Post by Captoru on Sept 9, 2017 21:45:48 GMT
GENERAL INFORMATION
APPEARANCES
HISTORY
TECHNIQUES
NAME: Captoru
AGE: Captoru's age is unknown - though Capper is 17, and Etoru is 9
ALIASES: Double Trouble, Caps, Etorpper,
SPECIES: Hybrid; 3/4 Saiyan, 1/4 Human
HOME UNIVERSE: Universe 16- Fusionverse
FUSION TYPE: Metamoran Fusion Dance
FUSEES: Etoru Aeum, Capper Hofferson
POWER LEVELS:
- Capper- 100k (MINOR LEAGUE- FSSJ Unlocked)
- Etoru- 250k (MIDDLE LEAGUE- SSJ2 Unlocked)
- Captoru- 500k (MAJOR LEAGUE- SSJ3 Unlocked)
* SSJ3 exhausts Captoru's "Fusion Timer" quickly, so he commonly uses SSJ2 instead to avoid forcefully unfusing.
* Transformations are still just flavor in tournament combat. That won't stop Captoru from flexing about, though.
APPEARANCES
- Capper Hofferson (Unfused)
- Etoru Aeum (Unfused)
- Captoru (Fused)
HISTORY
The story of two little saiyans remains largely the same in the sixteenth universe. Etoru, a saiyan-human hybrid with a little edge at the start of his journey, embarked on an adventure similar to the trek his "main universe" self walked upon. There's no notable difference in our first monkey boy's world, though the weaker of these two has a few notavle changes. Capper Hofferson, a weakling saiyan technician, soon travelled with his family to the Earth for the Saiyan Invasion, unaware of the new feat that the world's fighters would soon discover that set them apart from the rest of the Multiverse-- this feat was the raw power of fusion.However, unlike the events that transpired in Universe Fifteen, both Collard and Chire- Capper's parents- came to Earth as well. They inevitably ended up keeping a closer eye on Capper, and dying to protect him from the defending Earthlings. Yep, Cap's parents have a universal habit of dying. Soon after the invasion, Capper was accidentally left behind on the blue marble. After being a hobo for a little while, Capper soon settled in on Earth in an abandoned barn in the Spinach Wastes, unsure of what to do with himself now that he had no real home, with no family to go back to.
Then an annoying hybrid strolled into Capper's life.
Etoru and Capper didn't hit it off at first, but both were determined enough to not let the other keep the upper hand in their endless cycle of one-ups. Overtime, the two begrudgingly began to bond over their similarities and common interests. Sometimes they'd play video games together, where Capper always won. Other times, Etoru would completely decimate Capper in all sorts of outside games and sports. They both had their own strengths and weaknesses, to which the duo both recognized, but never admitted.Capper had no home to go back to, as stated before. After bonding for a few months, Etoru brought his friend along to join the Z-Fighters- he said he just didn't want to fly half-across the planet to kick Capper's butt in tag, but the two did have a sincere friendship, despite their stubborn saiyan pride. The Capper from this Universe is unlike any other in more ways than one- The saiyan mechanic actually received training with the help of Etoru and friends! With time, effort, and a gentle helping hand, Capper grew stronger and stronger alongside Etoru, but he couldn't become strong enough to help in an uncomping fight on Namek...After hearing of Namek's dragonballs, Etoru and his friend stowed off to the green grasslands to make their own wish. Capper just wanted to become taller, whereas Etoru was thinking about wishing for an ice cream planet. Ouroboros and Xylo soon came to completely decimate the two children, whom were late to the hunt. When things looked grim, Etoru came up with the bright idea of trying that fancy fusion thing everyone had been using lately... It took awhile, but Capper begrudgingly agreed to take part in a Metamorn-style fusion dance so they both wouldn't die.
After a few failed fusion attempts and nearly dying a few more times, Captoru was created. The saiyan fusion combined both of Capper and Etoru's best and worst traits- even the fused fighter wanted to run and hide, and just stay alive, but their pride wouldn't let him do that so easily. But of course, the newly fused fighter was exhausted, having merged from an equally fatigued Etoru and Capper. Nonetheless, Captoru would briefly fight Xylo, before growing tired and weak. Captoru could barley hold his head up, let alone throw a punch at his foes after a long fight. The Capper side of the fusion had a bright idea, though- Screw pride, everything sucks, run like a coward so Captoru won't die.Somehow escaping back to Earth, by the skin of his teeth, Captoru wound up defeated, but with all limbs intact. He'd mope in his spaceship for awhile as it set course back to Earth. He was just getting used to the whole "fusion" thing for the last five minutes Capper and Etoru in one body.
Back on Earth after the fight, the unfused duo still couldn't get over the raw power they felt when fused. But it still wasn't enough to do much, especially when everyone and anyone was picking up the technique. The only way to stand a chance now was to better perfect the fusion technique. Etoru wanted to help people, and the world. He wanted people to look up and smile at his name, whereas Capper was finally beginning to feel like he wasn't completely useless. As Captoru, both of their aspirations seemed much more within reach...
Thus the two worked to better perfect their fusion, settling on the combination name of "Captoru."With some training from Ving, Captoru began to blossom in battle. They embraced both of their best and worst traits, which were exaggerated by the fusion. As the dynamic fusion grew stronger, he'd one day hear about a form beyond that of an Ascended Super Saiyan, attained by one the higher-ranking members from the Solar Empire. With enough training and raw determination, along with dozens of failed attempts, Captoru eventually ascended to a Super Saiyan Three state himself. He's far from perfecting the form still, and finds himself unfusing quicker when flashing about his longer hair.Captoru was wrecking some clods in an online match of Serpent Master EX: Fusion, when one of his fellow Z-Fighters stormed in with big news. Some Vargas guys had come down to the Earth, waving about some big tournament that crossed the whole multiverse. Captoru, as naive and eager as he was, was instantly hooked. Shocked enough to unfuse, the two boys soon whizzed to meet the Vargas.
The far-from-birdbrained species of Vargas were impressed by Capper and Etoru's power, and equally intrigued by the rare emergance of fusion in their universe. Capper and Etoru were told of other, strange worlds. There was one where the saiyans reigned supreme as overlords of the galaxy. (* Capper could have sworn that was the plot of some movie before, but digressed.) There was another where Bing wasn't fused with Vi-Poi, and was an evil butthole! A world of ruin, a world of peace, a world of balance, and many more only made the duo of saiyans more and more excited for the upcoming tournament, with the wishes they missed on Namek to boot for the winners!
Their end choice to join the tournament not?
You know the answer to that.
TECHNIQUES
Captoru's Techniques (* 500k PL- 56/100 Tech Slots JEEZUMS- Usable when FUSED)(SLOT 1) [SP] SUPER GHOST KAMIKAZE ATTACK: A powerful homing and splitting attack that Captoru inherited from Etoru. He creates several wispy white ghost versions of himself that detonate upon contact, which Captoru can choose when to fire. Each ghost can be destroyed prior to firing if they are hit with an attack up to 80% or more, though. This attack charges up to five times at intervals of 66%. Each ghost is deployed with 33% intervals of PL.(SLOT 2) [UT] SKULL SPIRIT: Another ability inherited from Etoru, with some flavor from Captoru’s Capper side. Satoshi, a demon spirit in the form of a wolf, is still locked within the child, even when Etoru is fused with Capper. With a surge of power, Captoru can still unleash the Wolf Spirit, whom is now enhanced with bony armor from Capper’s usual catlike Skull Blasters. With Capper now in the mix, his logical and less emotional mind allows their fusion to retain more control over when they unleash the wolf, wheras it usually requires a fit of rage. The bony wolf appears as a blazing silhouette of ki around Captoru, boosting their offensive power by +x1, though the raw effort it takes to keep the spirit unleashed draws back his defensive power by -x3. When in tourney combat, this is solely for flavor.(SLOT 3) [UT1] SKULL SPIRIT UNLEASHED: This technique requires Skull Spirit to be active. Satoshi can now move about and attack on his own, using any techniques Captoru has as well. The wolf “borrows” 50% of the hybrid’s power level to fight, wheras the fusion keeps the other half. It’s a 50-50 split between the two of them, which both have their own KP pools. When this multiform ends, the lower of the two KPs is kept to the end merge if applicable.(SLOT 4) [UT] KI SENSES: Via concentration, Captoru is capable of feeling the natural energy of living beings. He has an understanding of the power level of other non-android warriors and can feel the power of the attacks they are using compared to his own. This technique is Passive not requiring activation and uses 0 KP in a KP Battle. Energy Sensing does not work on Androids.(SLOT 5) [UT1] PLANETARY TELEPATHY: A technqiue Capper commonly uses. This basic form of Telepathy allows the Captoru to communicate with those he is familiar with across the planet he's currently on via mental transmission, yet this can be blocked out by those who do not want to hear him if the effort to block Captoru out is put forth.
(SLOT 6) [UT2] GALACTIC TELEPATHY: A technqiue Capper commonly uses. This form of Telepathy allows the Captoru to communicate with those he is familiar with across the galaxy he's currently in via mental transmission, yet this can be blocked out by those who do not want to hear him if the effort to block Captoru out is put forth.
(SLOT 7) [UT] DEFIANCE: Ushering every last ounce of energy in a final, desparate stand invoked by a surge of emotion such as anger or desperation, Captoru can push aside his pain and fight strong and steady for a single post, despite any taken damage. After using all of this energy in this last resort, he passes out the post after this utility technique is activated, usually unfusing right after as well.(SLOT 8) [UT] FLIGHT: Using his ki, Captoru can propel himself into the air to hover and fly about at extreme speeds. So long as he is conscious and has the energy and concentration to put fourth, this technique can be used freely. Alternatively, Captoru can summon one of his Serpent Skulls, ride it, and fly about.(SLOT 9) [UT] FALSE MULTIFORMS: Another Etoru-based technique. Captoru can split himself into countless matching clones of himself to fly about and distract the enemy, or make it hard to pinpoint which one to hit. When a false clone is hit, they will merely dissipate into energy. Those with intensive ki sensing can make out the original, though.(SLOT 10) [UT1] DUAL MULTIFORM: A more concentrated multiform ability. Captoru can split half of his energy into either a matching clone of himself. The matching clone sports 50% of Captoru’s power level, wheras the fusion himself keeps the other half. The multiform acts with a KP pool of it’s own, and has matching attacks to Captoru. When they merge together again, the lower of the two KP pools is kept.(SLOT 11) [UT2] TRIPLE MULTIFORM: The secondary form of the Dual Multiform. As per usual, Captoru summons yet another clone of himself, but now he can add a third split of himself to the mix, with each one of the three of them having 33% of their total end power. When they merge together again, the lower of the three KP pools is kept.(SLOT 12) [UT3] QUAD MULTIFORM: You know the drill by now. Clone multiform, whatever, Captoru can now add a fourth split to the mixture of chaos. Each clone has 25% of their end power. The lowest of the four KP pools is kept when they merge back together.(SLOT 13) [UT1] KI SUPPRESSION: Captoru are capable of suppressing his power in order to better hide himself from the gaze of those with Energy Sensing or those utilizing a Scouter, so long as he is not making use of powerful techniques (anything that would consume KP in a KP Battle), he can lower his ki signature to surprise his foes with his real power, or attempt to hide his energy at ambient planetary levels. This technique uses 0 KP in a KP Battle(SLOT 14) [UT2] KI SETTING: Captoru is capable of setting your power to a lower level to not only hide himself, but also effectively fight while at this level, meaning he can make use of powerful techniques (anything that would consume KP in a KP Battle) now without giving away his weakened guise.(SLOT 15) [UT3] KI INTIMIDATION: Captoru is able to take his energy control a step further by temporarily increasing his power level by half! Though, this is simply a bluff, and he cannot use techniques with this new power- it only lasts a single post(SLOT 16) [UT] ATMOS: When in a Super Saiyan state, or anything beyond it, Captoru can control his ki and body well enough to breathe and fight in the depths of space, or anywhere else with limited oxygen and harsher conditions- extreme heat, cold, and so on- Captoru can at least survive a liiitttle better in even the harshest lands or scenarions of the Multiverse Tournament.(SLOT 17) [N1] SERPENT'S BLAST: A technique that takes from both Capper and Etoru, and some training from Bing. Much like the latter's Serpent's Bite attack, Captoru conjures up bright green ki that takes the form of a serpent's head when fired. However, the saiyan fusion uses one of Capper's Skull Blasters as well. This fusion attack now takes the form of a large serpent's skull adorned on one or both of Captoru's hands. It can rocket off and snake towards an opponent for a ranged attack, or alternatively be used for a melee rush where Captoru lunges at a foe, clamping the skull's fangs down with a bite or slash. The skulls seem to sport some sentience of their own as well! This is one of the fusion's favorite attacks, just 'cause he finds it so gosh darn cool! It charges at intervals of 33% up to five times, and costs 1KP when fired. This can split evenly among foes.(SLOT 18) [UP2] SERPENT STINGER: The upgraded form of the Serpent's Blast. The skulls are now more akin to a fanged viper instead of your average snake, and can be summoned in mass in the air for a barrage attack. Alternatively, Captoru can SPLIT the attack's power equally among opponents, causing the serpent to branch off and appear much like a hydra, in the sense of having multiple heads on long "necks" stemming from the same base. It can be used in a multitude of different ways as either a ranged or melee attack still. It charges at intervals of 66% up to five times, and costs 2KP when fired.(SLOT 19) [MP3] SKULL LEVIATHAN: The strongest, and by far coolest, variant of the Serpent's Blast and Serpent Stinger. Captoru summons an entire skeleton of a colossal, horned basilisk. He can hop atop the draconic skeletal serpent, and will proceed to command the familiar into battle to strike an opponent with immense amounts of energy. The leviathan itself is around a hundred feet long on average. This technique, while very useful and ridiculously cool, drains Captoru of all his energy when used. It charges at intervals of 100% up to five times, and costs 3KP when fired.(SLOT 20) [N1] SHENKAI BEAM: Etoru's signature technique. Gripping his wrist with his free hand, Captoru charges a golden orb of energy, before letting out a destructive wave of Ki. The Shenkai Beam is a basic, yet useful technique that can be pulled out on the fly.(SLOT 21) [V2- HOMING] SHENKAI BEAM BARRAGE: Capper's side seems to put a spin on the Shenkai Beam now. Captoru fires a barrage of these beams at an opponent, repentantly trying to strike them. This attack homes in on the sense that if it misses the initial strike, Captoru will just fire another attack to hit the foe after they dodge. If the foe dodges the second strike, there's little Captoru can do after. This costs 2KP, and charges at intervals of 33% up to five times.(SLOT 22) [UV3- HOMING] HYPER SHENKAI BEAM: The upgraded version of the Shenkai Beam and Shenkai Beam Barrage. Captoru charges a larger, more draining version of the beam attack. It snakes about and homes in on a foe, with Captoru controlling it's path with his telekinesis. If the foe dodges the second strike, there's little Captoru can do after. This costs 3KP, and charges at intervals of 66% up to five times.(SLOT 23) [N1] ENHANCED TELEKINESIS: A stronger variant of Capper’s usual telekinesis. Surrounding his hands and chosen object- or person- to hold in a orange glow. While in his telekinetic grasp, Captoru can throw his victim around silly, or increase his telekinetic pressure on them in an attempt to crush them. Unlike his normal telekinesis, this does actual damage, and thus, costs KP. Deals 33% of Capper’s offensive PL, and can be charged up to five times consecutively. Costs 1 KP.(SLOT 24) [V2- STUNNING] TELEKINETIC HOLD: An stronger variant of Capper’s telekinesis. Surrounding his chosen victim in a usual orange glow, Captoru increases his hold and the pressure around his foe, temporarily keeping them still and possibly stunning them for a single post. This deals 33% of Captoru's offensive PL, and can be charged up to five times consecutively. It stuns an opponent up to 100% of CAPTORU'S PL, and costs 2 KP.(SLOT 25) [UV3- STUNNING] GRAVITY GRAPPLE: The strongest, tertiary variant of Capper’s telekinetic abilities. As usual, he encases his chosen foe in a bright orange glow, and now doubles the previous pressure on their body, temporarily keeping the enemy still and STUNNING them for a single post. This deals 66% of Captoru's offensive PL, and can be charged up to five times consecutively. It stuns an opponent up to 100% of the CAPTORU'S PL, and costs 3 KP.
(SLOT 26) [N1] SLOPPY SERPENT STANCE: One of Captoru's two go-to fighting styles. The Serpent Stance was inherited from Etoru and his tutelage from Bing. The fusion developed the fighting style on his own, however, a lot of effort needs to be put into it for Captoru to effectively use this stance and it's precise strikes. This weaker version of the stance doesn't require much thought or energy, making it easy to use on the fly. It charges at intervals of 33% up to five times, and costs 1KP when fired.
(SLOT 27) [V2-PIERCING] REFINED SERPENT STANCE: As per the name, this is the upgraded form of the Sloppy Serpent Stance. Captoru puts more thought and energy into his posture now. With Capper's tactical side, these precise and exact strikes are much more deadly when more thought is put into where and when to attack. Captoru can even pierce through most barriers with this refined stance! With a piercing variant applied that ignores half of any barrier's power level, the Refined Serpent Stance charges at intervals of 33% up to five times, and costs 2KP when fired.
(SLOT 28) [UV3-PIERCING] SHARP SERPENT STANCE: The closest Captoru can get to mastering the Serpent Stance. With Etoru's knowledge of the style and Capper's applicable tactics and strategization combined together, Captoru can create a deadly, slightly improvised style of the Serpent Stance. With a piercing variant applied that ignores half of any barrier's power level, the Refined Serpent Stance charges at intervals of 66% up to five times, and costs 3KP when fired.
(SLOT 29) [N1] SLOPPY HOFFERSON STYLE: When the Serpent Stance doesn't work, Captoru takes on the stance and fighting style popularized by most of the Hoffersons. Unlike the former's precision-based combat, the Hoffersons value tactical patience-- waiting for the perfect moment to strike. Captoru powers everything he has into one attack after waiting for an opening to deal larger amounts of damage with only one blow. Captoru doesn't put much thought into this weaker version, allowing it to be used with little energy on the bat. This fighting style's attacks charges at intervals of 33% up to five times, and costs 1KP when fired.
(SLOT 30) [V2- DAMAGE OVER TIME] REFINED HOFFERSON STYLE: A more touched-up and thought-out version of the Hofferson Stance. Captoru swiftly rushes a foe when they're open for attack. Oddly enough, this attack seems less powerful than the sloppier version-- but only at first. Captoru's precise, singular attack stings. A lot. For three consecutive posts, damage will be drawn out equally per post. This attack charges at intervals of 11% up to five times, and of course has a 3-post Damage over Time Variant. Costs 2KP.
(SLOT 31) [UV3- DAMAGE OVER TIME] SHARP HOFFERSON STANCE: The mastered version of a Hofferson's fighting style. More power is put into a particular strike that sure stings for awhile, though Captoru's energy is usually drained afterwards due to putting so much thought and effort into a single attack. For three consecutive posts, damage will be drawn out equally per post. This attack charges at intervals of 22% up to five times, and of course has a 3-post Damage over Time Variant. Costs 3KP.
(SLOT 32) [N1] BONE BARRIER: Captoru raises his arm as that same ol' coat of orange ki coats his hand, summoning several bones from the ground to fly up and block an attack. The bones block any attack up to 33% of Captoru's PL, and this, unlike an Afterimage, can be charged up to five times. Bleedthrough damage is halved so long as the oncoming attack is above 65% of the barrier's power level- if it is below 65%, damage is quartered instead. Unlike an Afterimage, this can protect multiple people or places. Costs 1 KP.
(SLOT 33) [UP2] SPINAL SCREEN: The upgraded form of the Bone Barrier. Captoru raises his arm, coated in bright orange ki, and summons a longer barrier of bone resembling a spine. The Spinal Screen is more flexible than the bone Barrier, and can curl around opponents to protect them better. Charges up to five times at intervals of 66% of Captoru's offensive power level. Bleedthrough damage is halved. Unlike an Afterimage, this can protect multiple people or places. Costs 2 KP.
(SLOT 34) [MP3] SKULL SHIELD: The upgraded form of the Bone Barrier and Spinal Screen. Captoru summons one of his serpentine Capper Blasters, and uses the mighty blaster's tough skull to tank an attack for him. Unlike an Afterimage, this can protect multiple people or places. The skull blocks an attack up to 100% of his offensive Power Level, and can be charged up to five times. All bleedthrough damage is halved if the barrier is above 65% PL of the oncoming attack- if it is less, damage is quartered instead. The Skull Shield costs 3 KP.
(SLOT 35) [N1] WOLF'S AURA: Captoru summons Satoshi, and ushers his partner to block an oncoming attack with a swipe of his claws or a sharp bite. With more thought put into defense rather than trying to push the attack back, Satoshi can halve bleedthrough damage of any attack above 65% of the barrier power level. Anything below is merely quartered instead.
(SLOT 36) [V2- SUSTAINED] WOLF'S SOUL: Instead of dashing off to block an attack, Satoshi's aura form envelops Captoru for three posts, (begrudgingly) protecting and taking any and all hits until his ki form falters either due to time constraints or sustaining too much damage and needing to retreat and recover. Satoshi's form, as stated before, can absorb any and all damage for three consecutive posts. When the barrier is broken, Satoshi can halve bleedthrough damage of any attack above 65% of the barrier power level. Anything below is merely quartered instead.. Captoru can increase his ally's defensive capabilities by charging to give him more energy. Charges at intervals of 33% and costs 2KP.
(SLOT 37) [UV3- SUSTAINED] WOLF'S LOYALTY: An even stronger version of the Wolf's Aura and Soul. Captoru puts his all into summoning the fiery orange canine to protect him, though he drains all of his energy just to get some protection. Nonetheless, the Wolf Spirit, stronger than before, won't let anyone hurt the fusion he's protecting so easily after this technique is used. Satoshi's form, as stated before, can absorb any and all damage for three consecutive posts. When the barrier is broken, Satoshi can halve bleedthrough damage of any attack above 65% of the barrier power level. Anything below is merely quartered instead.. Captoru can increase his ally's defensive capabilities by charging to give him more energy. Charges at intervals of 33% and costs 2KP.
(SLOT 38) [N1] IRON WILL: Captoru flat-out tanks an oncoming attack, coating his form in a thin layer of ki for protection. While this usually halves oncoming damage, if the power level of the Iron Will barrier is lower than 65% of the incoming attack, the damage reduction is only quartered. Charges at intervals of 33% and costs 1 KP.
(SLOT 39) [V2- REFLECTIVE] RICOCHET: The upgraded form of the Iron Will. Captoru coats his hand with a more protective layer of ki before using his palm to grab hold of an oncoming attack. After the barrier absorbs any impact damage, the saiyan fusion can throw the attack right back at an opponent, though it usually isn't as powerful as the initial strike. While this usually halves oncoming damage, if the power level of the Ricochet barrier is lower than 65% of the incoming attack, the damage reduction is only quartered. If the barrier is unbroken, any remaining power in the barrier will be launched back at the opponent. Charges at intervals of 33% and costs 2KP.
(SLOT 40) [UV3- REFLECTIVE] VOLLEYBALL: Volleyball is a fun game. Captoru can even play volleyball with an opponent's attack! Catching an attack with a even more thorough ki-protected hand to absorb impact damage, Captoru launches the remaining power in the attack right back at a foe. While this usually halves oncoming damage, if the power level of the Ricochet barrier is lower than 65% of the incoming attack, the damage reduction is only quartered. If the barrier is unbroken, any remaining power in the barrier will be launched back at the opponent. Charges at intervals of 66% and costs 3KP.
(SLOT 41) [SU1] GREAT ESCAPE: Captoru flips away from an attack with as much flashiness, grace, and showiness as he can manage. The extra effort put into showmanship makes it a little less effective when dodging attacks, but useful when conserving energy. This allows Captoru to dodge any attack at or below 100% of his power level for 1KP.
(SLOT 42) [SU2] EVASION: Less thought is put more into the act, and more into actual dodging now that bigger attacks are being thrown about. Captoru quickly phases out of the way of an oncoming attack, though this burst of speed drains most of his energy. This allows Captoru to dodge any attack at or below 200% of his power level for 2KP.
(SLOT 43) [SU3] SIDESTEP: Captoru steps to the side to dodge an extremely powerful attack at the last second. The terror of almost being hit, and probably killed, leaves the fusion drained afterwards and gasping for breath. Scary! This allows Captoru to dodge any attack at or below 300% of his power level for 3KP.
(SLOT 44) [SU1] BLUFF: Captoru fakes out an opponent by pretending to fire one of his offensive techniques, only to back off at the last minute for a laugh and a stun. Should a charging attack be within 80% of 100% of Captoru's current power level, the foe will be stunned and unable to continue charging. Costs 1KP.
(SLOT 45) [SU2] PSYCHE: Captoru fakes out a foe with an even more powerful attack to catch them off-guard and stun them. He probably will proceed to laugh at the foe for falling for it if they do get stunned. Should a charging attack be within 80% of 200% of Captoru's current power level, the foe will be stunned and unable to continue charging. Costs 2KP.
(SLOT 46) [SU3] DELUSION: Captoru brings out the big guns now. Or so the opponent thinks. Right as a powerful attack of utter devastation is about to strike the foe, it poofs into dust to jinx them. Should a charging attack be within 80% of 300% of Captoru's current power level, the foe will be stunned and unable to continue charging. Costs 3KP.
(SLOT 47) [SU1] KI GATHER: Captoru gathers his ki for a post, charging a weak mystery technique. An aura engulfs the fusion's body, causing his ki to build in preparation for an attack. He can use this skill to charge any individual skill of his and build it stronger, before then channeling it into other skills. This technique allows Captoru to charge any N1 attack without disclosing the name in-post. Costs 1 KP upon charged tech usage.
(SLOT 48) [SU2] KI CHARGE: Captoru charges a slightly more powerful technique with a more generalized flare of energy. He can use this skill to charge any individual skill of his and build it stronger, before then channeling it into other skills. This technique allows Captoru to charge any V2 or UP2 attack without disclosing the name in-post. Costs 2 KP upon charged tech usage.
(SLOT 49) [SU3] KI COLLECTION: Captoru puts his all into a charging attack. Wild ki crackles and the floor begins to rumble as a powerful attack is built- the fusion isn't messing around when he busts out this charge. He can use this skill to charge any individual skill of his and build it stronger, before then channeling it into other skills. This technique allows Captoru to charge any UV3 or MP3 attack without disclosing the name in-post. Costs 3 KP upon charged tech usage.
(SLOT 50) [UT] TEMPORARY TAIL RESISTANCE: When in a Super Saiyan Three State, the raw output of energy prevents Captoru from suffering from being paralyzed via a tail grapple. He's susceptible to ragdolling in any state below that, though... However, his usual caution with his tail makes it a harder, yet still a large weakness to exploit for those who know.
(SLOT 51) [N1] RAY GUNNER: Captoru keeps several capsules full of gadgets created by Capper on him at all times in his jacket pockets. A small capsule opens to reveal a tiny little ray gun that the fusion can whip out on the fly to swiftly attack and distance an enemy. Accompanies with a "pew" sound, this attack may be weak, but Captoru sure finds it fun to use. Charges at intervals of 33% up to five times, and costs 1KP.
(SLOT 52) [UP2] TURRET CONSTRUCT: The upgraded version of the Ray Gunner. Now, Captoru pulls out a larger capsule that spawns in a turret he can operate. The saiyan fusion grabs hold of his mortar, using the device to fire a seemingly endless barrage of laser bullets at an opponent. It still goes "pew pew" as well. Charges at intervals of 66% up to five times, and costs 2KP.
(SLOT 53) [MP3] ORBITAL CANNON: The tertiary and strongest variant of the Ray Gunner and Turret Construct. Captoru chucks a cpasule high into the air, which spawns some sort of odd satellite-esque device. With his telekinesis, the fusion positions it above a foe before a massive beam of energy rains from above, smiting the enemy. Charges at intervals of 100% up to five times, and costs 3KP.
(SLOT 54) [V2] GUN LOB: No bullets? No problem! This variant of the Ray Gunner is what Captoru may use when he runs out of ammo, or is just in a rather lazy- or desperate- mood. The metamoran fusion flat-out chucks the gun at an enemy to deal extra damage. The unpredictability of this attack stuns a foe, should their current charge be within 100% of Captoru's current power level. The attack itself charges at intervals of 33% up to five times, and costs 2KP to use.
(SLOT 56) [UV3] "WHATS THIS TRIGGER DO?": Captoru fiddles with his blaster, inevitably getting frustrated when it runs out of ammunition. The saiyan throws it at a foe- and he throws it hard- usually aimed at the head or stomach as well. The unpredictability of this attack stuns a foe, should their current charge be within 100% of Captoru's current power level. The attack itself charges at intervals of 66% up to five times, and costs 3KP to use.
Capper's Techniques (* 100k PL- Usable when UNFUSED)(SLOT 1) [UT1] CAPPER BLASTER SUMMON: Capper releases and conjures his ki into a single, sentient Skull Blaster that aids him in battle. Giving the sentient skull some of his own power, it will sport 50% of Capper’s strength when he summons it, with Capper keeping the other 50% of his own strength. Costs 0 KP.(SLOT 2) [UT2] DUAL CAPPER BLASTER SUMMON: Capper releases and conjures his ki into two, sentient Skull Blasters that aid him in battle. Giving the sentient skulls some of his own power, they will sport 33% of Capper’s strength each when he summons them, with Capper keeping the other 33% of his own strength. Costs 0 KP.(SLOT 3) [UT3] TRIPLE CAPPER BLASTER SUMMON: Capper releases and conjures his ki into three, sentient Skull Blasters that aid him in battle. Giving the sentient skulls some of his own power, they will sport 25% of Capper’s strength each when he summons them, with Capper keeping the other 25% of his own strength. Costs 0 KP.(SLOT 4) [UT] BLASTER FIGHT: Summoning one of his Skull Blasters onto his back, Capper releases a constant stream of light ki from the skull’s maw, allowing him to use it as some sort of jetpack to fly around and hover. Uses 0 KP in battle as a passive skill.(SLOT 5) [N1] CAPPER BLASTER: Capper’s hand is coated with a glow of bright orange ki. With a snap of his fingers, a four and a half foot long skull of a fanged feline is summoned beside him, near the opponent, or can even be equipped onto the saiyan's hands. After being summoned, the blasters fire a straight beam of orange ki at the foe, then fade into nothingness. He can summon a total of two at once Deals 33% of Capper’s offensive PL, and can be charged up to five times consecutively. Costs 1 KP.(SLOT 6) [UP2] CAPPER BLASTER BARRAGE: The upgraded form of the Capper Blaster. The saiyan's hand is coated in a glow of bright orange ki, and with a snap of her fingers, even more skulls form near her. About a dozen skulls fire their beams of ki at once. They can either appear directly near a foe in order to surround them and fire, or hover and float around Capper himself and blast like normal. He can still equip them onto his hands as well, but only two at a time. The damage can be SPLIT while compensating power, and will be divided equally among opponents. Deals 66% of Capper’s offensive PL, and can be charged up to five times consecutively. Costs 2 KP.(SLOT 7) [MP3] HYPER CAPPER BLASTER: The most powerful form of the Capper Blaster and Capper Blaster Barrage. Raising both of his hands high as a orange ki ripples down his arms, the saiyan thrusts his hands down as a single, massive feline skull is formed in front of him or by his opponent. The skull is roughly fifteen feet long, and the blast fired is even more powerful than the barrage variant of this attack. The damage can be SPLIT while compensating power, and will be divided equally among opponents. Deals 100% of Capper’s offensive PL, and can be charged up to five times consecutively. Costs 3 KP.
(SLOT 8) [N1] ENHANCED TELEKINESIS: A stronger variant of Capper’s usual telekinesis. Surrounding his hands and chosen object- or person- to hold in a orange glow. While in his telekinetic grasp, Capper can throw his victim around silly, or increase his telekinetic pressure on them in an attempt to crush them. Unlike his normal telekinesis, this does actual damage, and thus, costs KP. Deals 33% of Capper’s offensive PL, and can be charged up to five times consecutively. Costs 1 KP.
(SLOT 9) [V2] TELEKINETIC HOLD: An stronger variant of Capper’s telekinesis. Surrounding his chosen victim in a usual orange glow, Capper increases his hold and the pressure around his foe, temporarily keeping them still and STUNNING them for a single post. This deals 33% of Capper’s offensive PL, and can be charged up to five times consecutively. It stuns an opponent up to 100% of CAPPER's PL, and costs 2 KP.
(SLOT 10) [UV3] GRAVITY GRAPPLE: The strongest, tertiary variant of Capper’s telekinetic abilities. As usual, he encases his chosen foe in a bright orange glow, and now doubles the previous pressure on their body, temporarily keeping the enemy still and STUNNING them for a single post. This deals 66% of Capper’s offensive PL, and can be charged up to five times consecutively. It stuns an opponent up to 100% of CAPPER's PL, and costs 3 KP.
(SLOT 11) [N1] BLASTER CLAWS: Another form of the Capper Blaster. Summoning one of the Skull Blasters onto one or both of his hands, the maw of the skull opens wide to fire ki, which condenses into several talons from the mouth of the mighty skull. Rushing his opponent with these bony ki claws, he slices at them with the claws of ki emanating from the skull's mouth. Deals 33% of Capper's Offensive PL, and can be charged five times consecutively. Costs 1 KP.
(SLOT 12) [V2] BLASTER BLADE: The upgraded form of the Blaster Claws. Summoning one of the Skull Blasters onto one or both of his hands, the maw of the skull opens wide to fire ki, which condenses into a ki blade. Rushing his opponent with this ki blade, Capper slices at them with the sword of ki emanating from the skull's mouth. With this PIERCING variant, the saiyan can completely negate half of any type of Barrier's power level. Deals 33% of Capper's Offensive PL, and can be charged five times consecutively. Costs 2 KP.
(SLOT 13) [UV3] BLASTER DRILL: The upgraded form of the Blaster Claws and Blaster Blade Summoning one of the Skull Blasters onto one or both of his hands, the maw of the skull opens wide to fire ki, which condenses into a ki blade. Rushing her opponent with this ki blade while spinning around the skull like a drill, she slices at them with the drill of ki emanating from the skull's mouth. With this PIERCING variant, the saiyan can completely negate half of any type of Barrier's power level. Deals 33% of Capper’s Offensive PL, and can be charged five times consecutively. Costs 3 KP.
(SLOT 14) [N1] BONE SUMMON: A technique Capper designed himself. Summoning a basic bone in his hand, Capper proceeds to attack his opponent with the bone coated in orange ki. He can make several of these bones rise from the ground or float in the air-- it’s a weak, but versatile ability. This technique deals 33% of Capper’s Offensive PL, and can be charged five times consecutively. Costs 1 KP.
(SLOT 15) [V2] BONE BLEED: The upgraded form of the Bone Summon. Capper summons ki-coated bones or two in his arms or from the ground, as usual. The end of these bones are spiked, and will hurt much longer when they strike into an opponent. With this DAMAGE OVER TIME variant, each bone of ki will remain stuck in a foe for three posts, poking and prodding at them when they move, dealing 11% of Capper’s PL each turn. Can be charged up to five times consecutively, and costs 2 KP.
(SLOT 16) [UV3] SPINAL STRIKER: The upgraded form of the Bone Summon and Bone Bleed. This time around, the spiked ends of bone are coated in violently flaring ki which burns to the touch. Should it land on an opponent, it will hurt much more than the Bone Bleed with this extra burn to it. With this DAMAGE OVER TIME variant, each bone of ki will remain stuck in a foe for three posts, poking and prodding at them when they move, dealing 22% of Capper’s PL each turn. Can be charged up to five times consecutively, and costs 3 KP.
(SLOT 17) [SU1] KI GATHER: Capper gathers his ki for a post, charging a weak mystery technique. An aura engulfs the fusion's body, causing his ki to build in preparation for an attack. He can use this skill to charge any individual skill of his and build it stronger, before then channeling it into other skills. This technique allows Capper to charge any N1 attack without disclosing the name in-post. Costs 1 KP upon charged tech usage.
(SLOT 18) [SU2] KI CHARGE: Capper charges a slightly more powerful technique with a more generalized flare of energy. He can use this skill to charge any individual skill of his and build it stronger, before then channeling it into other skills. This technique allows Capper to charge any V2 or UP2 attack without disclosing the name in-post. Costs 2 KP upon charged tech usage.
(SLOT 19) [SU3] KI COLLECTION: Capper puts his all into a charging attack. Wild ki crackles and the floor begins to rumble as a powerful attack is built- the fusion isn't messing around when he busts out this charge. He can use this skill to charge any individual skill of his and build it stronger, before then channeling it into other skills. This technique allows Capper to charge any UV3 or MP3 attack without disclosing the name in-post. Costs 3 KP upon charged tech usage.
(SLOT 20) [N1] BONE BARRIER: Capper raises his arm as that same ol' coat of orange ki coats his hand, summoning several bones from the ground to fly up and block an attack. The bones block any attack up to 33% of Capper's PL, and this, unlike an Afterimage, can be charged up to five times. Bleedthrough damage is halved so long as the oncoming attack is above 65% of the barrier's power level- if it is below 65%, damage is quartered instead. Unlike an Afterimage, this can protect multiple people or places. Costs 1 KP.
(SLOT 21) [UP2] SPINAL SCREEN: The upgraded form of the Bone Barrier. Capper raises his arm, coated in bright orange ki, and summons a longer barrier of bone resembling a spine. The Spinal Screen is more flexible than the bone Barrier, and can curl around opponents to protect them better. Charges up to five times at intervals of 66% of Capper's offensive power level. Bleedthrough damage is halved. Unlike an Afterimage, this can protect multiple people or places. Costs 2 KP.
(SLOT 22) [MP3] SKULL SHIELD: The upgraded form of the Bone Barrier and Spinal Screen. Capper summons one of his serpentine Capper Blasters, and uses the mighty blaster's tough skull to tank an attack for him. Unlike an Afterimage, this can protect multiple people or places. The skull blocks an attack up to 100% of his offensive Power Level, and can be charged up to five times. All bleedthrough damage is halved if the barrier is above 65% PL of the oncoming attack- if it is less, damage is quartered instead. The Skull Shield costs 3 KP.
Etoru's Techniques (* 300k PL- Usable when UNFUSED)* Identical to U15 Etoru's techniques, save for the lack of techs relating to his prosthetic arm.
OOC NOTE: Both Sketch and Etoru are in cahoots with Captoru's creation- he wasn't created without agreement from the both of us. Actions in posts will be negotiated between us two, though Sketch here is the main writer when it comes to posting. As Sketch is the main writer, this takes one of her three character slots for the Multiverse Tournament.