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Reply DBZ: A new generation (Emily Marneth)
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Emily Marneth

Captain

PostPosted: Mon Feb 16, 2009 6:02 pm


This is the go-to thread for getting things approved. Characters, techniques, planets, everything goes here first.

Techniques:

[b]Technique Name: [/b]
[b]Description of Jutsu: [/b]
[b]Rank: [/b]
[b]Kp Cost: [/b]
[b]Damage: [/b]
[b]Requirements: [/b]
[b]Training: [/b]
[b]Special: [/b]
[b]Owner: [/b] (IF it is owned by one person, or taught by one person only.) For instance, Kamehameha: owned by the turtle hermit. Must be taught by him. (Not any more, of course, but that's the idea.)


Race/clan
[b]Race Name: [/b]
[b]Village/Planet: [/b]
[b]Ki Affinity: [/b]
[b]Description of Race: [/b]
[b]History: [/b]
[b]In game Stats: [/b]
[b]Technique List: [/b] (Jutsus that you use as the Race. Your race is the only ones capable of doing these jutsus. Use the Jutsu Sheet below for each one.)
[b]Owner: [/b] (contact this person to make one of this race) Leave blank if you don't care.


equipment

[b]Name: [/b]
[b]Type: [/b]
[b]Description: [/b]
[b]In-Game Stats: [/b]
[b]Damage: [/b]
[b]Requirements: [/b]
[b]Special: [/b]
[b]Owner: [/b] (unique items only)
 
PostPosted: Tue Feb 17, 2009 3:05 pm


These are suggestions. ONLY suggestions, but it gives you a guideline as to the requirements for techniques you want approved.

Rank E: 1 - 20 damage(HP/MHP), skill pt. requirements 1-15, 1-30 Cp Cost, 0-4 Training Days

Rank D: 5 - 35 damage, skill pt requirements 5-25, 20 - 50 Cp, 1-5 Training Days

Rank C: 20 - 80 damage, skill pt requirements 20 - 40, 40 - 80 Cp, 1-8 Training Days

Rank B: 60 - 200 damage, skill pt requirements 30 - 60, 60 - 150 Cp, 6-20 Training Days

Rank A: 100 - 300 damage, skill pt requirements 40 - 70, 80 - 200 Cp, 8-30 Training Days

Rank S: 100 - 600 damage, skill pt requirements 60+, 100 - 300 Cp , 15+ Training Days  


Emily Marneth

Captain


rotabyss
Crew

PostPosted: Mon Jul 26, 2010 1:00 pm


Technique Name: Ki Option
Description of Jutsu: the ability to manifest your ki elsewhere, and then fire it off. it takes alot of energy to use this, but the benefit is the setup for some really nasty attacks. you manifest your ki in in anything solid( save living creatures) or mid air/ in liquid. in anything solid, a ring forms where your ki is manifested. in air or water, it takes the shape of a ball of ki. now from this point, any projectile ki attack you have at your disposal that does not require charging can be fired.( so you couldn't fire a spirit bomb, special beam cannon, or ki ball out of this.) the 'option' will stay there as long as you keep pumping ki into it, and you could even change it's location, but moving it is a full action, so to each their own.
Rank: C
Kp Cost: 15 per option, in addition to the cost of the Ki fired from it.
Damage: +15 to min and max damage for the shot you're using.
Requirements: 20 Ki , 30 ki control, 20 ki techniques, one projectile ki attack
Training: 5 days
Special: you can have as many options as you have attack turns.
PostPosted: Mon Jul 26, 2010 5:28 pm


rotabyss
Technique Name: Ki Option
Description of Jutsu: the ability to manifest your ki elsewhere, and then fire it off. it takes alot of energy to use this, but the benefit is the setup for some really nasty attacks. you manifest your ki in in anything solid( save living creatures) or mid air/ in liquid. in anything solid, a ring forms where your ki is manifested. in air or water, it takes the shape of a ball of ki. now from this point, any projectile ki attack you have at your disposal that does not require charging can be fired.( so you couldn't fire a spirit bomb, special beam cannon, or ki ball out of this.) the 'option' will stay there as long as you keep pumping ki into it, and you could even change it's location, but moving it is a full action, so to each their own.
Rank: C
Kp Cost: 15 per option, in addition to the cost of the Ki fired from it.
Damage: +15 to min and max damage for the shot you're using.
Requirements: 20 Ki , 30 ki control, 20 ki techniques, one projectile ki attack
Training: 5 days
Special: you can have as many options as you have attack turns.


So basically a way around leveling up your ki to improve your damage? I don't think the idea is bad, but spending a post to create a +15 bonus to the ki attack seems a little useless, considering you might as well fire several ki shots for cheaper, or another ki technique to do much more damage right away.


Emily Marneth

Captain


rotabyss
Crew

PostPosted: Mon Jul 26, 2010 11:52 pm


Then what do you suggest?
PostPosted: Tue Jul 27, 2010 8:26 pm


I recommend just using that extra attack, or training your ki control/ki techniques/ki stat up and getting a benefit to everything. Or getting a modification technique. When you think about it, spending a whole post to build one of these, and then wait until the next one to do as much damage as a higher level attack just seems like putting two in the bush for one in the hand. You could shoot two of those higher-level shots in that time, and do 125% the damage, even at the low levels in the guild at the moment.


Emily Marneth

Captain


rotabyss
Crew

PostPosted: Thu Aug 05, 2010 9:06 pm


Planet Name: Sartanis
Planet Size: 5
Planet Gravity: 9
Habitable?: barely
Developed?: not really. all technology is used for survival purposes, not comfort. at maximum, they have steel from the debris of airship wrecks
Terrain: the terrain is a desert, spanning as far as the eye can see. there are very few oasis, and mountains pock the landscape.
Notable Races: Namekians, few humans.
Dominant Races: Sand worms, Hydra Worms
Planet HP: 50,025
Length of Day: half of one earth year.
Length of Night: the same as above.
Length of lunar cycle: 1 earth year
Vegetation: virtually none. the bare minimum involve cacti, and small grasses.
Distance from Earth: 40 light years
PostPosted: Thu Aug 05, 2010 9:30 pm


rotabyss
Planet Name: Sartanis
Planet Size: 5
Planet Gravity: 9
Habitable?: barely
Developed?: not really. all technology is used for survival purposes, not comfort. at maximum, they have steel from the debris of airship wrecks
Terrain: the terrain is a desert, spanning as far as the eye can see. there are very few oasis, and mountains pock the landscape.
Notable Races: Namekians, few humans.
Dominant Races: Sand worms, Hydra Worms
Planet HP: 50,025
Length of Day: half of one earth year.
Length of Night: the same as above.
Length of lunar cycle: 1 earth year
Vegetation: virtually none. the bare minimum involve cacti, and small grasses.
Distance from Earth: 40 light years
Approved.


Emily Marneth

Captain


rotabyss
Crew

PostPosted: Wed Sep 01, 2010 5:52 pm


Technique Name: Soul Blade
Description of Jutsu: An advanced form of Ki Blade. the user not only puts their ki into a weapon, but parts of their soul, causing damage on the user in exchange for a more powerful attack.

This can also be applied to your normal martial damage, but never to a thrown object.
Rank: C
Kp Cost: 4 Ki and 5 health per turn
Damage: + 2*ki mod to weapon damage+5 for each additional cost put in to the attack.(4 Ki+5 Hp)
Requirements: +20 ki control
Training: 3 days (2 if you know Ki blade)
Special: can extend your weapon by your ki mod for a bonus of ki mod to your attack bonus, but you lose the damage bonus.
PostPosted: Wed Sep 01, 2010 8:20 pm


rotabyss
Technique Name: Soul Blade
Description of Jutsu: An advanced form of Ki Blade. the user not only puts their ki into a weapon, but parts of their soul, causing damage on the user in exchange for a more powerful attack.

This can also be applied to your normal martial damage, but never to a thrown object.
Rank: C
Kp Cost: 4 Ki and 5 health per turn
Damage: + 2*ki mod to weapon damage+5 for each additional cost put in to the attack.(4 Ki+5 Hp)
Requirements: +20 ki control,
Training: 3 days (2 if you know Ki blade)
Special: can extend your weapon by your ki mod for a bonus of ki mod to your attack bonus, but you lose the damage bonus.


Technique Name: Soul Blade
Description of Jutsu: An advanced form of Ki Blade. the user not only puts their ki into a weapon, but parts of their soul, causing damage on the user in exchange for a more powerful attack.

This can also be applied to your normal martial damage, but never to a thrown object.
Rank: C
Kp Cost: 4 Kp and 5 health per turn
Damage: + 2*ki mod to weapon damage+5 for each additional cost put in to the attack.(4 Ki+5 Hp)
Requirements: +30 ki control, 20 CON, 20 KI, must know ki blade
Training: 3 days
Special: can extend your weapon by your ki mod for a bonus of ki mod to your attack bonus, but you lose the damage bonus.



Good now. If you have any arguments, I'll be happy to conversate. Otherwise, post them in the techniques thread. That post should be titled "Rotabyss' techniques" and further divided as you will after that.  


Emily Marneth

Captain


Nov3mb3r 3nds

PostPosted: Fri Dec 17, 2010 2:58 pm


User-name: Nov3mb3r 3nds
Posting: 2-3 times a week
Time zone: Mountian

~Character Data~


Name: Grave
Bloodline/clan/race: Changeling
Sensei: Zyke
Home village (and/or) home planet: N/A
Ki type affinity: Affinity Name: Water
Description of Affinity: your ki is strengthened by water.
Requirements:
Training: 5 days
Special: Your ki attacks are twice as powerful when you are in (liquid) water.

Affinity Name: Wind
Description of Affinity: Your ki techniques are harder to dodge.
Requirements:
Training: 5 days
Special: +ki mod to ki attack rolls/attack bonuses

Property Name: Cold
Description of Property: your ki has a cold aura about it, draining the heat form its surroundings
Requirements: can't be using heat
Training: 5 days
Special: every time your ki attacks hit, the opponent receives a -1 to his checks.

Age: 460
Gender: Male
Rank: C

~Appearance~


Height: 6'9''
Weight: 180
Hair: Silver
Eyes: Red
Physical Description: http://img148.imageshack.us/i/17201883.jpg/
Clothing: Old Victorian Style clothing from visiting Earth many yrs ago
Background: Was left behind by his race and left to earth was seen as a human for a little while until one day he was discovered and seen as a vampire and rejected by society by this happening he became very enraged and decided to kill those that he was with. He eventually left earth after this incident and isolated himself in space where he came across zyke who had not cared about his form and decided to train him regardless.
Personality: Very calm cool and collected on a rare occasion he will get very frustrated. Likes to believe that he is the Universe's next ruler
Other:
Searching for the tree of might to gain the power of ruling over the universe

Missions/achievements:

S:
A:
B:
C:
D:

Techniques:
Technique Name: Flight (D)
Description of Jutsu: The user has learned to fly, specializing in long, straight lines with no follow-through.
Rank: E
Cp Cost: 1 ki per post
Damage: N/A
Requirements: Ki control 1
Training: 2 days (or 1, if you already know how to fly.)
Special: The first day of training is simply learning to fly. The second day is the drills with the style.

You travel at a speed of 1d20 + ki mod. miles per hour

Technique Name: Power-up
Description of Jutsu: This technique is the ability to bring the vast stores of ki that are held in your body's reserves to the surface (and often, beyond the surface, resulting in an aura of ki around the user.)
Rank: E
Cp Cost: N/A (see ki in [What is D20? Our system thread -> abilities] for exception)
Damage: 1 hp to inanimate objects per 2 kp over resting rate, at a radius of [ki mod] feet around the user.
Requirements: ki control 1
Training: 1 day
Special: This technique allows the user to pull their inactive ki to the active state at a rate of [ki mod + ki control] per turn.

Technique Name: Sense Ki
Description of Jutsu: This ability allows the user to sense ki levels constantly. It is a passive skill if only sensing generalities, but must actively be used to determine specific power levels.
Rank: E
Cp Cost: N/A
Damage: N/A
Requirements: ki control 1
Training: 2 days
Special: can sense generalities (his power level is higher than mine, but hers is in-between, etc.) without trying.

Spending a turn will allow the user to sense a specific ki level (like a scouter would) as it is apparent.

Ki techniques-
Technique Name: homing ki blast
Description of Jutsu: The user can form a blast of ki that holds its shape well enough to strike an opponent several times before finally exploding to deal its damage to the opponent.
Rank: C
Kp Cost: 20 kp + 15 Kp per hit
Damage: [10-20 + ki mod. + 1 per ten in ki techniques] per hit
Reflex DC: [attack bonus + 1d20 + ki mod + 1 per ten in ki control] per hit
Requirements: ki 30+, ki control 60+
Training: 6 days
Special: Can be used to cancel another non-sustained ki attack if it proves to have a higher DC.

requires six turns (or a full post, whichever is smaller) to form. The next post will be the post with which you attack.

can be used to hit the opponent up to as many times as you have turns in a round. If the last attack of your combo hits, the ball deals double damage on that strike

Technique Name: Ki blast
Description of Jutsu: This technique seems to be fairly common, (and fairly obsolete) throughout the universe. It focuses generic ki and fires a blast (can be a cone, ball, beam, whatever,) of non-sustained chakra to do a little damage to whatever it happens to hit.
Rank: D
Kp Cost: 20 Kp
Damage: 10-30 + ki mod. + 1 per ten in ki control
Reflex DC: 5 + Character level + ki mod for half damage. Neutral 20 or surpassing the save by 10 means no damage.
Requirements: ki 10+, ki control 10+
Training: 3 days
Special: Can be used to cancel another non-sustained ki attack if it proves to have a higher DC.

Technique Name: Ki Ball
Description of Jutsu: This technique is a charged ball of your ki, it allows you to put ki into it so long as the user can control it, and it deals considerable damage to whatever it hits.
Rank: C
Kp Cost: indefinite. At least 80
Damage: 40 + ki mod + 1 per ten in ki control +1 per two additional kp
Requirements: 20 ki, 30 ki control, 20 ki techniques, ki blast
Training: 4 days
Special: user can put as many kp as he has available into the attack, and begins gaining bonus damage and attack roll for the kp he puts in over the requisite 80.

Attack roll: 1d20 + 1 per ten in ki control + ki mod + 1 per 5 additional ki put in.

Ki balls deal splash damage. This means that for a range of [ki stat + 1 per five extra kp inserted or less] feet, your damage is inflicted on everything in range.

Martial Techniques-
Technique Name: Vanishing
Description of Jutsu: The user utilizes their ki to vanish from sight, reappearing in a nearby location. This technique is special because it breaks the line of sight, and can be used offensively, defensively and in neutrality.
Rank: D
Kp Cost: 1% MkP
Damage: N/A
Requirements: dex 10, wis 10
Training: 2 days
Special:
Can add your dex mod to your attack bonus

Can add your wis mod to your reflex save, and allow a reflex save to be used to dodge an attack.

Can be used to break the line of sight, allowing for attacks of opportunity or for skills like hide to be used. The counter check to determine if your opponent can see you is 1d20 + sense motive vs your roll of 1d20 + martial techniques. A success means they successfully followed you or guessed your location.

Modification Techniques-

~Stats~

LV. 10
Experience: 0/200
Hp: 160/160
Kp: 260/660
Power Level 5040

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Strength: 22 | mod = +6
Dexterity: 22 | mod = +6
Constitution: 22 | mod = +6
Intelligence: 42 | mod = +16
Wisdom: 36 | mod = +13
Charisma: 22 | mod = +6
Ki: 66 | mod = +28
Dodge Bonus: +29

Base Attack Bonus: 10/5/0
Attack Melee: 16/11/6
Attack Ranged: 16/11/6
Attack Ki: 38/32/27

Base Save Bonus: 5
Fort: 11
Rex: 11
Will: 18

Damage:
Martial damage: 7-18

Ki blast damage: 41-61
[any other weapon you use]

~Skills~


>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

Swim: (Str)
Grapple: (Str)

Escape Artist: (Dex)
-Hide: (Dex)
-Move Silently: (Dex)
Tumble: (Dex)
____Balance: (Dex)
Sleight of Hand: (Dex)
____Use Rope: (Dex)

Concentration: (Con)

-Craft: (Int)
-Repair: (Int)
-Disable Device: (Int)
____Use Technology: (Int)

Forgery: (Int)

Knowledge: (Int)
____Research: (Int)

-Spot: (Wis)
-Search: (Int) 30

Listen: (Wis)

Alchemy: (Wis)

-Sense Motive: (Wis)
-Read Lips: (Wis)

-Survival: (Wis)
-Treat Injury: (Wis)

-Bluff: (Cha)
-Diplomacy: (Cha)
-Gather Information: (Cha)
-Intimidate: (Cha)
-Innuendo: (Cha)
-Seduction: (Cha)
Perform: (Cha)
Handle Animal: (Cha)

Disguise: (Cha) 6

Martial techniques: (Str) 30
____Weapons:
Ki techniques: (Ki) 20
Ki Control: (Int) 30
Modification techniques: 50+200

Sneak Attack:

~Possessions~


Money:

Ryo: N/A

Equipment:
N/A


Valuables
A Pocket Watch with the symbol of a dead willow tree on the front and a dead planet behind it.
PostPosted: Sat Dec 18, 2010 1:09 am


two too many techniques.

You're missing 10 ability points.

If you want, you can have three attacks, instead of two.

martial damage: 1-6 + 6-6 = 7-12 + 0-6 = 7-18

You're missing 20 skill points. Probably remove all of the numbers except for your allocated skill points. When you train, you'll gain points to list down there separately, but the ability modifiers are easier to just add on when you make the check, especially as a changeling. The fewer numbers cluttering your profile, the better. Hell, I don't even really list my damages, because they change too often >.< I just work the math out in the rp at the top of the post.

Hp: 160/160
Kp: 260/260
MKp: 660/660
Power Level 420 * [(6 + 6 + 13) / 2] = 420 * 12 (rounded down, always) = 5040

And don't ever let Arin hear him say he's destined to rule the universe... Ever... XD

Repost profile with above changes.


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sat Dec 18, 2010 12:42 pm


correct ki blast damage and shave the second number off your powerlevel. Powerlevel is too variable to treat like a stat XD Standing on the equator where gravity is .01 less could raise your powerlevel... That said, your profile's information won't ever really be changed in regards to damage or ki expenditure, only long-term effects like gravity or weights. But yep. After those things, it all looks good ^-^ Welcome to the pwn, although with you it may be considerably less pwn in cycles XD kinda like; pwn-notpwn-pwn-not-pwn-pwn-lesspwn-pwn-noteven-pwn-pwn-pwn-pwn-pwn-
PostPosted: Fri Jan 07, 2011 11:11 pm


Technique Name: Tenraiame (Holy Rain)
Description of Jutsu: the user sends the tertiary Holy water ki into the sky in a large sized ball. This

Ki ball explodes into several billion water particles and condenses into clouds. this rains the holy water

down upon the enemies below.
Rank: S
Kp Cost: indefinite. At least 160
Damage: 40+ ki mod+ 1 per ten in ki control+ 1 per two in additional kp+ holy water effects
Requirements: 30 ki, 50 ki control, 20 ki techniques, ki blast, water ki, divine ki.
Training: 6 days
Special: user can put as many kp as he has available into the attack, and begins gaining bonus

damage and attack roll for the kp he puts in over the requisite 80.

Attack roll: 1d20 + 1 per ten in ki control + ki mod + 1 per 5 additional ki put in.

Ki balls deal splash damage. This means that for a range of [ki stat + 1 per five extra kp inserted or less]

feet, your damage is inflicted on everything in range.

The shot takes one turn to reach up high enough, one turn for the clouds to form, and then the rain falls

for +1 per 20 in Ki Control.

no damage unless enemy is injured by rain or holy water or both. All effects of a normal rain.
Owner: Ryuko, the East Kai

rotabyss
Crew



Emily Marneth

Captain

PostPosted: Fri Jan 07, 2011 11:17 pm


rotabyss
Technique Name: Tenraiame (Holy Rain)
Description of Jutsu: the user sends the tertiary Holy water ki into the sky in a large sized ball. This

Ki ball explodes into several billion water particles and condenses into clouds. this rains the holy water

down upon the enemies below.
Rank: A
Kp Cost: indefinite. At least 160
Damage: 40+ ki mod+ 1 per ten in ki control+ 1 per two in additional kp+ holy water effects
Requirements: 20 ki, 30 ki control, 20 ki techniques, ki blast, water ki, divine ki.
Training: 7 days
Special: user can put as many kp as he has available into the attack, and begins gaining bonus

damage and attack roll for the kp he puts in over the requisite 80.

Attack roll: 1d20 + 1 per ten in ki control + ki mod + 1 per 5 additional ki put in.

Ki balls deal splash damage. This means that for a range of [ki stat + 1 per five extra kp inserted or less]

feet, your damage is inflicted on everything in range.

The shot takes one turn to reach up high enough, one turn for the clouds to form, and then the rain falls

for +1 per 20 in Ki Control.
Owner: Ryuko, the East Kai


raise ki control to 50, ki stat to 30. Rank: S, other than that, all good.

Add stipulation: no damage unless enemy is injured by rain or holy water or both. All effects of a normal rain.
Reply
DBZ: A new generation (Emily Marneth)

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