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Emily Marneth

Captain

PostPosted: Fri Dec 07, 2012 12:09 am


CURRENTLY IN SPACE


User-name: Emily Marneth
Posting: All the time
Time zone: GMT -7:00

~Character Data~


Name: Arin
Bloodline/clan/race: 100% Saiyan (without tail)
100% human
Sensei:Querrellous ME

Home village (and/or) home planet: Nexum, Saiyan district, more specifically the wilderness between the human and saiyan districts.
Ki type affinity:
heat
piercing

Affinity Name: Phoenix Ki
Description of Affinity: This affinity uses the users own life force (not their genki) to create usable ki.
Requirements: 50 WIS, 50 CON, 25 KI, 200 ki control, 150 modification techniques
Training: 10 days
Special: this ki generates an entirely different type of aura: one that does damage people.

Charges at a rate of [Con mod + ki mod + ki control] per turn, drawing HP into your resting ki. And yes, the person damage is calculated by ALL ki over your resting rate, not just the health put into the tech.

10% of this damage, however, is dealt to the user, as their skin is burned off. If a saiyan reduces their health to seikan using this damage (outside of battle, or unnecessarily in battle, they run the risk of their seikan backfiring, as if they'd stabbed or blasted themselves unnecessarily.


Age: 17
Gender: female
Rank: (D) AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHH!!!!!

~Appearance~


Height: 4' 8"
Weight: 105 (earthen pounds. She weighs 1050 pounds on Nexum, 2100 pounds on ALICE)
Hair: Arin's black hair hangs in a waist-length ponytail, wrapped in bandages, with black bangs hanging over her right eye.
Eyes: Arin's eyes are vividly green, and can be either piercing or compassionate, but always alert.
Physical Description: Arin's figure is great, her breasts are on the smaller side, while her hips are strong. Her arms and legs have a sharp but graceful, muscular build. Her skin is surprisingly pale for someone with no home.
Clothing: User Image

Super Saiyan: User Image

Background: Arin was born on planet Vegeta. She was exiled on Nexum after she was found to be a middle-class warrior. For some reason, her upper-class parent's pride just couldn't take that disrespect. So she was abandoned. She grew up believing that she was simply abandoned by a family on Nexum, although she didn't much care. Her pride wouldn't let her go crawling back to parents who didn't want her. So she grew up in the wilderness between Humantown and Saiyantown.

She killed a saiya-jin boy named Tatopa on Nexum and stole his pod. She went to Earth in search of an underling to join her in her quest to rule the Universe. While there, she discovered a girl named Aki. Together they defeated Akachi, who was a well-known (but air-headed) fighter. The prize money bought them a larger ship, and their friendship slowly blossomed into something more. While on their ship, traveling to Nexum for no conscious reason, Arin realized something: Aki was human, and she would die very soon by Saiyan standards. Her trip to Nexum took on a different light. Arin was going to find a way to let her and Aki live their lives together.

On the way to Nexum, they intercepted and adopted a saiyan prisoner, training and shaping him into their image after killing the two guards who were transporting him. The women and the boy, Rota, trained hard to be ready to arrive on Nexum, and they soon found a stowaway on the ship that had great potential. Arin had no time to train this boy, however, because they discovered that Aki was missing from the ship.

Arin rent the air with her charge to the surface of Nexum, where she followed the clues and her heart to the home of Tatoma, whom she had unwittingly been whittling the family tree of into a toothpick. She and her team ripped his guards to shreds, but Aki wasn't there. Only her bo staff and a note that relocated the battle to a plateau outside the Saiyan district...
Personality: Arin is generally withdrawn and focused with single-minded intensity on her pursuit of power. But since meeting Aki, she had begun to seek a way to protect Aki from the frailties of being human. She had become more kind, and was beginning to look at people as more than meat. (if only barely) Although now, since her Fusion, it is unknown what violent turns her personality might take.
Other: Arin had three goals: To find and destroy her parents, to dominate the universe, and to protect Aki in any (and every) way possible. It is unknown what her new form will decide is important, although it seems to have inherited her fondness of collecting tails from every saiyan she kills.

Missions/achievements:

S:
A:
B:
C: Destroyed Ape, the level 10 saiyan babysitter
Killed two level 10 guards of Tatoma's, and three level fives
Fused with Aki in an unwitting wish from the Nexum dragonballs.
D: 2 learned techniques. 5 kills.
killed two (level 2) tigers
killed one (level 5) tiger
viciously destroyed the muscle-bound runaway saiyan: Tatopa and stole his pod.
Defeated Akachi (with Friedrich's help) at the 13th Martial Arts no-holds-barred tournament, and used his prize money to purchase 'Alice,' a top-of-the-line Earth spacecraft.

Techniques:

Ki techniques-

Technique Name: Flight (B)
Description of Jutsu: The user has learned to fly, specializing in tight, curved movements aimed at avoiding obstacles.
Rank: E
Cp Cost: 3 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.

Add your Ki mod to your DB

You travel at a speed of 1d10 + 1/2 ki mod miles per hour

Technique Name: Flight (C)
Description of Jutsu: The user has learned to fly, specializing in short, incredibly fast dashes with almost no follow-through.
Rank: E
Cp Cost: 3 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.

Add your ki mod to your attack bonus

You travel at a speed of 1d10 + ki mod miles per hour.

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.

Technique Name: Ki blade
Description of Jutsu: Using your ki added to a weapon, you can extend the weapon or you can create a cutting edge (depending on your specialty)

This can also be applied to your normal martial damage, but never to a thrown object.
Rank: D
Kp Cost: 2 per turn
Damage: + ki mod to weapon damage
Requirements: +10 ki control
Training: 1 day
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: 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.

An aura will develop around the user if they surpass their resting ki rate. Auras can displace solid matter, so it's a good idea to think through it before powering up to full strength in the middle of a flimsy building. (just a suggestion.) Ki causes damage to inanimate objects (that the user is not protecting or keeping out of this effect) at a rate of 1 hp damage per 2 kp over resting rate. Just how it happens depends on personal preference. This damage has a radius of [ki mod] feet around the user. It does not harm people.

Technique Name: Ki shot
Description of Jutsu: allows the user to form a ball of their ki that can be thrown/shot at their opponent. This is one of the most basic forms of attacking with ki, as it only requires a loosely-formed ball/beam/arrow/projectile (depending on your specialty/preference) of energy and the ability to move your arm (or not, as it were)
Rank: E
Kp Cost: 2 per shot (can fire two per combat turn)
Damage: 1-5 + ki mod. + 1 per ten in ki control
Requirements: ki control 10
Training: 1 day
Special:

the attack roll is base attack bonus + ki mod. + 1 per ten in ki control

must roll once for each projectile

Technique Name: Ki blast
Description of Jutsu: This technique seems to be fairly common, (and fairly obsolete) throughout the universe. It focuses generic chakra 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.

Technique Name: Sustained Ki blast
Description of Jutsu: This is another fairly common technique. It involves the user firing a continuous stream of ki at their opponents. Unlike a non-sustained attack, this attack can be used to continuously damage an enemy if you can hit them.
Rank: D
Kp Cost: 25 + an additional 5 per sustained turn
Damage: (10-20 + an additional 10 per turn) + ki mod. + 1 per ten in ki control
Requirements: ki control 30, ki 14
Training: 3 days
Special: See the [What is D20?] thread -> locking beams: continuous ki blasts

Technique Name: Kiai
Description of Jutsu: The kiai is never really named, but it consists of the user flashing their ki from their bodies (usually accompanied by a yell) nullifying an attack or blasting enemies back. It can be expensive, but the loss in ki is generally preferred to the loss of life.
Rank: D
kp Cost:

Defensive:
at least 50

Offensive:
at least 50

Damage:

Defensive: none

Offensive:
(kp used)/4,
pushed back (kp used)/8 feet

25 + 1 per five ki control + ki mod

Requirements: 50 ki control, 25 ki techniques
Training: 1 day
Special: to find out if any damage is received, use this equation:

damage to be taken - [kp used + ki mod] / 2

Song of the Phoenix:
The user opens their mouth and screams at such a frequency that it cannot be heard by most creatures. The sound is laced with phoenix ki in such copious amounts that it can rip flesh from the bones of its opponents... But that is not its primary use. The song of the phoenix is a defensive maneuver, primarily, and to be offensive, must be used at melee range.

The power of the song is such that it wraps an energy attack in its own power, and the force of it is such that it can stop the attack in mid-air. If used against a continuous ki blast, the song will form a wall that must be powered through.
Rank: S-rank
Kp cost: at least 300 Kp
Damage: special

Defensive:

amount of kp + ki control + ki mod + con mod defensively. Either an invisible, concave wall, or a ball of energy that, if superior to their damage, will suspend it in midair, adding its power to the overall damage of the technique AND DEFENDING IT from outside ki sources,making it immovable except for by the person who performed the song unless the person can break the wall (the full DC)

Offensive:
(kp used)/2,
pushed back none, the force is all directed at the flesh, as if searing hot wind.

75 + 1 per five ki control + ki mod + con mod
Requirements: 200 ki control, 50 ki, 50 Con, phoenix ki
Training days: 8 days
Special:

After stopping an attack, the user can blast it back, with the additional damage of their own ki technique AND the defensive points left over after stopping the technique. The technique's hit bonus would be decided by the new technique, plus 1 per ten kp put into phoenix' song.

Owner: Tenkuu no Houou

Martial Techniques-

Technique Name: Phoenix' Fire
Description of Jutsu: The user can focus their phoenix aura into a single melee attack (most often a punch, but not necessarily), dispelling the user's entire aura immediately, however, the violence of this burst is a double-edged sword: the burst of flames damages the user more than their aura would normally damage them, scorching the flesh of the limb that uses the technique.
Rank: S
Kp Cost: all active ki over resting rate
Damage:

martial damage + 2 hp damage per 3 kp over resting rate to opponent,

1 per 5 kp over resting rate to yourself.

Requirements: 200 ki control, 50 ki, 50 con, phoenix ki, ki blade
Training: 10 days
Special: counts as a ki technique, and can reflect ki techniques with the punch, if sufficient damage would be dealt to overpower the technique. If so, then the damage is added to their technique, and the technique's hit bonus is an additional 25 + ki mod + con mod + 1 per 20 kp over resting rate.
Owner: Tenkuu no Houou

Modification Techniques-

Technique Name: All-or-nothing
Description of Jutsu: This jutsu greatly increases the abilities of the fighter, at the expense of their health and ki. This technique is risky, but the rewards can be well worth it.
Rank: C
Hp Cost: 50 before, 100 after (double for a two-post bonus; 100|200)
Kp Cost: 50 kp before, 100 kp after (double for a two post bonus 100|200)
Damage: N/A
Requirements: 150 hp, 150 kp, 50 ki control, 40 ki techniques, 20 CON, 20 KI
Training: 2 days, each fail costs 30/30, each success 15/15
Special: This technique will enhance the users powers drastically for a few seconds.

For one post (the post after using this technique)

the user has full access to all of their ki (since they opened the gate that normally held it separated,) After the technique, the ki not used goes into MKP until it's full, and then the overflow goes into kp.

The user gains 5 STR, 5 DEX and 5 WIS (your body has partially unlocked all physical barriers, as well, giving you access to extra reserves of strength)

The user gains +2 turns per post, all with no bonuses save what would normally apply (no base attack bonus)



Technique Name: Super Saiyan

Special:
multiply all abilities (except for wisdom) by 1.5. (rounded down)
wisdom is reduced by 1/4.
(For hp and kp, recalculate instead of multiplying the numbers directly.)

every post, the super saiyan loses 2% of their mkp, and will forcibly be removed from the transformation should their power level fall below 500,000

The user must have a power level of 1,000,000 every time they transform, and it requires 6 combat actions [or a full post, whichever is lower] (minus 1 per fifty in modification techniques) to transform.


~Stats~

LV. 26
Experience: 18773/19760
Hp: 780 +360 = 1140
Kp: 286 +452 = 738
MKp:(max) 962 +452 = 1414
Power Level: 40,377


Gravity Level: 20/20 (+0)
Weight Level: 0/250 (+0)

Strength: 26 | +14 mod = 15
Dexterity: 18 | +10 mod = 9
Constitution: 28 | +22 mod = 20
Intelligence: 34 | +21 mod = 22
Wisdom: 19 | +29 mod = 19
Charisma: 13 | +10 mod = 6
Ki: 20 | +7 mod = 8
Dodge Bonus: 38

Base Attack Bonus: 26/21/16/11/6/1
Attack Melee: 41/36/31/26/21/16

Base Save Bonus: 13
Fort: +33
Rex: +22
Will: +32

Damage:
Martial damage: 16-63

+21 to strike



~Skills~


Swim: (Str)
Grapple: (Str) +1

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

Concentration: (Con)

-Craft (forge): (Int) 60
-Repair: (Int) 1
-Disable Device: (Int)
____Use Technology: (Int) 1 +3

Forgery: (Int)

Knowledge: (Int)
____Research: (Int)

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

Listen: (Wis)

Alchemy: (Wis) +24

-Sense Motive: (Wis) + 34
-Read Lips: (Wis)

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

-Bluff: (Cha)
-Diplomacy: (Cha) 7
-Gather Information: (Cha)
-Intimidate: (Cha) 7
-Innuendo: (Cha)
-Seduction: (Cha)
Perform: (Cha)
Handle Animal: (Cha)

Disguise: (Cha)

Martial techniques: (Str) 21 +197
____Weapons: 0 +21
Ki techniques: (Ki) 8 +49
Ki Control: (Int) 46 +152
Modification techniques: 195 +49

Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Name: Saiyan Armor
Type: Armor
Description: The armor that has made the Saiyan race, as a whole, recognizable.
In-Game Stats:
-5 to all damage
if an attack roll is between 100% and 150% the user's DB, it hits the armor. (Unless the user waives the defense of the armor)
((So If I have a DB of 10, any attack between 10 and 15 will strike the armor instead of me))
The standard Saiyan Armor has an HP of 200.
Can stretch to accommodate almost any size. From toddler to Oozaru, this armor suffers no penalties for expanding as such.
Requirements: None.
Special: Can only be procured at a Saiyan's shop. No other race will have a suit of this armor for sale, because no Saiyan would give it up, unless their pride had forced them to remove it and they got killed, or similar, but that's not important. The point stands: Only at Saiyan stores.

Name: Standard Scouter
Type: Ki Scanner
Description: This is the most basic scouter on the market, excluding antiques. It allows a person to read apparent power levels to the mark. Unfortunately, it will explode if a power level is over 25,000.
In-Game Stats: Allows a person to read apparent power levels, in the original Saiyan language, unless specially made for a different language, or modified with a repair DC of 100.
Damage: 15 damage to the person wearing the scouter if they try to read a power level of more than 25,000, from the explosion.
Requirements: None, except it must be purchased from a Saiyan store.
Special: A Saiyan with appropriate background may begin at creation with a scouter without spending a technique on it, although they are not allowed to have the skills sense ki or conceal ki at creation.


Owner: Saiyan race
Vehicle name: Saiyan space pod
Physical description: A 5 foot spherical white pod, with a red window.
The inside of the pod is comfortable and padded.
Vehicle speed: maximum of 3 light years per hour.
Fuel efficiency: Can travel for three years without stopping, but it must enter a hospitable atmosphere for at least ten minutes at least every six months to replenish its environmental system.
Environmental system (if any): Can last for six months at a time, but must be replenished every six months by entering a hospitable atmosphere for ten minutes.
Life support/medical support (if any):
The pod contains a device that places the rider in suspended animation so that they can preserve their strength for their trips and reduce the amount of food they require.

A functional life support system is available to stabilize the user should they be injured, but there is no healing available: One must travel to a planet that will take care of them. This life support system will fly the ship for the user, replenishing the environmental system as the owner sleeps, so long as it is given a destination.
Control system: The Saiyan space pod is controlled by voice commands in their native tongue (or the standard for its design,)

by a keypad that is translated to be read in the vernacular (sometimes simplified to pictures for illiterate fliers,)

and by a remote control with generally only four buttons:

Come: tells the pod to fly to the user
Depart: Tells the pod to fly somewhere safe.
Orbit: Tells the pod to orbit the planet until further notice, and to preserve its life as best it can
Self-destruct: The pod will explode, causing 100-500 damage to any within a ten foot radius, and 200-700 to any that are inside the pod.

HP: 5 feet times 100 HP = 500 HP
Special: When traveling in a saiyan space pod, the user need only eat once every six months, and suffers no ill effects from neglecting their physical training.

In fact, they can train in mental methods for the duration of the trip, and the computer generally has education material on its hard drive, and can access more by connecting to the intergalactic 'internet,' but add one DC to each roll for the amount of time you go between eating:

For instance, eating once every six months (the max) will add 6 to the DC, while eating once every three months will add only three.
Weapons/Defenses: None whatsoever. This pod is completely weaponless, and designed for lightweight speed and stamina as opposed to being a combat flier.


Owner: Emily Marneth (Arin and Aki)
Vehicle name: Alice
Physical description: A gargantuan pod. A black spherical ship fifty feet in diameter, with hundreds of red windows. It has an on-board garden, an excellent environmental system, a gravity training room that takes up an entire floor of the ship, six furnished bedrooms, a six ship docking bay, a kitchen, and voice control.

This is the finest brand of ship available on Earth, and while it may not be the best in the Universe based on technology, it certainly has all their love for furnishings and comfort.
Vehicle speed: .5 light years per mile
Fuel efficiency: can travel without stopping for a year, at which point it needs to touch down on a planet, shut down, and spend 24 hours in the sunlight. An extremely efficient fueling system keeps the ship operational until that time based completely on solar energy, and what it siphons out of the air.
Environmental system (if any): The on-board environmental system consists of oxygen converters and a large garden that clean the air of wastes and recirculate them through the ship.
Life support/medical support (if any): A medical floor, with six rejuvenation tanks and enough supplies to treat just about anything, accompanied by a surgical robot programmed with the latest technology updated weekly by the ship.. This chamber can put any injury back together, and the rejuvenation tanks heal at the rate of 15 hp and 15 kp per post. (hour) UPGRADE: now heals at a speed of 10% +30 hp/kp per hour.
Control system: voice-controlled with a manual override if desired.
HP: 50 feet times 100 HP = 5000 HP
Special: The ship can turn large sections (The entire third floor [the living quarters] for example) of its hull transparent from the inside so as to view the scenery.
Weapons/Defenses: None. Apparently the humans decided they just didn't need to give the ship any weapons. Those idiots.

Bo: A Bo is basically a staff. The Bo is normally around 2m long or at the very least 6 inches longer than the person height for purposes of attacking and maneuverability.
Damage: 1 - 6 + Str. Mod. +1 per ten points in weapons (bo)
Range: Melee + 5 ft. forward.
Special: Can be used as a defensive weapon, spinning the Bo in front of you gives you + 4 in dodge bonus.


Valuables
PostPosted: Fri Dec 07, 2012 12:52 am


Currently on East Kai Planet

User-name: Rotabyss
Posting: often
Time zone: gmt-7

~Character Data~


Name: Rota Emptiet Abyssian
Bloodline/clan/race:
100% middle-class saiyan with a tail

Sensei:
Home village (and/or) home planet: Nexum
Ki type affinity: chaotic, sharp
Age: 18
Gender: male
Rank: C
~Appearance~


Height: 5'10"
Weight: 160 on nexum: 1600
Hair: style: semi long(about to mid shoulders), usually in a
ponytail(at least when fighting) color: black the tail color is also black.

Eyes: black and red graidient (from some angles, they look
black, but in times of moodiness, they can appear red as blood)

Physical Description: teeth are in points like fangs, but not very
sharp. he is slim, yet toned so do not mistake his lack of body size for
lack of power. his skin is generic peach, no tan, He has a diagonal
scar across his face from left brow to right cheek, and burn scars
under his vanbraces with the same saiyan symbols for slayer and
repent.

Clothing: a black dress shirt with a white skull symbol( has white
ribbons wrapped around it) on the left pec.solid black dress pants
made of silky, yet durable material. black dress shoes(usually
polished). he has a vanbrace on each arm with the saiyan symbols for
'slayer' and 'repent'

Background: left home when he was 16 to train to be an expert
fighter. he has made little progress on this goal, but he never will give
up on said goal. Until he achieves that goal, he has abandoned all
prospects of good and evil to give himself the best chance of
becoming as strong as possible.

Personality: is crazy at times, but keeps his head when needed.
he is fiercely loyal to his allies/friends,and if provoked will kill for
them.
Other: nothing......yet

Missions/achievements:

S:
A:
B:
C: murdered Bete with a bomb
D: learned flight b

Techniques:

Ki techniques-

Technique Name: Flight (A)
Description of Jutsu: The user has learned to fly, specializing in high-

speed movement in straight lines with tons of follow-through.
Rank: E
Cp Cost: 2 ki per post
Damage: +Ki mod to Martial attack
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 + 1/2 ki mod miles per hour.

Technique Name: Flight (B)
Description of Jutsu: The user has learned to fly, specializing in tight,

curved movements aimed at avoiding obstacles.
Rank: E
Cp Cost: 3 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.

Add your Ki mod to your DB

You travel at a speed of 1d10 + 1/2 ki mod miles per hour

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.
An aura will develop around the user if they surpass their resting ki
rate. Auras can displace solid matter, so it's a good idea to think
through it before powering up to full strength in the middle of a
flimsy building. (just a suggestion.) Ki causes damage to inanimate
objects (that the user is not protecting or keeping out of this effect) at
a rate of 1 hp damage per 2 kp over resting rate. Just how it happens
depends on personal preference. This damage has a radius of [ki
mod] feet around the user. It does not harm people.

Technique Name: Ki blade
Description of Jutsu: Using your ki added to a weapon, you can
extend the weapon or you can create a cutting edge (depending on
your specialty)
This can also be applied to your normal martial damage, but never to
a thrown object.

Rank: D

Kp Cost: 2 per turn

Damage: + ki mod to weapon damage

Requirements: +10 ki control

Training: 1 day

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: Ki shot
Description of Jutsu: allows the user to form a ball of their ki that can
be thrown/shot at their opponent. This is one of the most basic forms
of attacking with ki, as it only requires a loosely-formed
ball/beam/arrow/projectile (depending on your specialty/preference)
of energy and the ability to move your arm (or not, as it were)

Rank: E

Kp Cost: 2 per shot (can fire two per combat turn)

Damage: 1-5 + ki mod. + 1 per ten in ki control

Requirements: ki control 10

Training: 1 day

Special: the attack roll is base attack bonus + ki mod. + 1 per ten in ki control
must roll once for each projectile

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)

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: Sustained Ki blast
Description of Jutsu: This is another fairly common technique. It involves the user firing a continuous stream of ki at their opponents. Unlike a non-sustained attack, this attack can be used to continuously damage an enemy if you can hit them.
Rank: D
Kp Cost: 25 + an additional 5 per sustained turn
Damage: (10-20 + an additional 10 per turn) + ki mod.
Reflex DC: 1d20 + 10 + Character level + ki mod for half damage.

Neutral 20 or surpassing the save by 10 means no damage.
Requirements: ki control 30, ki 14
Training: 3 days
Special: See the [What is D20?] thread -> locking beams: continuous ki blasts

Technique Name: Kiai
Description of Jutsu: The kiai is never really named, but it consists of the user flashing their ki from their bodies (usually accompanied by a

yell) nullifying an attack or blasting enemies back. It can be expensive,

but the loss in ki is generally preferred to the loss of life.
Rank: D
kp Cost:

Defensive:
at least 50

Offensive:
at least 50

Damage:

Defensive: none

Offensive:
(kp used)/4,
pushed back (kp used)/8 feet

25 + 1 per five ki control + ki mod

Requirements: 50 ki control, 25 ki techniques
Training: 1 day
Special: to find out if any damage is received, use this equation:

damage to be taken - [kp used + ki mod] / 2

Martial Techniques-

Modification Techniques-

Giji super saiyan
~Stats~

LV. 10
Experience: 1216/1320
Hp: 140 +63+7 = 210
Kp: 130+5 +21 = 156
MKp: 400+5 +21 =

426
Power Level 5307



Strength: 20 | +21 mod = +15
Dexterity: 20 | +20 mod = +15
Constitution: 19 | mod = +4
Intelligence: 19 | mod = +4
Wisdom: 7 |+1 mod = -1
Charisma: 12 | mod = +1
Ki: 29 |+1 mod = +10
Dodge Bonus: 24

Base Attack Bonus: +10/5
Attack Melee: +25/20
Attack Ranged: +25/20
Attack Ki: +20/15

Base Save Bonus: +5
Fort: +9
Rex: +20
Will: +4

Damage:
Martial damage: 22-27

Ki blast damage:
[any other weapon you use]


~Stats~

LV. 10
Experience: 1216/1320
Hp: 130 +63+7 = 200
Kp: 100+5 +21 = 126
MKp: 350+5 +21 =

376
Power Level 4747



Strength: 16 | +21 mod = +13
Dexterity: 16 | +20 mod = +13
Constitution: 16 | mod = +3
Intelligence: 16 | mod = +3
Wisdom: 16 |+1 mod = +3
Charisma: 10 | mod = 0
Ki: 24 |+1 mod = +7
Dodge Bonus: 26

Base Attack Bonus: +10/5
Attack Melee: +23/18
Attack Ranged: +23/18
Attack Ki: +17/12

Base Save Bonus: +5
Fort: +8
Rex: +18
Will: +8

Damage:
Martial damage: 20-25

Ki blast damage:

[any other weapon you use]

~Skills~



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)

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)

Martial techniques: (Str) 55+5
____Weapons:
Ki techniques: (Ki) 32
Ki Control: (Int) 32 +5
Modification techniques: 20

Sneak Attack:




~Possessions~


Money:

Ryo:

Equipment:

Name: Standard Scouter
Type: Ki Scanner
Description: This is the most basic scouter on the market, excluding antiques. It allows a person to read apparent power levels to the mark. Unfortunately, it will explode if a power level is over 25,000.
In-Game Stats: Allows a person to read apparent power levels, in the original Saiyan language, unless specially made for a different language, or modified with a repair DC of 100.
Damage: 15 damage to the person wearing the scouter if they try to read a power level of more than 25,000, from the explosion.
Requirements: None, except it must be purchased from a Saiyan store.
Special: A Saiyan with appropriate background may begin at creation with a scouter without spending a technique on it, although they are not allowed to have the skills sense ki or conceal ki at creation.


Valuables symbol for pride around neck

rotabyss
Crew


Zyke Alastar
Crew

3,200 Points
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  • Brandisher 100
  • Treasure Hunter 100
PostPosted: Fri Dec 07, 2012 1:02 am


Zyke


~Stats~



LV: 17
Experience:4846/5160
Hp: 425 + 412 = 837
rKP: 374 + 652 = 1026
mKP: 986 + 652 = 1638
Resting Power Level 67999
Max Power Level 127786


Strength: 6 | +56 = 62 mod = +26
Dexterity: 6 | +57 = 63 mod = +26
Constitution: 16 | +24 = 40 mod = +15
Intelligence: 16 | +10 = 26 mod = +8
Wisdom: 26 | +27 = 53 mod = +21
Charisma: 6 | +10 = 16 mod = +3
Ki: 17 | +31 = 48 mod = +19
Dodge Bonus: 10 + 26 + 21= +57

Base Attack Bonus: 17
Attack Melee: 43/38/33/28
Attack Ranged: 43/38/33/28
Attack Ki: 46/41/36/31

Base Save Bonus: 8
Fort: +24
Rex: +34
Will: +28

Damage:
Martial damage: 1-6 + Str mod + 0-2 per ten in martial techniques

martial:
1-6 + 26-26 + 0-4 = 27-36
(1-6 + 33-33 + 0-4 = 34-43)
long-blade:
1 - 10 + str. mod. + 0-2 per ten in long-blade + 0-2 per ten in martial techniques

1-10 + 26-26 + 0-4 + 0-0 = 27-40
(1-10 + 33-33 + 0-4 + 0-0 = 34-47)
Ki blast damage:
[any other weapon you use]
PostPosted: Fri Dec 07, 2012 1:23 am


Name: Roa Levin
Bloodline/clan/race: Human
Sensei:
Home village (and/or) home planet: Nexum
Ki type affinity: wind, sharp, heat

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: sharp
Description of Property: your ki has a cutting force to it.
Requirements:
Training: 5 days
Special: 5 + 1 per ten in anatomy% chance to cut a muscle/tendon for every ki attack (-2 to all checks per cut)

Property Name: Heat
Description of Property: your ki is hot.
Requirements: can't be using cold
Training: 5 days
Special: will burn your victim. Every time they are hit with a ki attack, they get a burn, which causes +1 damage for every melee attack they are hit with. (stacks)

Age: 20
Gender: Male
Rank: C

Techniques:

Technique Name: Flight (B)
Description of Jutsu: The user has learned to fly, specializing in tight, curved movements aimed at avoiding obstacles.
Rank: E
Cp Cost: 3 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.

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.

An aura will develop around the user if they surpass their resting ki rate. Auras can displace solid matter, so it's a good idea to think through it before powering up to full strength in the middle of a flimsy building. (just a suggestion.) Ki causes damage to inanimate objects (that the user is not protecting or keeping out of this effect) at a rate of 1 hp damage per 2 kp over resting rate. Just how it happens depends on personal preference. This damage has a radius of [ki mod] feet around the user. It does not harm people.

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: Ki shot
Description of Jutsu: allows the user to form a ball of their ki that can be thrown/shot at their opponent. This is one of the most basic forms of attacking with ki, as it only requires a loosely-formed ball/beam/arrow/projectile (depending on your specialty/preference) of energy and the ability to move your arm (or not, as it were)
Rank: E
Kp Cost: 2 per shot (can fire two per combat turn)
Damage: 1-5 + ki mod. + 1 per ten in ki control
Requirements: ki control 10
Training: 1 day
Special:

the attack roll is base attack bonus + ki mod. + 1 per ten in ki control

must roll once for each projectile

Technique Name: Ki blade
Description of Jutsu: Using your ki added to a weapon, you can extend the weapon or you can create a cutting edge (depending on your specialty)

This can also be applied to your normal martial damage, but never to a thrown object.
Rank: D
Kp Cost: 2 per turn
Damage: + ki mod to weapon damage
Requirements: +10 ki control
Training: 1 day
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: Ki shot V. 1.5
Description of Jutsu: This is the same basic principle of the ki blast, except that the user sacrifices ki for speed. By using more ki in the technique, the user can speed their attack rate up while slightly reducing the damage of each individual projectile.
Rank: D
Kp Cost: 4 kp per shot (can fire four per combat turn
Damage: 1-3 + ki mod + 1 per ten in ki control
Requirements: 30 ki control
Training: 2 days (must know ki shot)
Special:

the attack roll is base attack bonus + ki mod. + 1 per ten in ki control

must roll once for each projectile

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.

Each of these bonuses can only be applied once per use, and vanishing only consumes one combat turn (one martial attack)



Modification Techniques-

~Stats~

LV. 10
Experience: 169
Hp: 160
Kp: 150/150 +24
mKp 420/420 +24
Power Level 1440



Strength: 18 | mod = 4
Dexterity: 20 | mod = 5
Constitution: 22 | mod = 6
Intelligence: 15 +5 | mod = 5
Wisdom: 18 | mod = 4
Charisma: 15 | mod = 2
Ki: 35 | mod = 12
Dodge Bonus: 19

Base Attack Bonus: 10/5/0
Attack Melee: 14/9/4
Attack Ranged: 15/10/5
Attack Ki: (10+12+6) 28/23/18

Base Save Bonus: 5
Fort: 11
Rex: 10
Will: 9

Damage:
Martial damage: 5-10

Equipment:

Name: Saiyan Armor
Type: Armor
Description: The armor that has made the Saiyan race, as a whole, recognizable.
In-Game Stats:
-5 to all damage
if an attack roll is between 100% and 150% the user's DB, it hits the armor. (Unless the user waives the defense of the armor)
((So If I have a DB of 10, any attack between 10 and 15 will strike the armor instead of me))
The standard Saiyan Armor has an HP of 200.
Can stretch to accommodate almost any size. From toddler to Oozaru, this armor suffers no penalties for expanding as such.
Requirements: None.
Special: Can only be procured at a Saiyan's shop. No other race will have a suit of this armor for sale, because no Saiyan would give it up, unless their pride had forced them to remove it and they got killed, or similar, but that's not important. The point stands: Only at Saiyan stores.

roach11

Emily Marneth rolled 1 20-sided dice: 6 Total: 6 (1-20)


Emily Marneth

Captain

PostPosted: Fri Dec 07, 2012 1:29 am


((The arena is the rocky field that Goku and Vegeta fought in roll is initiative)

Arin stood atop a stone pillar, staring out at the other fighters, wrapped in bandages from head to toe, only her eyes peering out from underneath the fabric
roach11 rolled 1 20-sided dice: 12 Total: 12 (1-20)
PostPosted: Fri Dec 07, 2012 1:30 am


"Good luck everyone." Roa pulls his shemagh back from his face.

roach11

Zyke Alastar rolled 1 20-sided dice: 10 Total: 10 (1-20)

Zyke Alastar
Crew

3,200 Points
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PostPosted: Fri Dec 07, 2012 1:33 am


A ragged looking Zyke steps into the Arena, blood and gore covering his bare chest. Tears and holes lightly fleck his pants. An Orsan long sword strapped to his back, the leather belt being his only upper clothing. A black blindfold is tied around his neck, hanging like a necklace. He steps into corner of the clearing, tapping his boots, knocking gore and dirt off the bottom of his boots. Drawing his blade and tightening his shield, Zyke stands at the ready.
rotabyss rolled 1 20-sided dice: 15 Total: 15 (1-20)
PostPosted: Fri Dec 07, 2012 1:34 am


Hp:210/210
Kp:156/156
MKp:426/426

Rota looks at all participating, and sees Roa. well, HE'S new. time to tech him a thing or three.

rotabyss
Crew

rotabyss rolled 2 20-sided dice: 8, 11 Total: 19 (2-40)

rotabyss
Crew

PostPosted: Fri Dec 07, 2012 1:41 am


(( attack roll +23/+18 ))
Hp:210/210
Kp:156/156
MKp:426/426

Rota leaps across the spires of earth, dead set on Roa. each leap kicking up dust in his wake. as he nears, he gauges the distance to his foe, and leaps the rest of the way. on his decent in front of Roa, he cocks back his right fist, aiming a punch right at Roa's left cheek. and image flashed through his mind. if the blow connected, then with the momentum of the punch, he would rotate his body to bring his left leg over the imbalance of Roa, and use his left heel to drive Roa's face into the ground. this fight was gonna get interesting.
Zyke Alastar rolled 4 20-sided dice: 13, 7, 10, 3 Total: 33 (4-80)
PostPosted: Fri Dec 07, 2012 1:48 am


(Zyke's Health: 836/836)
(Db/Ac: 56/72)

Spotting Erin on the field, Zyke leapt at the opportunity to lash out against her, literally. In a single large bound Zyke closed the distance to Erin, lunging straight into a combo of slashes. Bringing the first down to cut from Erin's right shoulder to her left hip, Zyke reversed the attack at the bottom of it's swing, coming back around with it to slash up from right hip to left shoulder inversely. He spins into a kick to push Erin a little back for his follow-up combo, Zyke continues with the spin into crooked helm-splitter, finishing his assault with a thrust straight out at Erin's chest.

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
rotabyss generated a random number between 40 and 50 ... 50!

rotabyss
Crew

PostPosted: Fri Dec 07, 2012 1:48 am


((Damage done to Roa))
Zyke Alastar generated a random number between 81 and 120 ... 107!
PostPosted: Fri Dec 07, 2012 1:53 am


(Damage, 3 hits)

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
roach11 rolled 12 20-sided dice: 18, 6, 13, 2, 20, 14, 11, 15, 16, 19, 10, 2 Total: 146 (12-240)

roach11

PostPosted: Fri Dec 07, 2012 1:56 am


Hp: 110 /160
Kp: 150/150 +24
mKp 420/420 +24

Roa pulled his face away from the ground, spitting out a mixture of blood and dirt. Hopping away form him, he began to gather the energy inside of his fingertips as the distance grew between them. "Not so much as a hi even? Rude!" And with that he unleashed the eight energy balls, turning his body and sending another four arcing through the air above Rota.

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

Technique Name: Ki shot V. 1.5
Description of Jutsu: This is the same basic principle of the ki blast, except that the user sacrifices ki for speed. By using more ki in the technique, the user can speed their attack rate up while slightly reducing the damage of each individual projectile.
Rank: D
Kp Cost: 4 kp per shot (can fire four per combat turn
Damage: 1-3 + ki mod + 1 per ten in ki control
Requirements: 30 ki control
Training: 2 days (must know ki shot)
Special:

the attack roll is base attack bonus + ki mod. + 1 per ten in ki control

must roll once for each projectile

-48 kp for all 12 shots
+40 for the first four
+35 for middle four
+30 for last four
roach11 generated a random number between 247 and 273 ... 251!
PostPosted: Fri Dec 07, 2012 2:06 am


((damage))

247-273

roach11


rotabyss
Crew

PostPosted: Fri Dec 07, 2012 2:12 am


Hp:-41/210

I'll leave it to Roa to describe what exactly happens to rota.
Reply
OOC Arena and quests

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