|
Name: FC3 Race: Andriod (Unlimited Series) Power Level: [9,500] Power Up: 1,890
Characteristics
Skills
Defense: 50 |
Despite being an Android FC3s is rather rebellious and distastes any form of control. As well as being Headstrong in nature not being the type to give up on his ideals or a fight for that matter. He values his freedom above all else and fun being a close seconded. He really has no one to care for or vice versa so his mostly a loner. His neutral toward most people.
FC awoke in an underground bunker some were in northern Artic some odd 500 years ago with no recollection of his past. When he awoke he found nothing but a decrypt lab full of useless and broken equipment run down and rusted that it gave no word of mission or objective no purposeful being he simply existed. Confused and dazed at his sudden existence and sudden realization that he had truly nothing he let out deafening scream filled rage and pain. Instantly equipment desks monitors everything not on his person was sent out ward at insane rate of speed compiling and crushed on the walls of the bunker until the walls them selves burst outward showing him a sign that there was a world outside his cage and that he was free to drift with the passing wind.
Unlimited Power Supply (Androids #16-18): These Androids were built with unlimited Power Supplies, enabling them to operate without stopping to rest or recharge. These Androids have the equivalent of an infinite Power Level statistic. They still have a Power Up statistic, which limits the amount of Power they can call upon during any given phase. An Android can draw an amount of power equal to their Power Up per phase by using a Power Up action. Androids can only gather as much Power as their Power Up x5 before their capacitors max out.
Barrier: sort of like a body-hugging force field that reflects or deflects energy. Most Dragon ball 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 Knock back; 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 Finger bolt. The Master carelessly throws up a 200 points Deflection. 100 points Reflect back on Karma Sen.
Hikou: This Power is what Dragon ball: 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 Dragon ball 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 two for a single phase following the Super Reflex Boost. Energy Cost is 10 per action.
Hyper speed: This technique allows for hypersonic speed during combat, this is the equalivant of moving Mach 4. Going into Hyper speed requires spending 100 energy points for every phase in which you plan on being in Hyper speed (Bought at the Beginning of Hyper speed). When in Hyper speed, you are literally fighting faster then the average eye can normally see, during Hyper speed 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, every time 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.
His main Powers come from his ability to manipulate air tempter and wind speed through the use of thermal coils and wind generators out fitted through out his arms and hands. His fighting Technique derives from unified form of martial arts. Mooch like that of jet kun do but a more military based sense of the art.
Alpha High. By gathering a bit of internal power and with the aid of coils and wind generators. With a simple forward wave of his hand a surge of super heated air rushes fro word burning away any thing that comes in to it's path. power is used to increase heat and speed of the wave. (Homing)
Twin Beta By using his power to focus varying air currents to a signal point he can cause a large and powerful tornado to appear at a desired location. (Knock back)
Blade Alpha. Be holding his hand out and maxing out his generators he uses his power to compress and heat a wave of air in to a thin concentrated from of it's self meant to price and slice. (Deadly Effect)
Gamma bomb by focusing a massive force of air and wind on to a signal point and containing it in a small blue spear about the size of a marble he sends it forward upon the spear coming in contact with something solid the compressed force of air is released expanding in a massive explosion of superheated wind. (Area of Effect)
Gamma Rain cold air is generated from his left hand the moister in the air instantly freezing and crystallizing in to large shards of ice he sends a rapid stream of ice shards. (Rapid Fire, Area of Effect)
Zero-1 this technique involves a grapple after the opponent is held. Fc uses his generators to cause a vacuum of air leavening a sort of dead zone in his general suffocating anyone with in his grasp. (Grapple)
Howling Rave by focusing cool and warm air on to a single point in his fist Fc dashes forward upon the first initial punches connection a whirl wind of wind continues to draw his opponent toward him holding him still as FC delvers a powerful combination of kicks and punches. (Continues until he misses. -20% of Original Fighting, Each Attack)
Zeta driving both arms in to the ground under him he sets both the generators and coils on max capacity as well as forcing all of his power down ward causing a massive rising wave of energy and that envelops the surrounding area. (Area of Effect)
Experience: 315
XP Unspent: 85
25 XP (Quest Name: Hyperbolic Time Chamber, Host Name: Arcmagik)
15 XP (Quest Name: Spars, Host Name: Arcmagik)
10 XP (Quest Name: Spars, Host Name: Arcmagik)
35 Xp (Quest Name: Spars/Training "Vega on Vega", Host Name: Saffron)