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Name: Harbinger Race: Dark Saiyan Power Level: 17,265 Power Up: 2,025
Characteristics
Skills
Defense: 70 |
Seeming to hold to some demons in his past, Harbinger is known to be have a rough demeanor when dealing with those he does not know. There is a quiet anger about him, which seems ready to boil into a rage at any point, though he often keeps it in check. His values are known only to him, though those that manage to befriend him have earned an ally for life. No one. Harbinger feels that other people cannot be trusted. They are simply too weak of body, mind, and soul to put any amount of faith in them.
Harbinger keeps his history to himself, as not even he can remember the majority of it. Disorienting flashes of past insight are often followed by sudden bursts of anger and destructive force.
It appears that he has been self taught, for most of his abilities, though there is always the hint that he has been trained by someone who knew what they were doing.
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.
Downward Spiral - Harbinger focuses all of his abilities into defending his person, sacrificing his combat abilities to add to his evasion. (-X Fighting, +X Evasion)
Fury - Often brought on by something that would remind him of his past, he flies into a fit of anger, attacking without hesitation or fear for what might come of it. (-X Evasion, +X Fighting)
Rampage - Using the hate that boils just beneath the surface of his mind, he channels his energy into simply striking down those against him. (-X Evasion, -Y Fighting, +XY Damage)
Moment of Clarity - For a brief instant, Harbinger's mind is free of any of the emotions that swell within it, negating his fighting instinct, but increasing his concentrations. (-X Fighting, +X Mind)
Multi-Image x1
Furor - Releasing a primal scream from deep within his form, Harbinger focuses the emotions within him into a physical manipulation of the world around him, often causing the ground he stands on to crack, concave, or even give way, while having like results upon those close at hand. (Area Effect: Move - 10)
Pique - Using this Ki-Technique, Harbinger forces the target to cease attacking their current foe and to focus on him.
Weighted Karate Gi: Harbinger has begun training in a black and silver weighted karate gi given to him by the guardian of earth, on the back is a golden symbol of earth. Once Harbinger has been training in weighted clothing for over a year (3 months left) which makes his body heavier and forcing him to work harder to do his moves. Once Harbinger completes the year of training, he will be able to remove his weighted clothing allowing him better speed and flexability, this increase his combat skills (fighting, evasion, weapon, power, body) by 10% for the battle. However, he must immediately replace the clothing and continue to wear it as usual after the battle is over or lose the advantage it gives him.