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Name: Eric Race: Human Power Level: 1,225 Power Up: 200
Characteristics
Skills
Defense: 50 |
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Cold, Bitter, Angry. Value: His anger. Person: No one. Others: Useless
Born into an impoverished family Eric never knew his father and grew up with a less than attentive mother. By the age of 14 he was already a hell raiser, having been kicked out of three different school he grew up without any family to be around and was consintly picked on in the schools he did attend. Growing up to be a very angry and bitter young man he eventually began to focus his years of hatred and resentment towards the world in the form of martial arts, mainly the style of muay thai. Eventualy leaving home for good at the age of 16 Eric's life became consumed by martial arts and he began to practice day in and day out each and every day to become the best he possibly could.
Eventually entering various tournaments around the world he found very little challenge in the opponents he fought, they lacked the drive, determination, and dedication that drove Eric's very being. In a short period of time he became one of the world's youngest 'world champions' at the age of 20, yet even that wasn't enough. His rage, anger and will to fight still burned deep within. In time as he pushed himself to his limits and beyond he began to learn how to harness his inner ki energy in way most traditional martial artists didn't think possible.
Defending his title of world champion without much effort on live TV he ended his public career by sending a blast of ki energy tearing through the chest of his opponent and killing instantly simply to see if he could he later stated. In an attempt to arrest him over 35 police officers and dozen more fighter at the tournament were slain without mercy. Quite possibly one of the few humans alive to rise to the level of the Z fighters in terms of abilities without training under a Z fighter, he's also quite possibly one of the most unpredictable
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 1 (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 1 allows you to increase your number of actions by one 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.
Ki Blast: A powerful channeling of the body's energy projected in a straight forward blast (500)
Focused Ki Blast: Designed to be much harder to dodge this ki blast can actually follow the ki signature of it's intended target (500, Homing)
Dark Ki Blast: With the ability to punch through the defense of an opponent, this ki attack can be very lethal (500, Deadly Effect)
Rapid Fire Blast: Just what it says, a rapid fire series of ki blasts (500, Rapid Fire)
Big Bang: Designed to take out multiple opponents at once, this ki blast is able to strike in a large area (500, Area Effect)
Delayed Blast: One never knows when a they might need the ki blast to go off some time 'after' it's been formed (500, Delayed Effect)
All or Nothing: The most power Ki attack in Eric's arsenal, it's just like it says, all or nothing (500, Homing, Area Effect, Delay, Rapid fire, Deadly Effect)
Forward Shin Strike: A slightly stronger attack executed by striking one's opponent with the lower shin of the leg (-5 Fight +5 Damage)
Lunging Elbow Strike: A strong blow delivered by slamming one's elbow into their opponent's body and thus causing more damage (-10 Fight +10 Damage)
Eye Gouge: Though it may seem comical in nature this technique is actuallly quite effective for momentarilly stunning an opponent (Eric's combat+fight vs opponent's physical+body, if successful opponent's combat stat is cut in half for d6 rounds)
Nerve Block: A more advanced version of a pressure point jab, a nerve block can disrupt an opponent's abilities to the point maintaining a coherent thought can become a daunting task (Eric's combat+fight vs opponent's physical+body, if successful opponent's mental stat is cut in half for d6 rounds)
Body Blow: A well places blow to the body can easily weaken an opponent thus making it much easier to move in with a more powerful blow (Eric's combat+fight vs opponent's physical+body, if successful opponent's physical stat is cut in half for d6 rounds)
Foot Stomp: Once again a very basic, very vesitile more. By simply stomping on a person's foot hard enough, one can make walking a very painful experiance (Eric's combat+fight vs opponent's physical+body, if successful opponent's move stat is cut in half for d6 rounds)
Muay Thai Stance 1: This stance was designed to inflict more damage against one's opponent (-10 Power +10 Fight)
Muay Thai Stance 2: One of the strongest stance in muay thai, this stance is capable of inflicting a tremendous amount of damage against one's opponent (-10 Power -10 Body +20 Fight)
Mauy Thai Stance 3: When the need arises as it sometimes does, this stance was designed to allow one to better evade the attacks of an opponent (-10 Power +10 Evasion)
Muay Thai Stance 4: For those opponents who are incredibly aggressive and spend most of the fight on the offensive, this stance was designed to allow very quick and fluid movements (-10 Power -10 Body +20 Evasion)
Muay Thai Stance 5: Designed to allow one to focus the their mind in order to properly channel their ki energy, this stance was mainly designed for mantal focus (-10 Fight +10 Mind)
Muay Thai Stance 6: This stance is rather hard for some to master considering the amount of concentraition and focus it takes, but once a person achieves this stance it offers them a tremendous amount of mental focus (-10 Fight -10 Body +20 Mind)
Muay Thai Stance 7: This stance is used to allow a person to properly position their body to allow for a quicker flow of ki energies and thus make any ki based attacks much easier (-10 Fight +10 Power)
Muay Thai Stance 8: A more advanced stance that is a little harder to maintain due to it's slightly ackward positioning, this allows for maximum flow of the bodies ki energies (-10 Fight -10 Body +20 Power)
Muay Thai Stance 9: One of the most powerful and aggressive stances a person can assume capable of inflicting a tremendous amount of damage, yet at the same time it makes ki based attacks much harder to perform (-10 Body -10 Power -10 Mind +30 Fight)
Guard Break: With a powerful, focused attack one is able to shatter their opponent's defense capabilities (Eric's combat+fight vs opponent's physical+body, if successful opponent's defense stat is cut in half)
Headbutt: A quick striking motion with one's head to an opponent's temple designed to throw them off guard (Eric's combat+fight vs opponent's physical+body, if successful no damage is inflicted, but the grapple is immediately ended)
Experience: 90
XP Unspent: 45
10 XP (Quest Name: Spars, Host Name: Arcmagik)
30 XP (Quest Name: Quest 3, Joxers Suicide!, Host Name: GameMasta)
5 XP (Quest Name: Spars (03/24/04), Host Name: Arcmagik)