Post by Helix on Jan 29, 2020 23:49:07 GMT -8
Helix
Warrior-Clan
Name: Helix
Species: Namekian (Gray)Age: 32
Gender: N/A
Base Power Level: 250
Skills & Statistics
Fighting: 10
Energy Control: 10
Reflexes: 15
Resilience: 15
Accuracy: 1d100+10 / 1d100+10
Defense: 45
HP: 85
KI: 100
DR: 4
Class: Protector
Fighting: 10
Energy Control: 10
Reflexes: 15
Resilience: 15
Accuracy: 1d100+10 / 1d100+10
Defense: 45
HP: 85
KI: 100
DR: 4
Class: Protector
Mastery
Potential Master Lvl. 1
Traits
Racial Trait: You may make melee attacks from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, heal 2 HP naturally at the end of each turn.
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.
Taunting Presence - Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you.
Taunting Presence - Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you.
Appearance: Helix exhibits many of the classical Namekian traits. Green, hairless skin complimented by pink colored patterns over many major muscle groups, long ears with sharp points capable of great hearing, and a pair of antennae protruding from his forehead. As a Warrior-Class, he has a stronger build than most of his tribe, with his in particular being larger and more heavily built than average. He dresses in traditional Namekian garb, including loose fitting pants fitted with a sturdy blue belt, and a heavy purple cape. Like on his race's native homeworld, the tropical climate in which they've settled allows for only light wear to stay comfortable.
Personality: Headstrong and overeager, at least compared to his own kind. This is perhaps less pronounced when compared to some of the younger races. Helix has a strong desire to protect those weaker than himself, and works tirelessly to improve himself in pursuit of this. Without much experience with the native species of Earth, his is wary of outsiders, although not too much to allow these generally much weaker races to suffer at the hands of cruelty and destruction when he sees it happening. When not working to defend his tribe or training himself, he enjoys sculpting ajisa plants in his free time. He is the sole child of Namek Island's chief Warrior, Molus.
History: Born on Earth well after his people relocated from their native Namek. Helix is the youngest among the Warrior-Clan, not that this lack of experience prevents him from trying hard to shine among his peers. His first taste of actual combat came when he had been alive for 17 of Earth's solar years. A band of lesser demons emerged, laying assault on the peaceful island where his people resided. The Warrior-Clan responded in force, and though they were a far stronger force than the demon invaders, the Namekian Kowry suffered a fatal wound due to a hasty error by Helix. In charging ahead of the group to engage the enemy leader in combat, he knocked his companion off balance allowing them to be caught in a deadly attack made up of evil energy. The guilt of this weighs heavily on him, even years later, though his resolve to defend others still conflicts on occasion with his drive to establish himself as a heroic figure.
Starting Non-Basic Technique Chosen: Energy Shield
Technique Slots: 3/5
DRILL GEISER
Aqua colored energy swirl around an outstretched hand, condensing into a drill-shaped cone before launching forward.
Type: Energy/Ranged/Single
Action: Standard
Aqua colored energy swirl around an outstretched hand, condensing into a drill-shaped cone before launching forward.
Type: Energy/Ranged/Single
Action: Standard
Base Damage: 3d10
Major Effect: Piercing - This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects.
Minor Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Cost: 15 ki
Minor Effect: Wounding - This technique has a 40% chance to inflict Wound on hit.
Cost: 15 ki
ENERGY SHIELD Rank 1
You create a sphere of ki around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
You create a sphere of ki around your body that insulates and protects you from incoming damage.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 20 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
AURA GUARD Rank 1
Your aura condenses into a quick shield, dampening a blow made against you.
Type: Defensive
Action: Bonus Action - Reactive
Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2 tech costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
Type: Defensive
Action: Bonus Action - Reactive
Effect: All critical hits are reduced down to normal hits against you. Also you resist damage modifiers on attacks that hit you on this turn, but still take natural dice roll damage.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2 tech costs 10 ki and Rank 3 costs 5 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.