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| Miccah Eplin | |
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| Tweet Topic Started: Feb 23 2009, 04:48 PM (1,184 Views) | |
| Eplin | Feb 23 2009, 04:48 PM Post #1 |
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![]() Out of Character Information Handler's Name: Tyler E-Mail Address: mongota39@aol.com AIM Handle: MongoTA39 Character Portrait: Raven (Fire Emblem) Character Information Name: Miccah Eplin Race: Half-Saiyan w/o Tail
Gender: Male Height: 6' 1'' Weight: 185 lbs Hair Color: Red Eye Color: Red Skin Color: Caucasian Age: 24 Origin: Asia, Earth
Alignment: 57% Good History: Grew up in an orphanage until he turned 15 and ran away. He wandered the streets of Satan City before he was picked up and unofficially adopted by the owner of a small Dojo in the outskirts of town. He quickly discovered that he was adept at fighting and became the Dojo's top disciple. Once he turned 18, he thanked his sensei for everything that he had done for him, and enlisted into Earth's Military. After two years stationed in places all over the world, Miccah was discharged and found himself studying at a university in Europe. He received a degree after 3 years and returned to his "father's" dojo to help teach. But soon after his father's death, the dojo went under and Miccah began a journey of self discovery. He's currently on Yardrat in search of mastering his fighting style with his father's old friend, Alela... Aura Color: Red Martial Arts Style: Akaikaru, The Art of Aggression Custom Skill:
Inventory [3 Slots] [143 Zenni] Large Storage Capsule Inventory Slots: 0 Description: Small and light weight capsule that when thrown, or the button is depressed, expands into a large storage container. It can then revert back to the light weight capsule. Effect: +3 Inventory Slots. Warrior Belt [EQUIPPED] Inventory Slots: 1 Description: A martial arts belt worn around the waist, signifying master-status of a chosen fighting form. The confidence of a true warrior allows for harder hits and swifter reflexes. [ACCESSORY] Effect: +6% Power. +6% Dexterity. First Aid Kit Inventory Slots: 1 Description: A small, portable capsule capable of enlarging into a first aid kit -- a box with an assortment of supplies and equipment for use in first aid, particularly in a medical emergency. Effect: USEx1. Gain (20% Total HP) HP. Notes: Can only be used once per battle. Honorable Yardrat Warrior Outfit [EQUIPPED] Inventory Slots: 1 Description: A a thick blue raiment with gold trim over a flexible white shirt with a puffy pale blue collar. Worn by Yardrat warriors who have reached their highest rank. [FULL BODY] Effect: +8% All Stats. You gain +2 dice sides. 1/3 Senzu Bean x2 Inventory Slots: 1 Description: A bean with supernatural properties allowing for the regeneration of health. Effect: Use when HP falls below 0. Gain (33% Total HP) HP. Ocarina of Rhyme Description: A pristine ocarina crafted by the greatest instrument builder in all of Konats. He's blessed it with some strange magics as well and given it to you in thanks for the help you have given him. Use it wisely, however, for it is frail and may one day break. Effect: USEx2. Activate on a non-multidice attack roll when your opponent's defensive result is equal to your attack result (ignoring modifications on both). Your attack for that turn is considered a CRITICAL. King Vegeta's Royal Seal Inventory Slots: 0 Description: The royal family crest of the Vegeta lineage, it is worn solely by the monarchy with a single exception. In times of war, the seal is granted to soldiers in service to the royal family as a badge of honor. The upper portion of the royal family's crest is cleaved into three sections like a trident. Where the three points join, they merge into one line that is stop-start, like the staff bit is made out of a series of hyphens or dashes. The lowest part of the coat of arms is an upwards curving two-pointed staff, making the heraldic device look like it's smiling. Effect: Attach to an EQUIPPABLE item with 'Armor' in the title.. Gain +2% to All Stats that item effects. Whenever you roll a 1 on your defense roll, you may re-roll that defense roll. This item cannot be unattached and/or attached to another item afterwards. Stats Power Level: 504,732 HP: 501,913 Power - 172,888 + 5%= 181,532 + 14%= 206,947 Endurance - 169,974 + 5%= 178,473 + 8%= 192,751 Dexterity - 161,870 + 5%= 169,964 + 14%= 193,759 High Tension [Mastered, 1d100] Power Level: 588,918 HP: +85,229 Power - 202,279 + 5%= 212,393 + 14%= 242,128 Endurance - 198,870 + 5%= 208,814 + 8%= 225,519 Dexterity - 187,769 + 5%= 197,158 + 14%= 224,760 Super Saiyan [Novice, 1d35] Power Level: 674,542 HP: +151,672 Power - 259,332 + 5%= 272,299 + 14%= 310,421 Endurance - 220,966 + 5%= 232,014 + 8%= 250,575 Dexterity - 194,244 + 5%= 203,956 + 14%= 232,510 Mastery [0 Slots] Intensity Mastery Description: Keeping on top of the opponent is key to a Akaikaru practitioner. When their flow of battle is interrupted, they react harshly, breaking through defenses and attacking more fiercely to regain their place in combat. Effect: Whenever your opponent performs a SUCCESSFUL Advanced Attack against you with a base cost of 2 or more, your next Akaikaru attack gains "SUCCESSFUL - If your attack roll is 20 or higher, STUN. This attack cannot be Blocked." Requirements: You must know at least three (3) Akaikaru attacks and/or skills. Skills [0 Slots] 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 Bukujutsu Description: The ability to use one's own Ki to fly. Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +5 dice sides against them. Requirements: N/A Speed Demon Description: A sudden Ki surge is utilized to boost the user's speed. Effect: Your Dexterity is considered to be double your opponent's Dexterity, unless your Dexterity is triple or more their Dexterity. Reset your opponent's defensive dice to 1d30. Your opponent's defensive roll cannot be modifed by their effects or Dexterity. This effect ends when your opponent performs a SUCCESSFUL attack with a result of 20 or higher. This does not take up your turn. Costs 3 KI Points. Requirements: N/A Gohan's Hidden Power Description: Amazed by Gohan and his ability to break through Guldo's perfected Time Freeze ability, you become more aware of a hidden power lurking deep within you. All it takes is the right motivation to set it free. Effect: CONSTANT - TRAIT. Activate at the start of combat. Your Advanced Attacks cannot be STOPPED by defensive rolls of 4 or less. Your attacks do +(5% Power) Damage. If de-activated, you may forget an Advanced Attack at any time in combat to activate this Skill. This Skill cannot be activated by any other means. You cannot have more than one Skill with "TRAIT" in the effect in your moveset at a time. Speed Kills Description: Miccah's weight training with Master Roshi has paid off as he is now the master of the half-step counter. He uses his own speed to take advantage of his opponent, or he uses their speed against them if he can time it well enough... Effect: CONSTANT - Use whenever you STOP an opponent’s attack with a roll of 20 or higher. If your Dexterity is higher than your opponent’s Dexterity, your opponent loses (5% Dexterity) HP. If your Dexterity is lower than your opponent’s Dexterity, your opponent loses (10% Dexterity) HP. Costs 2 KI Points. Kaio-ken Description: The Kaio-ken is a technique that multiplies the user's ki for a "heart beat", enabling them to inflict serious damage to foes who are considerably stronger than them. The red aura of Kaio-ken completely tints the user a similar share. Effect: RESTRICTEDx1. Your next Advanced Attack does double the base damage. If your next Advanced Attack is STOPPED, STUNx2 yourself. Costs 6 KI Points. Requirements: N/A 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] Base Cost 1 Fire Storm [ENERGY, BLAST, VOLLEY] Description: Holding out their hands, the user focuses their energy toward the target. Suddenly, a volley of flaming ki blasts descend from the sky like meteors; raining hell on the enemy. Effect: Energy attack doing (10% Power) Damage. Your attack roll is 3d30 for this attack. SUCCESSFUL - If two or more dice rolls are SUCCESSFUL, your next physical attack gains +4 dice sides. Costs 1 KI Point. Requirements: N/A Base Cost 2 Backflip Kick [PHYSICAL, KICK] Description: Performing a backflip, the user's feet swing upwards, kicking the opponent in the jaw. Effect: Physical attack doing (35% Power) Damage. If your attack roll is +4 sides or more your opponent's defensive dice, you may perform Stampede Rush on your next turn for no cost. Costs 2 KI Points. Requirements: N/A Stampede Rush [PHYSICAL, KICK] Description: Flying through the air at the opponent, the user slams their knee into the opponent's gut, then sends the other knee into their chin. Effect: Physical attack doing (25% Power) Damage per hit. Your attack roll for this attack is 2d30. If your dice sides are 34 or higher, your next attack does +(10% Power) Damage. Costs 2 KI Points. Requirements: N/A Dodonpa [ENERGY, BEAM] Description: The user extends their arm, their hand balled up except for an extended index finger. From the tip of the finger an orange beam is fired that explodes on impact. Effect: Energy attack doing (40% Power) Damage. If your Power Level is lower than your opponent's Power Level, this attack does +(20% Power) Damage. Costs 2 KI Points. Requirements: N/A Volcanic Smash [PHYSICAL, ENERGY, PUNCH, BLAST] Description: Leaping above their adversary, the user gathers a large burst of orange ki into either hands, then brings both crashing down onto the foe's head. The result is a scatter-effect of ki: similar to the dispersion of lava after a volcanic eruption. Effect: Physical attack doing (45% Power) Damage. This attack also counts as an energy attack for all effects. If your attack roll is 30 or higher, CRITICAL. If your attack roll is 34 or higher, this attack cannot be STOPPED. Costs 2 KI Points. Requirements: Bukujutsu. Blocks [1 Slot] 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 any type of attack. If your Power Level is lower than your opponent's Power Level, STUN. Costs X+1 KI Points. Signature Techniques [0 Slots] Ticking Timebomb [PHYSICAL, PUNCH] Description: Slowly burning with anger to the point of nearly exploding, the user lets out a horrendous howl before charging the opponent and unleashing a flurry of punches. With the opponent dazed, the user grabs hold of their collar (or an equivalent) and bashes their skull into theirs for a total of ten times -- sometimes even counting down with each hit. When done, the opponent is simply thrown aside. Effect: RESTRICTED x1. Physical attack doing (100% Power) Damage. For every turn that passes after the minimum amount of turns required to use a Signature Technique, this attack does +(15% Power) Damage. Costs 8 KI Points. Requirements: N/A Lightning Arrows [ENERGY, BEAM, VOLLEY] Description: Raising up both hands, the user forms a white mass of ki between both of their hands before a series of tiny energy attacks come out of the orb; arcing across the sky before they rain down upon the opponent. Effect: RESTRICTED x1. Energy attack doing (100% Power) Damage. SUCCESSFUL - For the remainder of combat, any attacks you use with multiple dice rolls gain +3 to all the results. Costs 6 KI Points. Requirements: N/A Extra Techniques Windmill Kick [PHYSICAL, KICK] Description: The user throws out a kick, their leg spinning in a rapid propeller-like motion as it connects repeatedly with the opponent. Effect: Physical attack doing (35% Power) Damage. SUCCESSFUL - Your opponent cannot perform an attack with a base cost of 2 or less on their next turn. STOPPED - Gain 1 KI Point. Costs 2 KI Points. Requirements: N/A Spirit Bomb [ENERGY, BLAST] Description: The user draws upon the energy of all living things, aiming their arms up with palms skyward. A large blue/white orb forms above them, growing to immense proportions depending on how much energy is poured into it. Effect: RESTRICTED x1. Energy attack doing (100% Power) Damage. This attack does +(25% Power) Damage for every time you have used 'Give Me Energy!' this combat. SUCCESSFUL - If you roll a perfect roll without any result modifiers, DESTROY!! You may STUN yourself in order to cancel this DESTROY!! effect. Costs 10 KI Points. Requirements: N/A Give Me Energy! Description: Aiming their hands towards the sky, the user shouts 'Share your energy with me!', beckoning every living thing to donate energy to the Spirit Bomb. While doing so, the person is vulnerable to attack. Effect: Spirit Bomb's power is enhanced with each usage of this Skill. Any effects preventing your opponent from attacking you end when you use this Skill. Costs 0 KI Points. Requirements: N/A Naginata [PHYSICAL, KICK] Description: The user does a front handspring in their opponent’s direction, kicking them high up into the air in the process. Using an Akaikaru student’s incredible speed the are able to fly above the opponent, kicking them with both legs back down to the planet below. Effect: Physical attack doing (55% Power) Damage. SUCCESSFUL - If you Power Up on your next turn, your Dexterity bonus is doubled on your next attack. Costs 3 KI Points. Requirements: N/A Buzzsaw Kick [PHYSICAL, ENERGY, KICK, MANIPULATED KI] Description: A flipping, overhead kick with a Ki-manifested sawblade surrounding the leg as it crashes down on the opponent. Effect: Physical attack doing (40% Power) Damage. Your next attack roll without a STUN effect gains +4 to the result. Costs 2 KI Points. Requirements: N/A Training Days: 3 Edited by falstaff, Aug 1 2009, 11:02 PM.
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