Post by Otto on Jan 19, 2016 3:39:18 GMT
Race Name: Ghosts
Starting Planet: Afterlife
Starting Power: 100 - 1,500 [Type C]
Appearance:
wipwip
Background:
Wip
Name Pun Theme(s): Puns for character names!
Unique Characteristics:
Manifestation: A spirit is capable of manifesting itself into the world of mortals for the cost of 1,000 shoki. The spirit's starting planet listed in the application is always where they are manifested. A dead character without a body is capable of becoming a ghost by paying 1,000 shoki in the afterlife, at which point they escape into the living world. Once taken, only a dragon ball revival can restore the character to its original race. Ghosts can not be mechanized. Important note: Just like everyone else, a ghost's shoki is converted into pl when it leaves the afterlife. So a defeated ghost will always start at 0 shoki and have to climb back up to 1,000 to manifest again.
Double Jeopardy: Ghosts may not interact with King Yemma or any of the underworld teachers. They awaken in hell when they arrive in the underworld. They are not able to purchase anything from the afterlife store and may only us their shoki towards manifestations.
Ethereal Shift: A ghost is capable of avoiding attacks by partially phasing from reality. They gain [SU1]Ethereal Shift as a bonus technique, which functions as tier one after image. If a ghost already has after image, they may take a tech instead.
Kamikaze: A ghosts signature attack. When a ghost focuses all its inner ki and destroys its own body as a makeshift bomb. This however does return the ghost to the afterlife in its goal to destroy its target. (Mechanically the ghost would get a attack of 200% PL attack sent at their foe at the cost of their own life. This is a DE only skill.)
Onibi: Four eerie blue flames dance around ghosts with this technique at all times. Upon the ghosts return to the afterlife, the unbound flames swarm the ghosts destroyer, sending 200% of the ghosts pl at the opponent. Unlike kamikaze, this attack cannot be used at will. (This is a DE only skill.)
Haunt: The ghost jumps into the targets body, causing 33% of its power level to damage the opponent per turn for three turns. The ghost is protected while it is haunting someone, but it can take no actions. A ghost may offer those they haunt a suggestion, which will negate the damage of that turn if the opponent follows it. This ability may only be used once per thread. If the haunted opponent dies while the ghost is occupying it, the ghost is sent to the afterlife.
Transformations:
Starting Zeni - 500 shoki (start in afterlife)
Starting Planet: Afterlife
Starting Power: 100 - 1,500 [Type C]
Appearance:
wipwip
Background:
Wip
Name Pun Theme(s): Puns for character names!
Unique Characteristics:
Manifestation: A spirit is capable of manifesting itself into the world of mortals for the cost of 1,000 shoki. The spirit's starting planet listed in the application is always where they are manifested. A dead character without a body is capable of becoming a ghost by paying 1,000 shoki in the afterlife, at which point they escape into the living world. Once taken, only a dragon ball revival can restore the character to its original race. Ghosts can not be mechanized. Important note: Just like everyone else, a ghost's shoki is converted into pl when it leaves the afterlife. So a defeated ghost will always start at 0 shoki and have to climb back up to 1,000 to manifest again.
Double Jeopardy: Ghosts may not interact with King Yemma or any of the underworld teachers. They awaken in hell when they arrive in the underworld. They are not able to purchase anything from the afterlife store and may only us their shoki towards manifestations.
Ethereal Shift: A ghost is capable of avoiding attacks by partially phasing from reality. They gain [SU1]Ethereal Shift as a bonus technique, which functions as tier one after image. If a ghost already has after image, they may take a tech instead.
Otherworldly Technique- A ghost may pick one of three otherworldly techniques.
Kamikaze: A ghosts signature attack. When a ghost focuses all its inner ki and destroys its own body as a makeshift bomb. This however does return the ghost to the afterlife in its goal to destroy its target. (Mechanically the ghost would get a attack of 200% PL attack sent at their foe at the cost of their own life. This is a DE only skill.)
Onibi: Four eerie blue flames dance around ghosts with this technique at all times. Upon the ghosts return to the afterlife, the unbound flames swarm the ghosts destroyer, sending 200% of the ghosts pl at the opponent. Unlike kamikaze, this attack cannot be used at will. (This is a DE only skill.)
Haunt: The ghost jumps into the targets body, causing 33% of its power level to damage the opponent per turn for three turns. The ghost is protected while it is haunting someone, but it can take no actions. A ghost may offer those they haunt a suggestion, which will negate the damage of that turn if the opponent follows it. This ability may only be used once per thread. If the haunted opponent dies while the ghost is occupying it, the ghost is sent to the afterlife.
Transformations:
Name | Power Level Multiplier | Power Level Requirement | Additional Requirements/Notes |
- | x12 | 0 | Starting transformation Full Moon. |
- | x7 | 50,000 | |
- | x18/12 | 150,000 | x18 offense, x12 defense, requires Power Weighting technique. |
- | x16 | 150,000 | Requires Ki Suppression. |
- | x20 | 200,000 | |
- | x32/x25 | 300,000 | x32 offense, x25 defense. |
- | x42 | 430,000 |
Starting Zeni - 500 shoki (start in afterlife)