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Reply DBZ: A new generation (Emily Marneth)
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Emily Marneth

Captain

PostPosted: Sat Mar 07, 2009 9:27 pm


This thread is the compilation of all the profiles for the people originally from Earth, or who have taken up residency there.
PostPosted: Sat Mar 07, 2009 9:28 pm


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

~Character Data~


Name: Aki
Bloodline/clan/race: 100% human
Sensei: N/A
Home village (and/or) home planet: Earth. Nomadic warrior.
Ki type affinity:
concussive,
heat,
and
'sharp'
Age: 16
Gender: female
Rank: D-rank

~Appearance~


Height: 5' 0"
Weight: 100
Hair: Aki is strange in that she chooses to keep her straight, black hair long and it runs down to the small of her back.
Eyes: Aki's eyes are a deceptive shade of jade, that seem to reflect some inner peace.
Physical Description: Aki is lean. Being a traveller, she tends to eat little and train lots, so her muscles are lean and toned.
Clothing: Aki wears a pair of red martial arts pants that are loose around her ankles, a pair of red shoes that almost seem light (in weight) enough to be made of paper, and a red long-sleeved martial arts top over a black shirt.
Background: Aki was trained for a few years in martial arts, but left when she became too good for her school to teach her any further. She wanders the lands looking for a good fight. She isn't particularly violent, she just wants to challenge herself.
Personality: Aki is quick to grow agitated, but she has a good sense of self-control when she needs to have one. She generally has a cool head, even when she fights, but when she gets angry, she will kill her opponent without a second thought.
Other: She carries a six foot black bo staff with a slight tinge of red in the lacquer

Missions/achievements:

S:
A:
B:
C:
D:

Techniques:

Ki techniques-

Technique Name: Flight (C)
Description of Jutsu: The user has learned to fly, specializing in short, incredibly fast dashes with almost no follow-through.
Rank: E
Cp Cost: 3 ki per post
Damage: N/A
Requirements: Ki control 1
Training: 2 days (or 1, if you already know how to fly.)
Special: The first day of training is simply learning to fly. The second day is the drills with the style.

Add your ki mod to your attack bonus

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

Technique Name: Flight (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 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. 4
Experience: 314/360
Hp: 44 +12 = 56
Kp: 28 +12 = 40
MKp: 112 +12 = 124
Power Level: 480

Strength: 20 | +4 mod = +7
Dexterity: 16 | mod = +3
Constitution: 10 | +2 mod = +1
Intelligence: 17 +4| mod = +5
Wisdom: 10 | mod = ± 0
Charisma: 10 | mod = ± 0
Ki: 13 | +6 mod = +4
Dodge Bonus: 13

Base Attack Bonus: 4
Attack Melee: 11
Attack Bo: 13
Attack Ranged: 7
Attack Ki: 7

Base Save Bonus: 2
Fort: 3
Rex: 5
Will: 2

Damage:

Martial damage: 8-13

Bo damage: 10-16
+2 to strike

~Skills~


Swim: (Str)

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

Concentration: (Con)

Ki Control: (Int) 11 +21
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) 10 +2
Martial techniques: (Str) 1
Modification techniques:
Weapons (bo): 17 +5 (str)
Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


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
 


Emily Marneth

Captain


Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100
PostPosted: Fri Nov 20, 2009 4:57 am


User-name:Zykethehellfire
Posting:Commonly
Time 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- 27
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.

User Image

Background: To be disclosed...l;p;/

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: Zyke


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.

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% Stamina
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.
Kp 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: Zyke



Technique Name: All-Out
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
Health Cost: 50 before, 100 after (double for a two-post bonus; 100|200)
Stamina Cost: 50 sp before, 100 sp after (double for a two post bonus 100|200)
Soul 2 per level of All-Out
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,) and all stamina and ki are shared. After the technique, the ki not used goes into stamina 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 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: 18
Experience:5500/5960
Hp: 540
+ 412 = 952
KP: 558 + 652 = 1210
Sp: 540 + 652 = 1192
Power Level 88642


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: 63 mod = +26
Dodge Bonus: 10 + 34 + 15= 59

Base Attack Bonus: 18
Attack Melee: 51/46/41/36
Attack Ranged: 52/47/42/37
Attack Ki: 51/46/41/36

Base Save Bonus: 9
Fort: +29
Rex: +43
Will: +21

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 + 0-4 = 42-60
Ki blast damage:
[any other weapon you use]



~M'Erian Seal Stats~


experience gained while sealed:
# 465/654

Levels gained while Sealed
# 2

awarded HP:
HP: #

awarded KP:
KP: # 124

awarded SP:
SP: # 124
awarded stats / stats from levels
STR: # 10
DEX: # 3
CON: # 2
INT: #
WIS: # 2
CHA: #
KI: # 4
From levels:
Str:
Dex:
Con:
Int:
Wis:
Cha:
Ki: 6

awarded allocated skill points:
13 Ki control
15 Ki techniques
8 Mod Techniques
21 Martial Techniques
2 Grapple
14 Weapon Techniques

skill points from levels:
8 Mod Techniques
20 Weapon Techniques

~Stats~



LV: 18
Experience:5500/5960
Hp: 450 + 412 = 867
Kp: 450 + 652 = 1102
Sp: 450 + 652 = 1102
Sl: 21
Power Level 71868


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: 20 | +31 = 51 mod = +20
Dodge Bonus: 10 + 26 + 21= +57

Base Attack Bonus: 18
Attack Melee: 44/39/34/29
Attack Ranged: 44/39/34/29
Attack Ki: 47/42/37/32

Base Save Bonus: 9
Fort: +24
Rex: +35
Will: +30

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 + 0-4 = 27-44
(1-10 + 33-33 + 0-4 + 0-0 = 34-47)
Ki blast damage:
[any other weapon you use]

~Skills~


Grapple: (STR) 0 +2 = 2
Martial techniques: (Str) 20 + 26 = 46
____Weapons: 21 + 21 = 42
Ki techniques: (Ki) 60 + 66 = 126
Ki Control: (Int) 60 + 69 = 134
Modification techniques:8 + 59= 67

Sneak Attack:

~Possessions~


Money:

Ryo: 0¥

Equipment: Long Sword
(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.


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.  
PostPosted: Sun Dec 12, 2010 5:48 am


User-name: Zyke Alastar
Posting: commonly
Time zone: Mountain Time

~Character Data~


Name: Kruxias Alastar
Bloodline/clan/race: Full Blood Saiyan
Sensei: N/A
Home village (and/or) home planet: Plant
Ki type affinity: Divine / Primal/ Mystic
Age: indefinite
Gender: male
Rank: S

~Appearance~


Height: 5'11"
Weight: 185 lbs
Hair: White
Eyes: Violet
Physical Description: Light body build, similar to Zyke's, but slightly larger. Has hair similar to Zyke's but the back falls down to his shoulders with only some of the higher strands flaring upward, like Zyke's.
Clothing: White top half robe, with white robed belt, black pants and boots, and a black undershirt.
Background: A Saiyan who's life was lived long ago. Only purpose now is to grant knowledge to those who know where to look.
Personality: Stoic, wise, testing
Other: Does not physically exist, He has long been dead, and his soul cannot be found in Otherworld.

Missions/achievements:

S:
A:
B:
C:
D:

Techniques:


Power Up
Flight A
Flight B
Flight C
Flight D
Sense Ki


Ki techniques-


Raion no Hoko

Raion no Tsume

Rain no Danmaku

Triplicity

Duality


Kiai

Kiaho



Martial Techniques-


Vanish

Flurry of Blows


Crusader's Strike

Modification Techniques-


White Super Saiyan

~Stats~

LV. 60
Experience: 180000
Hp: 1980
rKp: 1800
mKp 4500
Power Level 143640
Max Power Level 314640

Strength: 56 | mod = 23
Dexterity: 50 | mod = 20
Constitution: 56 | mod = 23
Intelligence: 65 | mod = 27
Wisdom: 76 | mod = 33
Charisma: 40 | mod = 15
Ki: 65 | mod = 27
Dodge Bonus: 10 + 53 = 63

Base Attack Bonus: 60

Attack Melee: 83/78/73/68/63/58/53/48/43/38/33/28
Attack Ranged: 80/75/70/65/60/55/50/45/40/35/30/25
Attack Ki: 87/82/77/72/67/62/57/52/47/42/37/32

Base Save Bonus: 30
Fort: 53
Rex: 50
Will: 66

Damage:
Martial damage: 1 - 6 + 23 + 0 - 135 = 24 - 164

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) History - Saiyan Race/ 600 + 27
____Research: (Int)

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

Listen: (Wis)

Alchemy: (Wis)

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

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

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

Disguise: (Cha)

Martial techniques: (Str) 270 + 23
____Weapons:
Ki techniques: (Ki) 250 + 27
Ki Control: (Int) 250 + 27
Modification techniques: 250

Sneak Attack:

~Possessions~


Money:

Ryo:

Equipment:


Valuables  

Zyke Alastar
Crew

3,200 Points
  • Signature Look 250
  • Brandisher 100
  • Treasure Hunter 100

Nov3mb3r 3nds

PostPosted: Tue Dec 21, 2010 7:45 pm


User-name: Nov3mb3r 3nds
Posting: 2-3 times a week
Time zone: Mountian

~Character Data~

Hp:100
Kp: 60
MKP: 260
Power Lvl: 160
Dodge Bonus: 10

Name: Grave
Bloodline/clan/race: Changeling
Sensei: Zyke
Home village (and/or) home planet: N/A

Final Form:

User Image

Ki type affinity: Affinity Name: Water
Description of Affinity: your ki is strengthened by water.
Requirements:
Training: 5 days
Special: Your ki attacks are twice as powerful when you are in (liquid) water.

Affinity Name: Wind
Description of Affinity: Your ki techniques are harder to dodge.
Requirements:
Training: 5 days
Special: +ki mod to ki attack rolls/attack bonuses

Property Name: Cold
Description of Property: your ki has a cold aura about it, draining the heat form its surroundings
Requirements: can't be using heat
Training: 5 days
Special: every time your ki attacks hit, the opponent receives a -1 to his checks.

Element Name: ice
Description of Element: your ki has the potential to freeze its target.
Requirements: water/cold
Training: 8 days
Special: every ki attack lowers your opponent's checks by 5, and they are grappled by a grapple check of +50 per attack. Once they are completely immobilized, a (single) attack that would inflict half of their remaining hp will shatter them completely, killing them instantly.

Property Name: Mystic
Description of Property: Through years of training and meditation, the user is capable of accessing a type of ki renowned for its healing ability and nigh-limitless potential for doing acts that manipulate other's genki and life energy.
Requirements: In order to be a Mystic, you must have your WIS + KI equal to more than your STR + CON
Training: 15 days
Special: The mystic will lose half their MKP... Because it will be added to their max resting rate as long as they remain a mystic.

Element Name: mystic water
Description of Element: your ki can enchant water with mystical properties
Requirements: mystic/water
Training: 10 days
Special: you can channel your ki into plain water, imbuing it with +1 to all stats per 1000 kp imbued into it. Unfortunately, drinking the water will cause 1-200 damage per 1000 kp into it, and one person can only drink from a batch of water once. However, many can drink from it and gain its effects, just none more than once.

Height: 6'2''
Weight: 140
Hair: see image(s)
Eyes: see image(s)
Physical Description:
Clothing: Old Victorian Style clothing from visiting Earth many yrs ago
Personality: Very calm cool and collected on a rare occasion he will get very frustrated. Likes to believe that he is the Universe's next ruler

Theme:
True Grave
http://www.youtube.com/watch?v=-Lv6jRlY9EA

Strength: 10| mod = +
Dexterity:10| mod = +
Constitution: 10 | mod = +
Intelligence: 10| mod = +
Wisdom: 10| mod = +
Charisma: 10| mod = +
Ki: 22| mod = +
Dodge Bonus: +

Base Attack Bonus: 10/5/0
Attack Melee: 16/11/6
Attack Ranged: 16/11/6
Attack Ki: 38/32/27

Base Save Bonus: 5
Fort: 11
Rex: 11
Will: 18

Damage:
Martial damage: 7-18

Ki blast damage: 41-61
[any other weapon you use]


Demon Grave/Second Form

User Image

Ki Affinities:

Affinity Name: Electrical
Description of Affinity: Your ki techniques channel electricity
Requirements:
Training: 5 days
Special: Your ki techniques have a 20% chance of stunning the opponent (a static 16 or higher on a d20) for a whole post.

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


Property Name: Piercing
Description of Property: Your ki has the ability to puncture your opponent.
Requirements:
Training: 5 days
Special: +1 bleeding damage per post to your opponent, per ki technique

Height: 6'0"
Weight: 175 lbs
Hair: see image(s)
Eyes: see image(s)
Physical Description:
Clothing: Completely shirtless wears a hell chain around his neck with a large lock attached to it. Has black skinny jeans and wears no shoes or socks of any kind.
Personality: Arrogant with his power and can't stress enough strength or physical prowess in opponents. Likes to make morbid comments all the time and laughs at just about everything.

Strength: 16
Dexterity: 20
Constitution: 15
Intelligence: 10
Wisdom: 10
Charisma: 5
Ki: 5
Dodge Bonus:


The Puppeteer/The Third Form:


User Image



Ki Affinities:


Affinity Name: Earth
Description of Affinity: Your defensive techniques are strengthened
Requirements:
Training: 5 days
Special: defense modification techniques are twice as effective

Property Name: Light
Description of Property: Your ki generates light.
Requirements: Can't be using dark
Training: 5 days
Special: While you have an aura, +1 to search and spot checks per ten kp over resting rate.

Property Name: Primal
Description of Property: Your ki has a primal rage to it, seeming to act off your instinct rather than your conscious control.
Requirements:
Training: 5 days
Special: +1/2 WIS mod to ki attack bonuses.


Height: 5'8"
Weight: 135 lbs
Hair: see image(s)
Eyes: see image(s)
Physical Description:
Clothing: Dressed in completely dark robes covering the body in a cloak covering all of the points of controlling ki. Allows strings from other realms to freely wrap around his body like pet snakes.
Personality: Very collected and tries to stay two steps ahead of his opponents. Thinks that he can control the world with nothing but the ultimate ki. Acts like a spoon fed rich boy always expecting the best the world has to offer.

Strength: 5 -2
Dexterity: 5 -2
Constitution: 10 +0
Intelligence: 10 +0
Wisdom: 20 +5
Charisma: 15 +2
Ki: 16 +3
Dodge Bonus:
13




Missions/achievements:

S:
A:
B:
C: The Demon Transformation, The Puppeteer Transformation
D:

Techniques:

Technique Name: Bang...!
Description of Jutsu: User takes his middle finger and pointer finger and puts them together, then he raises his hand with his other fingers curled up and his thumb raised in the air. The user then makes the gesture of a gunshot as nothing happens. The technique builds up turn by turn more power than even the user may have, however the tequnique is strictly based upon how much was pored in initialy to get the desired effect. After the calm before the storm finally a huge energy wave engulfs the feild destroying everything in site, this is grave's signature technique.
Rank: A
Kp Cost: Indefinite, At least 1
Damage: Kp put into the technique x number of turns charged
Requirements: 100 ki, 100 ki control, 50 ki techniques, Ki Ball
Training: 10 days
Special: user can put as many kp as he has available into the attack, and begins gaining bonus damage and attack roll for amount of turns he waits until the blast is fired.
Initial ki cost is equal to how much you must pour into per round to keep the technique from going off.

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.

Technique Name: Sense Ki
Description of Jutsu: This ability allows the user to sense ki levels constantly. It is a passive skill if only sensing generalities, but must actively be used to determine specific power levels.
Rank: E
Cp Cost: N/A
Damage: N/A
Requirements: ki control 1
Training: 2 days
Special: can sense generalities (his power level is higher than mine, but hers is in-between, etc.) without trying.

Spending a turn will allow the user to sense a specific ki level (like a scouter would) as it is apparent.

Ki techniques-
Technique Name: homing ki blast
Description of Jutsu: The user can form a blast of ki that holds its shape well enough to strike an opponent several times before finally exploding to deal its damage to the opponent.
Rank: C
Kp Cost: 20 kp + 15 Kp per hit
Damage: [10-20 + ki mod. + 1 per ten in ki techniques] per hit
Reflex DC: [attack bonus + 1d20 + ki mod + 1 per ten in ki control] per hit
Requirements: ki 30+, ki control 60+
Training: 6 days
Special: Can be used to cancel another non-sustained ki attack if it proves to have a higher DC.

requires six turns (or a full post, whichever is smaller) to form. The next post will be the post with which you attack.

can be used to hit the opponent up to as many times as you have turns in a round. If the last attack of your combo hits, the ball deals double damage on that strike

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: 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-
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.

Modification Techniques-

~Stats~

LV. 10
Experience: 0/200


Age: 460
Gender: Male
Rank: C

>>>PLEASE ARRANGE YOUR STATS CLEARLY SHOWING WHICH POINTS WERE GAINED FROM TRAINING AND WHICH POINTS WERE GAINED FROM LEVEL UP, THANKS.<<<

Background: Was left behind by his race and left to earth was seen as a human for a little while until one day he was discovered and seen as a vampire and rejected by society by this happening he became very enraged and decided to kill those that he was with. He eventually left earth after this incident and isolated himself in space where he came across zyke who had not cared about his form and decided to train him regardless.
Other:
Searching for the tree of might to gain the power of ruling over the universe

~Skills~


>>>PLEASE INCLUDE ONLY THE ONES YOU ARE SUPPOSED TO HAVE AS YOU HAVE A LIMITED AMOUNT OF SKILLS. FOR MORE INFORMATION CHECK THE 'SKILLS' SECTION OF THE STEP BY STEP THREAD. ALSO PLEASE SEPARATE THE STAT MODIFIER FROM THE POINTS YOU ASSIGN TO THE SKILL, THANK YOU.<<<

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) 30

Listen: (Wis)

Alchemy: (Wis)

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

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

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

Disguise: (Cha) 6

Martial techniques: (Str) 30
____Weapons:
Ki techniques: (Ki) 20
Ki Control: (Int) 30
Modification techniques: 50+200

Sneak Attack:

~Possessions~


Money:

Ryo: N/A

Equipment:
N/A


Valuables
A Pocket Watch with the symbol of a dead willow tree on the front and a dead planet behind it.  
Reply
DBZ: A new generation (Emily Marneth)

 
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