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Name: Aulora Race: Fallen Seraphim Power Level: 7,200 Power Up: 630
Characteristics
Skills
Defense: 50 |
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Personality is highly rebellious, moderately arrogant and competitive. Most important values are money and power. Most valued person is myself. I see everyone else as one more step towards my greatness.
She was a pirate, trained with the Yakuza Mercenaries, a space pirate merc group.
Deflection: sort of like a body-hugging forcefield that reflects or deflects energy. Mosts Dragonball Warriors rely on Deflections to ward of energy attacks; very few just stand there and take the hit. In practice, a Deflection actually keeps the attack from affecting the fighter at all, he won't even take Knockback; the Deflection is what takes the hit. However; Deflections are not effective against physical attacks. A Deflection remains in place until either it is knocked down by a superior energy attack, dropped by the person who raised it, or the person who raised it is hit by a physical attack, like a weapon, or hand to hand blow, breaking concentration. Deflections are not automatic, it requires some kind or physical attacks to activate, like raising your hands or assuming a stable position. If the Deflection is Powered Up higher than the Energy attack it's deflecting, its automatically turns into a reflection. *Example: Karma Sen tackles the Master of Shadows with his best 100 point Fire Fusion Fingerbolt. The Master carelessly throws up a 200 points Deflection. 100 points Reflect back on Karma Sen.
Flight: This Power is what Dragonball: A New Legacy characters use to get around fast. At low energy levels, this power allows for flight at hypersonic speeds. (You may not exceed Mach 4 in atmosphere of a planet, unless you want to burn up your clothes, in space you may travel up to Mach 12. You must buy flight in 10 minutes amounts, at the maximum speed you plan to travel. Mach/Cost for 10 minutes.
Super Reflex Boost 3 (Increased Actions): Normally, characters in Dragonball can only do one thing each phase (3 seconds). But by channeling energy into their nervous systems, true warriors can perform many feats in the same blink of an eye. Super Reflex Boost 3 allows you to increase your number of actions by one to three for a single phase following the Super Reflex Boost. Energy Cost is 10 per action.
Hyperspeed : This technique allows for hypersonic speed during combat, this is the equalivant of moving Mach 4. Going into Hyperspeed requires spending 100 enery points for every phase in which you plan on being in Hyperspeed (Bought at the Beginning of Hyperspeed). When in Hyperspeed, you are literally fighting faster then the average eye can normally see, during Hyperspeed you are effectively invisible and undetectable, unless your opponent is moving equally as fast or can make a 1d20 + Mental + Mind check of 22. It requires a phase to try to spot someone moving around. If someone attacks you, you get a 'spot check' against DV 22 to be able to evade the attack, everytime you are attacked you get the 'spot check'. This does not give you the ability to see them, only spot the attack coming and evade. (This does include flight.)
Super Strength: Much like Super Reflex Boost, energy can be channeled to momentarily increase a character's strength as well. To raise your physical characteristic requires spending 10 PL for every 1 of additional physical characteristic each phase.
Light Sword: An inherant ability of hers, by passing a power check, Aulora can create a sword of energy in her hand. During sword creation, she determines how strong she wishes it to be. - Power Check Difficulty is relative to damage each time she creates it. May also add one special quality to the sword, each time it is created, which lasts only for the period, in which the sword lasts - Delayed effect, until it strikes someone, then dissipates. Can also create a physical sword (11 Damage Dice)
Wings: +4 MOVE
Rage1: +10 Weapon -10 Power
Rage2: +10 Power -10 Weapon
Rage3: +10 Evasion -10 Power
Rage4: Zeroes her Power and Weapon and adds them to Defense.
Rage5: Aulora hovers in the air and draws all her energy into herself, creating an orb of red lightning around her. She then extends her body and lets out a scream, sending arcs of lightning everywhere, up to 10 MOVE. Deadly Effect + Area of Effect. Pure D.E. Attack.
Final Rage: Aulora empties her power reserves into an already created Light Sword, boosting its damage immensely, but burning out in two rounds. If it doesn't connect within that time, the extra energy is lost.
Revert: Aulora can draw the energy from her sword back into her pool at any given time.
Vertigo: Aulora flies high into the air and comes diving back down, spinning in at an insane rate, creating a cyclone behind her. At the last moment, before hitting the ground, she swoops up, leaving the mini cyclone to touch down on one person. Opponent rolls a d20 and must get under they physical. If they fail, their combat and physical characteristics are halved for d6 rounds, as they are dazed, dizzied and disoriented. (DV equal to that of a blinding flash)
Reign of Fire: Aulora flies above her opponent and gives her wings a mighty buffet, sending out many, sharp blades that are hidden within her feathers. Roll a d20 and must get under physical to activate. 3 weapon attacks are then made at the opponent.
Cyclone: Aulora pulls her sword back and whips it toward her opponent, sending a cyclone toward them. Initial Damage is her normal weapon+physical+weapon damage. Secondary damage is just her weapon+physical, if they fail to roll under their physical on a d20. Secondary damage is from the swirling maelstrom around the character.
Tornado: Aulora creates a tornado under her opponent, that causes them to whip and twist about, removing them from combat and disallowing any actions by them. The target cannot be hurt and cannot use any action. Lasts for d6 rounds. Resist is d20+physical+body vs Aulora's d20+mental+power