attack roll was 33 or higher, STUN".

EQUIPMENT
========
Sturdy Red Ribbon Vest [1,100z]
Inventory Slots: 1
Description: As good as it gets with these line of vests and made of similar material to Capsule Corp's middle of the line jackets. The Red Ribbon logo makes an appearance once more. Power is greatly enhanced while wearing this article of clothing. [UPPER BODY]
Effect: +12% Power. +6% HP. If worn by an Android or Bio-Android, +8% HP.

Speedo [400z]
Inventory Slots: 1
Description: Available in a plethora of different colors to suit all tastes, needs, and lifestyle decisions! Completes the Saiyan Battle garb . . . sort of. [LOWER BODY]
Effect: +2% Power. +2% Dexterity. If Saiyan or Vanitian, +4% Power instead. If Arcosian or a Ginyu Force race, +4% Dexterity instead.

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. [ACESSORY]
Effect: +8% Dexterity. If worn by a Kaizoku-Jin, 10% Dexterity instead.

TRANSFORMATION
==============
Stats: +30% Power. +20% HP. +50% Dexterity.

HP: 950 +26% = 1197
Power: 360 +44% = 518
Dex: 19 +62% = 31 (+5 Dice Sides)

Special Trait(s)
[MASTER] Storm Breaker - Your multi-dice attacks can critical if the first roll qualifies for a critical. Any effects that adjust critical paremeters and refer “1d” apply to your multi-dice attack first dice rolls. Your multi-dice attacks gain +2 to each attack roll result. You may spend 2 KI when using a single dice Advanced Attack before your attack roll. If you do, that attack cannot be COUNTERED or BLOCKED.

Mastery

Blazing Speed Mastery [AKAIKARU, MASTERY]
Description: Brute force can only do so much in battle. The key to being aggressive is not just in how hard you hit, but how fast you strike. Your opponent, rendered unable to keep up with your blazing speed, will fall victim to blow after blow. Giants will crumble and defensive opponents will find they have met their match.
Effect: Your attack rolls gain +2 dice sides. Activate after performing a SUCCESSFUL Akaikaru Advanced Attack. Your Akaikaru attacks gains +1 dice side. This effect stacks. If your opponent STOPS one of your attacks with a defensive roll result of 25 or higher, the stacking effect resets to +0.
Requirements: You must know at least three (3) Akaikaru attacks and/or skills.
Training Days: 4

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

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

Advanced Attacks

Fire Storm [AKAIKARU, ENERGY, BLAST, VOLLEY]
Description: Holding out their hands, the user focuses their energy toward the target. Suddenly, a volley of flaming ki blasts descend from the sky like meteors; raining hell on the enemy.
Effect: Energy attack doing (10% Power) Damage. Your attack roll is 3d31 for this attack. SUCCESSFUL - If two or more dice rolls are SUCCESSFUL, your next physical attack gains +4 dice sides. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

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

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

Sonic Boom [AKAIKARU, PHYSICAL, PUNCH, KICK]
Description: Making use of god-like speed, the aggressor performs a volley of strikes before finishing it off with a final assault that propels the enemy away with such velocity they break the sound barrier.
Effect: RESTRICTEDx2. Physical attack doing (55% Damage) SUCCESSFUL – If your attack roll result is 23 or higher, STUN. If your Dexterity is more than your opponent’s Dexterity, your attack roll result must be 20 or higher instead. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Signature

N/A

Blocks

N/A
Offline Profile Quote Post Goto Top
 
Strange

The White is approved
Turin is approved
Speedo Torpedo is approved.
Milo is approved.
Edited by Strange, Mar 26 2014, 01:19 AM.
Offline Profile Quote Post Goto Top
 
Ankou
Member Avatar

Posted Image

Name: Isma
Race: Majin
Level: L
Class: Thin is in
SP allocation (out of 52)

HP:850 + 25%=1,063
Power: 340 +16%=394
Dexterity: 22 +5%=23
Battle Info: Isma is a Majin Pirate on Nassau. She works for one of the 4 Pirate Lords but her exact motivations seem to be a mystery. She does things that work against her own Lord sometimes to further her own interests but no one seems to care. Her exact age is unknown but she appears to be among the oldest of Majins from the way she speaks.
[Transformation dice set at default 1d80]

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

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

CLASS
=====
Thin Is In - (You can only declare this Class if your character's weight is 150 lbs or less.) Your defensive dice gain +2 sides. Whenever your defensive dice result is +1, -1, or equal to your opponent's attack dice result, you may choose to have the both of you re-roll.

EQUIPMENT
========
Ensorcelled Mystic Pants [800z]
Inventory Slots: 1
Description: A pair of white pants that are extremely baggy. A powerful magical enchantment cast on them seem to enhance the wearer’s abilities. [LOWER BODY]
Effect: +6% Power. +6% HP. If worn by a Majin, +8% Power instead. If worn by a Shin-Jin or Genie, +8% HP instead.

Majin Belt [800z]
Inventory Slots: 1
Description: A black belt worn around the waist with a gold buckle engraved with the Majin 'M' symbol. [ACCESSORY]
Effect: +5 Power. +5% HP. If used by a Majin, +8% Power instead. If used by a Genie, +8% HP instead.

Leather Duster [1,200z] Isma's Provocative Vest
Inventory Slots: 1
Description: The one of a kind vest worn by the Majin Pirate Isma. This vest covers little of the body but doesn't show so much as to reveal the mystery.[UPPER BODY]
Effect: +14% HP. +5% Dexterity. If worn by a Human, +16% HP instead. If worn by a Durian, +8% Dexterity instead.

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

HP:850 +70%=1,445
Power:340 +56%=530
Dex:22 +20%= 26 (50%) (4 sides)

Special Trait(s)
[MASTERED] Super Majin - Whenever you perform a SUCCESSFUL single dice attack with an attack roll of 24 or higher, gain (7% Current HP) HP. You can only gain HP with this effect once per turn. Your attacks do +(5% Power) Damage.

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


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



Advanced Attacks

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

Concussion Shot [KUROKONWAKU, ENERGY, BEAM]
Description: Firing a thin beam from the fingertip, the user purposefully targets the back of the opponent's skull in hopes of temporarily causing them to forget some of their martial arts training.
Effect: RESTRICTEDx1. Energy attack doing (55% Power) Damage. SUCCESSFUL - Choose one of your opponent's UNRESTRICTED Advanced Attacks. They cannot use that Advanced Attack for the remainder of the match. Concussion Shot cannot make an opponent lose more than one move per match. Costs 4 KI Points.
Training Days: 4

Strategic Breakdown [KUROKONWAKU, PHYSICAL, PUNCH, KICK]
Description: Dashing around the opponent to distract them, you send a vicious strike to their right temple, then another strike to their left temple; finishing the attack with a jump-kick to the back of their head, causing disorientation.
Effect: Physical attack doing (15% Power) Damage per hit. Your attack roll is 3d30 for this attack. SUCCESSFUL - For every SUCCESSFUL attack roll, choose one of your opponent's Skills, Advanced Attacks, or Signature Techniques to a maximum of 2 moves. They cannot use that move on their next turn. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Signature


Blocks
Aerial Manuevers [KUROKONWAKU, BLOCK]
Description: The user leaps and twists their body as they avoid an attack.
RESTRICTEDx1. Block. Stop a physical or energy attack. Your next attack costs -1 KI Point. If this Block STOPPED a physical attack, your next attack costs -2 KI Points instead. Costs X-1 KI Points.
Requirements: N/A
Training Days: 2
Edited by Strange, Mar 26 2014, 12:02 PM.
Offline Profile Quote Post Goto Top
 
Strange

Name: Linn
Race: Makaioshins
Level: L
Class: Feared By The Gods
SP allocation (out of 52)

HP: 750 (13sp)
Power: 500 (18sp)(25%)
Dexterity: 25 (21sp) (20%) +4 dice sides
Battle Info:
[Transformation dice set at default 1d80]

RACIAL TRAITS
============
Demonic Potential - At the start of each match, you may roll 1d10. If the result is 7 or higher you may start the match at 10 KI Points. Your opponents cannot reduce the amount of KI Points you start each match with. If this ability is delayed, you instead gain 5 KI Points when it activates.

Petrifying Spit - RESTRICTEDx1. Use after you perform a SUCCESSFUL single dice attack. You may pay 1 KI Point. If you do, STUN. If you perform an attack on your next turn, your opponent cannot BLOCK against it and their defensive dice result gains -5.

CLASSES
=======

Feared By 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.


EQUIPMENT
==========
Demon Realm Outfit [1,500z]
Inventory Slots: 1
Description: A full-body outfit of various hues, worn often with a large belt or sash emblazoned with words in a demonic alphabet. [FULL BODY]
Effect: +20% Power. If worn by a Makaioshin, +10% Dexterity also.

Demon Realm Cape [1,400z]
Inventory Slots: 1
Description: A long cape accompanies the outfit, the fabric sweeping underneath the arms and back around the neck to form a high, pleated collar. Sometimes, though not always attached is a hood. [ACCESSORY]
Effect: +10% Dexterity. If worn by a Makaioshin, +5% Power also.


TRANSFORMATION
Stats: Stats: +60% Power. +20% HP. +20% Dexterity.

HP: 900 (20%)(13sp)
Power: 740 (19sp)(85%)
Dexterity: 29 (20sp) (40%) +5 dice sides

Special Trait(s)
[MASTERED] Pleased To Meet You - When you perform a SUCCESSFUL attack roll of 28 or higher on a single dice attack roll with a base roll of 1d32 or lower, STUN your opponent. If your attack roll is 27 instead, you may lose 2 KI Points to STUN your opponent. When your opponent rolls a 1 on their attack roll against you, STUN your opponent.

Mastery
Trickster Mastery [KUROKONWAKU, MASTERY]
Description: In the end, you must have that one ace in the hole. The trick your opponent did not know you had in your arsenal. You must be able to disrupt their plans, trick them at the last moment and take away their security blankets. The knowledge they treasured most, their precious resources -- a Kurokonwaku master knows how to take these all away through cunning use of their own Ki manipulation mastery and should.
Effect: Your opponent's attack and defensive roll results against you gain -2. All of your Kurokonwaku physical attacks gain "SUCCESSFUL - If your attack roll result is 25 or higher, deactivate a CONSTANT Skill". All of your Kurokonwaku single dice energy attacks gain "SUCCESSFUL - If your attack roll result is 25 or higher, your opponent cannot gain HP or KI Points on their next turn."
Requirements: Must know at least three (3) Kurokonwaku attacks and/or skills.
Training Days: 4

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

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

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

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

Energy Lob [KUROKONWAKU, ENERGY, BLAST]
Description: A glob of energy is hurled at the opponent. The blob of ki sticks to the opponent and eventually explodes.
Effect: Energy attack doing (45% Power) Damage. Your attack roll gains +X sides. X = 5 - your opponent's current KI Points. SUCCESSFUL - Your next CONSTANT Skill does not take up your turn to activate. Costs 3 KI Points.
Requirements: N/A
Training Days: 3

Breaking The Cycle [KUROKONWAKU, PHYSICAL, KICK]
Description: A decisively unusual spectacle: the Kurokonwaku user twists their body at rapid speeds in an almost ballet-type position until they become a blur. The winds generated by the attack create a force that pulls the opponent closer and once the spinning stops a thunderous kick is launched.
Effect: (If you do not have Concussion Shot or Neuron Disruptor in your moveset, this attack is RESTRICTEDx2 instead.) RESTRICTEDx1. Physical attack doing (45% Power) Damage. If you do not have Concussion Shot or Neuron Disruptor in your moveset, this attack gains RESTRICTEDx2 instead. SUCCESSFUL - You may choose one of your UNRESTRICTED attacks with a SUCCESSFUL effect. You may have that attack lose all SUCCESSFUL effects for the remainder of combat. If you do, choose one of your opponent’s UNRESTRICTED attacks. That attack loses all SUCCESSFUL effects for the remainder of combat. Costs 2 KI Points.
Requirements: N/A
Training Days: 3
Edited by Strange, Mar 27 2014, 06:40 PM.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
Go to Next Page
« Previous Topic · Dragon Ball: Revivals Discussion · Next Topic »
Add Reply