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The Gathering of Champions; Special NPCs
Topic Started: Mar 26 2014, 01:30 PM (341 Views)
Strange

MONTY READ
Posted Image
Gentleman Pirate


The Galactic Tenkaichi was underway with its preparations as the official sign up has finally commenced. Crowds have already begun to form full of competitors and tourists of the like, giving Minosha-hi the attention it long sought. For the first time since the last Tournament they held, the town looked incredible. The graffiti washed out, the trash cleaned up, and everything was repainted and restored. One would easily forget that this was a world where everyone knew it’s days were numbered.

As the Konatsian’s went about their business, a change in the winds began to pick up. A ship broke through the clouds, descending upon Minosha-hi rapidly. A vessel similar to the ships of olden days, outfitted for space travel, the work of none other than Kraft Mann himself. The HLS Ark Sovereign descended, carrying one of the most feared pirates in the galaxy, Monty Read, the gentleman Pirate himself. The ship eased in for a landing and naturally this pirate crew was greeted with hostility. Warriors and Mystics alike rose to the occasion to defend their town. Monty’s crew stayed back and were at ease as their captain departed his ship and approached the group himself.

“The welcoming committee is as eager as always to take my bags I see, much obliged.” Monty taunted, riling up the crowd. A Konatsian warrior unsheathed his sword and pointed it at Monty, “You’ve got a lot of nerve coming here Read. Some of the best of the galaxy is gathering at this spot, you ought to take your boat back home to Nassau with the rest of your kind”

“My word, such hostility. If I didn’t know any better, I’d say we weren’t all brothers and sisters. That’s what we all are on Konos, am I right? Family?” The broadside of the Ark Sovereign lowered its cannons down to level with the crowd. Everyone stepped back, knowing the kind of artillery he had wasn’t meant for settling small disputes but rather taking on squads of ships single handedly. “You know, if I thought you weren't my family, I just don't think I could bear it... Besides, I’ve got diplomatic immunity now, a little something you’ll want to think heavily on when you enter my side of the galaxy on ‘New Konos.’ Lets not tread on ceremonial grounds though, this is after all the Galactic Tenkaichi. I’ll be partaking in this event myself after all.”

Human news reports were starting to make their appearance, ignoring the warriors on Konos that were trying to protect the town just a moment ago. Hungry for the scoop, Monty was quickly surrounded by microphones and cameras.

“Mr. Read! Can you explain how Nassau came to be?”

“Mr. Read, Mr. Read! What made you come out of Nassau just for this?”

“Will other pirate lords be competing?”

“What’s your motivation for entering the tournament?”


Read held a hand out to silence the hungry dogs. “Whoa now, if you want all that I guess you’ll have to stick around and find out, now won't yah?” He makes his way to the registration booth and starts to fill out his form.
_________________________________________________________________________________



KONATSIAN

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

Enhanced Hearing - Your attack rolls gain +2 to the results.

CLASSES
=======
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.

TRANSFORMATION
==============
[1d100]
Level 2: Shadow Song
Appearance: The Shadow Sonata is a powerful piece of music of the Konats race, which legend has it turned the tides of many seemingly lost battles. The brooding melody plays throughout the battlefield, summoned like a force by the Konatsujin as a mystical gray energy solidifies into a semi-transparent inky-black orb that surrounds them. An outline of black; sometimes white, energy surrounds their body as well.
Stats: +30% Power. +30% HP. +40% Dexterity.

Special Trait(s):

[MASTERED] The Broken Chord - Your opponent’s attack roll result must be 14 or higher to gain any SUCCESSFUL effects. When your opponent lands a SUCCESSFUL single dice attack against you with an attack roll of 25 or higher, gain 1 Ki.

EQUIPMENT
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.

The Gentleman’s Proposal
Inventory Slot: 1
Description: A pistol that feels more like a hand cannon, Monty’s favorite way of settling debates. While the rate of fire is not as good as normal guns, it’s stopping power is something to make one consider his offer.
Effect: Weapon - Firearm. Unlimited Ammo.
Damage: 15%
Rate of Fire: 1

Konats Shield [1,200z]
Inventory Slots: 1
Description: A sturdy shield made out of a reinforced metal alloy and decorative wood. This type of shield is used by almost all warriors born on Konats and is known throughout the universe for its unique appearance. [ACCESSORY]
Effect: RESTRICTEDx1. Activate when using a block. That block costs -2 KI Points to a minimum of 1. If worn by a Konatsian, it costs -2 KI to a minimum of 0 instead.
Location: Konos

Mastery
Ki Bullet Mastery [FREESTYLE, MASTERY]
Description: Anyone can shoot a gun, and anyone with energy can push it into their bullets with enough training. The difference between an energy-wielding amateur and a true Ki shooter is what kind of punch they’re pumping into their bullets.
Effect: Gain +1 Advanced Attack slot. At the beginning of a Match, you may add the “Requirements: Gun Weapon” to two of your Advanced Attacks. This effect remains in place until the end of the Match. Your attacks that have a Gun Weapon requirement cannot have their effects, dice rolls/results, or costs modified by your opponent.
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

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

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

Second Chance [KUROKONWAKU, SKILL]
Description: Quick to think and quick to react, a Kurokonwaku user can sometimes make up for their shortcomings on the fly.
Effect: RESTRICTEDx1. Use after you roll your defensive roll. You may re-roll your defensive roll, gaining +5 to the result of the second roll. The cost of this Skill cannot be increased. Costs 0 KI Points.
Requirements: N/A
Training Days: 2

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


Advanced Attacks

Ear Piercer [KUROKONWAKU, ENERGY, BLAST]
Description: The user lets out an incredibly both deafening and painful high pitch scream, disorienting their opponent.
Effect: Energy attack doing (35% Power) Damage. This attack cannot be BLOCKED. SUCCESSFUL – Your opponents attack dice gain -5 sides until they STOP an attack. This effect cannot stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

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

Surprise! [KUROKONWAKU, ENERGY, BLAST]
Description: Flipping overhead, the user suspends themselves upside down and when the opponent looks up, they send a blast directly into their face.
Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - If your attack roll result is 15 or higher, your opponent cannot use their Mastery until the end of your next turn. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Explosive Round [FREESTYLE, ENERGY, BLAST]
Description: An intense explosion takes place at the point where bullet meets flesh.
Effect: Energy attack doing (50% Power) Damage. The cost of this attack cannot be modified by your opponent's effects. SUCCESSFUL - If you were at 5 KI Points or more before performing this attack and your opponent's defensive roll result was 10 or less, you may deactivate a CONSTANT Skill. Costs 2 KI Points.
Requirements: Gun Weapon
Training Days: 3

Darkness Buster [KUROKONWAKU, ENERGY, BLAST]
Description: Black, ribbon-like energy flows around the user as it gathers into a black ball of energy stationed in front of the palms of the user. The attack grows to a reasonable size before being launched at the opponent.
Effect: Energy attack doing (40% Power) Damage. If your opponent lost KI Points from one of your effects on your last turn, your opponent's defensive dice gain -2 sides. SUCCESSFUL - Your opponent's attack and defensive dice gain -2 dice sides and -2 to the result until they perform a SUCCESSFUL attack. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Concussion Shot [KUROKONWAKU, ENERGY, BEAM]
Description: Firing a thin beam from the fingertip, the user purposefully targets the back of the opponent's skull in hopes of temporarily causing them to forget some of their martial arts training.
Effect: RESTRICTEDx1. Energy attack doing (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

Signatures

Chaos Detonation [KUROKONWAKU, ENERGY, BLAST]
Description: Making a gun gesture with their hand and pointing it at the opponent, they release the "hammer" when a sudden explosion occurs right next to the foe; catching them off guard.
Effect: RESTRICTEDx1. Energy attack doing (120% Power) Damage. SUCCESSFUL - Choose one of your opponent's Advanced Attacks. Your opponent cannot use that Advanced Attack for the remainder of the match. If your attack roll is 25 or higher, you may choose a Signature Technique instead. Costs 9 KI Points.
Requirements: N/A
Training Days: 4

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

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
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 27 2014, 07:40 PM.
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Strange

Viscount Wrolen
Posted Image
The Beast of Vaanz




The blackness of space, a canvas of void painted upon with flecks of distant light. Above Konos, the dark sea of vacuum was busier than normal what with incoming ships destined for the Galactic Tenkaichi. Some held participants, others held newscasters, but most held observers, ready to watch the greatest in the galaxy meet in the ring. The ships holding this collection of people were all of average design,most being public transportation shuttles. All these ships paled in comparison to the fleet that had just appeared from behind its cloaking device.

The fleet consisted of no less than ten Saiyan Armada class warships, armed so well that some ships looked to be accessories on the great cannons they bore. In the middle of the formation was the largest of all the vessels though, the flagship of the Saiyan fleet, Golden Pride. This great ship made its way to Konos, bordered on all sides by its nine protectors.

On the bridge of the ship, two saiyan men conversed whilst enjoying the view of the approaching planet. The shorter of the two, adorned in the regal armor reserved only for the monarchy of New Vegeta, spoke.

”Are you sure about this cousin? Such competitions seem beneath you.” The cousin of King Vegeta chuckled low in his throat.

”Quite sure, the lizards and the breeders have been displaced, and soon the elves will be homeless as well.” The saiyan brushed his platinum hair behind his ear, revealing his chisled features and cold eyes. ”Our people were reborn from the very same ash, and a victory of Saiyan nobility over all the gathered refuse will solidify our seat in the galaxy as the greatest race in existence.”

King Vegeta shrugged, knowing that his uncle’s son was right. He was still uneasy around his cousin Wrolen though, all too aware of the influence he held. He had inherited control of the Geshei Tong, New Vegeta’s most powerful and merciless criminal syndicate, from his father many years ago when the previous King Vegeta had slain him for an attempted coup. Wrolen was very close to the Prince, and a lack of evidence pointing to his involvement in the coup cleared him of suspicion. It was only years later that rumors of Wrolen began to surface, suggesting that the events leading to Wrolen’s ascension were his plans all along, but these voices were quickly silenced by invisible hands in New Vegeta’s shadows.

Despite the latest rumors of his involvement in the galactic slave trade, Wrolen remained a loyal subject and reliable friend to his cousin, supporting him in his bid for the kingship, killing Vegeta’s brothers who contested him, and empowering the seat of Saiyan royalty with funding from his many projects. There wasn’t a Saiyan alive who hadn’t at least heard of the man.

Despite all this, a Saiyan King knows not to trust anyone, not a son, not a brother, and especially not an influental mafioso masquerading as a friend… if that was indeed the case. ”As you say Wrolen, but to fight the Viscount of the Saiyans… I pity the fool who meets you in the arena. I truely do.”

Wrolen nodded solemly. ”As do I.” The face of the warship opened, revealing the contents of the bridge to the gathered masses of Konos. ”I’ll be looking for you in the crowd, cousin, you had best be cheering louder than these wretches.” Wrolen motioned to the crowd of onlookers, eliciting a cheer, this made Wrolen chuckle again. ”An excitable bunch, are they not?” Wrolen swung a red vestment over his bare shoulders, stepping out of the ship to let the wind play with it. ”Wish me luck, my king.”



Race: Saiyan
Level: L
Class: Elite Class Warrior

HP: (14/52) 800 + 35% = 1080
Power: (21/52) 460 + 27% = 584
Dex: (17/52) 17 + 16% = 20 (1d32)

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.

CLASSES
=======

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

EQUIPMENT
==========
Trimmed Red Vestment
Saiyan Battle Armor (Capsule Corp. Model) [2,500z]
Inventory Slots: 1
Description: Wrolen doesn’t need heavy plating, his robes allow freedom of movement. The red and gold shine brilliantly in a super saiyan aura, and allow for exponential increase in muscle mass.
The strongest version of the Saiyan Battle Armor available. It resembles the second model in look but it has been enhanced thorough nanofibers produced by Capsule Corporation. [FULL BODY]
Effect: +21% HP. If worn by a Saiyan, +25% HP instead.
Location: New Vegeta

Golden Gauntlets
Gauntlets [1,450z]
Inventory Slots: 1
Description: These bracers provide excellent protection, but more importantly, they will stretch to accommodate the wearer if they should, for example, expand their muscle mass by fifty percent.
Fully articulated plate armor gauntlets worn over the hands. The material it is made out of comes from the core of a dead planet and is very dense as a result. They provide excellent damage potential though. [ACCESSORY]
Effect: +15% Power. -4% Dexterity.

Crimson Parero
Demon Realm Cape [1,400z]
Inventory Slots: 1
Description: Over a pair of durable combat pants, Wrolen wears a flowing red cloth common amongst Saiyan Nobility.
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: +50% Power. +30% HP. +20% Dexterity.

HP: (14/52) 800 + 55% = 1,240
Power: (21/52) 460 + 77% = 814
Dex: (17/52) 17 + 36% = 23 (1d33)

Ultra: +65% Power. +45% HP. -10% Dexterity.

HP: (14/52) 800 + 70% = 1,360
Power: (21/52) 460 + 92% = 883
Dex: (17/52) 17 + 6% = 18 (1d30)

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

Domination Mastery [MIDORIKATAI, MASTERY]
Description: Dominate the battlefield. Beat your opponent into submission. If you can keep the arms swinging, the adrenaline pumping, there is absolutely nothing that can stop your might.
Effect: Activate after you perform two SUCCESSFUL single dice Advanced Attacks and/or Signature Techniques on different turns in a row. You may lose 2 KI Points. If you do, your next Midorikatai Advanced attack cannot be STOPPED. This effect resets after you use that attack.
Requirements: You must know at least three (3) Midorikatai 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

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. If used on a multi-dice attack roll, only half of the attack rolls (rounded up) are affected. You cannot SEVER with that attack. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

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
Training Days: 2

Fall 7 Times, Get Up 8 [MIDORIKATAI, SKILL]
Description: Failure is not an option for a follower of Midorikatai. After failing to land your attacks, let the anger overcome you and channel it into becoming an unstoppable force.
Effect: If your last two attacks were STOPPED and if your Power is more than your opponent's Power, you may perform an attack with a base cost of 2 or less on this turn. The attack cannot be BLOCKED. Your opponent's defensive roll result has to be 2x or more your attack roll result to STOP it. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Against The Odds [MIDORIKATAI, SKILL]
Description: A Midorikatai student never backs down regardless of how the odds are looking for them . . . and the last thing you want to do is make a Midorikatai fighter feel like they're backed in a corner. Against all odds, they will bounce back fiercely.
Effect: RESTRICTEDx1. Use if you received damage from two SUCCESSFUL attacks on your opponent's consecutive turns. Your opponent's attacks lose all effects (base or added) other than damage for their next 3 turns. This does not take up your turn. Costs 0 KI Points.
Requirements: N/A
Training Days: 2

ADVANCED ATTACKS

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

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

Rocket Fire [MIDORIKATAI, PHYSICAL, THROW]
Description: Scourging through the air while enflamed in ki, the user pile drives right through the opponent. The opponent is sent flying from the force.
Effect: Physical attack doing (55% Power) Damage. SUCCESSFUL - For the next 3 turns, your Dexterity is equal to your [Power / 20] instead. Costs 2 KI Points.
Requirements: Bukujutsu
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

Megaton Cannon [MIDORIKATAI, ENERGY, BLAST]
Description: Taking a rooted stance with their hands engulfed in energy, the energy surges through either appendage until meeting in the center of the user's chest before firing. The explosion from this blast is said to be so great it can send a foe flying for miles.
Effect: Energy attack doing (70% Power) Damage. The cost of this attack cannot be reduced. You cannot use a physical attack on your next 2 turns. This attack's effect cannot be changed, erased, or negated. Costs 3 KI Points.
Requirements: N/A
Training Days: 3


SIGNATURE TECHS.

Dim Mak [MIDORIKATAI, PHYSICAL, PUNCH]
Description: An attack centered upon disrupting the chi or energy flow of an opponent through pressure points. The attack is performed when the user delivers a quick, single strike to a pressure point (usually one nearest the heart), which disables the opponent temporarily.
Effect: RESTRICTEDx1. Physical attack doing (90% Power) Damage. SUCCESSFUL - Your opponent cannot attack on their next turn. Choose one of your opponent’s Signature Techniques. That attack cannot be used for the remainder of the match. Costs 6 KI Points.
Requirements: N/A
Training Days: 4

Violence Party [MIDORIKATAI, PHYSICAL, PUNCH, KICK]
Description: By giving into all of your rage, you can finally achieve the final tier of true ferocity: bloodlust. By giving into this feeling, you enter a violent frenzy, during which all before you face your wrath. So blinded by anger and destruction, you often forget yourself -- making this a truly devastating, but simulanteously, tiring attack.
Effect: RESTRICTEDx1. Physical attack doing (40% Power) Damage per hit. Your attack roll is 4d25 for this attack. STOPPED - If 3 or more dice rolls are STOPPED, gain 4 KI Points. Costs 9 KI Points.
Requirements: N/A
Training Days: 4


BLOCKS

Heritage Calling [FREESTYLE, BLOCK]
Description: Varies in execution, the premise is that every race has a method of stopping an attack unique to them. Nobody questions it -- it's just true.
Effect: RESTRICTEDx1. Stop a physical or an energy attack. If you have not Transformed this match, you may Transform now. This cannot STOP attacks with an attack roll result of 22 or more. Costs X-2 KI Points.
Requirements: N/A
Training Days: 2

Built Like A Mountain [MIDORIKATAI, BLOCK]
Description: Why bother blocking when you've been training your body for all this time to be in prime shape? Shrugging off a direct hit creates an image of a monster that strikes fear into your opponent, making them vulnerable for your next devastating technique.
Effect: RESTRICTEDx1. Block. Stop a physical attack. If your Power is higher than your opponent's Power, this can also stop an energy attack. Your next UNBLOCKABLE attacks gains "This attack cannot be STOPPED by defensive roll results of 8 or less". Costs X-1 KI Points.
Requirements: N/A
Training Days: 2



EXTRA MOVE LIST

Aggravated Assault [MIDORIKATAI, PHYSICAL, PUNCH]
Description: At some point in time it’s best to just let your fists do the talking -- which is what one does with this attack. Wild lunges are made, fists swinging at tops speeds and then a head butt is thrown in for good measure! If they’re not bleeding, you didn’t do it right.
Effect: Physical attack doing (35% Power) Damage per hit. Your dice roll for this attack is 2d30. The cost of this attack cannot be reduced below 3 KI Points. SUCCESSFUL - If both dice rolls are SUCCESSFUL, you may lose 2 KI Points to have your next Midorikatai Advanced Attack be unable to be STOPPED. Costs 4 KI Points.
Requirements: N/A
Training Days: 3
Edited by Strange, Mar 29 2014, 05:34 PM.
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Strange

Pence Weatherlight
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Former Champion




"Nearly everyone has arrived, Lord Aster.", a konatsian guard said as he marched toward the pink haired mystic. The konatsian mystic stood vigilant as he watched from his balcony as the lines of ships containing people who were coming for the show and the people who were coming to participate. He let out a sigh and then turned his back on the crowds of onlookers looking to get into their city. " Alert me when the current champion arrives on planet. I want to have a word with him.", Aster said as he exited the balcony and went back to the confines of his mansion near the harbor. The guard nodded his head as he looked down upon the masses of people showing up himself.

--------------------------------------------


It was nearly time for sign-ups to be closed and all of the people of mixing nationalities and creeds were chattering in anticipation of an interesting tournament. Two former champions had arrived on Konos and word was traveling that a third was about to arrive in port. As such the media had arrived, along with droves of fans of the tenkaichi tournament, at the harbor to catch glimpse of another former champion.

They would not be disappointed.

As if one queue, the clouds parted above the harbor as a giant ship of unknown nationality came gliding down from the heavens. The ship, casting off golden light lighting up the morning sky like a dawning sun, descended until it finally reached the docks. The fans chattered in excitement and the media turned on their cameras and prepped their microphones for what they hoped would be an amazing interview. Konatsian guards swarmed the ship, looking to defend the crew of the ship, and its precious cargo. After a few moments the ship's crew began to disembark from multiple stair ways that had attached themselves to different loading docks to allow crew members to leave. The ship, though offline, still glowed a radiant gold. It didn't take long for the precious cargo to make his appearance.


First girls screamed, then chants began, and after that guards simply stepped aside revealing a man with green hair. The man, dressed in a white suit and eye patch, made his way through the droves of fans effortlessly, and that was because no one wanted to get into a confrontation with the current champion. The media tried to get an interview, but the man walked past them, and made his way to sign-ups, it was clear that he had no interest in the press. After finishing signing his name on the dotted line, he turned to the fans, and lifted both hands to the sky. Two orbs of orange ki generated in his hands, which he then launched into the sky. The two orbs slammed into each other once they were an appropriate distance away from the crowds and created an explosion that gave off the effect of one of the most impressive fireworks that had ever been seen. The crowd reached a fevered pitch as they began to chant his last name in unison.

"Weatherlight! Weatherlight! Weatherlight!", they chanted as he gave them a wave and a salute. A guard walked over to Weatherlight and whispered something in his ear, he nodded his head, and then waved again to the crowd as he hovered off the floor and began to fly toward Aster's mansion.

----------------------------------------------


Back at the mansion, Aster sipped on some of the finest tea that money could buy. He let out a sigh of delight at the flavor and the taste as a knocking on his balcony door made him turn to look at the door. Outside stood Weatherlight, with a grin on his face, and a bag of tea cakes in his hands. Aster smiled and walked to the door, opening it, and allowing the current champion to enter his not so humble home. "You showed up right on time, Pence.", Aster said with a smile, taking the gift that Pence had brought him with delight. "We both know I'm late, but I had business to take care of in the Inner Cosmos...so as a 'sorry' I decided to bring you your favorite type of tea cake.", Pence said as he took off his hat, and sat down in one of the few chairs in the room. Aster nodded his head and then took a seat, putting the bag of tea cakes between them.

"I have an important job for you, Pence. I want you to keep an eye....my apologies.", Aster said as he looked at Pence smile a bit at the remark about keeping an eye on things since he had only one good eye. "No, I understand completely...you want me to participate in the tournament and make sure that some of your guests don't do anything to harm your people. You know you could have been less formal than this...you could have just called. We are old war buddies after all.", Pence said taking a tea cup and looking at the expensive piece of china. Aster nodded his head and then spoke, "Read is here." Pence's eye went wide in surprise as he put the cup back on the table and then without hesitation nodded his head. "Understood, I will keep an 'eye' on him.", the current champ jested with a grin as he stood up. "Anyway, I best be off for now...gotta go give the fans a show and of course kick some ass in the tournament.", as he said that he walked to the balcony door and without a further word flew off back to his ship.

HUMAN

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.

CLASSES
=======
Dedicated Martial Artist - You start the game with +3 Training Days. Whenever you have no non-custom Freestyle Advanced Attacks in your moveset, your styled attacks with a base cost of 4 or more ki cannot be BLOCKED or COUNTERED.


SP allocation (out of 52)
HP: 900 (24%)=1116
Power: 480 (18%)= 566
Dexterity: 14 (17%)= 16


EQUIPMENT
==========

Leather Duster [1,200z]
Inventory Slots: 1
Description: A long, flowing coat, often times darkly colored, that covers the wearer down to the middle of their calves. Occasionally belted at the waist to hold the lapels closed. [UPPER BODY]
Effect: +14% HP. +5% Dexterity. If worn by a Human, +16% HP instead. If worn by a Durian, +8% Dexterity instead.

Boxing Shorts [800z]
Inventory Slots: 1
Description: A set of silk trunks worn in the ring. They help improve speed. When you're faster, you're better! [LOWER BODY]
Effect: +6% HP. +6% Dexterity. If worn by a Human, +8% HP instead.

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.

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.

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

HP: 900 (58%)=1422
Power: 480 (51%)= 725
Dexterity: 14 (50%)= 21

[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
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

Ki Barbs [KIIHAKAI, SKILL]
Description: The aura of the individual is turned into strips of barbed Ki that wrap around the user's next energy attack, slicing the individual upon contact.
Effect: Use when you Power Up. You may gain -2 KI Points to have your next attack do +(15% Power) Damage or you may gain -3 KI Points to have your next attack do +(25% Power) Damage. If you perform an attack with multiple dice rolls on your next turn, the attack gains "SUCCESSFUL - STUN. In order to get the SUCCESSFUL effect on this attack, all dice rolls must be higher than your opponent's defensive roll". Costs 0 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.

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

Power Boost [KIIHAKAI, SKILL]
Description: Sometimes it is a worthy cause to spend time charging an attack before unleashing it at it's maximum potential for a devastating blow.
Effect: CONSTANT - You may skip any of your turns. If you do, and if you perform an energy attack on your following turn, it does +(20% Power) Damage, gains +5 to the result(s), and gains “SUCCESSFUL - Gain 1 KI Point. If the attack roll was a natural Perfect Roll, gain 3 KI Points instead.”. Costs 2 KI Points.
Requirements: N/A
Training Days: 2


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

Omega Beam [ENERGY, BEAM]
Description: Adopting a rooted stance, both of the user's arms glow as they are charged with energy. Moving up the attacker's arms until either glow meets in the center of their chest, a powerful beam is fired from the center of the sternum.
effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - You may de-activate a CONSTANT skill. Your opponent may negate this effect. If they do their next two Advanced Attacks lose all effects other than damage. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

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

Heat Seeking Blast [ENERGY, BEAM]
Description: Similar to a Kamehameha, the user's arms are drawn back in a cupped fashion before being pushed forward unleashing a medium-sized beam that locks onto an opponent's energy signature and follows them, making it difficult to dodge.
Effect: Energy attack doing (60% Power) Damage. Your attack roll for this attack is 1d50. You may not attack or Power Up on your next turn. Costs 4 KI Points.
Requirements: N/A
Training Days: 4

Aggravated Assault [MIDORIKATAI, PHYSICAL, PUNCH] [Affinity]
Description: At some point in time it’s best to just let your fists do the talking -- which is what one does with this attack. Wild lunges are made, fists swinging at tops speeds and then a head butt is thrown in for good measure! If they’re not bleeding, you didn’t do it right.
Effect: Physical attack doing (35% Power) Damage per hit. Your dice roll for this attack is 2d30. The cost of this attack cannot be reduced below 3 KI Points. SUCCESSFUL - If both dice rolls are SUCCESSFUL, you may lose 2 KI Points to have your next Midorikatai Advanced Attack be unable to be STOPPED. Costs 4 KI Points.
Requirements: N/A
Training Days: 3

Signature Attack
Shooting Star [PHYSICAL, THROW]
Description: Taking to the air, the user powers up until they give off a brilliant light similar to that of a star before taking off in the direction of the opponent at high speeds, spearing them.
Effect: RESTRICTED x1. Physical attack doing (100% Power) Damage. Your opponent's defensive roll must be double your attack roll to stop this attack. Costs 8 KI Points.
Requirements: Bukujutsu.
Training Days: 4

The Heartstopper [PHYSICAL, ENERGY, PUNCH, BLAST]
Description: Every last ounce of energy is poured into the hands of the attacker. Lightning crackles around the arms and fist of the user until at once, both fists are sent rocketing into the opponent's chest. The energy once crackling and flickering around the attacker is now poured into the defender who writhes and convulses with pain.
Effect: RESTRICTEDx1. Physical attack doing (125% Power) Damage. This attack also counts as an energy attack for all effects. SUCCESSFUL - Your opponent's Advanced Attacks and Signature Techniques cost +5 KI Points to perform until they roll a 12 or higher. Costs 10 KI Points.
Requirements: N/A
Training Days: 4

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

Heritage Calling [FREESTYLE, BLOCK]
Description: Varies in execution, the premise is that every race has a method of stopping an attack unique to them. Nobody questions it -- it's just true.
Effect: RESTRICTEDx1. Stop a physical or an energy attack. If you have not Transformed this match, you may Transform now. This cannot STOP attacks with an attack roll result of 22 or more. Costs X-2 KI Points.
Requirements: N/A
Training Days: 2
Edited by Strange, Mar 31 2014, 02:44 PM.
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Aiden Endaril
ENDER

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Humanity's Last Hope



Born Aiden Endaril. He hails from a parallel world not unlike the present but with one major difference: it was devoid of heroes. In his world there was no Z Fighters. There was no Kami watching over the Earth. Instead, evils of both men and monster were able to run free, terrorize, and destroy. It was this reason that Aiden was time and time again forced into the role of a hero, a role he never asked for but one he did not shy away from when no one else would.

He gained a great deal of publicity in his actions when he first saved the entire planet of Earth from destruction at the hands of a Namekian madman by the name of Emperor Foon. Thrown into the spotlight for his deed, Aiden was branded a hero. The people of Earth celebrated his name and rose him up on their shoulders as a savior and protector. It was with this status that Aiden came to found the Hero Corps. A military organization not unlike the Z Fighters of old though far more numerous in scale, they were tasked with the protection of the Earth Sphere and any that fell under its influence and were to keep it safe from outside invasion.

However, Aiden's story took a drastic change.

As the years rolled on and the toils and troubles of keeping the peace continued to wear on humanity's hero his outlook became jaded. More and more he was lead to the conclusion that all of Earth's problems truly originated from without. Were it not for introduction of foreign races such as the Nameless Namekian (creator of the Dragonballs) or Saiyans (such as Goku and Vegeta) much of the troubles that plagued Earth could have been avoided.

Furthermore, when the time came to stand up and defend itself against the rest of the galaxy it was all too often that humanity was left weak and defenseless. The average power level of a human barely reached triple digits anymore. Humans became complacent. Even in the old days when the Z Fighters were still around their dependence on the Saiyans was clear - the humans in their ranks often taking a backseat role.

It was with this understanding that Aiden changed his outlook. His began to get more hands on with the day to day operations of Earth. In short order he was elected as the planet's president. Meanwhile, his Hero Corps has developed into a full blown army with an armada large enough to challenge ten worlds. Discarding the name of his younger, naive self he took on the moniker of "Ender", dubbed so by his enemies through a combination of his last name and his status as an "ender of strife and conflict".

In short order, Ender easily became the strongest human in the race's history. Positioned on his seat of power he issued orders to expunge any foreign races from Earth's soil. Saiyans were sent back to Vegeta, Namekians back to Namek, and so on. Only those whose race originated on Earth were permitted to call the planet home. It was his first step toward creating a truly peaceful world.

The next step was using the Hero Corps as an enforcer unit. While they still did their initial task of keeping the planet safe from outside forces (a large goal now being aimed at keeping foreign races outside of the Earth sphere) they also drew their focus inward at policing the general populous. Their rules and regulations imposed were strict and often harsh. While it was true that most forms of crime were abolished the planet over it left the people of Earth living in fear of their new rulers.

However, not all was hopeless. This was but one potential future for Aiden to take. With some help from outside forces a young Aiden from his early days as a hero was brought to his own future to see the type of man he would become. Distraught by what he saw he desired to learn anything he could and to know exactly what changes drove him into becoming "Ender". While in this future Aiden (along with his companion Reina) would come to blows with Ender and his Hero Corps on several occasions. Finally, unable to overcome Ender's superior skills and power level, Aiden did the only thing he could think of: he used his potara earrings to fuse with his future self.

The end result created a paradox. Two entities at different points in their timesteam had become one body. It was this event that created a rift between the two and allowed Ender to continue to exist outside the influence of his younger self's actions. When Aiden was forcefully brought to this current realm, Ender came along for the ride until a fateful encounter with a Majin forced their separation once again. Since then he's been bidding his time until he could either establish a power within this new world or find a way back to his own. The Intergalactic Tournament and the people of Earth's new vulnerability without a planet to call home may be just what he needed...

--------------------------------

A single vessel cut through the morning sky en route to the Konatian landing pad. It was of Capsule Corp design and clearly from Earth. As it touched down a slew of reporters came to gather around. They knew in advance that the occupant was yet another fighter who had thrown in his lot with the rest and entered the Intergalactic Tournament. As those doors opened up out stepped a middle-aged man with strikingly charismatic features. He was all smiles and all too eager to speak to the nearest camera.

"Excuse me! Excuse me! Over here!" A female reporter was anxious waving to the man and trying to get his attention. He turned on the spot and headed over. "Alright, I'm Keita Viromi with the Minosha Worldly. Can we ask you a few questions Mr..."

"Endaril. But, please, call me Ender."

"Mr. Ender, what brings a dashing man like you to compete in our tournament?"

Ender had a solemn look as he replied. "I'm here because I feel I am needed, miss Viromi. One could say I was obligated to come forward."

"I don't follow--"

"I'm here on behalf of my people. The people of Earth. I hope my showing in this tournament will grant those now homeless people a beacon of strength to follow behind in the times ahead."

"Well, now that is a noble endeavor. You've got one person rooting for you already!" The reporter beamed at Ender before turning back to the camera as he strolled down the walkway being mobbed by more people trying to get in a few questions. "You heard it here, folks. It looks like some real heroes are showing up for this event! I can't wait to see how it unfolds!"


Name: Aiden Endaril (Ender)
Race: Human
Level: L
Class: Dedicated Martial Artist
  • Dedicated Martial Artist - You start the game with +3 Training Days. Whenever you have no non-custom Freestyle Advanced Attacks in your moveset, your styled attacks with a base cost of 4 or more ki cannot be BLOCKED or COUNTERED.

Gender: Male
Height: 187 cm
Weight: 78 kg
Hair Color: Graying brown
Eye Color: Brown
Skin Color: Caucasian.
Age: 49
Origin: Parallel Earth - Future
Battle Info: Ender fights much the same as Aiden used to. Utilizing his themed dragon techniques he keeps himself healthy to outlast an opponent while beating them down with increasingly stronger attacks.
Stat Allocation: HP (15), Power (24), Dexterity (13)

HP: 850
Power: 520
Dexterity: 13


EQUIPMENT
========
Modified Great Saiyaman Outfit
Description: Originally a superhero costume worn by Gohan in the ages past, Aiden in his youth bested Gohan in battle while in the afterlife and gained the right to take the costume and moniker for himself. In time as Ender he's modified the original attire to a darker color scheme and lost the flashy cape. [FULL BODY]
Effect: LEGENDARY. +15% HP. +15% Dexterity. +10% Power. You are considered an Ally for all effects and purposes. When Battling a character who has been to Hell, your attacks cannot be negatively modified.

Brass Knuckles
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

Creator's Headband
Description: This headband often embodies a sign of status amongst those who consider themselves builders. Not only is it infused with mystical or technological energies that enhance the user's focus, but it is also very stylish. [ACCESSORY]
Effect: +8% to one stat of your choice. If Tuffle or Shin-Jin, +10% instead. The Stat affected by this item is chosen when purchased, and can be changed every other week when posting your Weekly Character Updates. (HP)

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

BASE FORM
==============
HP: 850 + 23% = 1,045
Power: 520 + 22% = 635
Dexterity: 13 + 15% = 15 (14.95)
Dexterity Bonus: +0

TRANSFORMATION
==============
High Tension:
HP: 850 + 40% = 1,190
Power: 520 + 39% = 723
Dexterity: 13 + 31% = 17 (17.03)
Dexterity Bonus: +1

Super Human:
HP: 850 + 57% = 1,335
Power: 520 + 55% = 806
Dexterity: 13 + 48% = 19 (19.24)
Dexterity Bonus: +2


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


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.

Instant Transmission [FREESTYLE, LATENT SKILL]
Description: The user dematerializes and moves as a mass of light, disappearing from view at an incredible speed. From that point, they can lock onto a Ki signature and materialize near it.
Effect: Once per week, you can Instant Transmission yourself to another planet. You cannot use Instant Transmission to teleport yourself to another planet 2 weeks in a row. In the event that the planet you are on is destroyed, you may use Instant Transmission to take yourself to another planet (regardless if you used it within the last two weeks). This does not take up one of your Skill slots. Instant Transmission is a requirement to learn certain moves.

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.

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

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.

Dragon Specialist [ FREESTYLE, CONSTANT SKILL ]
Description: Possessing a strong focus in a particular field of combat, Ender had honed his dragon-like techniques so that they become second nature to him often times taking less effort or energy to perform in the heat of combat.
Effect: CONSTANT - When you gain HP or Ki Points you may have your next attack with "Dragon" in the name cost -1 Ki Point to a minimum of 1. When you roll an attack roll of 20 or higher on an attack with "Dragon" in the name you may activate this skill. Costs 2 Ki Points.

Piccolo's Mentorship [ FREESTYLE, CONSTANT SKILL, TRAIT ]
Description: Piccolo, once a great villain, had become an amazing ally in the fight against evil. As time progressed, he transformed himself and took on more of a mentor personality. The Namek passed his knowledge onto his students and was willing to sacrifice himself for them, sometime you were willing to do after watching him do the same.
Effect: CONSTANT - TRAIT. Activate at the start of combat. Your Allies gain +3 to their dice results. Once per combat, you may prevent all damage from an attack directed at an Ally. If you do, you lose (50% of the Attack's Damage) HP. If de-activated, you may forget an Advanced Attack at any time in combat to activate this Skill. This Skill cannot be activated by any other means. You cannot have more than one Skill with "TRAIT" in the effect in your moveset at a time.


Advanced Attacks
Dragon Dust [ HAOKIRU, ENERGY, BLAST ]
Description: An exhale of energy unleashed a fine, shimmering mist of energy that surrounds and detonates upon contact with a foe.
Effect: Energy attack doing (35% Power) Damage. SUCCESSFUL - Your opponent loses (10% Power) HP every time you use an effect to gain HP until they roll an attack roll result of 25 or higher. This effect cannot stack with itself. This effect can only be used once per turn. Costs 2 KI Points.

Rising Dragon Wave [HAOKIRU, ENERGY, BEAM]
Description: Firing a white serpentine beam of energy that wraps around the target, they are carried into the air before the beam constricts around their body; exploding after crushing them.
Effect: Energy attack doing (35% Power) Damage. If your KI Points were at 9 or higher before performing this attack, de-activate a Skill with a CONSTANT effect. Costs 2 KI Points.

Dragon Swipes [HAOKIRU, PHYSICAL, PUNCH]
Description: Bowing the head, the attacker extends their arms and points their fingertips straight out. In one swift motion they charge the opponent, swiping violently at them before finishing off with a palm strike to the bridge of the nose.
Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 6d30 for this attack. The cost of this attack cannot be modified by non-Haokiru effects. SUCCESSFUL - Prevent X% damage from your opponent's next attack. X = The number of SUCCESSFUL hits x10. This effect does not stack with itself. Costs 2 KI Points.

Dragon Effect [HAOKIRU, PHYSICAL, PUNCH]
Description: Channeling their strength into a simple spear hand strike, a thunderous roar is heard upon impact with the opponent being thrown backwards.
Effect: Physical attack doing (0% Power) Damage. If your current HP is higher than your opponent's, this attack costs -1 KI Point. If this attack's cost is modified by another effect, it is modified to a 'minimum of 0' instead. If you gained HP on your last turn, this attack does +(10% Power) Damage for every KI Point you have after paying the cost of this attack. Costs 4 KI Points.

Dragon Fire [HAOKIRU, ENERGY, BEAM]
Description: Opening their mouth, the user emits a gigantic torrent of crimson energy; akin to a dragon breathing fire.
Effect: RESTRICTEDx2. Energy attack doing (5% Power) Damage per hit. Your dice roll for this attack is 15d30. Your dice sides cannot exceed 1d30 with this attack. This RESTRICTED attack can be BLOCKED. SUCCESSFUL - Gain (5% Total HP) HP for every SUCCESSFUL dice roll result above 20 to a maximum of (50% Total HP) HP. Costs 6 KI Points.


Signature
Dragon Fist [FREESTYLE, PHYSICAL, ENERGY, PUNCH, BLAST]
Description: Focusing all of their might into a single fist, the user charges their opponent with their fist drawn back. Waiting until the proper moment, they thrust their fist forward; releasing the entirety of their energy on a single point. The result is an explosion of energy that takes the form of a golden dragon, a savage beast that proceeds to ravage the opponent until there is nothing left to ravage . . .
Effect: RESTRICTED x1. Physical attack doing (150% Power) Damage. SUCCESSFUL - If your opponent's HP is 15% or less their total HP, reduce their HP to 0. They cannot gain HP or set their HP. Costs 10 KI Points.

Heat Dome Attack [FREESTYLE, ENERGY, BEAM]
Description: Grasping onto an opponent's body, the attacker spins around multiple times before hurling the enemy up into the sky. Consuming themselves with their own energy, the user explodes; forming a brilliant dome that consumes and incinerates their enemy, of their own distinctive color.
Effect: RESTRICTED x1. Energy attack doing (130% Power) Damage. Your opponent cannot Block your attacks for the remainder of combat. SUCCESSFUL - Your opponent cannot prevent damage or reduce the damage of your attacks for the remainder of combat, unless by BREAK or SEVER. Costs 7 KI Points.


Blocks
Halting Stance [HAOKIRU, BLOCK]
Description: Planting their feet into the ground and throwing their palms out quickly, the user intercepts an opponent's attack.
Effect: RESTRICTEDx1. Block. Stop a physical attack. The first time you use this Block, if you have lost KI Points due to your opponent's effects within the last 10 turns, this Block gains RESTRICTED+1. Costs X-2 KI Points.

Playtime's Over
Description: A sudden outburst of energy both serves to temporarily blind the opponent as well as destroy their Ki creations before they have a chance to hit the user.
Effect: RESTRICTEDx1. Block. Stop an energy attack. Your next Haokiru multi-dice attack gains +3 to the results. Costs X-1 KI Points.
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