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Name: Vrask Race: Changling Power Level: 9,900 Power Up: 1,125
Characteristics
Skills
Defense: 65 |
Vrask is a cold being, as cold as the serpent in which he prides himself. His only value is himself, no one else has any worth, save as a pawn or a tool. All living creatures can serve a purpose, whether it be as fodder in combat or as a meal, to restore his vitality.
Vrask has learned all of what he knows through trial and error. His long life has allowed him to learn all about his limitations and abilities, making him a dangerous foe in nearly all situations.
His superior intellect (At least in his eyes), makes him better than those who would only use their bodies for battle, though he is aware that there are times he may be forced to engage in a physical confrontation.
Stage X: Changlings have a transformation ability triggered by a life threatening situation. Stage X may not activate a higher form until the changling's current form has been depleted down to at least one half of its total Power Level or its total Hits (whichever comes first). At this point, the changling automatically begins to shift to the next higher form, increasing your Power Level, Power Ups, Defense, Hits, and Skills by the following multipliers:
Form 1 (Base Form): Your Base Power Level & Power Ups, all others at Base Values
Form 2: Base Power Level & Power Ups x2; all others, Base Values x2
Form 3: Form 2's Power Level and Power Ups x3; all others, Base Values x2
Vrask can only go to form 3, when the transformation is triggered it takes 2 phases to complete, during which the changling can not attack or perform another action (although he can maintain a Deflection which has already been generated before the transformation.)
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 4 (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 4 allows you to increase your number of actions by one to four 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.
Weighted Robe - Vrask, in order to avoid being easily noticed by the natural people of the lands he travels, has worn this robe for nearly all of his life. It is designed to cover his form, while giving enough room for his tail to coil about his midsection, keeping it out of the way. If Vrask removes his weighted robe, his combat skills (fighting, evasion, weapon, power, body) increase 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.
Power House - Vrask draws his energy inwards, focusing his mental attributes into himself, allowing it to fuel his flesh and grant him great amounts of strength. (-10 Mind, -10 Power, -5 Evasion, +25 Fighting)
Energy Infusion - Vrask draws all of his fighting abilities inwards, channeling them into his body, allowing his power skill to increase dramatically. (-10 Fighting, -5 Body, +15 Power)
Serpentine Grace - Physical confrontation is not always the best bet, sometimes even mental combat should be avoided. For times like this, Vrask has perfected the art of avoidance, though at the cost of his offensive abilities. (-10 Fighting, -10 Power, +20 Evasion)
Clarity - Stepping back from the fight, Vrask draws his gaze inwards, allowing his mind to work over the events taking place around him, rather than engaging those problems in the physical world. (-10 Fighting, -10 Evasion, +20 Mind)
Physical Perfection - Contracting his spindly body, Vrask increases the overall density of his form, sacrificing his mobility and some of his offensive abilities for an increased stoutness of form. (-10 Evasion, -10 Fighting, +20 Body)
Tail Lash - Possible only when the enemy is behind him, Vrask lashes out with his tail, attempting to let the enemy know that attacking him from any direction is a dangerous event. (+5 to Fighting, -5 to Damage)
Needle Claws - Spending one round in concentration, Vrask is able to extend his naturally long nails into slender, needle like claws, designed to rend the flesh of his enemies. At any time, the claws may instantly be retracted, negating the effects. (-5 Power, +5 Fighting)
Fang Lunge - vrask throws himself towards his enemy, attempting to sink his fangs into the flesh of his opponent, leaving deep wounds. (-5 Mind, +5 Fighting)
Ki Technique: Tail Blasts - Vrask's tail curves over his shoulder, pointing towards the enemies infront of him, quickly releasing a barrage of attacks. To activate, Vrask must roll under his Mental score on a d20. If it is successful, he may make d3 Psionic Blasts (Power+Mental to Hit)
Ki Technique: Mind Blast - Vrask attempts to send out a massive surge of mental energy, trying to stun his victim, preventing them from avoiding further assaults. (DV Same as Blinding Flash. Vrask rolls 1d20+Mental+Mind vs His opponent rolls 1d20+Mental+Mind. On a higher roll Vrask stuns them like Blinding Flash)
Ki Technique: Glimpse - This ability allows Vrask to quickly take in a general idea as to the power levels of his enemies, though it is not always entirely accurate. (Power+Mental to Activate, DV is the Mental+Mind of his enemy. If he fails, nothing occures, if he passes, then he has a general idea of his enemies power level (Accurate to within 25% either way) - Costs 10 Power)
Ki Technique: Psionic Blast - Focusing his mind upon a single individual, this technique allows Vrask to shape his psionic energies into a solid show of mind over matter. (Basic Energy Attack)
Ki Technique: Psionic Ram - Channeling his energy, Vrask focuses his mental powers into an almost solid object, driving it deep within the mind of his enemy. (Deadly Effect - Rapid Fire(Only on Same Target) - Delay)
Ki Technique: Consumation of Flesh - Useable only when Vrask has had his Power Level is 25% or Less of it's maximum, he can devour the body of an enemy (Must be dead or otherwise unable to defend themself), gaining 15% of their total Power Level back to his own, for each round spent eating. This attack may NOT be used against an enemy who is able to defend themself, as it is quite hard to eat someone who is moving around.
Capsule - This vehicle is designed to house only Vrask, providing him with a means of flight and even travel in space, for short periods of time.
Experience: 554
XP Unspent: 84
84 XP (Quest Name: Hyperbolic Time Chamber, Host Name: Arcmagik)