| Inui Kotaro.; So there's this one asshole... | |
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| Tweet Topic Started: Oct 8 2017, 09:41 PM (253 Views) | |
| Accordion. | Oct 8 2017, 09:41 PM Post #1 |
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Out of Character Information Handler's Name: Noel Cruz. E-Mail Address: noelcruz929@gmail.com Referral (did anyone refer you to the site?) Twitter URL: (This is for the Intergalactic Communication Hub) Character Portrait: ![]() Character Information Name: Inui Kotaro. Race: Human.
Class: Average in the Extreme - Once per turn, you may reroll an attack or defense roll that is between 13-17. Twice per week, you may have a joint quest that you participate in take -1 day to a minimum of 1 for all players.
Gender: Male. Height: 186cm (6’1 feet.) Weight: 80kg. (176 pounds.) Hair Color: Black. Eye Color: Brown. Skin Color: White. Age: 25. Origin: Satan City, Earth. War Alignment: Rebel Army.
History Aura Color: Blue. Martial Arts Style: Aoyumusu. Mad Gears: [CUSTOM, CONSTANT SKILL.] Description: Kotaro starts to cackle, realizing that he’s way in over his head. He then readies himself for the battle to heat up even further. In fact, he can already feel adrenaline coursing through his veins! Custom Effect : CONSTANT - Your attacks deal +(5% Power) Damage for each attack you have STOPPED prior to that roll since activating this skill to a maximum of +(15% Power) Damage. If your opponent performs a SUCCESSFUL attack or blocks one of your attacks reduce the amount by (5% Power) Damage. Costs 2 Ki Points. Inventory 2/4 Slots. 725 Zenni Transfomation Stats Level: B Power Level: 240. Base Stats. HP - 250. Power - 140. Dexterity - 4. Stats with Equipment. Notes: Saiyan Armor adds +20% HP and +10% Power. HP - 250+50=300. Power - 140+14=154. Dexterity - 4. Stats with TF. (Increases are HP +17%, Power +17%, Dexterity +16%.) HP - 300+43 [42.5]=343. Power - 154+24 [23.8]=178. Dexterity - 4+1 [0.64]= 5. Specialization(s): Bukujutsu Level 1- You are beginning to learn how to fly. It may not be the most elegant flying ever but you stay afloat. Effect: Your dice gain + 1 side and your escape rolls gain +2 to the combined results. Moveset Mastery [1 Slot] (Reminder: Deduct slots.) Skills [2/4 Slots] Hidden Power Level [FREESTYLE, LATENT SKILL] Description: The user is able to conceal their true ki signature from their opponent, only to reveal it at their weakest moment. Effect: Activate during your UPKEEP PHASE. Once per match, when you are at 7 KI Points or more, you may spend 2 KI Points. If you do, the next time your KI Points reach 0, you may gain 3 KI Points. Requirements: N/A Training Days: 1 Mad Gears: [CUSTOM, CONSTANT SKILL.] Description: Kotaro starts to cackle, realizing that he’s way in over his head. He then readies himself for the battle to heat up even further. In fact, he can already feel adrenaline coursing through his veins! Custom Effect : CONSTANT - Your attacks deal +(5% Power) Damage for each attack you have STOPPED prior to that roll since activating this skill to a maximum of +(15% Power) Damage. If your opponent performs a SUCCESSFUL attack or blocks one of your attacks reduce the amount by (5% Power) Damage. Costs 2 Ki Points. Protecting Your Vitality [FREESTYLE, CONSTANT SKILL] Description: As someone once famously said 'protect ya neck'. If you cannot protect your body, how do you expect to fight back, tough guy? Effect: CONSTANT - You cannot lose HP due to your opponent's non-damage effects. You cannot be SEVERED. You cannot receive a BREAK. Once deactivated, you cannot activate this Skill for the remainder of the match. Costs 2 KI Points. Requirements: N/A Training Days: 3 (Reminder: Deduct slots.) Basic Attacks Basic Punch - (10% Power) Damage. Costs 0 KI Points. Basic Kick - (10% Power) Damage. Costs 0 KI Points. Basic Ki Blast - (10% Power) Damage. Costs 0 KI Points. Advanced Attacks [2/5 Slots] Bullwhip [AOYUSUMU, PHYSICAL, THROW, KICK] Description: Catching the opponent’s arm, the user wrenches the arm and forces the opponent into a hunched position. From this submissive pose, they repeatedly drive their foot into the opponent’s gut before tossing them aside. Effect: Physical attack doing (30% Power) Damage. If you STOPPED your opponent’s last attack, this attack does +(10% Power) Damage and cannot have its damage modified by your opponent’s effects. SUCCESSFUL - Your next 2 defensive rolls gain +2 to their result. Costs 1 KI Point. Requirements: N/A Training Days: 2 Damage(Normal.): 35 Damage. Damage(Last Attack STOPPED): 47 (46.8 ) Damage (Mad Gearsx1): 41 (40.9000000) Damage (Mad Gearsx2.): 47 (46.8) Damage (Mad Gearsx3.): 53 (52.65) Damage (Last Attack Stopped+Mad Gearsx1)= 53 (52.65) Damage (Last Attack Stopped+Mad Gearsx2)= 59 (58.5) Damage (Last Attacked Stopped+Mad Gearsx3)= 64 (64.35000000000001) Floating Drop [AOYUSUMU, PHYSICAL, KICK] Description: Leaping into the air, the user floats over the opponent before flipping over and dropping down with both feet onto their skull, bouncing off of them and landing back on the ground. Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - If you stopped your opponents last attack, your opponent gains DISADVANTAGE on their next attack roll. Costs 1 KI Point. Requirements: N/A Training Days: 2 Damage(Normal.): 35. Damage (Mad Gearsx1): 41 (40.9000000) Damage (Mad Gearsx2): 47 (46.8) Damage (Mad Gearsx3.): 53 (52.65) (Reminder: Deduct slots.) Blocks [1/2 Slots] Impenetrable Defense [AOYUSUMU, BLOCK] Description: Entering a state of perfect focus, the user becomes capable of warding off opponent's blows much easier. Effect: RESTRICTEDx1. Block. Stop a physical attack. For the remainder of the match, you may lose 3 KI Points to STOP a physical attack with a base cost of 2 or less. You cannot use this effect on your opponent’s consecutive turns. Costs X+1 KI Points. Requirements: N/A Training Days: 2 (Reminder: Deduct slots.) Signature Techniques [2 Slots] (Reminder: Deduct slots.) Extra Moves List [Unlimited Slots] Blown Fuse [AKAIKARU, ENERGY, BLAST] Description: Releasing a massive scream, a gigantic blast of ki is shot from the user's open mouth toward the enemy. Effect: Energy attack doing (30% Power) Damage. SUCCESSFUL – Your next two Skills costs -1 Ki Point. Costs 1 KI Point. Requirements: N/A Training Days: 2 Damage(Normal.): 35. Damage (Mad Gearsx1): 41 (40.9000000) Damage (Mad Gearsx2): 47 (46.8) Damage (Mad Gearsx3.): 53 (52.65) Edited by Accordion., Nov 22 2017, 06:22 AM.
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| Rugo | Oct 9 2017, 03:38 AM Post #2 |
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The Badmin
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Custom Effect : CONSTANT - Your attacks deal +(5% Power) Damage for each attack you have STOPPED prior to that roll since activating this skill to a maximum of +(15% Power) Damage. If your opponent performs a SUCCESSFUL attack or blocks one of your attacks reduce the amount by (5% Power) Damage.Costs 2 Ki Points. By joining Dragon Ball: Legacy, you agree to understanding what will be expected of you. No mods will award you Experience, Zenni, Quest Rewards, or other Items obtained to your page. That is up to you to keep track of and award to yourself as you post them (Do provide a post after your actions that awards your EXP/Zenni so we understand what you're doing). In Weekly Updates, you will make a post each week that keeps track of all of your gains, losses, and day usage for that week. You understand that abuse of this system of trust will lead to banning. Also keep in mind to update your Current Location as you move from planet-to-planet , mortal plane-to-afterlife, or while in transit in Outer Space. When an item is equipped, place the term [EQUIPPED] next to the item name. That item will not take up a slot. Please read the rules for equipped items. If you have any questions, let a mod or Administrator know. Otherwise, welcome. Make sure to add your preregistration item to your inventory.
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| Rugo | Oct 22 2017, 11:37 PM Post #3 |
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The Badmin
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