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Ndedwards

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  1. After returning home from the little vacation. Juno would continue farm work and his brutal training with his master before the East city tournament. Leaving a few days before as to make it on time. If Ren wishes to follow that's up to him but he doesn't want to miss any of the action. After he arrives catching site of the others from a distance. "Hey guys!" He yells and waives.
  2. Juno Basics Name: Juno Age: 19 Height: 6'1" Weight: 186 Hair: Back length Green Eye Color: Yellow Species: Creation Human appearance Origin: Secret base in the Northern Mountains Home: Eatose Village Master: Akurei Nobunaga Attributes Power Level: 4000 Power Up: 540 Mental: 13 Physical: 15 Combat: 13 Move: 12 Skills Fighting: 57 Evasion: 57 Weapon: 36 Power: 60 Body: 57 Mind: 47 Combat Actions Attack: 70/+7 Block: 70/+7 Counter: 70/+7 Dodge: 70/+7 Initiative:60/+6 Values Defense: 18 Shock: 125 Damage: 72 Hits: 250 Species Traits Regeneration Any time you lose a limb from massive damage you can pay power level equal to the damage rounded up to the nearest 100 to regrow the lost limb, close holes, or push out toxins. When you do this you heal your physical in hits. This trait costs 1 slot. Near DeathAnytime you fall to your last 10 hit points or your Physical Attribute in Hit points, whichever is more, you are considered Near Death. If you survive the event that causes your near death your power level and power up are Multiplied. Roll 1d6; on a 4 or lower the multiplier is 1.5, on a 5 the multiplier is 2 and on a 6 the multiplier is a 3. This trait costs 1 slot. Energy UseThis trait costs 1 slot. You start the game knowing how to use Ki power to form blasts and sense energy. You can start learning energy-based abilities, powers and techniques. Abilities BasicSense energy, Hide power, Read power Super Strength Super Strength: Use your power to strengthen your muscles and allow you to perform feats of strength. You can raise your Physical score by 1 at the cost of 50 Energy. This increase to Physical is only used to determine how much weight you can lift or how far you knock back or throw an opponent; this does NOT increase your Damage score FlightYou can use your energy to fly through the air at a speed equal to your Move Attribute. Activating this power costs 10 Energy, and costs an additional 10 Energy per Round (12 seconds) to stay aloft in the air. Paralyzing FearYou concentrate your Energy into a fierce and intimidating aura. Those who view it can be repulsed in pure terror. All those who can clearly see this aura must pass a Mental+Mind check to resist being paralyzed with fear. - Max Energy Cost: 200 - Mental+Mind DC: 20 - Paralyze: Failing to resist this attack causes you to lose your Actions and Quick Actions for the duration. Your character can still talk and make Reactions. - Duration: This Effect lasts for one Phase per every point they miss on their roll against the DC. Indestructible EnergyA Deflection that takes the form of a suit of Armor; anyone who looks at this Power using Energy Detection would see you encased in an orb of swirling Blue and Black Aura. - Max Energy Cost: 450 Energy - Deflection Loss: Taking a melee hit, or entering melee range with an opponent, drops the Deflection. - Indestructible: This Deflection nullifies the Deadly Effect from Power Attacks. Any Power Attack with the Deadly Effect does not reduce your Defense, Block, and Shock while this Power is activated. - Blood Ki: You may spend HP to activate this power instead of Energy. 10 HP counts as 100 points of Energy. Noble WrathJuno's Area Burst Attack - Max Power Cost: 400 - Shape: Half Sphere - Point of Origin: Self An Area Burst targets a specific area of your choosing and damages all within it in a wave or explosion of energy. During design, you choose whether the attack is centered around you or directed at an area or range of your choosing. Shape design is entirely geometrical, starting with shapes like spheres, half-spheres, columns, or squares. When using an Area Burst, you split the Energy Cost between Damage and Range. The Range of an Area Burst is equal to the total amount of Energy spent into Range divided by 10 Ki PurgerYou flood your body with your Ki to expel harmful effects and substances from your body. Stuff like Poisons, Disease, but not Shock; you cannot use this power to remove the Shocked condition. - Energy Cost: 100 Energy per 10 Points of Damage from an Ongoing Effect. If no damage value is specified, then it's a flat 100 Energy. - Dice Check: You must make a Power+Body check against a DC determined by the GM to rid yourself of an effect. If you fail the roll, then the Energy you spent is lost and you may try again. - Blood Ki: You may spend HP to use this power instead of Energy. 10 HP per 10 Points of Damage, or a flat 10 HP for a damage-less effect. Noble Hunter A Blast Power Attack with the Homing effect. - Max Energy cost: 200 - Blood Ki: You may spend HP instead of Energy to use this Power Attack. 10 HP counts for 100 Energy. - Homing: This effect can only be applied to blast, rapid-blast, and multi-blast attacks. If you miss your target the first time you use this attack, you may make a Mental+Power check and spend half the original Energy cost to redirect it back into your opponent. You may concentrate on controlling it for as long as you can make the check and spend the power, but if your concentration is broken then the power dissipates. Equipment Samurai ArmorHe's gifted a uniform by his master. It consists of a Samurai's Gi, and three pieces of armor; Gauntlets, Leg plates, and Sabatons. The Gi pulses with dark and menacing Power, much like the Blood Ki both of them wield. - The Gi confers an 800 point Deflection. - The Armor Pieces have a Defense rating of 80 and 160 HP. They protect your arms, legs, and feet. Pendant of Burning HeartA magic amulet in the image of a burning flame gifted to Juno by his mentor. It allows them to communicate over vast distances. Whirlwind BladesMatched Swords made from the reclaimed blades of a Kamaitatchi Ninja. Their blades are wickedly sharp and their hilts are longer than normal, designed to be locked together at the ends to become a Double Sword. - Damage Value: 10+Weapon Skill - Deadly: Reduce a target's Defense and Shock by half when dealing damage with this. Techniques BallistaUsable only when whirlwind is separated. Tossing one part of whirlwind into the air waiting for the right moment, focusing all his strength into his leg kicking whirlwind with everything he has rocketing it towards the target. -1 attack +10 damage.
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