Semeras
created: 03/18/04
updated: 03/20/04

Name: Semeras
Race: Yajuu
Power Level: 2,200
Power Up: 400

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

Skills
Fighting: 0
Evasion: 20
Weapon: 22
Power: 5
Body: 0
Mind: 5

Defense: 50
Hits: 100

Semeras


Personality:

Words have failed to describe the cat-like yajuu's personality time and time again. Subject to frequent mood springs and rapid bursts of hyperactivity. He is either incredibly intelligent or incredibly lacking thereof, his wavering choice between logic and whim leaving the truth perpetually unknown.


History:

(to be submitted at a later date)


Techniques:

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.

Metragun SG550: Semeras' beloved weapon, a mysterious and highly modified (by him) rifle recovered from within a meteor originating from an undefined (and presumedly destroyed) planet. The gun itself is a little less than the size of his body in total length, an artifact of mysterious origin that he himself has highly modified to fit his own particular needs and combat style. The rifle is a quasi-intelligent symbiot that feeds off of mental impulses somehow attuned to the gun to fire regularly. When a ki attack is used attacks from Semeras' power level in a way that (not unlike the ki powers of other warriors) cannot be scientifically explained, supplying it with a destructive force that grows with him (in this case, as his weapon skill increases, complying with normal weapon rules), as a medium through which to exert energy. Attack rolls are weapon+combat, damage is 23 (8, +15 magical weapon bonus (mental is +5 due to fighting style)) + weapon d6 to Hits. Ki techniques fired from the Metragun are rolled with combat+weapon.

Scope: Thanks to the (again, highly modified) scope on the Metragun, ranges up to 1000 move have no effect on accuracy. Beyond that, visibility ends (at least on earth).

Fighting Style - Gunslinger: Semeras' default fighting style, in which he uses the legendary Metragun SG550. Unless otherwise stated, during combat Semeras is always in this fighting style. -5 move, +5 mental. -all fighting, +all to weapon.

Metragun Charge: By straining the capacitors of the SG550, Semeras can charge up a much more powerful version of the standard shot. This releases a much more powerful blast of energy at one time. +50% damage per turn spent charging. Other actions (such as evasion and movement) can be performed while charging, and other than a dull hum there is no evidence of the charge taking place. The charge is released upon the next normal attack from the Metragun. Maximum charge is two phases (+100%). The percentage multiplication is of the base damage, meaning five turns of charging is +100%. The Metragun gun charge can be held.

Rapid Fire: Reversing the technique used for the Metragun Charge, a number of small, less powerful bursts are fired at once in either a shotgun spray or a rapid fire stream; in either case, the target of each shot can be selected individually. However, the more shots fired, the weaker each is idividually. Additionally, the Rapid Fire can be charged in preparation to increase the damage and reduce the recoil effects of each shot. -20% of original weapon skill per shot fired, +20% of original weapon skill per phases charging. Max of 5 phases charging, though a charge can be held indefinately (no requirement to fire when fully charged).

Sniper Position: Utilizes nearby cover and a series of fake-outs to escape his opponents' awareness and move to a hidden vantage point. When Semeras executes this skill, a d20+mental+mind is rolled. Whenever an attack is made while in a sniper position, the target must roll a d20+mental+mind and beat Semeras' original roll to evade any attacks made. In order to find him, a phase must be forfietted and a d20+mental+mind must be rolled with a result greater than Semeras' original. Optionally, 100 readied pl can be used to hyperspeed to a further away location.

Snipe: Semeras' signature attack. Combining the Metragun Charge feature with the deadly accuracy of an elitistly patient ranged assassin, he is able to focus his entire mind on the aim of his rifle and anticipation of his enemy's moves, providing devastating accuracy. +10% to weapon per phase, up to 5 phases. Added after charge damage is factored, not before.

Flashbang: By shifting the SG550's energy conversion to light as opposed to force, Semeras fires a curiousity-inducing shiny metallic sphere (6" diameter) into the air, which explodes only a moment after being fired (before reaching the height of its ascent) in a blinding flash of light that commonly catches people off-guard. Unfortunately, those that are wary of the attack are less often caught off guard due to the shiny metallic sphere's recognizability. Move radius determined when fired. Those who have witnessed the attack before recieve a +5 bonus to mental saving roll, those who have not suffer a -5 penalty.


Experience: 70
XP Unspent: 15
15 XP (Quest Name: Quest 2 - The Reds Saga, Host Name: GameMasta)
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