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Reply DBZ: A new generation (Emily Marneth)
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Zyke Alastar rolled 1 20-sided dice: 6 Total: 6 (1-20)

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
PostPosted: Sat Aug 21, 2010 7:46 am


Zyke
Hp: 27/27
rKp: 22/22
mKp: 40/40


Saiyan
Hp: 12/27
rKp: 22/22
mKp: 40/40


The Saiyan hops back in time to avoid Zyke's fatal slash, retaliating full power kick at Zyke's chest.

((Saiyan's roll))
Zyke Alastar rolled 1 20-sided dice: 18 Total: 18 (1-20)
PostPosted: Sat Aug 21, 2010 7:48 am


Zyke
Hp: 27/27
rKp: 22/22
mKp: 40/40


Saiyan
Hp: 12/27
rKp: 22/22
mKp: 40/40


Zyke catches his opponents foot, tossing him off to the side, dashing after him, appearing over top of him, slashing down from head to crotch with another cut.

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
Zyke Alastar generated a random number between 21 and 30 ... 25!

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
PostPosted: Sat Aug 21, 2010 7:51 am


((Damage to Saiyan))
((Irrelevant though))
PostPosted: Sat Aug 21, 2010 7:55 am


Zyke
Hp: 27/27
rKp: 22/22
mKp: 40/40


Saiyan
Hp: 0/27
rKp: 22/22
mKp: 40/40



Zyke's opponent splits in two, one half from each side of the blade. They land far enough apart for Zyke to land in between the two halves of his quickly felled foe.

((This is why I don't think I'm really powerful, I can kill myself in one easy blow crying ))

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
Emily Marneth rolled 3 20-sided dice: 13, 14, 12 Total: 39 (3-60)


Emily Marneth

Captain

PostPosted: Sat Aug 21, 2010 7:06 pm


((Arin's attacks, supplemented with flight: C, all martial

He will attempt to use flight B to dodge,

Arin's attacks on Tatoma
1d20 + 55/50/45 + 18/18/18

86 82 75))

Arin:
Hp: 473/473
Kp: 463/466
MKp:(max) 851/851
Power Level: 36,621
DB: 49 (or 67)

Tatoma:
Hp: 600/600
Kp: 2067/540
mKp: 0/1530
Power Level 48,060
Armor HP: 200/200
DB: 36 (or 51)
Armor DB: 54 (or 76)

Tatoma watched his youngest son get sliced neatly in two. He started shaking and grew even angrier, roaring loudly and beginning to power up so that he could more completely destroy this whelp.

Arin just grinned and allowed Tatoma to charge. An area of almost twenty feet around him was being destroyed by the power, and a large wind was being blown away from him as his gaudy orange aura burst into existence. She just crossed her arms and stood, allowing him to pwoer up to his full potential. "Go ahead... you might even stand a chance against me." She waited until he finished powering up and his disgusting aura blasted out before coming to a violent, tumultuous rest around his body. But she still wasn't impressed. She appeared to have inherited Aki's mysterious ability that allowed her to sense ki levels, and she felt as Tatoma's level gradually rose over hers and leveled off at a level only slightly higher than her own as she slept every night.

Arin stretched and rolled her neck, the bones cracking and settling. "Thanks for the nap. But you still have no chance." And with a pitying shake of her head, she dashed forward and rammed her forehead at his, hoping to drive him back, where she'd flash around behind him and drive him up with a quick two-footed kick to his lower spine, flying with all speed to reappear there before he did, grabbing his head by the temples and slamming her own skull into the poor b*****d's still-sore brow.


Arin
CURRENTLY ON NEXUM


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

~Character Data~


Name: Arin
Bloodline/clan/race: 100% Saiyan (with tail)
Sensei: none
Home village (and/or) home planet: Nexum, Saiyan district, more specifically the wilderness between the human and saiyan districts.
Ki type affinity:
heat
piercing
Age: 17
Gender: female
Rank: A

~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

From her ears hang silver earrings with red jewels, a necklace of a matching sort is around her neck, and a chain belt with a shining crimson pendant nestled in a silver holding slopes off one hip.
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: 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


Martial Techniques-

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)

~Stats~

LV. 11
Experience: 1590/1620
Hp: 242 +231 = 473
Kp: 231 +235 = 466
MKp:(max) 616 +235 = 851
Armor HP: 194/200
Power Level: 31,926 36,621


Gravity Level: 20/10 (+5)
Weight Level: 50/0 (+10)

Strength: 24 | + 49 +5 +10 mod = 39
Dexterity: 18 | +36 +5 +10 mod = 29
Constitution: 19 | +15 mod = 12
Intelligence: 16 | +21 mod = 13
Wisdom: 13 | +17 mod = 10
Charisma: 10 | +10 mod = 5
Ki: 19 | +27 mod = 18
Dodge Bonus: 44 49

Base Attack Bonus: 11/6/1
Attack Melee: 45/40/35 50/45/40
Attack Martial: 50/45/40 55/50/45
Attack Ranged: 35/30/25 40/35/30
Attack Ki: 29/24/19

Base Save Bonus: 5
Fort: +17
Rex: +29 +34
Will: +15

Damage:
Martial damage:
40-55
+5 to strike

~Skills~


Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Ki Control: (Int) 23 +71
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int) 1
Research: (Int)
Search: (Int)
Use Technology: (Int) 1 +3

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

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

Ki techniques: (Ki) 8 +38
Martial techniques: (Str) 21 +30
Modification techniques: 26 +4
Weapons (bo): 0 +22
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)
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


Tatoma

User-name: Emily Marneth
Posting: As long as he survives
Time zone: GMT

~Character Data~


Name: Tatoma
Bloodline/clan/race: 100% saiyan (with tail)
Sensei: N/A
Home village (and/or) home planet: Nexum, saiyan quarter
Ki type affinity: cold, concussive
Age: 267
Gender: male
Rank: B

~Appearance~


Height: 7'
Weight: 300
Hair: spiky, medium-length brown
Eyes: piercing, black eyes
Physical Description: A beast of a man, gigantic and powerful.
Clothing: he wears a black skin-tight undersuit along with black boots, gloves, and saiyan armor.
Background: Tatoma gained his political power by beating the crap out of people. That's pretty much it. He fathered many children since his rise.
Personality: Angry, since his children died... Out for blood and revenge, on the ones who have killed them and threaten his reign.
Other: Currently possesses all thirteen Nexum Dragon Balls, because of his soldiers (currently on vacation) who scoured the planet, using a powerful being who could sense their whereabouts. He afterward killed the being, believing that the Dragon Balls were permanently in his possession.

Missions/achievements:

S:
A:
B:
C:
D:

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 (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: 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.

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 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: 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 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: Jibaku
Description of Jutsu: This technique is a powerful (sometimes) attack, that relies on the user sacrificing their life to destroy a target. By expending all of their energy and lifeforce, the user can create a powerful but confined explosion, resulting in a possibly great amount of damage, depending on the user's abilities.
Rank: D
Kp Cost: all of it (including remaining max kp), and all of your HP, as well.
Damage: anywhere from half to all of the amount of HP + KP put into the technique.
Requirements: ki and hp, consciousness, and 50 ki control
Training: 1 day of practicing expelling equal parts hp and kp in a small, nonlethal explosion. The points spent is equal to your dice roll, of both hp and kp. For this technique, you don't have to charge up, it will automatically draw from your latent kp.
Special: In order for this attack to take full effect, you must be grappling your opponent. It will hit all within melee range (those that melee hit you as their last action or that you melee hit as your previous action), however it will only do half of the damage it would ordinarily do (so 1/4 to 1/2 hp+kp in the technique, or equal to one-half the damage roll you made for it on the person you were grappling.) There is no way for the user to survive this technique (excluding training it).

Martial Techniques-

Modification Techniques-

~Stats~

LV. 30
Experience:
Hp: 600/600
Kp: 540/540
mKp: 1530/1530
Power Level 20,520
Armor HP: 200/200

Strength: 31 | mod = 10
Dexterity: 46 | mod = 18
Constitution: 31 | mod = 10
Intelligence: 21 | mod = 5
Wisdom: 26 | mod = 8
Charisma: 16 | mod = 3
Ki: 41 | mod = 15
Dodge Bonus: 36

Armor protects if lower than 54

Base Attack Bonus: 30/25/20/15/10/5
Attack Melee: 40/35/30/25/20/15
Attack Martial: 42/37/32/27/22/17
Attack Ranged: 48/43/38/33/28/23
Attack Ki: 45/40/35/30/25/20

Base Save Bonus: 15
Fort: 25
Rex: 33
Will: 23

Damage:
Martial damage: 11-20
+2 to strike

Ki blast damage: 27-47

Ki shot: 18-22

Continuous ki blast: 27-37 + an additional 27 per turn

Ki blade: 26-35

Ki Ball: 57 + 1 per two additional kp

~Skills~


Ki Control: (Int) 20

Spot: (Wis) 20

Bluff: (Cha) 20
Intimidate: (Cha) 20

Ki techniques: (Ki) 20
Martial techniques: (Str) 20
Modification techniques: 30
Weapons:
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:

scouter
saiyan armor


Valuables
Emily Marneth generated a random number between 35 and 50 ... 39!
PostPosted: Sat Aug 21, 2010 7:10 pm


(( Damage to Tatoma

40-55

-5 (armor)

35-50

78 to HP

39 to Armor HP
))


Emily Marneth

Captain

Emily Marneth rolled 9 20-sided dice: 19, 8, 15, 16, 18, 9, 1, 8, 19 Total: 113 (9-180)


Emily Marneth

Captain

PostPosted: Sat Aug 21, 2010 7:20 pm


(( Tatoma's attacks on Arin, supplemented with flight: D, all martial

She will attempt to use flight B to dodge,

Tatoma's attacks on Arin
1d20 + 42/37/32/27/22/17

61 45 47 43 40 26

Arin's attacks, supplemented with flight: C, all martial

He will attempt to use flight B to dodge,

Arin's attacks on Tatoma
1d20 + 55/50/45 + 18/18/18

1, 76, 72))

Arin:
Hp: 473/473
Kp: 457/466
MKp:(max) 851/851
DB: 49 (or 67)

Tatoma:
Hp: 522/600
Kp: 1985/540
mKp: 0/1530
Armor HP: 161/200
DB: 36 (or 51)
Armor DB: 54 (or 76)

Arin's combo went without a hitch until Tatoma managed to get his armored gloves in the way of her final headbutt. But still, it wasn't good enough, and he was sent flying toward the ground, where he crashed into the earth and a large crater formed, dust clouding the fight zone temporarily. When it settled, Tatoma peeled himself out of the crater and roared, flying straight toward Arin, his fist drawn back. His ki was a driving force, not a dashing one. He was putting all his effort into doing as much damage as possible. He's angry... Good. She smirked as he flew toward her. Form his stance, she could tell he was going to put all his power into just a single punch, and attempt to beat her with it. But she knew herself better than that. She would attempt to get above him and double-hammerfist the top of his skull to drive him toward the earth again, would flash down and handspring into his stomach to propel him upwards and reappear above him to front-flip double-axe-kick his spine.
Emily Marneth generated a random number between 70 and 100 ... 96!
PostPosted: Sat Aug 21, 2010 7:51 pm


((Damage to Tatoma 70-100 to armor))


Emily Marneth

Captain

Emily Marneth rolled 2 20-sided dice: 11, 15 Total: 26 (2-40)


Emily Marneth

Captain

PostPosted: Sat Aug 21, 2010 8:49 pm


(( Continuous ki clash

Arin>--o--
Arin
1d20 + 27
38

Tatoma
1d20 + 22
37))

Arin:
Hp: 473/473
Kp: 432/466
MKp:(max) 851/851
DB: 49 (or 67)

Tatoma:
Hp: 522/600
Kp: 1913/540
mKp: 0/1530
Armor HP: 65/200
DB: 36 (or 51)
Armor DB: 54 (or 76)

She had to improvise, as she dodged his attack, he dodged her first strike. She dashed up and down again to drive him toward the earth, vanishing and punching his stomach to send him into the sky.

She began charging a ball of purple and black ki, with just a few streaks of red mixed in. She thrust her hand forward to blast him with a continuous ki blast, almost twice as large as the blast that had ruined Rota. The blast superheated the air around her and it was her pure hatred and rage that was being channeled into the attack. It seemed that even though she was winning, what had happened... What he had really taken away from her... What she had lost... She would never again feel the magic of a kiss... The perfection of her embrace... It was driving Arin mad. A heart-wrenching scream ripped itself from her throat, but the heat evaporated her tears. The grass at her feet was burned away as the purple, hell-fire blast powered toward the saiyan and the orange sky. And Tatoma powered his ki into his hands above his head, seeming to pull the very light from the sky, and he forced the light down to meet Arin's blast.

As the blasts connected, a terrifying crash echoed over the plains, and his cold heavenly ki met the burning fires of hell.
Emily Marneth rolled 2 20-sided dice: 7, 19 Total: 26 (2-40)
PostPosted: Sat Aug 21, 2010 9:01 pm


(( Continuous ki clash

Arin>---o-
Arin
1d20 + 27
34

Tatoma
1d20 + 22
41))

Arin:
Hp: 473/473
Kp: 427/466
MKp:(max) 851/851
DB: 49 (or 67)

Tatoma:
Hp: 522/600
Kp: 1815/540
mKp: 0/1530
Armor HP: 65/200
DB: 36 (or 51)
Armor DB: 54 (or 76)

Arin's single hand was holding off Tatoma's blast, as the tumultuous ball of energy began to slowly creep toward the saiyan lord. The air around them was beginning to be affected by the temperature differences, and a spiral of air began circling them, the makings of their very own tornado. As the air was cooled by his attack, it fell, and as the air was heated by hers, it rose. The mass movement began to create a slow circulation, and the grass-less earth was picked up, beginning to swirl in the air along with the ashes from the charred grass.


Emily Marneth

Captain

Emily Marneth rolled 2 20-sided dice: 17, 2 Total: 19 (2-40)


Emily Marneth

Captain

PostPosted: Sat Aug 21, 2010 9:34 pm


(( Continuous ki clash

Arin>--o--
Arin
1d20 + 27
44

Tatoma
1d20 + 22
24))

Arin:
Hp: 473/473
Kp: 421/466
MKp:(max) 851/851
DB: 49 (or 67)

Tatoma:
Hp: 522/600
Kp: 1746/540
mKp: 0/1530
Armor HP: 65/200
DB: 36 (or 51)
Armor DB: 54 (or 76)

Tatoma saw the apparent ease with which Arin was overpowering him and began putting more power into his attack, managing to take away the ground she had gained. But this was far from over. She knew that the fool couldn't eke out any more power than what he was giving except for what his willpower could give him. Even at his strongest, she was holding him off with one nonchalant hand. She wasn't even looking at him anymore. She turned to look out at the battles that were raging around her. But the dust was rising and beginning to shroud the outside world from her vision. She relied on this mysterious new sense to feel out the battles progress. Rota was evenly matched with his opponent, and the woman was almost twice as apparently powerful as her opponent. She didn't expect any trouble to come from these fights, especially if the new guy was anything to judge by.
Emily Marneth rolled 2 20-sided dice: 11, 19 Total: 30 (2-40)
PostPosted: Sat Aug 21, 2010 9:45 pm


(( Continuous ki clash

Arin>----o
Arin
1d20 + 27
38

Tatoma
1d20 + 22
41))

Arin:
Hp: 473/473
Kp: 416/466
MKp:(max) 851/851
DB: 49 (or 67)

Tatoma:
Hp: 522/600
Kp: 1680/540
mKp: 0/1530
Armor HP: 65/200
DB: 36 (or 51)
Armor DB: 54 (or 76)

As Arin searched for another fighter, she realized again why she couldn't find one. As her thoughts drifted back towards Aki, she grew enraged again, and another roar tore through her throat, her blaze intensifying and powering through Tatoma's weak attempts to stop it. The massive ball of ki was at his hands now, and she reasoned that the only reason that he wasn't being burned was that his icy ki was insulating him from her hate. But not for long "What's the matter? Do you feel inadequate? Do you feel like you might have ******** with the wrong person? Do you feel fear!? Something must have taken the ******** grin off your face! So tell me... WHAT IS IT!?!?" She was beginning to lose it. It seems that her psyche wasn't completely prepared for something like this... While she and Aki fused, she couldn't feel Aki's consciousness... Aki was gone... And that only left Arin.


Emily Marneth

Captain

rotabyss rolled 9 20-sided dice: 15, 2, 2, 12, 13, 17, 14, 3, 1 Total: 79 (9-180)

rotabyss
Crew

PostPosted: Sat Aug 21, 2010 10:03 pm


(first two: rota's 1d20+16 and 1d20+11
next two:Raydak's 1d20+16 and 1d20+11
next three: selena's 1d20+15, 1d20+10, and 1d20+5
last two: Kochartei's 1d20+13 and 1d20+8 )


Rota's stats
Hp:123/123
Kp:81/81
MKp:180/180
Power Level 2448
Dodge Bonus: 21



Rayda's stats
Hp:108/123
Kp:81/81
MKp:180/180
Power Level 2448
Dodge Bonus: 21



Selena's stats
Hp: 150/150
Kp: 80
mKp: 150
Power Level 1150
Dodge Bonus: 17



Kochartei's stats
Hp: 115/130
Power Level 570
Dodge Bonus: 16



Rota went on the offensive right off the bat. It was time for this family to disappear into the annals of time. he charged Rayda, not feeling good about having to slaughter a woman."I am sorry miss, but it is time for you to die!"

Rayda prepared herself for the saiyan hurtling at her, with a look of vengence and rage on her face. "Silence, murderer!!"

Selena was sad for Arin. she herself knew the pain of being incapable of being with your one true love, but Arin's love was gone forever, and Rota was now fighting by her side. she looked around, and saw a very pissed Kochartei charging her, his glasses on and everything. this surprised her, because Kochartei never had the stomach for fighting untill this moment. she braced herself to war against the formerly meek Saiyan.

Kochartei had never been so pissed off in his entire life: his family was being butchered one by one, thier tails harvested as gruesome trophies,the culprit of the crimes was right in front of him, and he could do nothing to enact his revenge against her, the traitorous saiyan Rota Abyssion was among the slayers of his kin, and to top it off, Selena Whyte was also alligned with this group of familicidal Maniacs. he even helped out the Saiyan whore. the voice inside of him that told him that it was not right to engage in combat was strangled, and decapitated for slander and lies. He bull rushed Selena as fast as his legs could take him, operating on the speed of rage. "you b***h!! You're gonna DIE!!!"


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

Martial Techniques-

Modification Techniques-

~Stats~
LV. 6
Experience: 618/650
Hp: 60 +63 = 123
Kp: 58+5 +21 = 81
MKp: 150+5 +21 = 180
Power Level 2448



Strength: 16 | +18 mod = +12
Dexterity: 16 | +18 mod = +12
Constitution: 11 | mod = 0
Intelligence: 14 | mod = +2
Wisdom: 12 | mod = +1
Charisma: 10 | mod = 0
Ki: 20 |+1 mod = +5
Dodge Bonus: 21

Base Attack Bonus: +6/1
Attack Melee: +16/11
Attack Ranged: +15/10
Attack Ki: +11/6

Base Save Bonus: +3
Fort: +3
Rex: +15
Will: +4

Damage:
Martial damage: 13-20

Ki blast damage:
[any other weapon you use]

~Skills~



Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Ki Control: (Int) 20 +5
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int)
Use Technology: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

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

Ki techniques: (Ki) 11
Martial techniques: (Str) 13
Modification techniques:
Weapons:
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




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: 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.

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: 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-

Modification Techniques-

~Stats~
LV. 10
Experience:
Hp: 150
Kp: 80
mKp: 150
Power Level 1150


Strength: 18 | mod = 4
Dexterity: 20 | mod = 5
Constitution: 20 | mod = 5
Intelligence: 20 | mod = 5
Wisdom: 15 | mod = 2
Charisma: 20 | mod = 5
Ki: 20 | mod = 5
Dodge Bonus: 17

Base Attack Bonus: 10/5/0
Attack Melee: 15/10/5
Attack Martial: 15/10/5
Attack Ranged: 15/10/5
Attack Ki: 15/10/5

Base Save Bonus: +5
Fort: +10
Rex: +10
Will: +7

Damage:
Martial damage: 5-12

Ki blast damage:
[any other weapon you use]

~Skills~



Swim: (Str)

Balance: (Dex)
Escape Artist: (Dex)
Hide: (Dex)
Move Silently: (Dex)
Sleight of Hand: (Dex)
Tumble: (Dex)
Use Rope: (Dex)

Concentration: (Con)

Ki Control: (Int) 30
Craft: (Int)
Disable Device: (Int)
Forgery: (Int)
Knowledge: (Int)
Repair: (Int)
Research: (Int)
Search: (Int)
Use Technology: (Int)

Alchemy: (Wis)
Listen: (Wis)
Read Lips: (Wis)
Sense Motive: (Wis)
Spot: (Wis)
Survival: (Wis)
Treat Injury: (Wis)

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

Ki techniques: (Ki) 20
Martial techniques: (Str) 15
Modification techniques:
Weapons:
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.

Valuables a locket containing a picture of Rota and Herself arm in arm, and a picture of her Father on the other side.


Kochartei
LV. 10
Experience:
Hp: 130
Power Level 570

Strength: 16 | mod = 3
Dexterity: 16 | mod = 3
Constitution: 16 | mod = 3
Intelligence: 16 | mod = 3
Wisdom: 16 | mod = 3
Charisma: 16 | mod = 3
Ki: 16 | mod = 3
Dodge Bonus: 16

Base Attack Bonus: 10/5
Attack Melee: 13/8
Attack Ranged: 13/8
Attack Ki: 13/8

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

Damage:
Martial damage: 4-19
Emily Marneth rolled 2 20-sided dice: 5, 12 Total: 17 (2-40)
PostPosted: Sat Aug 21, 2010 10:06 pm


(( Continuous ki clash

Arin>---o-
Arin
1d20 + 27
32

Tatoma
1d20 + 22
34))

Arin:
Hp: 473/473
Kp: 411/466
MKp:(max) 851/851
DB: 49 (or 67)

Tatoma:
Hp: 522/600
Kp: 1618/540
mKp: 0/1530
Armor HP: 65/200
DB: 36 (or 51)
Armor DB: 54 (or 76)

Arin's anger didn't quite win the fight for her yet. But she wasn't calming down. Her body was shaking and she was practically firing through a closed fist. There wasn't much to be done, though, except continue to channel her anger into her attack, because is she lost total concentration for even a moment, she would definitely regret it. Her heartbeat was in her ears more than her chest, but even her chest was beginning to hurt. The loss of Aki was beginning to tear her apart. She had never even heard the word 'heartache,' but she felt the emotion now. She felt the utter crushing despair, and she was having trouble turning it into hate... That used to be what happened to every emotion she felt. But now she knew that there were other emotions... And she didn't know if she could cope with them... But for now, she had to... For Aki.


Emily Marneth

Captain

Reply
DBZ: A new generation (Emily Marneth)

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