Isavel
created: 03/13/04
updated: 03/15/04

Name: Isavel
Race: Andriod (Absorb/Convert Ki Series)
Power Level: 1,500
Power Up: 200

Characteristics
Mental: 10
Physical: 10
Combat: 10
Move: 10

Skills
Fighting: 10
Evasion: 10
Weapon: 0
Power: 10
Body: 10
Mind: 10

Defense: 55
Hits: 110

Isavel


Personality:

Isavel doesn't really have a personality. She is a 'Blank Slate,' an android that was created to serve a purpose, but wasn't programmed with said purpose. Isavel doesn't really value anything above the other, as she is a 'Blank Slate.' Isavel doesn't really value any one person. Isavel is indifferent towards other people, until they prove hostile.


History:

Isavel is a 'Blank Slate,' an adroid that was created for a specific purpose, but was never programmed with whatever purpose she was built for; either by cost cuts, or some other undiscovered reason.

To anyone's best guess, Isavel was created for some kind of military purpose. Whether it was defensive, or offensive, cannot be determined, as of yet. However, should she be placed into capable hands, her nature could be discerned.


Techniques:

Absorb/Convert Ki (Andriods #19-20): The Energy Absorbing Models were built with limited power supplies, forcing them to recharge to stay activated. This made the creation of an ingenious weapon, the ability to absorb energy through their palms and convert it to Power it can use. Any time an opponent uses a Ki attack on the andriod, the Andriod can absorb the Ki and turn it into available power. There is no limit to the amount of Power an Andriod can absorb using this method, but the Andriod must be away of and facing its attacker, and must successfully Block the attack at a -3 penalty (this block is actually an evade attempt at -3 to hit declaring you are trying to drain). Alternately, should the Andriod capture its opponent in a Hold maneuver, it can drain Ki from its opponent at a rate equal to its Power Up. Once the held victim is out of Ki, the Andriod can drain Hits instead, until the victim is dead. Andriods using either technique must still use their Power Up to access this Power, and they can only gather as much Power at any given time as their Power Up x5 before their capacitors max out.

Barrier: 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.

Hikou: 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.

Steel Skin: Isavel's body turns the color of steel, as her body puts up a self-defense mechanism. The true purpose of this ability is unknown, but it serves very well, as a deterrant against physical harm. 20pl for every 1 defense increase.

Energy Whips: Using the energy-draining gems in her palms, Isavel can create two tendrils of energy. These whips, for all intents and purposes, can function with her power skill or her weapon skill(Only one or the other, at a time. As with her defense mechanism, the true purpose behind these weapons is unknown, although they are definitely have deadly potential. Homing + Deadly Effect are inherant abilities with the whips.

Eye Lasers: Two yellow lasers fire out from Isavel's eyes. These are the only abilities she has, that are known to have been made for a purpose; they were built for cutting through steel doors and barracades. They do, however, function as efficient weapons, in their own right. Rapid Fire is built-in.

Rerouting: Isavel is able to reroute power from one feature of hers, to another. This allows for extreme versatility, as stated by her being a blank slate. Apparently, she wasn't even fully designed in her combat statistics.

Number 1: Isavel rerouts her Power into her Fighting, causing her to become an offensive fighter. Zeroes out Power and adds it to Fighting.

Number 2: Isavel rerouts her Power into her reflex hydraulics, turning her into an unstoppable machine in terms of being hit. Zeroes out Power and adds it to Evasion.

Number 3: Isavel rerouts her Power to her Central Processing Unit, allowing her to track things, that are moving faster than she can normally see, as well as defend against things, that would normally interfere with her CPU. Zeroes out Power and Adds it to Mind.

Number 4: Isavel rerouts her Power to her kinetic energy dispensers around her body. This effectively allows her to resist most crushing attacks; should she be compacted or held. Zeroes out Power and adds it to Body.

Number 5: Isavel is able to reroute her combat prowess pathways to her central energy core, allowing her to expend more energy, with less effort. Zeroes out Fighting and adds it to Power.

Energy Assault: Isavel has a hidden blaster in her arm. When she uses it, a panel on her arm opens up and a small set of dual-barrels protrude from it. Rapid Fire.

Energy Web: This is a newly discovered function, resulting from her experience with the Predators she encountered in the Pendulum Room. After seeing the effectiveness of immobilizing these enemies, this ability was unlocked. Its full potential has yet to be unlocked. However, when used, it created a web of energy around Isavel. - Immobilization: Opponent is held, unless they make a physical+body vs attacker's power+strength of the immobilization, the attacker frees them, or the immobilization takes damage equal it's strenghtx10 damage in hits. Strenght is a 1 DV, per 1 strength put into it. Held opponent can attempt to break free of the immobilization at the end of every phase.


Experience: 200
XP Unspent: 65
25 XP (Quest Name: Guardian Saga 4, Host Name: Arcmagik)
40 XP (Quest Name: End Guardian Saga, Host Name: Arcmagik)

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