Post by Jizojin (U16) on Nov 10, 2017 14:37:00 GMT
Name: Jizojin (Jizo and Jurojin)
Home Universe: 16
Appearance: Jizojin is halfway between the sum of his parts in height. Underneath his bandanna he has black spiky hair at the back, and a few golden bangs at the front.
Species: 3/4 Blue Ogre, 1/4 Zoonamite
Gender: Male
Age: Do fusions have age?
League Tier: Middle Tier (250,000).
History: In this universe Jizo and Jurojin took the initiative to start up the Yemma Squad far earlier in their lives, while they were still young. As many powerful adversaries came in and out of the other world and many strong ghosts came to face them, the became stronger and stronger together.
Eventually even their strength was not enough to protect the afterlife from the looming threat of a ghost beyond anything the Ogres had seen before. As a last resort, King Yemma pulled some strings with the Kaioshin of the Universe and got a hold of a set of Potara Earrings allowing Jizo and Jurojin to fuse and save the otherworld.
Transformations:
Ibaraki - 27x (P): Jizojin's power has become far stronger than ever before. His aura more violent than the two fusees on their own could ever hope to accomplish, and his body visibly more toned than previous forms. When focused however, their body maintains the strength of the form with an almost silent aura.
Techniques (23/41 + 1 Support):
Offensive
Fuujin Beam [N1]
Jizojin charges a small ball of Red Ki in his hand before holding his hand forward and placing his other hand on his arm. He shouts the name of the attack, and releases a beam about three fingers wide towards the target. Charges at 33% per turn. (IE: 33% > 66% > 99% > 132% > 165% )
Super Fuujin Beam [UP2]
Jizojin charges a medium-sized ball of Red Ki in his hand before holding his hand forward and placing his other hand on his arm. He shouts the name of the attack, and releases a beam about a fist wide towards the target. Charges at 66% per turn. (IE: 66% > 132% > 198% > 264% > 330% )
MAX POWER Fuujin Beam [MP3]
Jizojin charges a large ball of Red Ki in his hand before holding his hand forward and placing his other hand on his arm. He shouts the name of the attack, and releases a beam about two palms wide towards the target. Charges at 100% per turn. (IE: 100% > 200% > 300% > 400% > 500% )
Hydro Slash [N1]
Jizojin channels magic into his sword, forming a layer of slightly solidified water around it, turning it a deep blue color before attacking with it. Charges at 33% per turn. (IE: 33% > 66% > 99% > 132% > 165% )
Super Hydro Slash [UP2]
Jizojin channels magic into his sword, forming a layer of slightly solidified water around it, turning it a deep blue color before attacking with it. Charges at 66% per turn. (IE: 66% > 132% > 198% > 264% > 330% )
MAX POWER Hydro Slash [MP3]
Jizojin channels magic into his sword, forming a layer of slightly solidified water around it, turning it a deep blue color before attacking with it. Charges at 100% per turn. (IE: 100% > 200% > 300% > 400% > 500% )
Water Ball [N1]
Jizojin holds out his arm, focusing magic and ki into his palm. With it, he compresses water molecules together, forming a sphere of ice, which is surrounded by layers of snow just next to the ice, slush after the snow, and water on the outside. He then throws the ball, dealing damage on impact. Charges at 33% per turn. (IE: 33% > 66% > 99% > 132% > 165% )
Chasing Water Ball [V2]
Jizojin holds out his arm, focusing magic and ki into his palm. With it, he compresses water molecules together, forming a sphere of ice, which is surrounded by layers of snow just next to the ice, slush after the snow, and water on the outside. He then throws the ball, dealing damage on impact. The ball is capable of the homing effect and will come back once more when dodged. Charges at 33% per turn. (IE: 33% > 66% > 99% > 132% > 165% )
Water Barrier [N1]
Jizojin draws water vapour from the air, liquefying and partially solidifying it while imbuing it with magic to form a barrier around him. If the Barrier user is within 65% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 65% of the incoming attack, the damage reduction is only 25%. Charges at 33% per turn. (IE: 33% > 66% > 99% > 132% > 165% )
Support
Lock [SU1] (+1 Support)
A psychic blast projected at the target, when it hits Jizo shouts 'Lock!' causing the target to seize up for a moment, preventing movement or attacks by restraining them. Stuns at 100% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level. OOC the opponent has the choice to resist and just become stunned for 1 Round.
Super Lock [SU2]
A psychic blast projected at the target, when it hits Jizo shouts 'Super Lock!' while holding his hands together, causing the target to seize up for a moment, preventing movement or attacks by restraining them. Stuns at 200% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level. OOC the opponent has the choice to resist and just become stunned for 1 Round.
A psychic blast projected at the target, when it hits Jizo shouts 'Yemma Lock!' while holding his hands together, causing the target to seize up for a moment, preventing movement or attacks by restraining them. Stuns at 300% PL. Can disrupt a charging attack if the stun power level is within 80% of the opponent's attack's power level. OOC the opponent has the choice to resist and just become stunned for 1 Round. [ Disclaimer: Despite it's name, this is not the actual Yemma Lock. ]
Afterimage [SU1]
Through a sudden burst of speed you leave behind a static image of yourself to distract your opponent, this technique allows you to completely dodge techniques beneath 100% of your PL. This technique uses 1 KP in KP Battles and cannot be charged.
Afterimage [SU2]
Through a sudden burst of speed you leave behind a image of yourself to distract your opponent this image can preform a basic set of chosen movements when created to make the distraction more believable, this technique allows you to completely dodge techniques beneath 200% of your PL . This technique uses 2 KP in KP Battles and cannot be charged.
Afterimage [SU3]
Through a sudden burst of speed you leave behind a controlled image of yourself to distract your opponent, you have complete control over it and the image is capable of preforming any feats you yourself are capable of, it cannot however actually harm an opponent, this technique allows you to completely dodge techniques beneath 300% of your PL. This technique uses 3 KP in KP Battles and cannot be charged.
Utility
Flight [UT]
You have a method of taking to the sky allowing you to take your fights to even greater heights!
Hydrokinesis [UT]
Jizojin can use magic to fully manipulate water in all of its forms, allowing him to bend it to his will.
Energy Sensing [UT]
Via some method you are capable of feeling the natural energy of living beings, you have an understanding of the power level of other non-android warriors and can feel the power of the attacks they are using compared to your own. This technique is Passive not requiring activation and uses 0 KP in a KP Battle, Energy Sensing does not work on Androids.
Energy Suppression [UT1]
You are capable of suppressing your power in order to better hide yourself from the gaze of those with Energy Sensing or those utilizing a Scouter, so long as you are not making use of powerful techniques(anything that would consume KP in a KP Battle) you can lower your ki signature to surprise your foes with your real power, or attempt to hide your energy at ambient planetary levels. This technique uses 0 KP in a KP Battle
Energy Setting [UT2]
You are capable of setting your power to a lower level to not only hide yourself, but also effectively fight while at this level, meaning you can make use of powerful techniques (anything that would consume KP in a KP Battle). This is great for people who want to train weaker fighters.
Energy Intimidation [UT3]
You are able to take the energy control a step further by temporarily increasing your power level by half! Though, this is simply a bluff, and you cannot use techniques with your new power - it only lasts a turn.
Power Weighted [UT]
By some means, usually via a significant increase in muscle mass, you increase your offensive power at the cost of your defenses, this results in an increase of your offensive pl by +x1 and a decrease of your defensive PL by -x3. You must have a transformation that provides at least +x3 defensive PL to use this technique. Using Power Weighted costs 0 KP in a KP Battle
Multi-Form [UT1]
Through this technique you can create a copy of yourself dividing your power evenly between yourself and the copy
Telepathy [UT1]
The basic form of Telepathy allows the user to communicate with those they are familiar with across the planet they are currently on via mental transmission, this can be blocked out by those who do not want to hear the user if the effort to block them out is put forth. This technique uses 0 KP in a KP Battle