User-name:ZykethehellfirePosting:CommonlyTime zone:your time~Character Data~
Name:Zykeorian (Zyke) Crusader Alastar.
Bloodline/clan/race:Tailless Saiyan
Sensei:Self taught/Master Higashi
Home village (and/or) home planet:Earth
Ki type affinity: Primal / Divine
Age:Prime Age- 21, Saiyan Age- 113
Gender:Male
Rank:B
Theme Song: Blood on my Hands - The Used
~Appearance~
Height:5'11
Weight:180 lbs
Hair:Blood Red and spiked (Think Sasuke/Roxas combo)
Eyes:Blood Red
Physical Description:Refer to picture
Clothing :His usual clothing consists of black jeans with white overlaying leggings going down from the thighs to the hem of the jeans. His upper body wear changes often, the most common of which would be a plain white T-shirt with one of his custom designs on the bottom left of the abs, and usually wearing a large black, hooded coat that goes down to his shins.
Background: Zyke's mother and father were full-blooded Saiyans who had come to Earth in search of a hospitable planet to sell, but more so to find warriors they could fight. They spent a quite a few years on Earth, destroying towns and killing warriors of all kinds. Over the years, they had grown a relationship between them, and had conceived a child. The child was born out in the woods, away from any town militia or wandering warriors so that they're child could be born without interruption. The child who was born was given a Saiyan name, but one that would never be known, for his parent's had died in a fight against a warrior monk who had come seeking to cleanse the world of the evil beings who had been terrorizing Earth for years. After the battle, the monk heard the cries of a baby, and had followed them to see the baby saiyan, alone at the Saiyan's camp. The monk knew that this was the child of the two evil beings, but he had a hope that he could raise him to be a great being of good, so he took the child and returned to the temple which he lived to raise the child. The child grew up for the next few years without a name, none of the monks knowing what they should call this child. At the age of eight, the warrior monk had given him the name of an old god which had betrayed it's own kind to save the human race back in the times of the gods, Zykeorian. This child, Zyke, had grown up fast and trained well, gaining a great sense of discipline from his saiyan blood. His teacher had taught him to be a very benevolent person. When he was sixteen, the temple at which Zyke had lived was attacked by another saiyan war party, hunting down the warrior who had killed the previous two, looking for a challenge. The warrior monk fought well, killing two of the saiyans in the battle, but finally being struck down by the third. The third Saiyan, in order to gloat, went and killed everyone else at the temple, other than Zyke, seeing that Zyke was a saiyan. Instead, the Saiyan took Zyke and brought him along for the next 3 years as he slaughtered thousands of people. Finally, Zyke snapped, and attacked the Saiyan in his sleep, grabbing and twisting the tail, and then taking a sword which the Monk had gifted him on his sixteenth birthday, and stabbing the Saiyan through the heart. This wasn't enough though, Zyke was blinded by rage at the killing of his beloved master, a rage that he had been holding back and had been growing for the past 3 years. Zyke looked at his first full moon that night, changing into the monstrous Oozaru and terrorizing many nearby towns and villages. Even after turning back from an Oozaru, his bestial wrath didn't cease. Even while he was in his humanoid form he went on blind slaughtering rampages, causing 5 times as much devastation as the saiyan whom he had killed, in half the time. Zyke would be blinded by these rampages for the next almost 100 years, before he was so physically and mentally exhausted that all he could do was take a few days of controlled travel to himself, deciding to take the time and leave the planet before he got himself killed or ended up killing everyone. He was a spaceship about to leave the planet as he was traveling, deciding that any planet other than Earth was perfectly acceptable to him. He ran as fast as he could, and hopped into a cargo hatch as the engines were beginning to start. He stowed away there for the next couple days, before he decided he would make his presence known on the ship, for better or for worse.......
Personality:Calm and collected, never gets shaken up easily or angered. He's in general a loner, preferring to keep to himself and not liking social interactions with other people. He keeps calm and is very peaceful, never instigating a serious fight, but his Saiyan blood is always hungering for an honorable battle.
Other:Eh
Missions/achievements: S:
A:
B: Giji Super Saiyan
C: Ate the fruit of Might
D: Hit god Seikon
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: 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: 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.
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: Raion no Hoko (Lion's Roar)
Description of Jutsu: A large blast of primal ki. The ki forms in such a chaotic manner, that it's near impossible to deflect or dissuade the blast. The drawback of it being it's large ki cost and the time it takes to charge the attack.
Rank: B
Cp Cost: 200 ( 50 more each post if you sustain it as a beam)
Damage: 50-150 ( + another 50 per turn if sustained.)
Requirements: 60 Ki Techniques, Primal Ki Affinity
Training: 3 days
Special: Takes up an entire Round to charge the attack. The damage increases by 10-10 for every 20 extra Ki you pump into the original charge (It also increases the sustenance cost too by however much you pump into it.) The attack roll for the attack is doubled for the purpose of deflecting the attack.
Owner: ZykeTechnique 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.
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-Technique Name: Duality
Description of Jutsu: This ability focuses your Primal being into a perfect balance with your Conscious being. It's not a very flashy or powerful ability, but could be dangerous if you fail to give it it's deserved consideration.
Rank: D - A+ (You can choose what level of the technique you would like to train for, and get the corresponding effects of it on the chart below.
Cp Cost: 5 - 10 - 60 per round (Depending on the level of mastery you have over this state)
Damage: N/A
Requirements: 35 Wis, 100 Mod Tech for Final version
Training: 2-6 days (2 for D, 4 for B, 6 for A+. Should you master a lower form and wish to go forth to a higher rank, you don't need to train the full amount of days, just the remaining difference.)
Special: Being that this technique is passively supplementary, it takes no actions to activate, but still costs ki to start. rank 3 is the exception, taking 1 combat turn, (one attack roll)
This Technique brings your bestial instincts to the forefront of your mind in a perfect synergy with your conscious being. The effects of this state grow with your mastery of the technique.
Stage 1: D rank: A basic synergy of minds. The connection to your feral self increases the rate at which you can access your latent power. (multiplies your effective Ki mod and Ki Control for the purpose of Powering Up by 1.5 times. No further effects.)
Stage 2: B rank: A deeper connection between the two mind sets at almost a perfect state. In this state, it becomes even easier to access your latent Ki, and your further connection makes your reflexes faster. (multiplies your effective Ki mod and Ki Control for the purpose of Powering Up by 2 times, and increases your effective Dex and Wis for the purpose of Dodging and Saves by 1.25 times. No further effects.)
Stage 3: A+ rank: This the very definition of a perfect synergy between your states of mind, so much so that the difference is obvious to the naked eye. Your two consciousnesses while completely one, are also in two parts. You have one state dominate over the other at all times while in this form. Your Feral self or you Balance self. The Primal self is brutish and wild, abandoning all reason to demolish their opponent as quickly and brutally as possible. Rarely uses Ki attacks. Your Balance Self is very passive, only attack after being shown undeniably that it's opponent is out to kill you our those who you consider your ally. Attacks using it's will and rarely uses it's physical abilities. (multiplies your effective Ki Mod and Ki Control for the purpose of Powering Up by 2.5 times, your connection to your primal self has made accessing your spirit (aka Ki) almost a mere matter of willing it. Increases your Dex and Wis for the purpose of Dodging and saves by 1.5 times, reacting to situation becoming a mere matter of doing with no need for mentally making yourself react. In addition, Your states of mind cause your body to adapt to their needs. The changes are as follows.
Feral: +6 to Str Dex and Con for as long as you remain in this state. But you also don't bother to try to cushion blows that you receive, taking 1.5 as much damage from melee than normal.
Balance: +10 to your Wis and Ki and +4 to Dex while in this state. But, you lack the want to physically enter confrontation with another, halving your melee damage so long as you remain in this state.
Switching states takes one Combat Turn.
Owner: ZykeTechnique Name: All-or-Nothing
Description of Technique: This technique 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: Giji Super Saiyan
Description of Jutsu: This is the intermediary (and often completely ignored) transformation between saiyan and super saiyan. When the saiyan reaches a certain power level, their body unlocks some of the protective gateways, and their power level will suddenly spike, their abilities increasing a small but noticeable amount.
This transformation is commonly explained as the point where a saiyan has the strength to transform into a super saiyan, but not the mental need.
Conversely, one can have the need but not the power, resulting in a similar transformation.
Requirements: The saiyan must achieve a power level of 30,000 while in a combat or training situation. (Meaning you can't just be powering up randomly.)
Conversely, the saiyan must meet a roll of 1d100 + WIS MOD + 1 per ten in modification techniques in an emotional combat situation, vs a DC of 50 Bonuses can be applied by your moderator.
Special: increases the users stats and abilities (except for wisdom) by 1.25
(For hp and kp, recalculate instead of multiplying the numbers directly.)
wisdom is reduced by 1/4
The giji super saiyan will lose 4% of their Mkp per post, and will be forcibly removed from the transformation should their power level drop below 30,000
The user must have a power level of 30,000 every time they transform, and it requires 4 combat actions (minus 1 per fifty in modification techniques) to transform.GIJI STATS
LV: 17
Experience:4846/5160
Hp: 510 + 412 = 922rKP: 476 + 652 = 1128mKP: 1190 + 652 = 1842Resting Power Level 84050
Max Power Level 159572
Strength: 77 mod = +33
Dexterity: 78 mod = +34
Constitution: 50 mod = +20
Intelligence: 32 mod = +11
Wisdom: 40 mod = +15
Charisma: 20 mod = +10
Ki: 60 mod = +25
Dodge Bonus: 10 + 34 + 15= 59
Base Attack Bonus: 17
Attack Melee: 50/45/40/35
Attack Ranged: 51/46/41/36
Attack Ki: 49/44/39/34
Base Save Bonus: 8
Fort: +28
Rex: +42
Will: +22
Damage:
Martial damage: 1-6 + Str mod + 0-2 per ten in martial techniques
martial:
1-6 + 41-41 + 0-4 = 42-51
long-blade:
1 - 10 + str. mod. + 0-2 per ten in long-blade + 0-2 per ten in martial techniques
1-10 + 41-41 + 0-4 + 0-0 = 42-56
Ki blast damage:
[any other weapon you use]~M'Erian Seal Stats~
experience gained while sealed:# 465
Levels gained while Sealed# 1
awarded HP:#
awarded KP / MKP:KP: # 124
MKP: # 33
awarded stats / stats from levelsSTR: #
DEX: #
CON: #
INT: #
WIS: #
CHA: #
KI: # 4
From levels:
Str:
Dex:
Con:
Int:
Wis:3
Cha:
Ki:
awarded allocated skill points:13 ki control
15 ki techniques
8 mod techniques
5 martial techniques
2 grapple
skill points from levels:8 mod techniques
~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]
~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) 31 + 0 = 31
-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) 20 +
5 = 25
____Weapons: 1 +
7 = 8
Ki techniques: (Ki) 60 +
51 = 111
Ki Control: (Int) 60 +
56 = 121
Modification techniques:8 +
59= 67
Sneak Attack:
~Possessions~
Money:Ryo: 0¥
Equipment: Long Sword x2
Long Blade: A typical long sword. Blade. Hand-guard. Handle. Pommel.
Damage: 1 - 10 + str. mod.
Range: Melee.
Valuables A simple black blindfold that once belonged to a very dear friend long ago. It has very odd properties to it underneath it's simplistic appearance.
~Character Data~
Name: Typical Concul
Bloodline/clan/race: Concul
Sensei:Home village (and/or) home planet: Orsa
Ki type affinity: N/A
Age: 20 years (Conculs have a lifespan of roughly 70 years)
Gender: either
Rank: C
~Appearance~
Height: 6.5 to eight feet tall.
Weight: roughly 800 earth pounds
Hair: bald
Eyes: larger-than-human, solid black
Physical Description: The Concul are a large, jet-black scaled race of centaurs with four arms and four legs each ending with six razor-sharp talons, standing roughly seven feet tall, with their lower halves having inverted knees, keeping them lower to the ground and allowing them to climb and run at incredible speeds. Every Concul has a large, bladed tail that they can use like a scorpion's stinger, with lightning-quick slashes capable of cutting a normal human in half. Part of a Concul's brain is located in the base of its tail. If a Concul loses it's tail, it will most likely die.
Clothing: typically sparse cloth, decorated in shades of dark gray and black.
Background: The Concul have largely gained control of the planet, and rule in a large number of what could be compared to monarchies over the planet, enslaving the Orsa to do their menial labor and support their lifestyles. Altogether, there are roughly two hundred million Concul that rule the planet. While not being too terribly strong, it is just so much the status quo that no one questions it.
Personality: Concul are proud and fierce, but many years of being in charge have dulled their strength. Their ace in the hole, the Devourer, has made them complacent, but they will defend their right to rule without hesitation, as it is all they have ever known.
Other:Techniques:Ki techniques-Martial Techniques-Modification Techniques-~Stats~
LV. 10
Hp: 150
Kp: 30
MKp: 200
Power Level 3420
Strength: 20 | mod = 5
Dexterity: 28 | mod = 9
Constitution: 20 | mod = 5
Intelligence: 20 | mod = 5
Wisdom: 20 | mod = 5
Charisma: 20 | mod = 5
Ki: 10 | mod = 0
Dodge Bonus: 24 (+15 from shield, see equipment)
Base Attack Bonus: 10/5/0
Attack Melee: 15/10/5
Attack Ranged: 19/14/9
Attack Ki: 10/5/0
Base Save Bonus: 5
Fort: 10
Rex: 14
Will: 10
Damage: Martial damage: 6-11
Tail Damage (dex-based, uses ranged AB) : 19-26
long sword:
6-17
+2 to strike
~Skills~
Swim: (Str)
Grapple: (Str) 20
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) 10
-Gather Information: (Cha)
-Intimidate: (Cha)
-Innuendo: (Cha)
-Seduction: (Cha)
Perform: (Cha)
Handle Animal: (Cha)
Disguise: (Cha)
Martial techniques: (Str)
____Weapon(sword): 20
Ki techniques: (Ki)
Ki Control: (Int)
Modification techniques:
Sneak Attack:
~Possessions~
Money:Ryo: 100-200
Equipment:Long Sword
Damage: 1 - 10 + str. mod.
Range: Melee.
Round Shield:
AR: 15
HP: 100
Shields add to your DB. Any attack that passes your Dodge bonus but does not pass the added number of your shield on top of it is taken on the shield, and damage is inflicted to the shield instead. Any attack that would destroy the shield is partially absorbed by it, and only half of the overflow damage is inflicted on the target.
ValuablesZyke paced slowly forward, the first one of the Conculs in his path all but literally quivering before him in fear as this evil being moved to slay him. Zyke raised his Blade high above his head, pausing a moment to allow the Concul to witness the instrument of it's death. Instead, in a moment of survival instinct kicking in to live, the Concul struck forward with it's blade, a crude sweep of strikes aimed at Zyke's midsection. Zyke used his blade to parry the simple attacks aside, coming in toward the Concul's chest for a stab, straight at the heart. (Zyke's Health: 836/ 750)
(DB: 57
(Concul 1 Health: 150/ 150)
(Db: 24)
(Ac: 39)
(First 3 are Concul's rolls.)