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Reply DBZ: A new generation (Emily Marneth)
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Emily Marneth rolled 7 20-sided dice: 9, 12, 14, 14, 4, 19, 7 Total: 79 (7-140)


Emily Marneth

Captain

PostPosted: Wed Aug 18, 2010 2:35 pm


((Rolls: Arin's martial attack on Guard 4
1d20 + 32
1d20 + 27

3, 4, 5, 6, 7 martial attacks on Arin
1d20 + 10))

Arin:
Hp: 330/350
Kp: 256/316
MKp: 478/478
DB: 32

Guard 3:
Hp: 79/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 4:
Hp: 54/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 5:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 6:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 7:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Four went flying across the room haphazardly, spinning as the force torqued his body. Arin would easily step out of the way of the other attacks, almost not even noticing that they might pose a threat. She was comfortable with their power now, and knew that even if they all gave it everything they had, they couldn't beat her. Which made her wonder why they were still fighting. As she blasted after him to drive her fist into Four's chest, she pondered this. They couldn't actually believe that they were going to win, could they? These five remaining fools were even weaker than the door guards, possibly even cumulatively. She couldn't wrap her head around why they ddin't just give up and run away.
Emily Marneth generated a random number between 50 and 76 ... 69!
PostPosted: Wed Aug 18, 2010 2:38 pm


((damage to Four))


Emily Marneth

Captain

Emily Marneth rolled 6 20-sided dice: 1, 12, 19, 20, 4, 7 Total: 63 (6-120)


Emily Marneth

Captain

PostPosted: Wed Aug 18, 2010 2:55 pm


((Rolls: Arin's martial attacks on Guard 3
1d20 + 32
1d20 + 27

3, 5, 6, 7 martial attacks on Arin
1d20 + 10))

Arin:
Hp: 330/350
Kp: 256/316
MKp: 478/478
DB: 32

Guard 3:
Hp: 79/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 4:
Hp: -15/140
Kp: 50/70
Mkp:280/280
DB: 14


Guard 5:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 6:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 7:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Arin's fist hit home and number Four was laid to rest, his chest a hollow crater in his torso, his heart crushed into a mass of tissue roughly resembling a raisin, exposed to the world. She turned to face the others, waiting for them to just try and continue this fight. At the first sign of movement, Arin darted toward Three, sweeping at his legs, standing up and driving an axe-kick toward his stomach once he was laying on his back in mid-air. She was done playing with them. She wanted Tatoma. She was going to destroy him. Completely. And she was going to get Aki back. That was all there was to it. There could be no questions. Besides; if this is the best they could throw at her, then how strong could Tatoma possibly be?
Emily Marneth generated a random number between 10 and 24 ... 21!
PostPosted: Thu Aug 19, 2010 6:32 pm


((Damage to Arin))


Emily Marneth

Captain

Emily Marneth generated a random number between 25 and 38 ... 29!


Emily Marneth

Captain

PostPosted: Thu Aug 19, 2010 6:35 pm


((Damage to 3))
PostPosted: Fri Aug 20, 2010 12:47 am


Selena felt the new presence on Nexum hit her like a ton of bricks.such power, but not Rota.she then felt a new set of energies emerge, and one had an unsettling feel to it.ROTA! it's time!she snatched up the schematics of the base and castle and concealed it in her pocket. she then broke into a jubilant stride as she exited the base, and headed towards the woods where they would always meet up. once in the woods, she ran as hard as she could towards their old meeting place: a tree that looked like the saiyan symbol of peace. she waited patiently for Rota to arrive.Please let me be right.

Rota's pod streaked through the sky, and he could see the amathyst glint of Arin's Ki. he decided however, to take a detour. he had some unfinished buisness. he landed his pod close to his Selena and His' old meeting spot: the tree that looked like the saiyan symbol for peace. he opened his pod, and stepped out of it. the first thing he saw when he took his first step out, was the kind and smiling face of Selena Whyte.

rotabyss
Crew


Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
PostPosted: Fri Aug 20, 2010 1:08 am


Zyke's pod did not follow Rota, His pod continued on course for the woman that Rota referred to as "Queen". His pod landed with a deafening crash, kicking up dirt, dust, and debris. The door flies open quickly as Zyke steps out of it slowly, emerging from the pod topless, water from the bacta tank still slightly dampening his skin, his hair still weighed down slightly from the water. He looks up at the four remaining enemies, recognizing the suppressingly large amount of ki he felt coming off the woman confronting them. He smiles, a small laugh escaping his lips, "So," he says to them, "Who dies first?"
Emily Marneth rolled 5 20-sided dice: 1, 7, 19, 10, 17 Total: 54 (5-100)
PostPosted: Fri Aug 20, 2010 1:30 am


((Rolls: Arin's martial attacks on Guard 3
1d20 + 32
1d20 + 27

3, 5, 6, 7 martial attacks on Arin
1d20 + 10))

Arin:
Hp: 309/350
Kp: 256/316
MKp: 478/478
DB: 32

Guard 3:
Hp: 49/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 5:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 6:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Guard 7:
Hp: 140/140
Kp: 50/70
Mkp:280/280
DB: 14

Arin took advantage of the momentary distraction caused by her new recruit's arrival, instantly springing forward with the instincts of a caged animal, aiming a punch at Three's chest, with the intent of sending him through the opposing wall. These guys weren't much of a threat, but having at least a small distraction --and she assumed that he was at least a small distraction-- was beneficial. It would preserve her strength for the real combat to come. There was some sort of emotion inside her, though... One that she knew would prevent her from letting this boy fight alongside her against Tatoma, that unseen force puppeteering this whole ordeal. She couldn't think of any benefit to kidnapping Aki before confronting Arin. There didn't seem to be anything to gain... Except perhaps taking Aki away from Arin to lower morale. He's afraid of me... He wants to weaken me by taking away my love... But he doesn't understand what he's done... I'm more powerful now than I ever was before. And I only have him to thank.


Emily Marneth

Captain


rotabyss
Crew

PostPosted: Fri Aug 20, 2010 1:31 am


Selena beamed as she ran at Rota and glomped him "ROTA!! I'm so glad to see you again!" the glomp turned into a loving hug. she had been saving it for two years, and now she was able to give it to him.


Rota returned the hug in kind, embracing every minute of this moment. he had the love of his life in his arms, and nothing was going to take her away now. "It is wonderful to see you again too. I wish it was on happier terms though."

selena looked confused "Why Rota, what's wrong?"
rota let go of selena and turned in the direction of Arin's fight. "one of my new Queens is currently in battle, and she needs my help." he turns back to selena. "and Ineed yours."

Selena looked happy, and determined. "always. Lead the way. as long as you are under allegiance to this Queen, I will serve under her too."


Rota smiled wide as he started flying towards the fight at full speed, with selena in tow.

-------------------------------------------------------------

Rota landed next to Zyke, standing at the ready to help his queen. "you guys messed with the wrong people."


Selena landed next to Rota, and smiled in preparation. "You can say that again."
Emily Marneth generated a random number between 25 and 38 ... 33!
PostPosted: Fri Aug 20, 2010 1:31 am


((Damage to three, the lucky b*****d.))


Emily Marneth

Captain

Zyke Alastar rolled 1 20-sided dice: 8 Total: 8 (1-20)

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
PostPosted: Fri Aug 20, 2010 1:56 am


LV: 1
Experience:82/100
Hp: 9 + 18 = 27
rKP: 4 + 18 = 22
mKP: 22 + 18 = 40
Power Level 931


Strength: 6 | +45 = 51 mod = +20
Dexterity: 6 | +44 = 50 mod = +20
Constitution: 6 | +1 = 7 mod = -2
Intelligence: 6 | +0 = 6 mod = -2
Wisdom: 1 | +6 = 7 mod = -2
Charisma: 6 | +0 = 6 mod = -2
Ki: 6 | +6 = 12 mod = +1
Dodge Bonus: 10 + 20 - 2= +28

Base Attack Bonus: 1
Attack Melee: 21
Attack Ranged: 21
Attack Ki: 2

Base Save Bonus: 0
Fort: -2
Rex: +20
Will: -2

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

martial:
1-6 + 20-20 + 0-0 = 21-26

longblade:
1 - 10 + str. mod. + 0-2 per ten in longblade + 0-2 per ten in martial techniques

1-10 + 20-20 + 0-0 + 0-0 = 21-30

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) - 5 + 5 = 10
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) - 1 + 3 = 4
Martial techniques: (Str) - 1
Modification techniques:
Weapons: (Longblade) - 1
Sneak Attack:

Equipment: 1 longblade

(Or any other longsword)
Katana: The katana is the most artistic and well crafted sword in all the world. The curve of the katana's blade allows the user to draw the sword at faster speed than any other sword created by man, the sword itself is both hard and light and can cut through almost anything with ease. Unfortunately it is large and so is cumbersome to fight with in small rooms.
Damage: 1 - 10 + str. mod.
Range: Melee.



Zyke put his right hand on the hilt to his sword and took a step, launching into a high speed dash at 7. He broke the dash at just an inch in front of 7, placing his feet down to brake his movement, sliding into a slash across 7's torso. He spun on his foot and dashed at him again, this time from behind. He dashed straight into a stab to 7's back.
Zyke Alastar generated a random number between 21 and 30 ... 24!
PostPosted: Fri Aug 20, 2010 2:01 am


((Damage to 7))

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
Emily Marneth rolled 3 20-sided dice: 13, 11, 1 Total: 25 (3-60)


Emily Marneth

Captain

PostPosted: Fri Aug 20, 2010 2:12 am


((Rolls: Arin's martial attacks on Guard 3
1d20 + 32
1d20 + 27

3's martial attack on Arin
1d20 + 10))

Arin:
Hp: 309/350
Kp: 256/316
MKp: 478/478
DB: 32

Guard 3:
Hp: 16/140
Kp: 50/70
Mkp:280/280
DB: 14

Arin felt her fist collide with the worthless being, but it didn't cause as much damage as she wanted. he was still alive... But not for long... She took advantage while the warrior was lifted from the earth to plant her hands on the ground and shoot a kick at the underside of his chin, which would inevitably send him skyward, through the ceiling, with all possible haste. Arin knew that this attack would be the last the man endured, and was looking forward to her reward: Aki. Already her mind was dashing up through the hole in the ceiling, to finally come back to Aki. To have her back in Arin's arms and safe from harm. And to never let her go.
rotabyss rolled 5 20-sided dice: 2, 14, 3, 20, 6 Total: 45 (5-100)
PostPosted: Fri Aug 20, 2010 2:12 am


(attack rolls:
first two: rota's 1d20+6 and 1d20+1 against guard 5
last three: Selena's 1d20+10, 1d20+5, and 1d20+0 against guard 6)

Selena's stats
Hp: 150
Kp: 80
mKp: 150
Power Level 1150
DB:17

Rota's stats
Hp: 123
Kp: 81
MKp: 180
Power Level 2448
DB:21


Selena charges at the surprised sixth guard, attempting to start one of her new combos. she opened the combo by attempting a knee to 6's chest.

Rota charged in synch with selena, but he aimed for the fifth guard. he started his own combo with a punch aimed at 5's face.





Rota
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



Selena
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.


~Character Data~

Name: Random level 5 guard
Bloodline/clan/race: varies
Sensei: none
Home village (and/or) home planet: varies
Ki type affinity: varies
Age: varies
Gender: varies
Rank: C

~Appearance~

Height: varies
Weight: varies
Hair: varies
Eyes: varies
Physical Description: varies
Clothing: varies
Background: varies
Personality:varies
Other: Guess what? THIS VARIES TOO!!!!!!

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: 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.
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-

~Stats~
LV. 5
Experience: Doesn't matter
Hp: 140
Kp: 70
MKP: 280
Power Level 840

Strength: 18 | mod = 4
Dexterity: 18 | mod = 4
Constitution: 18 | mod = 4
Intelligence: 10 | mod = 0
Wisdom: 10 | mod = 0
Charisma: 10 | mod = 0
Ki: 18 | mod = 4
Dodge Bonus: 14

Base Attack Bonus: 5
Attack Melee: 9
Attack Martial: 10
Attack Ranged: 9
Attack Ki: 9

Base Save Bonus: 2
Fort: 6
Rex: 6
Will: 2

Damage:
Martial damage: 5-12
+1 to strike

Ki blast damage:
14-34

cont. ki blast: 14-24 + an additional 14 per turn



~Skills~

Ki Control: (Int)1
Ki techniques: (Ki)1
Martial techniques: (Str) 10

~Possessions~

Money:

Ryo: 1d100

Equipment:


Valuables

rotabyss
Crew

Zyke Alastar rolled 2 20-sided dice: 7, 2 Total: 9 (2-40)

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
PostPosted: Fri Aug 20, 2010 2:31 am


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


Guard 7
Hp: 116/140
Kp: 50/70
Mkp:280/280
DB: 14

Zyke pulled his sword out 7's back, preparing for another attack, when 7 turned around with a backhand slam at Zyke's face. Zyke retaliates with a sword strike down at 7's collarbone.

((Zyke's roll first))
Reply
DBZ: A new generation (Emily Marneth)

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