Post by Pieter Wolfbane U16 (Piecho) on Nov 6, 2017 21:49:30 GMT
Name:
Pieter 'Karn' Wolfbane
Reville Articho
Piecho (Fusion of Pieter and Articho. Name basis is of the board game from Avatar the Last Air Bender, Pai Sho.)
Home Universe: 16
Appearance: This Pieter bares a near physical similarity to the Main Universe Pieter. This Pieter, however, bears a scar over his chest from training with Articho, to become a better match for the saiyan for the sake of the fusion. He also has no tail in this universe having lost it in a battle searching for the rumored Yardratian monks (they later found out they weren't from Yardrat, but were living there)!
Piecho's appearance, however, is different. The fusion's skin tone is of Arti's, a lighter skin tone compared to Pieter, while bearing more of Pieter's facial structure and the 'X' scar on Pieter's face. The tattoos remain upon Piecho's face (3 red T-Rex claws and 2 blue 'streams' down the sides of his face), but he has Articho's hair style when he goes Super Saiyan. However, his hair color and eye color remain the same as Articho's natural form, despite his power clearly suggesting that of Super Saiyan strength, or even beyond that! His aura is a simple white color. He does not have Pieter's headband. Like all Metamoran fusions, he has the white pants, a purple sash, and the Metamoran vest.
Species: Half Saiyan, Half Human
Gender: Male
Age: 26, technically. 25 due to being dead for a year. June 24, 2778
League Tier: On his own, Pieter is just in the Major Leagues, at 275,000 Power level after having trained greatly under and with Articho while learning the Fusion Dance.
Piecho, the one who is participating in this tournament, is at the Maximum 500,000 Power level.
History:
Pieter's history isn't different than that of the Souls' universe Pieter. (To be figured out)
Techniques:
This Pieter knows all the techniques of the Souls' Pieter, in addition to the following due to training extensively with Articho as a student of his (during this training, Pieter was also drilled to say cheesy lines by Articho, at King Kai's behest)-
Offense/Defense
[N1] Kamehameha
[UP2] Super Kamehameha
[MP3] x10 Kamehameha
Support
[SU1] Thunder Shock Surprise
[SU2] Thunder Shock Surprise
[SU3] Thunder Shock Surprise
Utility
[UT3] Ki Intimidation
[UT] Magic Materialization
Special
Fusion Dance
Kienzan
Piecho Techniques
Piecho has a maximum number of slots equal to 100. The known list, though, is as follows:
Transformations for Pieter and Piecho
Pieter, in this universe, has gotten up to Super Saiyan 2, but has found it difficult to bring out.
Piecho, on the other hand, seems to disregard the Super Saiyan transformations, the Metamoran fusion seeming to be a maximum fighting capacity that one would see out of someone their tier. In other words, Piecho has Ultimate Potential (x45) unlocked right from the get-go!
Pieter 'Karn' Wolfbane
Reville Articho
Piecho (Fusion of Pieter and Articho. Name basis is of the board game from Avatar the Last Air Bender, Pai Sho.)
Home Universe: 16
Appearance: This Pieter bares a near physical similarity to the Main Universe Pieter. This Pieter, however, bears a scar over his chest from training with Articho, to become a better match for the saiyan for the sake of the fusion. He also has no tail in this universe having lost it in a battle searching for the rumored Yardratian monks (they later found out they weren't from Yardrat, but were living there)!
Piecho's appearance, however, is different. The fusion's skin tone is of Arti's, a lighter skin tone compared to Pieter, while bearing more of Pieter's facial structure and the 'X' scar on Pieter's face. The tattoos remain upon Piecho's face (3 red T-Rex claws and 2 blue 'streams' down the sides of his face), but he has Articho's hair style when he goes Super Saiyan. However, his hair color and eye color remain the same as Articho's natural form, despite his power clearly suggesting that of Super Saiyan strength, or even beyond that! His aura is a simple white color. He does not have Pieter's headband. Like all Metamoran fusions, he has the white pants, a purple sash, and the Metamoran vest.
Species: Half Saiyan, Half Human
Gender: Male
Age: 26, technically. 25 due to being dead for a year. June 24, 2778
League Tier: On his own, Pieter is just in the Major Leagues, at 275,000 Power level after having trained greatly under and with Articho while learning the Fusion Dance.
Piecho, the one who is participating in this tournament, is at the Maximum 500,000 Power level.
History:
Pieter's history isn't different than that of the Souls' universe Pieter. (To be figured out)
Techniques:
This Pieter knows all the techniques of the Souls' Pieter, in addition to the following due to training extensively with Articho as a student of his (during this training, Pieter was also drilled to say cheesy lines by Articho, at King Kai's behest)-
Offense/Defense
[N1] Kamehameha
[UP2] Super Kamehameha
[MP3] x10 Kamehameha
Support
[SU1] Thunder Shock Surprise
[SU2] Thunder Shock Surprise
[SU3] Thunder Shock Surprise
Utility
[UT3] Ki Intimidation
[UT] Magic Materialization
Special
Fusion Dance
Kienzan
Piecho Techniques
Piecho has a maximum number of slots equal to 100. The known list, though, is as follows:
Offense/Defense
Support
Utility
Special
- [N1]Mountain Hermit's Drill- A simple, one handed beam attack typically used for boring holes into rocks and mountains, but can easily be used in combat. The beam itself is a dark green and has a slight spiraling motion.
- [UP2] Impact Drill- A powered up version of the Mountain Hermit's Drill that was developed soley for combat. The energy has an increased spiralling on it, with a larger beam and now needing two hands placed next to each other to fire.
- [MP3] Heaven Piercer- The strongest form of the Mauntendoriru. Articho raises one hand above his head and shouts "Who the hell do you think I am?" and charges energy into his hand. Just before he launches the attack, the ki energy in his hand will take the form of a large drill before he moves him arm down and fires the attack.
- [N1] Drill Crusher- A ki-enhanced melee attack. Articho focuses 33% of his PL into his hands or feet and delivers a powerful blow to his enemy. A small green drill surrounds the limb in use as he strikes his opponent.
- [UP2] Giga Drill Crusher- A ki-enhanced melee attack. Articho focuses 66% of his PL into his hands or feet and delivers a powerful blow to his enemy. A larger green drill surrounds the limb in use as he strikes his opponent.
- [MP3] Earth Shaker- The strongest form of the Drill Crusher. Articho charges energy in any of his four limbs, but no ki drill forms this time. Green mist forms around the limb in use and when the blow is delivered, enough force to crater the Earth is used.
- [N1] Kamehameha- The signature technique of the Turtle School, the ancient Turtle Destruction Wave. Articho learned it from the Turtle Hermit, Ninjin Nedrag. He cups his hands together and charges the energy in his palms before shooting the beam.
- [V2] Flame Kamehameha- Articho goes through the same motions he would if he were using the regular Kamehameha, but when he releases the attack, it instead comes out as a short range flamethrower that burns his opponents, causing damage over time, and the direction it is pointing can be adjusted. It is orange in color.
- [UV3] Dragon Fire Kamehameha- Articho goes through the same motions he would if he were using the regular Kamehameha, but when he releases the attack, the head of the beam is shaped like that of a dragon and the entire attack is white hot, with blue flames tinging the edges. Causes damage over time and charges at 66% of his PL.
- [V2] Electric Kamehameha- The Kamehameha and the Thundershock Surprise all rolled into one. It charges at 33% of Arti's PL and when it makes contact with his opponent, it hurts them for however much he charged it and stuns anyone within 100% of his PL. Why it is golden in color is a mystery to everyone.
- [UV3] Thunderbolt Kamehameha - The Kamehameha and the Thundershock Surprise all rolled into one, and now, stronger. It charges at 66% of Arti's PL and when it makes contact with his opponent, it hurts them for however much he charged it and stuns anyone within 200% of his PL. Why it is golden in color is a mystery to everyone.
- [V2] Drill Kamehameha - A variant on the typical Kamehameha (as if Articho didn't have enough of those). This time, he combined the Turtle Destruction Wave with one of his own techniques, the Heaven Piercer. This gives the beam a piercing effect against shields, canceling out half the shield's power and charging at 33% of Arti's PL. It is green in color.
- [UV3] Tengen Toppa Kamehameha - Articho starts this attack by raising one hand above his head, where a large green energy drill appears in his hand, as if he was using his Heaven Piercer technique. The drill then condenses down into a green ball and he drops into the typical Kamehameha charging stance. The attack is green in color, pierces through 50% of a shield's charge , and charges at 66% of his PL.
- [V2] Bending Kamehameha - Tracking variant of the Kamehameha blah blah blah Articho moves the beam through sheer force of will blah blah blah creative description of how it combines with one of his other moves or something blah blah blah
- [UV3] Warp Kamehameha - A more streamlined version of the Bending Kamehameha. Instead of changing the direction of the Kamehameha, Articho simply warps behind or in front of his opponent before releasing the Kamehameha. It is blue in color and charges at 66% of his PL.
- [UP2] Super Kamehameha- An advanced and more powerful version of the Kamehameha technique. Articho cups his hands in front of himself before drawing them back and charging the energy between his hands before shooting the beam towards his opponent. Charges at 66% of his PL.
- [MP3] x10 Kamehameha- A powerful version of the Kamehameha. Articho charges it by forming two separate energy balls in each hand before merging them together as he strikes the typical Kamehameha charge pose. However, the energy ball he is charging and the beam itself are a deep red color. As with any attack, Articho shouts out some sort of cheesy, one liner insult, as he charges the twin energy balls and draws his hand back, then the standard, drawn out "Kamehameha" as he charges, then launches the attack. Charges at 100% of his PL.
- [N1] Leave My Mother Alone!- Articho charges towards his enemy as quickly as he can before landing a vicious head butt on them.
- [UP2] Leave My Mother Alone!- Articho charges towards his enemy as quickly as he can before landing a vicious head butt on them.
- [MP3] Leave My Mother Alone!- Articho charges towards his enemy as quickly as he can before landing a vicious head butt on them.
- [N1] Turtle School Four Virtues- First, Articho says "Got you now!" as he kicks the opponent into the air. Then, he jumps behind the opponent and dashes to punch their feet making them fall. Finally, he hook kicks them away. Charges at 33% of his PL.
- [UP2] Turtle School Tranquility- As he says "Here we go!", Articho rushes towards his opponent and uppercuts them into the air. Then, he overhead kicks them and finally, attacks them with the Jan Ken. Charges at 66% of his PL and, as he reaches the Jan Ken part of the attack, Articho will also shout Gu, for rock, Chyoki, for scissors, or Pa, for paper, before attacking with a fist, a poke to the eyes, or an open palm strike, respectively.
- [MP3] Turtle School Ultimate Fist- Articho knocks the opponent in the air. Then, he punches the opponent and kicks them with a reverse kick. Next, he kicks them again before elbowing the opponent from above to the ground. Finally, Articho does a front flip and smashes into the opponent's back with both of his feet. Charges at 100% of his PL.
- [N1] Ball Breaker: Quick Spin Shot- A technique taught to him by his old master. He begins by striking a ridiculous pose while charging a small, yellow ball of concentrated energy in the palm of his hand that begins spiraling rapidly before he throws it at his opponent. Charges at 33% of his PL.
- [V2] Aureal Rotation Drill- By applying the same rotation in his Ball Breaker: Aureal Rotation Shot technique to his Mountain Hermit Drill, Articho is able to give the technique the ability to drill past barriers. Charges at 33% of his PL. Piercing Variant.
- [UV3] Infinite Rotation Drill- By applying the same rotation in his Ball Breaker: Infinite Rotation Shot technique to his Mountain Hermit Drill, Articho is able to maximize his attacks ability to break through barriers. Charges at 66% of his PL. Piercing Variant.
- [UP2] Ball Breaker: Aureal Rotation Shot- By utilizing a different form of rotation than a simple spiral, Articho is able to increase the power of his Ball Breaker technique at the cost of more energy. By striking an equally ridiculous pose as the Ball Breaker technique, Articho will charge a yellow ball in the palm of his hand before throwing it at the opponent. Charges at 66% of his PL.
- [MP3] Ball Breaker: Infinite Rotation Shot- The most powerful Ball Breaker technique. Articho starts by striking a pose and charging the spiraling energy ball. However, upon reaching maximum spiral capability, Articho quickly dashes forward, adding the kinetic energy of his motion to the rotational energy of the energy ball, increasing the power of the attack when it's thrown. Charges at 100% of his PL.
- [N1] Stone Barrier
- [UP2] Boulder Blockade
- [MP3] Mountain Fortress
- Tomahawk Slasher (N1): Pieter has developed a means of arming himself with an axe by focusing his ki into one. This axe is only capable of slashing, disappearing upon usage. However, the damage is fairly noticeable, as it is meant to cleave through the intended target. Charging the attack represents how sharp the attack is. Uses 1 KP and charges for 33% current power per turn.
- Super Tomahawk Shasher (UP2): This version of the Tomahawk Slasher is much sharper, larger, and denser than the normal version of the Tomahawk Slasher. The duration and sharpness principal is the same here as with the regular version. Uses 2 KP and charges for 66% current power per turn.
- King Tomahawk Slasher (MP3): The Master version of the Technique. The weapon Pieter forms is fairly large, bright, and sharp. The longer it is charged, the sharper and denser it becomes. It, however, does not have the weakness of the duration loss upon usage. Uses 3 KP and charges for 100% current power per turn.
- Boomerang Tomahawk Slasher (V2) (Variant: Homing):Pieter forms two axes in his hand that, individually, are only half as strong the original, singular Tomahawk Slasher. Both Axes are tossed at the enemy in a way that cause them to curve after their foes! Pieter has had to deal with nimble adversaries in the past and thus needed to learn how to chase these opponents down. This is the fruit of his labor! Charges at 33% per turn and requires 2 kp to use. Opponent target needs to use 2 dodge techniques.
- Boomerang Super Tomahawk Slasher (UV3) (Variant: Homing): A more powerful version than the Boomerang Tomahawk Slasher. These two massive Tomahawks charge in total for 66% per post. Opponents will need 2 usages of a dodge technique to dodge both axe attacks! Uses 3 KP.
- Thunder's Howl (N1): Pieter raises up his hand in Closed Fist fashion and charges it, conducting electricity around the hand. Upon release, deafening thunder booms out, as a wave of Ki rockets from his hand. Damage and Sound level equivalent to how much power is put behind it. Uses 1 Kp and charges for 33% per turn.
- Thunder Wolf's Bark (UP2): The next level of Thunder's Howl. In this level, both hands are raised in closed fashion and charged with ki to the point electricity forms around both of them. They are released in front, both hands punching the energy forward. Upon release, a deafening boom is released. The sound, if it doesn't blow out the ear drums, sounds like a wolf's threatening bark as the attack rapidly closes in a bright yellow beam. Level of sound and power depends on how much is charged in the attack. 66% PL per post charging and uses 2 KP.
- Thunder Wolf's Howl (MP3): The mightiest form of the Thunder's Howl, the Thunder Wolf's Howl. A manifestation of Pieter's ki in a Great Wolf's head that, upon release, booms with deafening howl of the Great Beast of Karinga legend. Like before, he brings both hands to his sides and charges energy into both hands. Electricity builds on both hands as this happens, with a final point wreathing both hands in plasmic gloves! He punches both hands forward (in the fashion of Thunder Flash, Pikkon's technique), unleashing the great yellow beam! This needs 3 KP to use, but charges at a rate of 100% per turn of the user's current power level!
- [N1] Beast's Roar (Explosive Barrier)- Harnessing his primal energy, Pieter releases a powerful roar, erupting a damaging field to repel incoming attackers! Uses 1 KP and charges at a rate of 33% per turn.
- [UP2] Great Beast's Roar (Super Explosive Wave)- A greater tap in strength enables Pieter to release a undoubtedly powerful burst of energy around himself, to shaken his incoming attackers! Requires 2 KP and charges for 66% per turn.
- [MP3] Planet Shaker's Roar (Hyper Explosive Wave)- A great force erupts from the hunter, causing the lands and oceans to shake in the tremendous force Pieter is bringing from within! As he charges, his body becomes enveloped in strands of energy tightly wrapping him up. Upon usage, a massive orb forms around Pieter as he releases blood curdling roar. It uses 3 KP and charges for 100% per turn.
- Wolf Tooth and Claw (N1, Style): Pieter has decided to start to develop his own style, centering it around tactics of lone wolves! Strike where it counts, so the enemy falls and you can focus elsewhere. Can be used with any of his limbs, including his trained tail and even his head. Charges at 33% per turn and uses 1 KP upon usage.
- Wolf Tooth and Claw (UP2, Style, Splittable): A more powerful version of Pieter's fighting style, with the capability of splitting up the focus of power in his melee strikes to multiple opponents. Can be used with any of his limbs, including his trained tail and even his head. Charges at 66% per turn and uses 2 KP upon usage. Pl is split according to the number of enemies. 2= 50% split, 3= 33% split, etc.
- Wolf Tooth and Claw (MP3, Style, Splittable): Pieter's fighting style, taken the fullest it can go! Like the 2nd stage, it can be split up for attacking multiple opponents and can be used with any of his limbs, including his trained tail and his head! Charges at 100% per turn and uses 3 KP. Pl is split according to the number of enemies. 2=50% split, 3=33% split, etc.
- Exposing Wolf Tooth and Claw (V2, Style, Piercing): A more focused part of the style, centered around breaking through the opponent's defense, should they prove to be fairly defensive! It finely homes in where Pieter sees the defensive focus is at its weakest and aims to break through that weak point. Can be used through any of his limbs, including his trained tail and head. Charges at 33% per turn and uses 2 KP.
- Exposing Wolf Tooth and Claw (UV3, Style, Piercing): The enhanced version of the Exposing technique. With confirmed understanding of how to shatter an opponent's defense, it's a matter of upping the ante with the power behind the attack. It can be used through any of his limbs, including his trained tail and head. Charges at 66% per turn and uses 3 KP.
- Wolf Pack's Tooth and Claw (V2, Style, Merging): A lone wolf's tactics develop from the pack they were once part of, and Pieter knows this well! This style emphasizes focus of working with their allies and making their strikes much more potent through combined efforts. This can be used with any of the user's limbs and head, tail included if they have a tail. Charges at 33% per turn and uses 2 KP.
- Wolf Pack's Tooth and Claw (UV3, Style, Merging What's better than a united group capable of using their power together? Being able to use it with greater power! This style emphasizes not only to focus with working with their allies to make them more potent,
but to add in more power to defeat their common foe! This can be used with any of the user's limbs and head, tail included if they have a tail. Charges at 66% per turn and uses 3 KP.
Support
- [SU1] Afterimage
- [SU2] Afterimage
- [SU3] Afterimage
- [SU1] Bulking [+1 Offensive/ -3 Defensive]
- [SU1] Thunder Shock Surprise
- [SU2] Thunder Shock Surprise
- [SU3] Thunder Shock Surprise
- Karingan War Cry (SU1 Stun): The warcry of the tribes has, for many countless generations since civilizations were tribal nomads, been one to instill fear into their enemies. Pieter, in this case, has figured out a method to bring out his 'spiritual animal,' in the form of incomprehensible language that's epitomized in growling chants from his tribe's people! Stuns for 1 round at 100% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
- Karingan War Cry (SU2 Stun): The warcry of the tribes has, for many countless generations since civilizations were tribal nomads, been one to instill fear into their enemies. Pieter, in this case, has figured out a method to bring out his 'spiritual animal,' in the form of incomprehensible language that's epitomized in growling chants from his tribe's people! Stuns for 1 round at 200% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
- Karingan War Cry (SU3 Stun): The warcry of the tribes has, for many countless generations since civilizations were tribal nomads, been one to instill fear into their enemies. Pieter, in this case, has figured out a method to bring out his 'spiritual animal,' in the form of incomprehensible language that's epitomized in growling chants from his tribe's people! Stuns for 1 round at 300% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level.
Utility
- [UT] Flight
- [UT1] Ki Sense
- [UT1] Ki Control
- [UT2] Ki Setting
- [UT3] Ki Intimidation
- [UT] Tail Mastery
- [UT] Oozaru Mastery
- [UT] Atmos
- [UT1] Ki Charge
- [UT2] Ki Charge
- [UT3] Ki Charge
- [UT] Magic Materialization
Special
- Kienzan (Articho)
Transformations for Pieter and Piecho
Pieter, in this universe, has gotten up to Super Saiyan 2, but has found it difficult to bring out.
Piecho, on the other hand, seems to disregard the Super Saiyan transformations, the Metamoran fusion seeming to be a maximum fighting capacity that one would see out of someone their tier. In other words, Piecho has Ultimate Potential (x45) unlocked right from the get-go!
Main Writer of this character will be myself.