Post by Tarro on Aug 22, 2021 18:30:35 GMT -5
GENERAL INFORMATION
NAME: Tarro
ALIASES: -
AGE: 17 -> 19
GENDER: Male
SPECIES: Saiyan | Saiyan Pride, Burning Ki | Zenkai
GENERAL TRAITS: Impossible Recovery, Tactician
STARTING PLANET: Plant
HOME REGION: Plant, Saiyan Palace
CHARACTER DESCRIPTIONS
Once his teenager years arrived, his power and appearance experienced drastic changes, but, with greater power and a well-built body were the sparks of war lighting up; a war that he was willing to fight in. For years, there had been talks to negotiate a possible peace with the tsufurujins, but it was one that was never going to come from the get-go. He didn't immediate jump in the war, as, back then, he wasn't as strong as his peers. Tarro would keep on training for months to come to reach his peak.
His story starts at the training period's end, just as war broke out once more after the death of the factions' respective representatives.
COMBAT INFORMATION
TECHNIQUES:
NOTE: He now has overall more control over the Oozaru. Still, he controls it from an outsider's perspective, from his brain.
STARTING LOADOUT: -
NAME: Tarro
ALIASES: -
AGE: 17 -> 19
GENDER: Male
SPECIES: Saiyan | Saiyan Pride, Burning Ki | Zenkai
GENERAL TRAITS: Impossible Recovery, Tactician
STARTING PLANET: Plant
HOME REGION: Plant, Saiyan Palace
CHARACTER DESCRIPTIONS
APPEARANCE:
(Credits go to BrusselTheSaiyan)
BACKGROUND: Tarro is a Saiyan that was born and raised on Plant. During his younger years, his parents didn't pay him any attention. His power levels topped that of every other low-class baby, but he was still branded just that. As far as he knows, they just might be dead. Ever since he was young, he trained hard to surpass his limits. He didn't have a particular reason to as a Saiyan, who're born to fight, though the fact that his parents never trained with him or led him down the right path subconsciously motivated him to strive farther.Once his teenager years arrived, his power and appearance experienced drastic changes, but, with greater power and a well-built body were the sparks of war lighting up; a war that he was willing to fight in. For years, there had been talks to negotiate a possible peace with the tsufurujins, but it was one that was never going to come from the get-go. He didn't immediate jump in the war, as, back then, he wasn't as strong as his peers. Tarro would keep on training for months to come to reach his peak.
His story starts at the training period's end, just as war broke out once more after the death of the factions' respective representatives.
COMBAT INFORMATION
TECHNIQUES:
Light Offensive || Galaxy BreakerADDITIONAL NOTES: Tarro doesn't have full control over his Oozaru, but he doesn't suffer from the tail weakness
The user cups their hands before them and harness their energy, creating a sphere of pure energy, the color of which is a fixed bright blue, that swirls while being charged up. The beam shoots outwards, searching to eradicate everything in its path.
Power: 20%
KP Cost: 1 KP
Variants: Power increase, KP decrease by 1
Medium Defensive || Embrace The Pain
The user crosses their arms in an 'x' fashion, bracing themselves against the attacks coming their way. Should these break through the defensive pose, the user takes the remainder of the damage head-on with an unwavering will to live.
Power: 50%
KP Cost: 4 KP
Variants: Shield
Heavy Sparking Offensive || Super Galaxy Breaker
This is an upgraded version of the original. The user's stance doesn't change, but what does is the amount of energy put towards damaging the enemy. Because of the amount of time it takes to charge the technique, the user is rooted and is left unguarded... Or at least, that's what the technique is intended to make the enemy believe. If the user were to be attacked, a 40% PL energy shield, invisible prior to this moment, appears momentarily to mitigate the damage.
Power: 110%
KP Cost: 6 KP
Variants: Preparation (+20% PL to attack per each turn charged, up to 2, for a maximum of +40% PL), Back-up Plan, Power Increase (x6)
Heavy Offensive || It's Raining Blasts
So long as the user has a clear view of the enemy, they can fire a never-ending number of blasts to hone into them. These blasts explode upon entering in contact with a surface, but, so long as the user can sense them out or has access to a scouter, every single one of the blasts will chase after the target to ensure maximum damage.
Power: 80%
KP Cost: 6 KP
Variants: Homing, Power Increase (x3)
Medium Defensive || Planning your next moves
A strategist's best tool is anticipation. To dodge is to anticipate, to move before an attack happens. By predicting the course of an attack or move away from the would-be affected area, Tarro can prevent taking any damage so long as he has the stamina to keep it up.
Power: 90%
KP Cost: 4 KP
Variants: Evasive, Power Increase (x2)
Medium Offensive || Body Blow
The technique consists of ramming one's fist into a foe's gut. The user beforehand conducts the majority of their ki through their striking arm and holds it in place. This way, upon coming in contact with the opponent, or anything really, the energy shoots outwards in a wild, continuous wave that seeks to flow through, in most cases leaving a gaping hole behind.
Power: 50%
Variants: Power Increase (x2), Bleed
KP Cost: 4 KP
Tech Slot: 10k slot
Light Defensive || Weave
This technique has two uses: Tarro can either employ it to avoid an incoming attack through, in the case of a beam or a blast, flying away from it, or to take advantage of a foe being occupied firing it by speeding by its side to where the assaulter is. In the case of physical attacks, it happens through his weaving and parrying.
Power: 60%
Variants: Power Increase, Evasive
KP Cost: 2
Tech Slot: 20k slot
Utility Technique || Flight
Tarro has learned the ability to soar the skies through advanced chi manipulation. He can move at subsonic speeds at the expense of a bit of energy, or a moderate pace at no cost. This technique can be used to fight in the air.
Utility Technique || Fast Hands (Reflavoured Four Witches Technique)
The speed behind Tarro's attacks is matched by none other than himself! He can throw four punches and kicks in the same time a trained fighter can throw two of one.
Utility Technique || Fighting Stance: Wide Open
Tarro's combat pose consists of standing upright and leaving his arms hanging to his sides; it is lackluster and full of openings. He has trained in the art of taunting his enemies by welcoming them to strike, and, as such, with OOC permission, his foes will be more inclined to give him their best from the get-go.
NOTE: He now has overall more control over the Oozaru. Still, he controls it from an outsider's perspective, from his brain.
STARTING LOADOUT: -