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- Posts:
- 72
- Group:
- Namekians
- Member
- #38
- Joined:
- 13 January 2017
- Power Level:
- A
- Level:
- 100
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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: Accordion. Race: Namekian.
- Racial Trait(s): Meditative Preparation - You start combat with +1 KI Point. When you Power Up, gain +1 KI Point.
- Regeneration - You heal from SEVER effects immediately. RESTRICTEDx1. You may skip your turn to negate one BREAK against yourself. Your RECOVER is increased by (5% Total) HP per day.
Class: Warrior Clan - Start the game with +2 training days. Your single dice attacks do +5% (capped at 25%) damage for each successful attack you perform in a row. You ignore all non-mastery damage reduction your opponent applies.
- If Half-Saiyan, tail or no tail?:
- If Android, Power Core (16 or 17/18 Model) or Power Absorption (19/20 Model)?
- If Bio-Android, which Genetic Composition ability/abilities?
Gender: Male. Height: 6’2. Weight: Uuuhhhhh... Hair Color: Hair? Eye Color: Black. Skin Color: Green. Age: 20. Origin: Ket-Hon Village, Namek. War Alignment: Whichever one wants to beat up the big yellow guy.
History: A Namekian born into the Soldier caste in Ket-hon village. He had a pretty normal upbringing, played with the other kids. Learned to count, some of the local crafts, etc. And he had a little bit more interest in the martial arts than most his age compared to some of the other kids. One day, while he was looking at the Joko Cavern he had a realization. Perhaps even what the many heroes etched into the mountain each thought at one point. He wanted more out of his life, to do something so he’d also receive an honor as grand as the Cavern. And he decided the best way to do so for someone like him was to train.
Cut to a week later where he tried to make an expedition to Sahm Village to find someone to teach him. A voyage he tried to make with no map, and barely a couple hours worth of water. Needless to say he was grounded for a month after his caretaker found him. The next attempt to find a master was much more successful (and surprisingly enough IN his village so joke was on him.) An older Saiyan man named Graint, who had settled on the planet many years ago after the war between Vegeta and Namek. And so, a new chapter in Accordion's life began.
And so, time flew by and then well… that happened on Namek. And the young Namekian was down one home planet. It lit a fire in the lad. And he swore vengeance against all those involved with the fall of Namek.
Aura Color: Purple. Martial Arts Style: Akaikaru. Custom Skill or Block Name: The Accordion. Custom Block Description: Accordion deftly dodges out of the way of an attack, and then extends his arm to grab the opponent. Custom Skill, or block Effect : RESTRICTEDX1 Blocks a physical or energy attack. Your next attack gains +3 to sides and cannot be blocked. If your opponent transforms before your next attack, [-10% Power] Damage. Also lose previously mentioned bonuses. Cost X Ki Points.
Inventory [2/4 Slots][200 Zenni]
Spoiler: click to toggle Namekian Uniform [1,000z] [Equipped.] Inventory Slots: 1 Description: A purple uniform that does not come with a turban or cape. It is given to all of the Namekians who do not wish to be warriors. [FULL BODY] Effect: +7% All Stats.
Magic Crystal Ball [800z] Inventory Slots: 1 Description: A crystal orb imbued with mystical properties aiding in its user's clairvoyance. Crystal Balls are great assets in locating people and places, or to gain foresight into the near -- and sometimes -- distant future. Effect: While in your Inventory, once per week you may have a Quest take -200 wpd to a minimum of 200 wpd.
FlightStick [800z] Inventory Slots: 1 Description: A popular toy on Earth for a short year until it was banned due to a lot of mischief, injuries, and near deaths from falling off. The device looks like a skate board, or rather the much safer and still perfectly legal hover board. The big difference is the engine on the back. This one has been rigged to go a little faster than your average old FlightStick. Actually a lot faster since it relies on your own ki to keep it going. The light trail it leaves does match your aura color though. Effect: You're bukujutsu is considered one level higher for all purposes.
Transformations. Level 1: Giant Form
Appearance: When initiating this form, the Namekian grows 10x their normal size, roughly the height of a Saiyan Oozaru. Marked by little physical change other than size, this form makes the Namek much more powerful and durable. Stats: +20% Power. +30% HP. +0% Dexterity.
Special Trait(s): [MASTERED] Big Man On Campus - Your opponent's physical attacks do -15% Damage against you. Your attacks do +(5% Power) Damage.
Level 2: Super Namek
Appearance: The Super Namek form increases the size and definition of the Namekian's muscles by a considerable amount, on par with a Super Saiyan's. The lack of a considerable change in appearance is deceptive as when this ancient transformation is reached, the Namek is considerably more powerful. Stats: +35% Power. +45% HP. +20% Dexterity.
Special Trait(s): [NOVICE] Namekian Fighter - Your opponent's attacks do -10% Damage against you. Nothing can stop you from preventing damage with this Transformation's effect. When you Power Up, your opponent's next attack roll gains -1 to the result.
Stats
Level: H. Power Level: 1010. [/center]
Base Stats. HP - 550. Power - 320. Dexterity - 13.
Stats Plus Equipment. HP - 589 [550+38.5000000000000] Power - 342 [320+22.400000000000002] Dexterity - 14. [13+0.9100000000000001]
Stats at TF 1. HP - 754 [+165] Power - 404 [+64] Dex - 14. [+0]
Stats at TF2. HP - 858. [580+278] Power - 454. [342+112] Dex - 17. [14+2.6]
Specializations
- Speed Level 2
Your opponent’s escape rolls gain -3 to the results. Once per combat you may add ADVANTAGE to a non-restricted attack. You may not CRITICAL with that attack. Your quests cost -250 wpd.
Bukujutsu Level 2 Effect: Your dice gain + 2 sides and your escape rolls gain +3 to the combined results.
Moveset
Mastery [1 Slot]
Chained Mastery [AKAIKARU, MASTERY] Description: Chaining your attacks is an effective way to keep the pressure on the opponent. The flow of your offensive maneuvers becomes an unbearable wave of pain. Keep the pressure on, keep your opponent off-balance, and chain your attacks until your opponent is down for the count. Effect: Your Akaikaru Advanced Attacks do +(5% Power) Damage for every SUCCESSFUL attack you performed in a row prior to that attack. This effect resets when one of your attacks are STOPPED. Your Punch-type attacks gain "If you perform an UNRESTRICTED Kick-type attack on your next turn, the attack does +(5% Power) Damage and gains ADVANTAGE.” Your Kick-type attacks gain "If you perform an UNRESTRICTED Punch-type attack on your next turn, the attack does +(5% Power) Damage and gains ADVANTAGE.” Requirements: You must know at least three (3) Akaikaru attacks, skills, and/or blocks. Training Days: 5
Skills [2/4 Slots]
Spoiler: click to toggle Speed Demon [AKAIKARU, SKILL] Description: A sudden Ki surge is utilized to boost the user's speed. Effect: Activate during the ITEM PHASE. Your Dexterity Bonus is considered to be 1 higher, to a maximum of 5. Reset your opponent's defensive dice to 1d30. Your opponent's defensive roll cannot be modified by their effects or Dexterity. This effect ends when your opponent performs a SUCCESSFUL single dice attack with a result of 23 or higher.Costs 2 KI Points. Requirements: N/A Training Days: 2
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
Swift Re-Action [AKAIKARU, SKILL] Description: A split second is all that is needed to realize you have made a grave miscalculation, so it takes a fast thinker and speedy limbs to fix your error. Effect: RESTRICTEDxY. Y = The difference between your Dexterity bonus and your opponent’s, to a minimum of 1. You may re-roll your attack roll on an Akaikaru Advanced Attack with a base cost of 4 or less. You may use this Skill after your opponent has rolled their defensive roll. Costs 1 KI Point. 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 [3/5 Slots]
Spoiler: click to toggle Agile Medley [AKAIKARU, PHYSICAL, PUNCH, KICK] Description: Delivering a quick jab to the face, the attacker drops to the ground, performing a leg sweep that knocks the opponent to the ground. Effect: RESTRICTEDx1. Physical attack doing (10% Power) Damage. If your Dexterity bonus is more than your opponent's Dexterity bonus, you may perform this attack once more before the end of the turn. SUCCESSFUL - For the remainder of combat, when you increase dice sides or dice results, increase that amount by +1. Costs 0 KI Points. Requirements: N/A Training Days: 2
Chained Strikes [AKAIKARU, PHYSICAL, KICK] Description: A side kick vicious enough to knock the breath from the target, followed immediately by a jumping spin kick to the face. Effect: Physical attack doing (25% Power) Damage. Your base roll for this attack is 1d35. SUCCESSFUL - You may use this attack again in the ACTION PHASE this turn. You cannot use this effect more than once per turn. Costs 1 KI Point. Requirements: N/A Training Days: 2
Follow Up [AKAIKARU, ALL TRAITS] Description: Sometimes one attack is not enough to vent your fury. When this happens, it's always best to move in for another strike. After all, overkill is better than not killing at all. Effect: (You may have this Advanced Attack take up a Skill slot instead. At the start of the match, choose one of your other Akaikaru Advanced Attacks. Follow Up now has the SUCCESSFUL effect of that chosen attack for the remainder of the match). Use immediately after performing a SUCCESSFUL Akaikaru Advanced Attack. RESTRICTEDx2. Physical attack doing (X) Damage. X = 50% of the base damage of your last Advanced Attack. Costs Y KI Points. Y = The cost of the attack you chose at the start of the match. Requirements: N/A Training Days: 2
Anger Management [AKAIKARU, PHYSICAL, PUNCH, KICK] Description: Driving forward, the aggressor rakes the opponent’s eyes furiously before knocking them to the floor. Once on the ground, the assailant tramples over their adversary’s remains. Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL- Your next single dice attack without stun in the effect gains “SUCCESSFUL- If your attack roll is 23 or higher, STUN.” If that attack is BLOCKED, this added SUCCESSFUL clause carries over to your next single-dice attack. Costs 2 KI Points. Requirements: N/A Training Days: 3
Shock Fist [AKAIKARU, PHYSICAL, ENERGY, PUNCH, MANIPULATED KI] Description: Focusing so much ki into their hand it becomes visible and audible – it resembles a high-pitched scream – the attacker rushes forward, driving their hand into their foe with the intent of thrusting it straight through them. Effect: Physical attack doing (40% Power) Damage. This attack is also considered an energy attack for all effects. Your attack roll is 1d35 for this attack. SUCCESSFUL - Your opponent’s defensive dice rolls gain -3 to the result until they perform a SUCCESSFUL single-dice attack, minimum 2 defense rolls. This effect stacks up to -6. Costs 2 KI Points. Requirements: N/A Training Days: 3
Blocks [2/2 Slots]
Spoiler: click to toggle Gone In A Sixtieth of A Second [AKAIKARU, BLOCK] Description: A mad dash done at the last minute, confusing the opponent into thinking they have landed their swarm of attacks only to find disappointment. Effect: RESTRICTEDx1. STOP a physical or energy attack. This can STOP all dice from energy multi-dice attacks. Your next base cost 1 attack gains “SUCCESSFUL - If your dice roll result is 20 or higher, STUN. This STUN cannot be prevented by any means.“. Costs X KI Points. Requirements: N/A Training Days: 2
The Accordion [CUSTOM, BLOCK.] Effect : RESTRICTEDX1 Blocks a physical or energy attack. Your next attack gains +3 to sides and cannot be blocked. If your opponent transforms before your next attack, -10% Current HP. Also lose previously mentioned bonuses. Cost X Ki Points.
Signature Techniques [2 Slots]
Spoiler: click to toggle Chained Mauler [AKAIKARU, PHYSICAL, PUNCH] Description: Throwing a powerful hook to the enemy's face, this initial punch is merely a set up for another hook coming from the opposite end. Despite the relatively simple nature of this technique, this particular move is legendary throughout the universe: it is said to only end when the target can no longer move. Effect: RESTRICTEDx1. Physical attack doing (50% Power) Damage. Your attack roll is 1d45 for this attack. SUCCESSFUL - You may use this Signature Technique again on the same turn. If you do, it costs 0 KI Points. You cannot use this attack more than 3 times per combat. STOPPED – If this attack is stopped on its first attack roll, regain half the Ki Points you spent to activate it. Costs 7 KI Points.
Extra Moves List [Unlimited Slots]
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