| Bondrewd; The lord of twilight - Shizou's not so proudest work | |
|---|---|
| Tweet Topic Started: Nov 15 2017, 05:32 PM (392 Views) | |
| Skullo | Nov 15 2017, 05:32 PM Post #1 |
![]()
The J
|
Out of Character Information[/u] TrapMasterJ Handler's Name: J E-Mail Address: Jordangantt449@Yahoo.com Referral King Twitter URL: (This is for the Intergalactic Communication Hub) Character Portrait:https://static.zerochan.net/Bondrewd.full.2207065.jpg Character Information Name:Bondrewd[Lord of the coming dawn] Race: Bio-Android
Class:Power Seeker - After achieving a new Transformation, you start Mastered with a 1d100 Transformation Roll. While Transformed, your attacks gain +1 dice side. RESTRICTEDx1. You may add +5 to your opponent's attack roll result on an Advanced Attack that you do not know. Reduce the damage of that attack by 25%. This effect can be used after your defense roll is made.
Gender: Male Height: 6'4 Weight: 192 Hair Color: Black Eye Color: Black grayish Skin Color: Twisted black and gray Age: unknown Origin: New Vegas War Allignment: Kings army
History: He walked threw the hall of dead bodies with a mix of tuffle and saiyin alike. His tail swaying as he walked calmly making sure not to step on the bodies. He was use to his maker's carnage but he didn’t seem to find him amongst the bodies in the bunch. Finding the rest area he went threw his things to find a clue to where he might be. Pushing over the dead kid in a wheelchair in the command station Jamming his clawed finger into the console taking and his eyes glowing blue he went the computer. Snapping back as his eyes rolled to the front and teleported to the area which he was killed in. The area looked war torn was battle or two had torn the area to sherds. He found the body of a saiyan which turned into a cartridge and pulled into his spine. Then walking over abit to find the body of shizou his arms and legs broken and his face kneed in. Placing his hand over his face he closed his eyes and turned him into a cartridge but didn’t place it in down his spine. Placing it in his pocket and paryed for his makers happiness in whatever afterlife he was in. He now had a chance to rebuild what his maker wanted to finish. Teleporting back into the bunker. He began cartridgeing all the bodies and cleaned up the place. He looked around at the empty base and found himself in a new lab with a wide living quarters. His mission now was too finish the fight his master sought to finish. His helmet lit up with a blackish glow ready to bring the fight to the saiyans. Aura Color: Golden white Martial Arts Style: Kurokonwaku Custom Skill or Block Name: Curse Empowerment Custom Skill, or block Description: The curse empowers him to see the ki of his opponents. His eyes are keen to see when their weak enough to give a powerful empowered cursed blow from one of his attacks. Custom Skill, or block Effect :CONSTANT - If your opponent’s ki points are 3 or less your Kurokonwaku Advanced Attacks deal +(5% Power) Damage and gain +2 sides. Costs 2 Ki Points. Inventory [1 Slots][100 Zenni] Nanomachine [500z]equipped Inventory Slots: 1 Description: A colony of programmed nanomachines that is injected into the android’s body. The repair function installed in the nanomachines allows for the android to sustain high amounts of damage without shutting down. [ACCESSORY] Effect: Android and Bio-Android Only. +9% HP. (You cannot have another item with "Special Coating" equipped.) Gauntlets [1,200z]equipped Inventory Slots: 1 Description: Fully articulated plate armor gauntlets worn over the hands. The material it is made out of comes from the core of a dead planet and is very dense as a result. They provide excellent damage potential though. [ACCESSORY] Effect: +15% Power. -5% Dexterity. Self-Destruct Device [900z] Inventory Slots: 1 Description: A small explosive device built into every Android that can be activated upon sensing impending doom, serving as a last ditch effort to take out the opponent with them. Effect: Android and Bio-Android Only. USEx1. Use only if your HP is at (50% Total HP) HP or less. Choose an opponent. Roll 1d30. If your dice roll is 14 or higher, that opponent loses (25% your total HP) HP and you automatically die. If the dice roll is 13 or below, this item malfunctions and cannot be used again this match. Smoke Grenade [200z] Inventory Slots: 1 Description: A canister-type grenade filled with white phosphorous that when exploded will create a bright flash and a smokescreen. Makes for a clean getaway. Effect: USEx1. Use when your HP reaches 0 during a Quest Battle. You escape from Battle. Changeling Special Forces Armor [1,500z]equipped Inventory Slots: 1 Description: This armor is worn by the special forces of the Changeling army or henchmen. It has been proven to be amongst the strongest armors in the galaxy and retains the energy-based reflection of the previous two armors. [UPPER BODY] Effect: +10% Power. 5% Dex. When taking damage from a SUCCESSFUL energy attack, your opponent loses (5% Attack's Damage) HP. Location: Alpha Collective, Shi'kir, Basbas, Taifuu, Brutus, Magumar Stats (These are your starting stats, you may distribute 8 SP among them. All Stats must have at least 20% of your Total SP, meaning you must spend at least 2 SP on each stat at this point.) Level: F Sp:28 Power Level: 794 [/center] HP: 600 + 19% = 714 Pow: 200+ 35% = 270 Dex: 10+ 10% = 11 With TF HP: 600+ 39% = 834 Pow: 200+ 50% = 300 Dex: 10+ 25% = 13 Specializations
Moveset Mastery [1 Slot] Skills [2 Slots] Nullifying Sphere [FREESTYLE, SKILL] Description: The user studies their opponent to hone in on one of their techniques, memorize it, and eliminate it's usage. Effect: RESTRICTEDx1. Use when your opponent uses a non-Constant Skill. Negate the effect. You may remove a move from your moveset to remove that Skill from your opponent's moveset for the remainder of the match. Costs 2 KI Points. Requirements: N/A Training Days: 3 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 Outer Space New Vegeta Instant Transmission Description: The user dematerializes and moves as a mass of light, disappearing from view at an incredible speed. From that point, they can lock onto a Ki signature and materialize near it. Effect: Once per week, you can Instant Transmission yourself to another planet. You cannot use Instant Transmission to teleport you to another planet 2 weeks in a row. In the event that the planet you are is destroyed, you may use Instant Transmission to take you to another planet (regardless if you used it the week before). Instant Transmission is a requirement to learn certain moves. Requirements: N/A Training Days: 2 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 [0 Slots] Fury Strikes [AKAIKARU, PHYSICAL, PUNCH, KICK] Description: A series of claw-like swipes at the opponent followed up by a palm thrust to the bridge of the nose. With the opponent dazed, the user leaps off their shoulders and delivers a series of downward kicks to their skull. Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - The next time your opponent gains KI Points, the amount is -1. Costs 1 KI Point. Requirements: N/A Training Days: 2 Taifuu New Vegeta Shotgun Blast [AKAIKARU, ENERGY, BLAST, VOLLEY] Description: Point-blank, the attacker delivers a series of ki blasts right into the opponent’s chest. Effect: Energy attack doing (15% Power) Damage per hit. Your attack roll is 3d40 for this attack. SUCCESSFUL - If you modify the dice sides or result of your attack on your next turn, gain 1 Ki Point. If all dice rolls are SUCCESSFUL, your opponent cannot modify their defense roll results or dice sides until they perform two SUCCESSFUL single dice attacks in a row. Costs 2 KI Points. Requirements: N/A Training Days: 2 Final Revenger [PHYSICAL, PUNCH, KICK, HOLD] Description: Knocking an opponent up into the air with a kick, the user soars after them, sending them flying with an uppercut. Flying around them, the user catches the enemy in a choke-hold; from which position the attacker sends repeated knee smashes into the enemy's back before finally releasing them and axe-handling them to the ground. Effect: Physical attack doing (50% Power) Damage. If you have received damage from an attack on your opponent’s last turn, this attack gains +4 to the result. If that attack was a CRITICAL, this attack and your next three attacks all gain +4 to the result instead. SUCCESSFUL - Your next three single dice attacks with a base roll of 1d30 gain “SUCCESSFUL - If your attack roll was 30 or higher, STUN.”. Costs 2 KI Points. Requirements: Bukujutsu Darkness Buster [KUROKONWAKU, ENERGY, BLAST] Description: Black, ribbon-like energy flows around the user as it gathers into a black ball of energy stationed in front of the palms of the user. The attack grows to a reasonable size before being launched at the opponent. Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Your opponent's attack and defensive dice gain -2 dice sides and -2 to the result until they perform a SUCCESSFUL attack. Your opponent may take DISADVANTAGE on their next attack to negate this effect. Costs 2 KI Points. Requirements: N/A Training Days: 3 Outer Space Namek Kamehameha [ENERGY, BEAM] Description: Cupping their hands atop one another, the user brings both hands back as they charge the attack. Upon completion, the arms are thrown forward, bringing with them a massive energy beam. Effect: Energy attack doing (50% Power) Damage. Once per combat, you may perform this attack when your opponent performs a Beam-type energy attack that is not a Signature Technique instead of rolling a defensive roll (your defensive roll counts as 0 for all effects and purposes). If you do, that attack does -(50% Power) Damage. If you would take no damage from that attack, your opponent loses (30% Power) HP. SUCCESSFUL - If you roll a 27 or higher with this attack, this attack does +(15% Power) Damage. Costs 2 KI Points. Requirements: N/A Training Days: 2 Blocks [0 Slots] Mirage [KUROKONWAKU, BLOCK] Description: Creating a ki-manifested mirage of themselves, the user fools the opponent into attacking something that isn't there. Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. Nothing can prevent you from lowering your opponent’s KI Points or gaining KI Points for the next 4 turns. Costs X-2 KI Points Requirements: N/A Training Days: 2 Outer Space Earth Chiaoutzu's Psychic Halt Description: The tiny mime-man taught you a technique he uses to intercept incoming attacks not through advanced martial arts maneuvers or split second dodging, but rather by standing his ground and manipulating his ki to psychically halt a foe in their place. The time they are stopped is short, but long enough to allow you the chance to deliver your own attack. Effect: RESTRICTEDx1. Block. Stop a physical or energy attack. If your opponent's attack roll was 25 or higher, STUN. Costs X-1 KI Points. Signature Techniques [2 Slots] (Reminder: Deduct slots.) Extra Moves List [Unlimited Slots] Machine Gun Kicks [AKAIKARU, PHYSICAL, KICK] Description: A series of advancing snap kicks performed in rapid succession – so fast that a ‘blaze’ effect manifests itself. Effect: Physical attack doing (10% Power) Damage per hit. Your attack roll is 5d30 for this attack. The cost of this attack cannot be reduced below 2 KI Points. SUCCESSFUL – If 4 dice rolls are successful, STUN. If all 5 dice rolls are SUCCESSFUL, STUNx2. Costs 3 KI Points. Requirements: N/A Origin-guiding Light Sparagmos Description of the Move: Covering his tail in a powerful curse that when hit his enemy might cripple them harming them in the long run. Aiming to break bones or a limb to maximize damage done to his enemy. His tail turns a twisted black and strikes faster then the eye can see. Effect of the Move:Physical attack. (35% Power) damage. SUCCESSFUL - Your opponents next attack costs +1 ki to perform. If your attack roll is +8 or greater than your opponents defense roll, their next attack loses all effects but damage. Costs 2 ki Point Darkness Choke [KUROKONWAKU, PHYSICAL, HOLD] Description: Lifting the opponent up by the throat, the attacker creates smoke-like tendrils of energy that enter the opponent's oxygen pathways, blocking them from breathing. Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - Your opponent loses their Dexterity Bonus for the next three turns. If your attack roll result is +6 or more your opponent’s defensive roll result, your opponent cannot Power Up on their next turn. Costs 1 KI Point. Requirements: N/A Training Days: 2 eye Laser Assault [HAOKIRU, ENERGY, BEAM] Description: The pupils become red pinpoints that blaze with ki before unleashing twin piercing beams of energy that cut through flesh like a knife through butter. Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - Your next attack costs -1 KI Point. STOPPED – Your next Haokiru skill costs -1 Ki point to use or activate, to a minimum of 0. Costs 2 KI Points. Requirements: N/A Training Days: 2 Magumar New Vegeta ---------------------------- Level 1: Semi-Perfect Form Appearance: Due to the variation of Bio-Androids, the physical appearance of an Imperfect Form greatly varies. The few constants include: bug or reptillian-like features becoming pronounced (which can include the sprouting of wings, discoloration of the skin, or a scaly appearance) and an increase in muscle mass. Typically, height is slightly marked up. This form is achieved after the absorption of a single Android. Stats: +20% Power. +15% HP. +15% Dexterity. Special Trait(s): [NOVICE] The Anti-Machinist - Your Freestyle attacks count as Martial Arts Styled attacks, matching your declared Style. Any effects referring to style now refer to your style instead. [INTERMEDIATE] Biological Evolution - Your Freestyle attacks count as Martial Arts Styled attacks, matching your declared Style. Any effects referring to style now refer to your style instead. After receiving damage from a SUCCESSFUL, non-custom, Advanced Attack that you do not already know in Battle with a roll result of 28 or higher, you may lose 2 KI Points. If you do, you may add that attack to your Extra Moves List. [MASTERED] Almost Perfect - All of your attacks count as Martial Arts Styled attacks, matching your declared Style. Any effects referring to style now refer to your style instead. After receiving damage from a SUCCESSFUL, non-custom, Advanced Attack that you do not already know in Battle with a roll result of 27 or higher, you may lose 2 KI Points. If you do, you may add that attack to your moveset (even if you do not have enough slots). At the end of combat, if you exceed your Advanced Attack slots, move the attack to your Extra Moves List instead. Edited by Skullo, Dec 19 2017, 07:13 AM.
|
| |
![]() |
|
| Skullo | Nov 15 2017, 08:18 PM Post #2 |
![]()
The J
|
Name of Move: Origin-guiding Light Sparagmos Move Style: Custom Type of Move: Blast Description of the Move: generates a mysterious blast of light it's blackish nightmarish cloud incarcerates any living flesh in its area. The flame is something of magic more then science. The blast is shot threw the tip of tail,A Cartridge is ejected after each blast. Effect of the Move: Your opponents next attack cost +1 ki to use and if 8+ over the opposing dice their next attack loses its effect Cost 2 ki (50% damage) Edited by Skullo, Nov 15 2017, 09:06 PM.
|
| |
![]() |
|
| Rugo | Nov 16 2017, 12:20 AM Post #3 |
|
The Badmin
|
I'm gonna go with a No on the first one. We'll consider second. |
| |
![]() |
|
| Skullo | Nov 16 2017, 06:26 AM Post #4 |
![]()
The J
|
CONSTANT - If your opponent’s ki points are 3 or less your Kurokonwaku Advanced Attacks deal +(5% Power) Damage and gain +2 sides. Costs 2 Ki Points. The new custom that punchline suggested for my first custom.
Edited by Skullo, Nov 16 2017, 09:49 AM.
|
| |
![]() |
|
| Rugo | Nov 17 2017, 05:46 PM Post #5 |
|
The Badmin
|
Two suggestions Physical attack. (35% Power) damage. SUCCESSFUL - Your opponents next attack costs +1 ki to perform. If your attack roll is +8 or greater than your opponents defense roll, their next attack loses all effects but damage. CONSTANT - If your opponent’s ki points are 3 or less your Kurokonwaku Advanced Attacks deal +(5% Power) Damage and gain +2 sides. Costs 2 Ki Points. The new custom that punchline suggested for my first custom. |
| |
![]() |
|
| Skullo | Nov 17 2017, 08:53 PM Post #6 |
![]()
The J
|
I'll take them |
| |
![]() |
|
| Rugo | Nov 18 2017, 12:00 AM Post #7 |
|
The Badmin
|
accepted |
| |
![]() |
|
| Rugo | Nov 18 2017, 01:56 PM Post #8 |
|
The Badmin
|
I lied. You’ve got some issues. First off, you have 12 training days used when you only are allowed to use 10. Second, you don’t meet the qualifications to learn your mastery. Fix those and we can have you start rping |
| |
![]() |
|
| Skullo | Nov 18 2017, 09:56 PM Post #9 |
![]()
The J
|
i learn promxity blast during my first week i'm no allowed to hold on to a mastery and learn moves to learn it? |
| |
![]() |
|
| Rugo | Nov 19 2017, 12:27 AM Post #10 |
|
The Badmin
|
You’re good to go now |
| |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Current Characters · Next Topic » |
| Track Topic · E-mail Topic |
12:47 AM Jul 11
|







12:47 AM Jul 11

