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Name: Balrog Race: Human Power Level: 1,475 Power Up: 220
Characteristics
Skills
Defense: 70 |
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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 2 (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 2 allows you to increase your number of actions by one or two 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.
Left Hook: -5 fighting +5 damage
Straight Punch: -10 fighting +10 damage
Power Play (Stance): Balrog goes into an overly offensive fighting stance. -10 evasion +10 fighting
Time Ta Fight (Stance): Balrog gets ready to brawl and drops into a moderate fighting stance. -5 evasion +5 fighting
Bob and Weave (Stance): Balrog starts to shift his feet and do bobbing and weaving footwork. -10 fighting +10 evasion
Quick Feet (Stance): Balrog shuffles his feet a few times, making him a bit faster.-5 fighting +5 evasion
Sucker Punch - A quick sucker punch to the kidneys: Opponent rolls d20+physical+body vs Balrog's d20+physical+fighting. If they fail, their combat characteristic is halved. (DV equal to blinding flash)
Rolling punch: A right hook, that sends the opponent reeling. knockback attack.
Quick Gut Jabs: Balrog rolls a fighting check, while in a grapple. If it succeeds, it does no damage, but immediately ends the grapple.