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Posted: Sun Dec 19, 2010 1:35 am
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Posted: Tue Jan 04, 2011 11:35 pm
+ 490 exp
+133 hp +273 kp +273 mkp
+2 to WIS
+5 to search (You need to post your formulas, mate.)
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+ 22 exp
Guys... If this event isn't incentive to train, nothing is... This is a MASSIVE amount of power for this training...
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Posted: Thu Jan 06, 2011 12:41 am
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Posted: Thu Jan 06, 2011 1:06 am
1020 exp O.O..... 1860 hp HOLY SHNIKT!!!! 1860 kp 1860 mkp 8 STR 22 DEX 4 CON 10 WIS 4 sense motive points 16 martial techniques I wish I could have it all now T-T And I downgraded it, because it was a lot higher before >.< GUYS!!!! START TRAINING, OMFG!!!!! @.@ THIS EVENT IS LUDICROUS...
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Posted: Sun Jan 09, 2011 4:13 am
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Posted: Sun Jan 09, 2011 4:24 am
+656 exp
+713 hp, kp, mkp
+11 STR +8 DEX +13 WIS +2 CON
+22 Martial Techniques
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10 exp
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Posted: Sun Jan 09, 2011 4:40 am
Cashing this bishie in >.< using the multiplier bonus on Wisdom, because you can never have enough wisdom. >.<
experience gained while sealed: 1846
Levels gained while Sealed 3
awarded HP: 3029
awarded KP / MKP: KP: 3029 MKP: 3029
awarded stats / stats from levels STR: 21 DEX: 32 CON: 6 INT: # WIS: 23 CHA: # KI: # From levels: 9
awarded allocated skill points: ki control: 1 sense motive: 4 Martial Techniques: 38
skill points from levels: 39
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Posted: Sun Jan 09, 2011 4:44 am
Emily Marneth Cashing this bishie in >.< using the multiplier bonus on Wisdom, because you can never have enough wisdom. >.<
experience gained while sealed: 1846
Levels gained while Sealed 3
awarded HP: 3029
awarded KP / MKP: KP: 3029 MKP: 3029
awarded stats / stats from levels STR: 21 DEX: 32 CON: 6 INT: # WIS: 23 CHA: # KI: # From levels: 9
awarded allocated skill points: ki control: 1 sense motive: 4 Martial Techniques: 38
skill points from levels: 39
+426 exp
+3728 hp, kp, mkp
+24 STR +35 DEX +9 CON +29 WIS +9 stat points to allocate freely (due to levels)
+31 ki control +34 sense motive +68 martial techniques +39 skill points to distribute freely (from levels)
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Posted: Sun Jan 09, 2011 5:14 am
Guys.... T-T T.T crying I think I broke it... I know... That I've said it before.... But FOR GOD'S SAKE, TAKE THE EVENT BY THE BALLS!!!!! DO IT!!!! DOITDOITDOIT!!!!!! AAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!! Don't for a single second think that training isn't worth it... At least right now... Train early, train often, train HARD!!!! OHMIGOD crying PLEEEEEAAAASSSSSE!!!!! Arin's going to break the game at this rate... There's no powerlevel cap, but she's going to hit it soon XD Right now, she could destroy any number I've previously even THOUGHT of.... I honestly have NO IDEA what the next bar is going to be... I used to think 'yeah, a million... We'll NEVER get THERE... But it's seeming more and more likely, guys... We're getting into powerlevels that rival the namek arc... Which... Technically... Is... Where... We are.... v.v' BUT STILL!!! TRAIN!!!! you don't want to be the Krillin to our z-force, do you!? >.< DO YOU!?!?! scream burning_eyes before 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:
experience gained while sealed: 1180
Levels gained while Sealed 2
awarded HP: 2316
awarded KP / MKP: KP: 2316 MKP: 2316
awarded stats / stats from levels STR: 10 DEX: 24 CON: 4 INT: # WIS: 10 CHA: # KI: # From levels: 3
awarded allocated skill points: ki control: 1 sense motive: 4 Martial Techniques: 16
skill points from levels: 26
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: (D) 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: 
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.
Super Saiyan: 
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
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)
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 80,000
The user must have a power level of 80,000 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. 16 Experience: 3799/3879 Hp: 384 +818 = 1202 Kp: 368 +1047 = 1415 MKp:(max) 960 +1047 = 2007 Power Level: 0 0 35+26+16 = 77 (38 ) (36) Gravity Level: 20/20 (+0)Weight Level: 50/50 (-5)Strength: 26 | + 55 -5 mod = 33 Dexterity: 18 | +45 -5 mod = 24 Constitution: 22 | +17 mod = 14 Intelligence: 16 | +21 mod = 13 Wisdom: 19 | +23 mod = 17 Charisma: 10 | +10 mod = 5 Ki: 20 | +30 mod = 20 Dodge Bonus: 54 50Base Attack Bonus: 15/10/5/0 Attack Martial: 65/60/55/50 63/58/53/47Base Save Bonus: 7 Fort: +20 Rex: +36 +31Will: +23 Damage: Martial damage: 34-49 +5 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: (Int) -Repair: (Int) 1 -Disable Device: (Int) ____Use Technology: (Int) 1 +3Forgery: (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) 1 -Gather Information: (Cha) -Intimidate: (Cha) -Innuendo: (Cha) -Seduction: (Cha) Perform: (Cha) Handle Animal: (Cha) Disguise: (Cha) Martial techniques: (Str) 21 +36____Weapons: 0 +22Ki techniques: (Ki) 8 +45Ki Control: (Int) 46 +79Modification techniques: 195 +10Sneak 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.
Valuablesafter CURRENTLY ON M13 User-name: Emily Marneth Posting: All the time Time zone: GMT -7:00
~Character Data~
Name: Arin Bloodline/clan/race: 100% Saiyan (without tail) 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 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: 
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.
Super Saiyan: 
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
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)
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 80,000
The user must have a power level of 80,000 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. 18 Experience: 4891/5379 Hp: 576 +4546 = 5122 Kp: 414 +4775 = 5189 MKp:(max) 1080 +4775 = 5855 Power Level: 618,660 It's uh... Over nine thousand... 47+44+30 = 121 (60 )
Gravity Level: 20/20 (+0) Weight Level: 0/50 (+0)
Strength: 26 | + 79 mod = 47 Dexterity: 18 | +80 mod = 44 Constitution: 28 | +26 mod = 22 Intelligence: 16 | +21 mod = 13 Wisdom: 19 | +52 mod = 30 Charisma: 10 | +10 mod = 5 Ki: 20 | +30 mod = 20 Dodge Bonus: 74
Base Attack Bonus: 18/13/8/3 Attack Melee: 65/60/55/50
Base Save Bonus: 9 Fort: +31 Rex: +53 Will: +39
Damage: Martial damage: 48-77 +12 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: (Int) -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)
-Sense Motive: (Wis) + 34 -Read Lips: (Wis)
-Survival: (Wis) -Treat Injury: (Wis)
-Bluff: (Cha) -Diplomacy: (Cha) 1 -Gather Information: (Cha) -Intimidate: (Cha) -Innuendo: (Cha) -Seduction: (Cha) Perform: (Cha) Handle Animal: (Cha)
Disguise: (Cha)
Martial techniques: (Str) 21 +104 ____Weapons: 0 +22 Ki techniques: (Ki) 8 +45 Ki Control: (Int) 46 +110 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
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Posted: Fri Jan 14, 2011 10:37 am
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Posted: Mon Jan 31, 2011 8:32 pm
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Posted: Sun Feb 06, 2011 1:25 pm
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Posted: Sun Feb 06, 2011 5:05 pm
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Posted: Wed Feb 09, 2011 5:51 pm
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