Post by Karach on Dec 2, 2023 23:27:47 GMT -5
GENERAL INFORMATION
NAME: Karach
ALIASES: --
AGE: 638
GENDER: Masculine
SPECIES: Shinjin
CORE:
MYSTIC ARTS
You can heal your allies with your magical abilities. You can generate a heal valued at 75% of your PL for 3 KP, 150% of your PL for 6 KP. This interacts exclusively with your base power level, and heals based on your target's base power level. You can choose to heal yourself instead of an ally, once per thread regardless of level used. The self heal generates a heal valued at 50% of your PL for 3KP or 100% of your PL for 6KP.
KAI KAI
Once per month, you may travel instantaneously from one planet to another with up to 5 others. This also provides a free 70% evasive defense technique, usable once per thread, that is boost-able. You can also post freely in the Otherworld boards even if you are not dead.
OPTIONAL:
STALWART
While in your strongest available form, you may activate 10% MP Power Boosts on all of your Defense Techniques for free. This halts your momentum regeneration for that turn. However, you may not use any Power or Ki Boosts on attack techniques with your MP in your strongest available form.
GENERAL TRAITS:
BARE-KNUCKLE BRAWLER
If you enter a thread with no combat* items or consumables, your non-sparking Defensive Techniques that do not have the Evasive Variant gain +5% power. Being given an item mid-thread nullifies this trait.
AVENGER
Once per thread, upon the defeat of an ally, you regain all your momentum. For your next three posts, all momentum effects are boosted as follows:
Power Boost - Additional +10%
Transformation Boost - Gain an additional +x1 per 150k base PL, starting at 0. Caps at +x3.
Ki Boost - Subtract an additional -1 KP from cost.
If a Companion is defeated and their base PL is not within 50% of your base PL, Avenger is not triggered. Guardians are exempt from this.
STARTING PLANET: Otherworld
HOME REGION: None!
CHARACTER DESCRIPTIONS
APPEARANCE:
Screenshot of Fused Zamasu - Super Dragon Ball Heroes World Mission Promotional Anime
BACKGROUND: Karach is a Shinjin of ambition - but not ambition for authority or control. Rather, Karach has made it his mission to stand as an additional line of defense between the overly destructive forces in not just Hell, but those who come from the Demon Realm whom hold the hope to bring about terror and destruction to the Mortal Realms. His first four hundred years of life were dedicated solely to strengthening his body and mind, preparing himself to come face to face with the atrocities that lay in the dark beyond.
Seven times, Karach has travelled to the Demon Realm to face off against would-be Demon Kings and overly ambitious Demon Generals. One such battle saw his right eye destroyed, and his right side largely scarred. It had been a near failure, and would have been had his martial master, Kassavakar, had not arrived to his aid. Unfortunately, the Demon's curse prevented Karach from restoring his eye, and his body is forever scarred. So to never forget this failure, Karach continues to wear his damaged uniform, but with some modifications to better suit it to battle.
And for two hundred and thirty-eight years, he has done just that; acting as an instrument of the Upper Worlds to keep the Demon Realm from spilling into the Living Realms, and preventing evil souls from escaping Hell before they can be cleansed of their evil. This mission has, to his horror, finally failed. With Mortals becoming ever more powerful, some even more powerful than the Shinjin and some low level Kais, Karach seeks to put a stop to the newly created cycle and bring order back to the Realms.
Karach is unbending in his beliefs of morality, though he is not above working with Demons that genuinely wish to do good.
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
STARTING LOADOUT: I'd like all XP converted to PL, I'm keeping my Zeni!
COMPANION APPLICATION: --
NAME: Karach
ALIASES: --
AGE: 638
GENDER: Masculine
SPECIES: Shinjin
CORE:
MYSTIC ARTS
You can heal your allies with your magical abilities. You can generate a heal valued at 75% of your PL for 3 KP, 150% of your PL for 6 KP. This interacts exclusively with your base power level, and heals based on your target's base power level. You can choose to heal yourself instead of an ally, once per thread regardless of level used. The self heal generates a heal valued at 50% of your PL for 3KP or 100% of your PL for 6KP.
KAI KAI
Once per month, you may travel instantaneously from one planet to another with up to 5 others. This also provides a free 70% evasive defense technique, usable once per thread, that is boost-able. You can also post freely in the Otherworld boards even if you are not dead.
OPTIONAL:
STALWART
While in your strongest available form, you may activate 10% MP Power Boosts on all of your Defense Techniques for free. This halts your momentum regeneration for that turn. However, you may not use any Power or Ki Boosts on attack techniques with your MP in your strongest available form.
GENERAL TRAITS:
BARE-KNUCKLE BRAWLER
If you enter a thread with no combat* items or consumables, your non-sparking Defensive Techniques that do not have the Evasive Variant gain +5% power. Being given an item mid-thread nullifies this trait.
AVENGER
Once per thread, upon the defeat of an ally, you regain all your momentum. For your next three posts, all momentum effects are boosted as follows:
Power Boost - Additional +10%
Transformation Boost - Gain an additional +x1 per 150k base PL, starting at 0. Caps at +x3.
Ki Boost - Subtract an additional -1 KP from cost.
If a Companion is defeated and their base PL is not within 50% of your base PL, Avenger is not triggered. Guardians are exempt from this.
STARTING PLANET: Otherworld
HOME REGION: None!
CHARACTER DESCRIPTIONS
APPEARANCE:
Screenshot of Fused Zamasu - Super Dragon Ball Heroes World Mission Promotional Anime
BACKGROUND: Karach is a Shinjin of ambition - but not ambition for authority or control. Rather, Karach has made it his mission to stand as an additional line of defense between the overly destructive forces in not just Hell, but those who come from the Demon Realm whom hold the hope to bring about terror and destruction to the Mortal Realms. His first four hundred years of life were dedicated solely to strengthening his body and mind, preparing himself to come face to face with the atrocities that lay in the dark beyond.
Seven times, Karach has travelled to the Demon Realm to face off against would-be Demon Kings and overly ambitious Demon Generals. One such battle saw his right eye destroyed, and his right side largely scarred. It had been a near failure, and would have been had his martial master, Kassavakar, had not arrived to his aid. Unfortunately, the Demon's curse prevented Karach from restoring his eye, and his body is forever scarred. So to never forget this failure, Karach continues to wear his damaged uniform, but with some modifications to better suit it to battle.
And for two hundred and thirty-eight years, he has done just that; acting as an instrument of the Upper Worlds to keep the Demon Realm from spilling into the Living Realms, and preventing evil souls from escaping Hell before they can be cleansed of their evil. This mission has, to his horror, finally failed. With Mortals becoming ever more powerful, some even more powerful than the Shinjin and some low level Kais, Karach seeks to put a stop to the newly created cycle and bring order back to the Realms.
Karach is unbending in his beliefs of morality, though he is not above working with Demons that genuinely wish to do good.
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
Light Defense Technique || ReversalADDITIONAL NOTES: --
Karach uses ki own Ki to stop an incoming enemy attack, and redirects it either back at the attacker, or to an enemy's ally!
Power: 20%
KP Cost: 2 KP
Variants: Reflective: Your technique will unleash any remaining PL at an opponent in the event of a successful defensive clash. This will function as an Attack Technique, and will gain a +20% bonus to its offensive power.
Tech Slot: Starter
Light Offensive Technique || Lightning Flash
Karach points his index and middle fingers together at his target, and unleashes a flash of lightning at them!
Power: 20%
KP Cost: 1 KP
Variants: --
Tech Slot: 10,0000
Medium Defense Technique || Superior Redoubt
A more powerful version of Reversal, dealing greater return damage!
Power: 60%
KP Cost: 4 KP
Variants: Reflective: Your technique will unleash any remaining PL at an opponent in the event of a successful defensive clash. This will function as an Attack Technique, and will gain a +20% bonus to its offensive power.
Tech Slot: Starter
Medium Offensive Technique || Power Wave
Karach raises his hand, and fires a large beam of violet energy surging at his target!
Power: 80%
KP Cost: 4 KP
Variants: --
Tech Slot: 20,000
Heavy Defense Technique || Divine Reflection
Karach's ultimate defense! Karach stops an enemy attack with his palm, absorbing the kinetic energy and hurling the attack back at his aggressors!
Power: 100%
KP Cost: 6 KP
Variants: Reflective: Your technique will unleash any remaining PL at an opponent in the event of a successful defensive clash. This will function as an Attack Technique, and will gain a +20% bonus to its offensive power.
Tech Slot: Starter
Heavy Sparking Attack Technique || Divine Star
Karach raises his palm overhead, and creates a super-condensed miniature star that he hurls at his target!
Power: 170%
KP Cost: 6 KP - 6 MP
Variants: --
Tech Slot: Starter
Utility Technique || Flight
Utilizing his Divine Ki, Karach can fly!
Tech Slot: Starter
Utility Technique || Divine Detection
Karach is able to sense the living essence of other beings! Reflavored Ki Sensing.
Tech Slot: Starter
STARTING LOADOUT: I'd like all XP converted to PL, I'm keeping my Zeni!
COMPANION APPLICATION: --