Description: Dabura and Cell have been arguing lately over who is stronger. Somehow, Dabura got challenged to fight someone that Cell picks out and win. The catch is that he can only use 1% of his strength. Oh? You got picked? Good luck...
Notes: Once this Quest is completed, it will become unavailable to others. Only 1 Legends quest may be completed per Afterlife per Saga. You cannot take any other Quests with a LEGENDARY item as a reward for another month after completion or failure of this quest.
Battle Notes: Dabura is wearing a Demon Realm Tunic, Demon Realm Slacks, and carries his sword.
Race: Makaioshin [Your Level MASTERED 1d100]
- Demonic Potential -
- At the start of each match, you may roll 1d10. If the result is 5 or higher you may start the match at 10 KI Points. Your opponents cannot reduce the amount of KI Points you start each match with. If this ability is delayed, you instead gain 5 KI Points when it activates.
- Petrifying Spit
- RESTRICTEDx1. Use after you perform a SUCCESSFUL single dice attack. You may pay 1 KI Point. If you do, STUN. If you perform an attack on your next turn, your opponent cannot BLOCK against it and their defensive dice result gains -5.
Class:
- Feared By The Gods
- Your opponent's Transformation Rolls fail if their roll is 10 or less instead. Your opponent still makes transformation rolls even if their roll is 1d100. RESTRICTEDx1. Your opponent is reverted back 1 Transformation Level. This does not take up your turn.
Level: Yours+1
HP:
Power:
Dexterity:
Move Set:
Mastery
Control Mastery [KUROKONWAKU, MASTERY]
Description: In the end, Kurokonwaku practitioners can take pride in knowing their style is the most unpredictable and 'creative' style when it comes to the manipulation of energy. This can go as far as controlling the strain an opponent's moves have on them, a theory applied to many moves in the Kurokonwaku arsenal, but when mastered has some truly crippling effects.
Effect: At the start of each match, select one opponent. You may choose one of their Skills, Advanced Attacks, or Signature Techniques. For the remainder of combat, that move costs +2 KI Points for them to use or perform. If that attack cannot have its cost modified, add +5 to your Defense rolls against it. Your opponents cannot perform the same attack on their consecutive turns against you.
Requirements: You must know at least three (3) Kurokonwaku attacks,skills, and/or blocks.
Training Days: 5
Skills
Second Chance [KUROKONWAKU, SKILL]
Description: Quick to think and quick to react, a Kurokonwaku user can sometimes make up for their shortcomings on the fly.
Effect: RESTRICTEDx1. Use after you roll your defensive roll. You may re-roll your defensive roll, gaining +5 to the result of the second roll. The cost of this Skill cannot be increased. Costs 0 KI Points.
Requirements: N/A
Training Days: 2
Killer Gaze [KUROKONWAKU, CONSTANT SKILL]
Description: Making eye contact with the opponent, a surprise burst of ki resonates from the user's pupils; temporarily dazing them and distracting them from their selfish endeavors.
Effect: CONSTANT - When your opponent gains KI, their next attack gains -3 to all results. This effect does not stack with itself. Your opponent cannot de-activate this Skill unless they are at 6 KI Points or higher and they meet all other requirements. This cannot be in the same moveset as Childish Taunt. Costs 1 KI Point.
Requirements: N/A
Training Days: 2
Shadow Stalker [KUROKONWAKU, CONSTANT SKILL]
Description: The aura blackens and the individual can channel their energy into turning themselves into a silhouette, capable of clinging to shadows.
Effect: CONSTANT - You may pay the cost to activate this after performing a SUCCESSFUL attack with a dice roll of 25 or higher instead of taking up a turn. You cannot be the target of RESTRICTED attacks until your opponent STOPS one of your attacks with a natural defense roll of 23 or higher. Each time you activate this skill, it costs an additional ki point. Costs 2 KI Points.
Requirements: N/A
Training Days: 2
Puppetmaster [KUROKONWAKU, CONSTANT SKILL]
Description: Releasing a large aura of energy that engulfs the battlefield, the energy seeps into the opponent's body; carrying with a resonating force of malevolent intentions.
Effect: CONSTANT – Whenever you STOP one of your opponent’s attacks, you may then choose which of their Advanced Attacks they perform on their next turn. They must be able to perform that attack and suffer a -2 penalty to the result(s). If they are unable to perform any Advanced Attack, you may choose a Basic Attack. Costs 1 KI Points.
Requirements: N/A
Training Days: 3
Advanced Attacks
Evil Flame [ENERGY, BLAST]
Description: Charging ki into their body, the attacker shoots out a gigantic fireball from their mouth unto the opponent.
Effect: Energy attack doing (25% Power) Damage. If the result of your dice roll is 26 or higher, for the purpose of this attack's effect your roll result is considered to be 25. SUCCESSFUL - Your opponent may not Power Up until one of their attack rolls exceeds your attack roll result. Costs 2 KI Points.
Requirements: N/A
Training Days: 2
Evil Impulse [ENERGY, BLAST]
Description: Creating a gigantic black sphere of energy with a purple outline, the attacker slams the massive attack; sending it flying at the opponent. Upon contact, the orb grinds against the enemy's body -- discharging a multitude of purple energy sparks.
Effect: Energy attack doing (45% Power) Damage. SUCCESSFUL - If your attack roll is 10 or higher, your opponent cannot use an attack with a base cost of 1 on their next turn. If your attack roll is 20 or higher, your opponent may not Power Up on their next turn. If your attack roll is 25 or higher, deactivate one of your opponent's CONSTANT skills and that Skill cannot be activated for the next 4 turns. Costs 2 KI Points.
Requirements: N/A
Training Days: 2
Poison Mist [KUROKONWAKU, ENERGY, BEAM]
Description: Spitting a fine, Ki-based mist at the opponent, the user is capable of disorienting and draining the opponent.
Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL - DRAIN 1 KI Point during your opponent’s UPKEEP PHASE until they roll an attack roll result of 23 or higher on a single dice attack. This effect does not stack with itself. Costs 1 KI Point.
Requirements: N/A
Training Days: 2
Firebreath [KUROKONWAKU, ENERGY, BEAM]
Description: Imitating the motions of a fire-breathing dragons, the user rears their head back before unleashing a fire-y wave of ki from their mouth.
Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL - DRAIN 1 KI Point. If your attack roll was 25 or higher, DRAIN 2 ki instead. Costs 1 KI Point.
Requirements: N/A
Training Days: 2
Squeeze Box [KUROKONWAKU, ENERGY, MANIPULATED KI]
Description: Four sheets of Ki surround the opponent, forming an energy prison that shrinks. The plates of energy crush the opponent between them.
Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Deactivate one of your opponent's CONSTANT skills. Your opponent may negate this effect. If they do, DRAIN 1 Ki Point during the UPKEEP PHASE of their next two turns. If they cannot lose Ki from this effect on their turn they gain 1 less Ki the next time they Power Up. Costs 2 KI Points.
Requirements: N/A
Training Days: 2
Signature Attacks
Hellfire Blitz [PHYSICAL, ENERGY, THROW, BLAST, VOLLEY]
Description: The user unleashes a volley of what can only be described as fireballs at their opponent. As the opponent is reeling from the Ki onslaught, the user charges in and delivers a hard shoulder thrust.
Effect: RESTRICTED x1. Energy attack doing (100% Power) Damage. If your dice roll is 25 or higher, gain 2 KI Points. Costs 6 KI Points.
Requirements: N/A
Training Days: 4
Hell Blade Rush [PHYSICAL, ENERGY, WEAPON, BEAM]
Description: Wielding their sword, the user charges at the opponent and unleashes with a barrage of sword slashes. The user then kicks the opponent, sending them crashing to the ground. As the opponent rises to their feet, the user meets them with their palm held only a matter of inches from their face, blasting them with a wave of firey Ki.
Effect: RESTRICTED x1. Use only if you performed Hellfire Blitz and it was STOPPED. Perform this attack in the same turn. Physical attack doing (15% Power) Damage per hit. Your attack roll is 8d30 for this attack. If your eigth dice is successful, this attack does +(25% Power) Damage. Costs 4 KI Points.
Requirements: Sword, Hellfire Blitz
Training Days: 4
Blocks
Smokescreen [KUROKONWAKU, BLOCK]
Description: The user opens their mouth, allowing a cloud of Ki to seep forth, forming a fog that masks their presence.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. If this Block STOPPED an energy attack, your next attack gains "SUCCESSFUL - Your opponent loses 1 KI Point". Costs X KI Points.
Requirements: N/A
Training Days: 2
Sand In The Eyes [KUROKONWAKU, BLOCK]
Description: A quick dodge followed by a handful of sand (or whatever is handy) being tossed into the opponent's eyes.
Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. Your opponent's next attack gains -4 to the results. Costs X KI Points.
Requirements: N/A
Training Days: 2
Description: A blade forged in the very fires of hell by the Demon King himself. It's weight and razor-sharp edge make it a tool for picking away at your opponent piece by piece. With adept timing, you can deal more damage than even the largest of great swords. This is the sword that all Hellish Rapiers are modeled after. This sword is said to have absorbed some of the power of the Demon King himself and can scare opponents to the point that they are not able to utilize their full power.
Effect: Weapon - Sword. RESTRICTED X1: ACTIVATE during your UPKEEP phase. Your opponent is reverted to base form. They may not Transform on their next turn.
Damage: (20% Power) Damage.