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Admiral Tourak
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Dec 1 2017, 11:19 PM
Post #1
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- Posts:
- 24
- Group:
- Tuffles
- Member
- #47
- Joined:
- 9 March 2017
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 Name: (Admiral) Cassius Tourak Race:Tuffle- In the Pursuit of Knowledge - When learning a move, you gain 5x the Move Learning Experience.
- Know it All - Your opponent cannot use any of their Racial Abilities for the first ten turns of combat. This does not count abilities that substitute for or are Bukujutsu or Instant Transmission. Any abilities that are activated at the start or before combat become active on turn eleven instead. When in combat against another Tuffle or character with the Know-It-All ability, Know-It-All has no effect.
Class:Description Gender: Male Height: 6'4 Weight: 210 Hair Color: Black with a tint of blue Eye Color: Red Skin Color: Blue Age: 48 Origin: Earth Aura Color: Martial Arts Style: Kuro History Cassius Tourak is an Admiral that serves the King's Army and has been doing so for many years. Before the Embargo from Namek and the Alpha Collective, The Admiral staged an accident reported to the masses. A supposed weapon test in the East Galaxy went horribly wrong as a small fleet was torn the pieces. In actuality, with the approval of Vincent O'Ryan, the same fleet established a base somewhere out in the Outer Rim, allowing Cassius to pursue his interests for the well being of Earth. The Outer Rim Project (ORP) was projected to outlast the Admiral and most of his fleet. Their work is a mystery that was suddenly interupted by the desperate call to war. Starting Custom Break down [Custom, Skill] Description: Over the years, the Admiral has studied many cultures and knows how best to work with and against them. Effect: Restrictedx1 You can continue the your Know it All Racial for an additional 8 turns. You may activate this on turn 11 before other racials would be applied. Costs 2 |
| Inventory (1/4) |Zenni: 0| |
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Equipment Upper Body: Lower Body: Speedo [700z] Inventory Slots: 1 Description: Available in a plethora of different colors to suit all tastes, needs, and lifestyle decisions! Completes the Saiyan Battle garb . . . sort of. [LOWER BODY] Effect: +5% Power. +5% Dexterity. Accessory 1: Accessory 2: Weapon: |
Pandora Name: Pandora Inventory Slots: 3 Description: A black sleek ship designed for stealth and speed. One of the prides and joys of the ORP equipped with a new type of engine with inner workings only understood by those assigned to the project. This stealth cruiser was designed to blend in with space and be where it needs to be. Effect: Allows inter-galactic travel. Max Capacity: 4 Person(s) Weapon Slots: 2 Defense Slots: 3 Support Systems: -- Medium Storage Room (6 Inventory Slots for non-spacecrafts) -- Hyperdrive -- Thrusters -- Phase Jets -- Paradox Engine Travel Time: 5 2 Days. Paradox Engine Description: The mysterious engine of the ship is designed to seemingly blink the transport from one point of entry to another but far faster than with a Hyperdrive Effect: The ship carries the same rules and restrictions as an Instant Transmission that takes all its passengers to one declared location.
- Reward
Antique Pocket watch Inventory Slots:1 Description: A silver pocket watch having no distinguishable features outside of a normal pocket watch other than engravings of different kinds of circles and lines seemingly in no particular order. Clicking the button however, reveals the watch is capable of stopping time for around 48 hours, relative to you. Once the effects wear off, it seems it requires lots of time before it could be used again. Effect: USEx1. You may treat a week as if you have two more days. You do not gain Experience or Zenni for those extra days.
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| Stats|PL: 480| |
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Base Stats SP: 20 HP: 100 + (6 * 50) = 400 Power: 40 + (7 * 20) = 180 Dexterity: 0 + (7 * 1] = 7
Using Speed: -250 WPD
HP: 400 + 0% = 400 Power: 180 + 5% = 189 Dex: 7 + 5% = 7 (7.35) Dexterity Bonus: 35% (+1)
First Form Level 1: Zeta Injection
Appearance: The Tuffles are regarded as some of the universe's greatest scientists -- and unfortunately all scientists know that rodents only go so far in terms of trial runs. The Zeta Injection is one of many risky, scientific endeavors they have undertaken on their own bodies. This one-time injection of custom made nanites provides a small boost in physical prowess, allowing the Tuffle increased strength and endurance. However, it's main purpose is the opening of neural pathways that allow for heightened brain functions. Stats: +20% Power. +15% HP. +15% Dexterity.
Special Trait(s): [NOVICE] Patient Zero – Activate immediately after transforming. Deactivate one of your opponent’s active skills. You may deactivate this skill even if you do not meet the requirements necessary to deactivate it. [INTERMEDIATE] Nature of The Experiment – Activate immediately after transforming. Deactivate one of your opponent’s active skills. You may deactivate this skill even if you do not meet the requirements necessary to deactivate it. Activate a CONSTANT skill with a Base Cost 2 or less. You must pay the cost. You may only use this effect the first time you transform.
[MASTERED] The Perfect Drug – Immediately after transforming you may activate a CONSTANT skill with a Base Cost 2 or less. You do not have to pay the cost. You may only use this effect the first time you transform. RESTRICTEDx1. You may deactivate one of your opponent’s active skills. You may deactivate this skill even if you do not meet the requirements necessary to deactivate it. This effect does not take up your turn.
HP: 400 + 15% = 400 Power: 180 + 25% = 189 Dex: 7 + 20% = 8 (8.4) Dexterity Bonus: 40% (+2) |
| Mastery |
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- Cancellation Mastery [KUROKONWAKU, MASTERY]
Description: When your opponent feels they are at their finest in battle it is up to you to crush their hopes, stamp 'CANCELLED' across their fondest dreams. All their precious techniques and tricks will do them no good when you are capable of entering their minds, put them in hazes, and disrupt their plans. Effect: Whenever an opponent uses or activates a Skill, you may lose X-1 KI Points to a minimum of 1 to negate/deactivate it. Whenever an opponent performs a STUN, CRITICAL, or COUNTER you may lose X-1 KI Points to a minimum of 1 to negate it. Whenever you perform a SUCCESSFUL Kurokonwaku attack with an attack roll result of 22 or higher, your opponent cannot use the effect of their Mastery until the end of your next turn. X = The cost of the Skill or Advanced Attack. Requirements: You must know at least three (3) Kurokonwaku attacks,skills, and/or blocks. Training Days: 5
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| Skills |
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- Protector of the Peace [FREESTYLE, LATENT SKILL]
Description: Your experience with saving people has given you a knack for knowing where there’s trouble. Effect: When rolling Interference to aid a Challenged Player, you roll 3d100 rather than 1d100 and start with +1 Ki Points. This skill does not take up a skill slot. Requirements: N/A Training Days: 0
- 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
- Break down [Custom, Skill]
Description: Over the years, the Admiral has studied many cultures and knows how best to work with and against them. Effect: Restrictedx1 You can continue your Know it All Racial for an additional 8 turns. You may activate this on turn 11 before other racials would be applied. Costs 2
- 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
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| Basic Attacks |
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- 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.
- Basic Power Pole - (12% Power) Damage. 1d32+2 Costs 0 Ki Points
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| Advanced Attacks |
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- Ear Piercer [KUROKONWAKU, ENERGY, BLAST]
Description: The user lets out an incredibly both deafening and painful high pitch scream, disorienting their opponent. Effect: Energy attack doing (35% Power) Damage. This attack cannot be BLOCKED. SUCCESSFUL – Your opponents attack dice gain -5 sides until they STOP an attack. This effect cannot stack with itself. Costs 1 KI Point. Requirements: N/A Training Days: 2
- Dismissive Kick [KUROKONWAKU, PHYSICAL, KICK]
Description: Arms folded across chest, the user swings their leg around, kicking the opponent as their body rotates. Effect: Physical attack doing (35% Power) Damage. If your opponent's last attack was STOPPED by you, this attack costs -2 KI Points, to a minimum of 0 KI Points. SUCCESSFUL - Choose one of your opponent's Advanced Attacks. That attack loses all SUCCESSFUL effects for the next 3 turns. Costs 2 KI Points. Requirements: N/A Training Days: 3
- Vampiric Lust [KUROKONWAKU, PHYSICAL, HOLD]
Description: Latching onto the enemy, the users head is placed very close to the enemy's neck as they begin to siphon an the foe's life force right out of their body. Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Whenever your opponent gains KI Points, DRAIN 1 Ki and you gain 1 Ki. This effect ends when one of your attacks is STOPPED or until you Power Up. If your opponent is losing KI Points due to a floating effect when you use this move, they do not DRAIN 1 KI Point when they Power Up from this move’s effect. Costs 2 KI Points. Requirements: N/A Training Days: 3
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- 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
- Aerial Maneuvers [KUROKONWAKU, BLOCK]
Description: The user leaps and twists their body as they avoid an attack. RESTRICTEDx1. Block. Stop a physical or energy attack. Your next attack costs -1 KI Point. If this Block STOPPED a physical attack, your next attack costs -2 KI Points instead. Costs X-1 KI Points. Requirements: N/A Training Days: 2
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Sprout
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Dec 2 2017, 12:35 AM
Post #2
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The Madmin
- Posts:
- 181
- Group:
- Saiyan(Admin)
- Member
- #35
- Joined:
- 29 December 2016
- Power Level:
- 100
- Level:
- A
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