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Name: Scarze Race: Djinn Power Level: 3,385 Power Up: 315
Characteristics
Skills
Defense: 110 |
Scarze is rash in his actions, seldom ceasing to consider what results his violent temper could have upon the world around him. He is just a step above being an animal, his mind barely developed, which makes for a dangerous enemy. He fights for neither himself, nor anyone else, but simply for the love of battle. He values no one but himself and his life, viewing others as being expendable and a bother.
Scarze, like all Djinn, was banished from his homeworld countless centuries ago. Since then, he has traveled the world, surviving day to day, until he discovered Earth... where he was drawn to the Lookout.
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.)
Ki Techniques: Multi Image This technique allows the user to create multiple, exact physical copies of himself. These clones fight and act as the user would, doing the same damage as the real person. Neither the original or his clones may use any other powers while Multi Image is in effect, and they must all act in the same turn as the original character. Each additional image costs 100 energy points each phase (must be brought at the beginning of the technique).
Ki Technique: Roar of the Djinn - Scarze draws in a massive gulp of air, arching his back, then throws his form forward, letting out a massive blast of acid from deep within his inner workings. (Deadly Effect)
Ki Technique: Force of Destruction - Letting out a bellow of rage, Scarze draws all of his energy inwards, closing off any of his abilities to draw Ki Energy or to use it, but increasing his fighting abilities. (Costs 100 Power to Activate, Negates all other Ki Abilities when used, prevents future use of Ki Abilities until Scarze spends an action to negate this ability, including Flight and Hyperspeed. Increases his fighting skill by 50%)
Ki Technique: Claws of Searing - This attack imbues the melee attacks of Scarze with the power of Elemental Fire, causing those he hits to take additional damage with blow. (Maximum of 50d6 Damage Added - 50 Points per Round - This Damage is Subtracted from Power, not Hits)
Ki Technique: Claws of Flaying - Focusing his Ki powers, Scarze causes the energy of his body to surge through the length of his claws, hardening them to the point of near indestructability, though at the cost of his own energy. (Costs 10 Power per Damage Dice Added)[Super Strength]
Claws of Destruction - Scarze throws himself into the victim, putting his full weight upon his claws, attempting to inflict as much damage upon them as possible, though often harming himself in the process. (Double Damage to the Enemy, Natural Damage done to Self)
Claws of Rending - Channeling his inner energies, Scarze focuses all of his Power into his physical assault, negating his ability to use energy based attacks until he spends an attack action to revert. (-5 Power, -5 Evasion, -5 Body, +15 Fighting)
Berzerker Spirit - Scarze pauses, long enough to focus his attentions upon any single target. When he decides to attack, it is with a great deal of force, but only until that enemy is destroyed. (+5 to Fighting per round spent focusing, up to a max of +15)
Heavy Hands - Scarze shifts his weight, throwing the full amount of his mass between each blow that is intended to land upon his target. (-15 Evasion, +15 Fighting)
Iron Skin - Using a portion of the energy he usually spends in combat, this ability will allow Scarze to invert his energy, turning his skin to an almost metallic hardness. (Reduces Evasion skill to 0, Doubles Defense)
Cannibalization - Using his inner energies to channel his power, Scarze's body begins to consume it's own inner workings, using the sudden surges of vitality to fuel his strength. (-10 Body, +10 Fighting)
Clawed Grab - Scarze attempts to grab his enemy about the throat, digging his claws into their flesh. (Grapple)
Hurling Air Stomp: (Grapple Throw) Scarze hoists his enemy off of the ground and attempts to throw them through the air. After Scarze hurls his victim, he quickly carries through with this attack, leaping into the air, then bringing his massive feet down upon the body of his enemy. (Knockback Effect, Normal Damage + Collusion Damage)
Final Frenzy - If Scarze is reduced to 20% of his Hits of Power Level by an attack, he goes into a state of bloodlust, seeking only to destroy his enemies. Scarze may not flee from battle or back down at this time. (+50% to Fighting, lasts until the fight is over or the enemy is dead)
Sense of the Beast - Scarze is able to sense attacks that are aimed at him, even when he has been blinded to the world around him. This doesn't count against Hyperspeed, but does against Blinding Effects.
Experience: 420
XP Unspent: 30
10 XP (Quest Name: Spars (03/21/04), Host Name: Arcmagik)
10 XP (Quest Name: Spars (03/23/04), Host Name: Arcmagik)
10 XP (Quest Name: Spars (03/24/04), Host Name: Arcmagik)