Post by Melody on Jul 26, 2020 6:16:40 GMT -8
Our stat system may seem overwhelming at first, for a beginner who is not experienced in using stats before, and here at Broken Destiny we focus on individual story arcs with our characters rather than fighting mechanically. I created some base stats for every class to make it easier to create a character without theory crafting a Class level 3 build. Simply copy the code in the spoilers to use it for your character profile.
Tips:
You start with 2 MP which I recommend you spend to unlock Potential Mastery Level 1 which adds +5 for every stat.
Later on can save 5 MP to unlock a Trait mastery so you can apply one in combat. Otherwise you can save 10 MP for a Class level up. Learn more about Masteries here: dragonballbd.proboards.com/thread/14/2-mastery-points-masteries
If you need ideas for coming up with a history or occupation for your character in our AU of dragon ball take a look at our Atlas:
dragonballbd.proboards.com/thread/848/wolf-fang-choppers-world-atlas
Wolf fang Choppers is a motorcycle company established by Yamcha, this is the equivalent of the Michelin star tourist map listing iconic places, hotels, attractions, and restaurants by star rating.
After your character gets approved, you have 4 Technique slots to fill, it is recommended you learn a new one right away by submitting your request either by choosing another non-basic tech here:
dragonballbd.proboards.com/board/37/technique-learning-requests
Or create a custom offensive technique here:
dragonballbd.proboards.com/thread/19/technique-sheets-creation-instructions
The time it takes to learn a new technique is based on your time zone, indicating the date of your submission and the day it will be learned (i.e 7 days, 14 days, 21 days later depending on the learn time) . Some racial abilities allow you to learn abilities faster and you should mention this when submitting your learning request.
If you ever decide to change your character mechanically, you get 1 free respec, and you can notate the changes here:
dragonballbd.proboards.com/thread/898/respec-notation-thread
Reminder, once you get integrated into our grading station, you will need to keep the proof of your rewards by linking the grade post, as well as any links to any transactions from market square or trading on your character sheet.
Click the spoilers to copy the coded text.
Bandit
Conqueror
It is recommended that you choose an existing finisher with a player’s permission (Just ask in the discord under #ocbuilding or create a finisher to start with.)
Martial Artist
Skills & Statistics
Fighting: 15
Energy Control: 0
Reflexes: 10
Resilience: 5
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 15 (Fighting) / 1d100+ 0 (Energy Control)
Defense: 50+ 10 Reflexes + 5 Level 0 Martial Artist = 65
HP: 50+ 5 Resilience = 55 HP
KI: 100
DR: -1 Level 0 Martial Artist
DM: +2 Level 0 Martial Artist
Class: Martial Artist
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen: Choose 1 As described here in the technique rules.
Enhanced Basic Technique: Sense
Technique Slots: 5/5
Mystic
Skills & Statistics
Fighting: 0
Energy Control: 20
Reflexes: 5
Resilience: 5
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 0 (Fighting) / 1d100+ 20 (Energy Control)
Defense: 50+ 5 Reflexes - 15 Level 0 Mystic= 40
HP: 50+ 5 Resilience -20 Level 0 Mystic = 35 HP
KI: 100
DR: -4 Level 0 Mystic
KCR: -1 Ki cost reduction to all techniques
Class:Mystic
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects:
-Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques.
-Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice.
-Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen:
PSYCHIC POWERS
Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis.
Type: Utility
Action: --
Prerequisite: Requires an Energy Control skill of 20.
Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy.
Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.)
Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/5
HEAL
You mend flesh and knit bone using a mystical power.
Type: Utility
Action: Bonus Action
Requirements: Requires an Energy Control skill of 25 or the Mystic class.
Effect: You restore 15 HP to a willing ally or yourself.
Cost: 10 ki.
Limit: Once per ally.
Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Power House
Skills & Statistics
Fighting: 20
Energy Control: 0
Reflexes: 10
Resilience: 0
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 20(Fighting) +5 Level 0 Powerhouse / 1d100+ 0(Energy Control) +5 Level 0 Powerhouse
Defense: 50+ 10 Reflexes -20 Level 0 Powerhouse = 40
HP: 50+ 0 Resilience +15 Level 0 Powerhouse= 65 HP
KI: 100 + 20 Powerful Ki= 120 ki
DR: -2 Level 0 Powerhouse
DM: +1 (20 Fighting) + 1 Level 0 Powerhouse
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen:
KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 1/5
Prodigy
Skills & Statistics
Fighting: 30
Energy Control: 0
Reflexes: 0
Resilience: 0
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+30(Fighting)+5 Level 0 Prodigy / 1d100+(Energy Control)+5 Level 0 Prodigy
Defense: 50+ 0 Reflexes = 50
HP: 50+ 0 Resilience = 50
KI: 100
DR: -0
Class: Prodigy
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
It is recommended you create a custom melee offensive technique to start with as a prodigy.
Protector
Skills & Statistics
Fighting: 5
Energy Control: 0
Reflexes: 5
Resilience: 20
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 5 (Fighting) / 1d100+ 0(Energy Control)
Defense: 50+ 5 Reflexes -20 Level 0 Protector = 35
HP: 50+ 20 Resilience + 20 Level 0 Protector= 90 HP
KI: 100
DR: -4 Level 0 Protector
DM: +1 Level 0 Protector
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni (You start with 1000 Zeni)
Mastery Points: 2/2 (You start with 2 mastery points which can be used to purchase masteries or banked for later use.)
Traits: N/A
Class Features:
Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Ravager
This class is unique in that you can play either melee (10 in fighting) or ki based (10 in EC) to start.
Skills & Statistics
Fighting: 10
Energy Control: 0
Reflexes: 15
Resilience: 5
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 10 (Fighting) + 5 Level 0 Ravager / 1d100+ 0 (Energy Control) +5 Level 0 Ravager
Defense: 50+ 15 Reflexes -10 Ravager = 55
HP: 50+ 5 Resilience -20 Level 0 Ravager = 35
KI: 100
DR: -0
DM: +2 Level 0 Ravager
Class: Ravager
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Strategist
Skills & Statistics
Fighting: 15
Energy Control: 0
Reflexes: 15
Resilience: 0
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 15 (Fighting) +10 Level 0 Strategist= 25 / 1d100+(Energy Control) + 10 Level 0 Strategist
Defense: 50+ 15 Reflexes = 65
HP: 50+ 0 Resilience - 10 Strategist = 40
KI: 100
DR: -0
DM: +1 Level 0 Strategist
Class: Strategist
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Techie
This class is unique in that you rely on items to do the work for you. Grenades only require a chance to hit its target which is often unavoidable unless a class ability, trait, or tech specifying grenades is used.
Skills & Statistics
Fighting: 0
Energy Control: 0
Reflexes: 15
Resilience: 15
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 0 (Fighting) / 1d100+ 0 (Energy Control)
Defense: 50+ 15 Reflexes - 15 Level 0 Techie= 50
HP: 50+ 15 Resilience + 10 Level 0 Techie= 75
KI: 100
DR: -3 Level 0 Techie
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Armory- You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects.
Witch/Wizard
Skills & Statistics
Fighting: 0
Energy Control: 5
Reflexes: 15
Resilience: 10
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 0(Fighting) + 5 Level 0 Witch/ 1d100+ 5(Energy Control) + 5 Level 0 Witch
Defense: 50+15 Reflexes= 65
HP: 50+ 10 Resilience -15 Level 0 Witch= 45
KI: 100
DR: -1 Level 0 Witch
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen: Choose 1 As described here in the technique rules.
Technique Slots: 1/5
Witch Bonus Slots:
MAGIC MATERIALIZATION
You conjure or summon an object out of thin air using magic.
Type: Utility
Action: At-Will
Requirements: Requires an Energy Control skill of 50.
Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item.
Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items.
Limit: Once per thread.
Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PAPARAPAPA
You use magic to call forth a minion or ally to help you in your fight.
Type: Utility
Prerequisite: Requires Magic Materialization.
Action: Bonus Action / At-will to order sidekick
Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
--Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.)
--Increase the damage of 1 Special Technique used on this turn by +1d6.
--As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki
Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP.
Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Tips:
You start with 2 MP which I recommend you spend to unlock Potential Mastery Level 1 which adds +5 for every stat.
Later on can save 5 MP to unlock a Trait mastery so you can apply one in combat. Otherwise you can save 10 MP for a Class level up. Learn more about Masteries here: dragonballbd.proboards.com/thread/14/2-mastery-points-masteries
If you need ideas for coming up with a history or occupation for your character in our AU of dragon ball take a look at our Atlas:
dragonballbd.proboards.com/thread/848/wolf-fang-choppers-world-atlas
Wolf fang Choppers is a motorcycle company established by Yamcha, this is the equivalent of the Michelin star tourist map listing iconic places, hotels, attractions, and restaurants by star rating.
After your character gets approved, you have 4 Technique slots to fill, it is recommended you learn a new one right away by submitting your request either by choosing another non-basic tech here:
dragonballbd.proboards.com/board/37/technique-learning-requests
Or create a custom offensive technique here:
dragonballbd.proboards.com/thread/19/technique-sheets-creation-instructions
The time it takes to learn a new technique is based on your time zone, indicating the date of your submission and the day it will be learned (i.e 7 days, 14 days, 21 days later depending on the learn time) . Some racial abilities allow you to learn abilities faster and you should mention this when submitting your learning request.
If you ever decide to change your character mechanically, you get 1 free respec, and you can notate the changes here:
dragonballbd.proboards.com/thread/898/respec-notation-thread
Reminder, once you get integrated into our grading station, you will need to keep the proof of your rewards by linking the grade post, as well as any links to any transactions from market square or trading on your character sheet.
Click the spoilers to copy the coded text.
Bandit
Skills & Statistics
Fighting: 10
Energy Control: 0
Reflexes: 10
Resilience: 10
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+10 (Fighting) / 1d100+ 0(Energy Control)
Defense: 50+ 10 Reflexes + 10 Level 0 Bandit = 70
HP: 50+ 10 Resilience - 15 Level 0 Bandit = 45 HP
KI: 100
DR: -0
Class: Bandit
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
Fighting: 10
Energy Control: 0
Reflexes: 10
Resilience: 10
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+10 (Fighting) / 1d100+ 0(Energy Control)
Defense: 50+ 10 Reflexes + 10 Level 0 Bandit = 70
HP: 50+ 10 Resilience - 15 Level 0 Bandit = 45 HP
KI: 100
DR: -0
Class: Bandit
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 10
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 10
[b]Resilience:[/b] 10
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+10 (Fighting) / 1d100+ 0(Energy Control)
[b]Defense:[/b] 50+ 10 Reflexes + 10 Level 0 Bandit = 70
[b]HP:[/b] 50+ 10 Resilience - 15 Level 0 Bandit = 45 HP
[b]KI:[/b] 100
[b]DR:[/b] -0
[b]Class:[/b] Bandit
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Sneak Attack[/b] - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn.
[b]Burgle[/b] - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.”
Conqueror
Skills & Statistics
Fighting: 5
Energy Control: 5
Reflexes: 10
Resilience: 10
Power Level:
Accuracy: 1d100+ 5 (Fighting) + 5 Level 0 Conqueror / 1d100+ 5 (Energy Control) +5 Level 0 Conqueror
Defense: 50+ 10 Reflexes= 60
HP: 50+ 10 Resilience -20 Level 0 Conqueror= 40 HP
KI: 100
DR: -0
DM: +2 Level 0 Conqueror
Class: Conqueror
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Fighting: 5
Energy Control: 5
Reflexes: 10
Resilience: 10
Power Level:
Accuracy: 1d100+ 5 (Fighting) + 5 Level 0 Conqueror / 1d100+ 5 (Energy Control) +5 Level 0 Conqueror
Defense: 50+ 10 Reflexes= 60
HP: 50+ 10 Resilience -20 Level 0 Conqueror= 40 HP
KI: 100
DR: -0
DM: +2 Level 0 Conqueror
Class: Conqueror
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
It is recommended that you choose an existing finisher with a player’s permission (Just ask in the discord under #ocbuilding or create a finisher to start with.)
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 5
[b]Energy Control:[/b] 5
[b]Reflexes:[/b] 10
[b]Resilience:[/b] 10
[b]Power Level:[/b]
[b]Accuracy:[/b] 1d100+ 5 (Fighting) + 5 Level 0 Conqueror / 1d100+ 5 (Energy Control) +5 Level 0 Conqueror
[b]Defense:[/b] 50+ 10 Reflexes= 60
[b]HP:[/b] 50+ 10 Resilience -20 Level 0 Conqueror= 40 HP
[b]KI:[/b] 100
[b]DR:[/b] -0
[b]DM:[/b] +2 Level 0 Conqueror
[b]Class:[/b] Conqueror
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Destroyer[/b] - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread.
[b]Final Word[/b] - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread.
Martial Artist
Skills & Statistics
Fighting: 15
Energy Control: 0
Reflexes: 10
Resilience: 5
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 15 (Fighting) / 1d100+ 0 (Energy Control)
Defense: 50+ 10 Reflexes + 5 Level 0 Martial Artist = 65
HP: 50+ 5 Resilience = 55 HP
KI: 100
DR: -1 Level 0 Martial Artist
DM: +2 Level 0 Martial Artist
Class: Martial Artist
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen: Choose 1 As described here in the technique rules.
Enhanced Basic Technique: Sense
Technique Slots: 5/5
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 15
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 10
[b]Resilience:[/b] 5
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 15 (Fighting) / 1d100+ 0 (Energy Control)
[b]Defense:[/b] 50+ 10 Reflexes + 5 Level 0 Martial Artist = 65
[b]HP:[/b] 50+ 5 Resilience = 55 HP
[b]KI:[/b] 100
[b]DR:[/b] -1 Level 0 Martial Artist
[b]DM:[/b] +2 Level 0 Martial Artist
[b]Class:[/b] Martial Artist
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Combo Attack[/ b] - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target.
[b]Solid Foundation[/b] - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]RP Sample:[/b] (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
[b]Referred by:[/b] (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
[b]Starting Non-Basic Technique Chosen:[/b] Choose 1 [url=http://dragonballbd.proboards.com/post/6]As described here in the technique rules.[/url]
[b]Enhanced Basic Technique:[/b] Sense
[b]Technique Slots:[/b] 5/5
Mystic
Skills & Statistics
Fighting: 0
Energy Control: 20
Reflexes: 5
Resilience: 5
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 0 (Fighting) / 1d100+ 20 (Energy Control)
Defense: 50+ 5 Reflexes - 15 Level 0 Mystic= 40
HP: 50+ 5 Resilience -20 Level 0 Mystic = 35 HP
KI: 100
DR: -4 Level 0 Mystic
KCR: -1 Ki cost reduction to all techniques
Class:Mystic
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects:
-Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques.
-Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice.
-Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
Healer - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen:
PSYCHIC POWERS
Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis.
Type: Utility
Action: --
Prerequisite: Requires an Energy Control skill of 20.
Effect: You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy.
Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.)
Ranks: Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 2/5
HEAL
You mend flesh and knit bone using a mystical power.
Type: Utility
Action: Bonus Action
Requirements: Requires an Energy Control skill of 25 or the Mystic class.
Effect: You restore 15 HP to a willing ally or yourself.
Cost: 10 ki.
Limit: Once per ally.
Ranks: Rank 2 heals 20 HP. Rank 3 heals 25 HP.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 0
[b]Energy Control:[/b] 20
[b]Reflexes:[/b] 5
[b]Resilience:[/b] 5
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 0 (Fighting) / 1d100+ 20 (Energy Control)
[b]Defense:[/b] 50+ 5 Reflexes - 15 Level 0 Mystic= 40
[b]HP:[/b] 50+ 5 Resilience -20 Level 0 Mystic = 35 HP
[b]KI:[/b] 100
[b]DR:[/b] -4 Level 0 Mystic
[b]KCR:[/b] -1 Ki cost reduction to all techniques
[b]Class:[/b]Mystic
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Mysticism[/b] - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects:
-Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques.
-Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice.
-Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies.
[b]Healer[/b] - You begin play with the Utility Technique “Heal” and may use it one additional time per ally. This does not count as your Starting Technique, however it uses a Technique Slot.
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]RP Sample:[/b] (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
[b]Referred by:[/b] (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
[b]Starting Non-Basic Technique Chosen:[/b]
[b]PSYCHIC POWERS[/b]
[i]Using your ki you're able to communicate with other minds telepathically and move objects using telekinesis.[/i]
[b]Type:[/b] Utility
[b]Action:[/b] --
[b]Prerequisite:[/b] Requires an Energy Control skill of 20.
[b]Effect:[/b] You may perform your Strike and Grapple Basic Techniques as if they were Ranged Physical attacks, using your Energy Control skill to determine their Accuracy.
Cost: 1 ki per ranged Strike. 5 ki per ranged Grapple. (Replaces Strike/Grapple’s base costs.)
[b]Ranks:[/b] Rank 2 increases damage with ranged Strikes by 1d4 and Rank 3 makes attacks with the Projectile effect cost 2 less ki.
[b]Learn:[/b] Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[b]Technique Slots:[/b] 2/5
[b]HEAL[/b]
[i]You mend flesh and knit bone using a mystical power.[/i]
[b]Type:[/b] Utility
[b]Action:[/b] Bonus Action
[b]Requirements:[/b] Requires an Energy Control skill of 25 or the Mystic class.
[b]Effect:[/b] You restore 15 HP to a willing ally or yourself.
[b]Cost:[/b] 10 ki.
[b]Limit:[/b] Once per ally.
[b]Ranks:[/b] Rank 2 heals 20 HP. Rank 3 heals 25 HP.
[b]Learn:[/b] Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Power House
Skills & Statistics
Fighting: 20
Energy Control: 0
Reflexes: 10
Resilience: 0
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 20(Fighting) +5 Level 0 Powerhouse / 1d100+ 0(Energy Control) +5 Level 0 Powerhouse
Defense: 50+ 10 Reflexes -20 Level 0 Powerhouse = 40
HP: 50+ 0 Resilience +15 Level 0 Powerhouse= 65 HP
KI: 100 + 20 Powerful Ki= 120 ki
DR: -2 Level 0 Powerhouse
DM: +1 (20 Fighting) + 1 Level 0 Powerhouse
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen:
KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 2 ki per Melee Energy Blast(Same cost as Energy Blast)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Technique Slots: 1/5
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 20
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 10
[b]Resilience:[/b] 0
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 20(Fighting) +5 Level 0 Powerhouse / 1d100+ 0(Energy Control) +5 Level 0 Powerhouse
[b]Defense:[/b] 50+ 10 Reflexes -20 Level 0 Powerhouse = 40
[b]HP:[/b] 50+ 0 Resilience +15 Level 0 Powerhouse= 65 HP
[b]KI:[/b] 100 + 20 Powerful Ki= 120 ki
[b]DR:[/b] -2 Level 0 Powerhouse
[b]DM:[/b] +1 (20 Fighting) + 1 Level 0 Powerhouse
[b]Class:[/b]
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Power of Legends[/b] - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural.
[b]Powerful Ki[/b] - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns.
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]RP Sample:[/b] (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
[b]Referred by:[/b] (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
[b]Starting Non-Basic Technique Chosen:[/b]
[b]KI BLADE[/b]
[i]Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.[/i]
[b]Type:[/b] Utility
[b]Action:[/b] --
[b]Prerequisite:[/b] Requires a Fighting skill of 20.
[b]Effect:[/b] You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
[b]Cost:[/b] 2 ki per Melee Energy Blast(Same cost as Energy Blast)
[b]Ranks:[/b] Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
[b]Learn:[/b] Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[b]Technique Slots:[/b] 1/5
Prodigy
Skills & Statistics
Fighting: 30
Energy Control: 0
Reflexes: 0
Resilience: 0
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+30(Fighting)+5 Level 0 Prodigy / 1d100+(Energy Control)+5 Level 0 Prodigy
Defense: 50+ 0 Reflexes = 50
HP: 50+ 0 Resilience = 50
KI: 100
DR: -0
Class: Prodigy
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Unrivaled Potential - You begin play with all Enhanced Basic Techniques.
Genius - Your Skills are no longer restricted by the natural 50 cap.
It is recommended you create a custom melee offensive technique to start with as a prodigy.
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 30
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 0
[b]Resilience:[/b] 0
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+30(Fighting)+5 Level 0 Prodigy / 1d100+(Energy Control)+5 Level 0 Prodigy
[b]Defense:[/b] 50+ 0 Reflexes = 50
[b]HP:[/b] 50+ 0 Resilience = 50
[b]KI:[/b] 100
[b]DR:[/b] -0
[b]Class:[/b] Prodigy
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [a href="http://dragonballbd.proboards.com/post/65"]here[/a].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Unrivaled Potential[/b] - You begin play with all Enhanced Basic Techniques.
[b]Genius[/b] - Your Skills are no longer restricted by the natural 50 cap.[/quote]
[spoiler][code][b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 30
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 0
[b]Resilience:[/b] 0
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+30(Fighting)+5 Level 0 Prodigy / 1d100+(Energy Control)+5 Level 0 Prodigy
[b]Defense:[/b] 50+ 0 Reflexes = 50
[b]HP:[/b] 50+ 0 Resilience = 50
[b]KI:[/b] 100
[b]DR:[/b] -0
[b]Class:[/b] Prodigy
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Unrivaled Potential[/b] - You begin play with all Enhanced Basic Techniques.
[b]Genius[/b] - Your Skills are no longer restricted by the natural 50 cap.
Protector
Skills & Statistics
Fighting: 5
Energy Control: 0
Reflexes: 5
Resilience: 20
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 5 (Fighting) / 1d100+ 0(Energy Control)
Defense: 50+ 5 Reflexes -20 Level 0 Protector = 35
HP: 50+ 20 Resilience + 20 Level 0 Protector= 90 HP
KI: 100
DR: -4 Level 0 Protector
DM: +1 Level 0 Protector
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni (You start with 1000 Zeni)
Mastery Points: 2/2 (You start with 2 mastery points which can be used to purchase masteries or banked for later use.)
Traits: N/A
Class Features:
Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 5
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 5
[b]Resilience:[/b] 20
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 5 (Fighting) / 1d100+ 0(Energy Control)
[b]Defense:[/b] 50+ 5 Reflexes -20 Level 0 Protector = 35
[b]HP:[/b] 50+ 20 Resilience + 20 Level 0 Protector= 90 HP
[b]KI:[/b] 100
[b]DR:[/b] -4 Level 0 Protector
[b]DM:[/b] +1 Level 0 Protector
[b]Class:[/b]
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni (You start with 1000 Zeni)
[b]Mastery Points:[/b] 2/2 (You start with 2 [url=http://dragonballbd.proboards.com/thread/14/2-mastery-points-masteries]mastery points[/url] which can be used to purchase masteries or banked for later use.)
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Tank[/b] - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
[b]Bristling Defenses[/b] - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Ravager
This class is unique in that you can play either melee (10 in fighting) or ki based (10 in EC) to start.
Skills & Statistics
Fighting: 10
Energy Control: 0
Reflexes: 15
Resilience: 5
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 10 (Fighting) + 5 Level 0 Ravager / 1d100+ 0 (Energy Control) +5 Level 0 Ravager
Defense: 50+ 15 Reflexes -10 Ravager = 55
HP: 50+ 5 Resilience -20 Level 0 Ravager = 35
KI: 100
DR: -0
DM: +2 Level 0 Ravager
Class: Ravager
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 10
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 15
[b]Resilience:[/b] 5
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 10 (Fighting) + 5 Level 0 Ravager / 1d100+ 0 (Energy Control) +5 Level 0 Ravager
[b]Defense:[/b] 50+ 15 Reflexes -10 Ravager = 55
[b]HP:[/b] 50+ 5 Resilience -20 Level 0 Ravager = 35
[b]KI:[/b] 100
[b]DR:[/b] -0
[b]DM:[/b] +2 Level 0 Ravager
[b]Class:[/b] Ravager
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Rushing[/b] - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR.
[b]Relentless[/b] - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again.
Strategist
Skills & Statistics
Fighting: 15
Energy Control: 0
Reflexes: 15
Resilience: 0
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 15 (Fighting) +10 Level 0 Strategist= 25 / 1d100+(Energy Control) + 10 Level 0 Strategist
Defense: 50+ 15 Reflexes = 65
HP: 50+ 0 Resilience - 10 Strategist = 40
KI: 100
DR: -0
DM: +1 Level 0 Strategist
Class: Strategist
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 15
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 15
[b]Resilience:[/b] 0
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 15 (Fighting) +10 Level 0 Strategist= 25 / 1d100+(Energy Control) + 10 Level 0 Strategist
[b]Defense:[/b] 50+ 15 Reflexes = 65
[b]HP:[/b] 50+ 0 Resilience -10 Level 0 Strategist= 40
[b]KI:[/b] 100
[b]DR:[/b] -0
[b]DM:[/b] +1 Level 0 Strategist
[b]Class:[/b] Strategist
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Opportunist[/b] - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
[b]Flawless Defense[/b] - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Techie
This class is unique in that you rely on items to do the work for you. Grenades only require a chance to hit its target which is often unavoidable unless a class ability, trait, or tech specifying grenades is used.
Skills & Statistics
Fighting: 0
Energy Control: 0
Reflexes: 15
Resilience: 15
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 0 (Fighting) / 1d100+ 0 (Energy Control)
Defense: 50+ 15 Reflexes - 15 Level 0 Techie= 50
HP: 50+ 15 Resilience + 10 Level 0 Techie= 75
KI: 100
DR: -3 Level 0 Techie
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Armory- You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects.
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 0
[b]Energy Control:[/b] 0
[b]Reflexes:[/b] 15
[b]Resilience:[/b] 15
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 0 (Fighting) / 1d100+ 0 (Energy Control)
[b]Defense:[/b] 50+ 15 Reflexes - 15 Level 0 Techie= 50
[b]HP:[/b] 50+ 15 Resilience + 10 Level 0 Techie= 75
[b]KI:[/b] 100
[b]DR:[/b] -3 Level 0 Techie
[b]Class:[/b]
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Armory[/b]- You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item.
[b]Mastercraft[/b] - Your Grenades have an additional +20% to afflict their respective Status Effects.
Witch/Wizard
Skills & Statistics
Fighting: 0
Energy Control: 5
Reflexes: 15
Resilience: 10
Power Level: (This is given to you from your RP Sample. It should be blank at start.)
Accuracy: 1d100+ 0(Fighting) + 5 Level 0 Witch/ 1d100+ 5(Energy Control) + 5 Level 0 Witch
Defense: 50+15 Reflexes= 65
HP: 50+ 10 Resilience -15 Level 0 Witch= 45
KI: 100
DR: -1 Level 0 Witch
Class:
Racial Trait: (Either put the one given for your race or pick one given as an option for your race. You can find more about races here.)
Effort Points:
Zeni: 1000 Zeni
Mastery Points: 2/2
Traits: N/A
Class Features:
Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
Appearance:
Personality:
History:
RP Sample: (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
Referred by: (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
Starting Non-Basic Technique Chosen: Choose 1 As described here in the technique rules.
Technique Slots: 1/5
Witch Bonus Slots:
MAGIC MATERIALIZATION
You conjure or summon an object out of thin air using magic.
Type: Utility
Action: At-Will
Requirements: Requires an Energy Control skill of 50.
Effect: You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item.
Cost: 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items.
Limit: Once per thread.
Ranks: Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
PAPARAPAPA
You use magic to call forth a minion or ally to help you in your fight.
Type: Utility
Prerequisite: Requires Magic Materialization.
Action: Bonus Action / At-will to order sidekick
Effect: You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
--Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.)
--Increase the damage of 1 Special Technique used on this turn by +1d6.
--As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
Limit: One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
Cost: 15 ki
Ranks: Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP.
Learn: After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[b][u]Skills & Statistics[/u][/b]
[b]Fighting:[/b] 0
[b]Energy Control:[/b] 5
[b]Reflexes:[/b] 15
[b]Resilience:[/b] 10
[b]Power Level:[/b] (This is given to you from your RP Sample. It should be blank at start.)
[b]Accuracy:[/b] 1d100+ 0(Fighting) + 5 Level 0 Witch/ 1d100+ 5(Energy Control) + 5 Level 0 Witch
[b]Defense:[/b] 50+15 Reflexes= 65
[b]HP:[/b] 50+ 10 Resilience -15 Level 0 Witch= 45
[b]KI:[/b] 100
[b]DR:[/b] -1 Level 0 Witch
[b]Class:[/b]
[b]Racial Trait:[/b] (Either put the one given for your race or pick one given as an option for your race. You can find more about races [url=http://dragonballbd.proboards.com/post/65]here[/url].)
[b]Effort Points:[/b]
[b]Zeni:[/b] 1000 Zeni
[b]Mastery Points:[/b] 2/2
[b]Traits:[/b] N/A
[b]Class Features:[/b]
[b]Conjury[/b] - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots.
[b]Sorcery[/b] - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects:
-Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques.
-Divinate: You gain +10 Defense on your next turn.
-Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice.
-Evoke: You sacrifice 10 HP and restore 10 Ki.
-Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time.
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]RP Sample:[/b] (Your RP Sample needs to be at least 2 paragraphs in length and earns EP and PL at a rate of 1 word to 1 EP and 10 words to 1 PL. A maximum of 150 PL can be earned from your RP sample)
[b]Referred by:[/b] (If any. Your referrer and yourself gain bonuses in threads together when it comes to Gains (a 25% static bonus together) and also are given a 1000 Effort Point and 1 Mastery Point bonus for being recruited/recruiting.)
[b]Starting Non-Basic Technique Chosen:[/b] Choose 1 [url=http://dragonballbd.proboards.com/post/6]As described here in the technique rules.[/url]
[b]Technique Slots:[/b] 1/5
[b]Witch Bonus Slots:[/b]
[b]MAGIC MATERIALIZATION[/b]
[i]You conjure or summon an object out of thin air using magic.[/i]
[b]Type:[/b] Utility
[b]Action:[/b] At-Will
[b]Requirements:[/b] Requires an Energy Control skill of 50.
[b]Effect:[/b] You create a common item and equip it in the place of another item or in an empty slot. You may use this to replace an ally’s equipped item rather than your own. The materialized item goes away at the end of battle. You can also materialize items you have in your inventory (not equipped.) You cannot create a Sidekick item.
[b]Cost:[/b] 2x Ki, wherein X is equal to the zenni cost of the desired item divided by 10,000(rounded to the next largest whole number). If you have the item in your inventory it is a flat 2 ki for common items and 3 ki for rare items.
[b]Limit:[/b] Once per thread.
[b]Ranks:[/b] Rank 2- you can use tech twice per thread. Rank 3- you can materialize rare items.
[b]Learn:[/b] Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[b]PAPARAPAPA[/b]
[i]You use magic to call forth a minion or ally to help you in your fight.[/i]
[b]Type:[/b] Utility
[b]Prerequisite:[/b] Requires Magic Materialization.
[b]Action:[/b] Bonus Action / At-will to order sidekick
[b]Effect:[/b] You create a Sidekick to fight alongside you. This technique may be used while a Sidekick equipped. As an At-Will Action your sidekick can take one action listed below:
--Make a melee or energy attack with a +30 modifier that deals 1d6 damage.
--Use a common item: Can be grenade or an item that targets an ally that you have in your inventory (may not be an ‘Equipped’ item.)
--Increase the damage of 1 Special Technique used on this turn by +1d6.
--As a Reactive Action, the sidekick can take a hit for you and has 15 HP. Any damage that exceeds its HP is dealt to you and any status effects are inflicted upon the sidekick instead of you.
[b]Limit:[/b] One sidekick may be summoned per thread. The Sidekick created by Paparapapa may take 4 total actions per thread.
[b]Cost:[/b] 15 ki
[b]Ranks:[/b] Rank 2 costs 10 ki and your sidekick has 20 HP. and Rank 3 costs 5 ki and your sidekick has 25 HP.
[b]Learn:[/b] After learning this tech, Magic Materialization no longer takes a slot. Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.