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- When the battle begins, you and your opponent have a power level of 10,000,000, 30 techniques, one maxed transformation set, and 6 trait points. The fighters must decide on what techniques they wish to obtain and use the 6 trait points before the battle begins.
- PvP Template Profile
- Power Level: 10,000,000
- Life Force: 5,000,000
- Ki: 5,000,000
- Strength: 5,000,000
- Attack Power: 1,000,000
- Defense: 1,000,000
- Destructive Power: 1,000,000
- Guard: 1,000,000
- Stamina: 30pts
- Power Up Rating: 0
- Armor Rating: 0
- Race: [Your Race]
- Inherent Morality: [Same as your Normal Profile]
- Moral Scale Ranking: [Same as your Normal Profile]
- PvP Battle Record: 0 Wins/0 Loses
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- Equipment Set - All scaled to Tier 10.
- -Choose a piece of body equipment for each slot.
- Head Slot:
- Kanji Emblem:
- Shoulder Slot:
- Kanji Emblem:
- Chest Slot:
- Kanji Emblem:
- Hand Slot:
- Kanji Emblem:
- Leg Slot:
- Kanji Emblem:
- Feet Slot:
- Kanji Emblem:
- Weapon Slot: [Only in non-WMAT]
- Weapon Inscription:
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- Transformations
- Transformation: 1 Maxed Out Line.
- [spoiler=Level 1:Power Manipulation] Transformed Power Level 2: [Power Manipulation]
- Aliens have natural hidden power with in their body which holds 300%(x3) additional Power Level from their base Power Level.
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- Traits
- Trait Points: 6
- Ferocity - 3
- 1] Ki Arts Mastery: Your Ki reduction when using Energy Attack Techniques is reduced by 10% [subtract 10% of the final result of your potential Ki Drain
- 2] Power Guard: When using a transformation technique, launch all opponents performing martial arts techniques against you. Cooldown: 3 turns.
- 3] Potent Energy: All your Energy Attack Techniques have + 100% destructive power.
- Determination - 0
- 1]
- 2]
- 3]
- Discipline - 1
- 1] Ki Recovery: Your Ki is restored by 2% of its maximum every turn
- 2]
- 3]
- Perception - 2
- 1] Well Rested: You recover 25% additional Stamina (rounded up) when using [comfort] Power Up Techniques.
- 2] Desperate Defense: When your re life force goes below a threshold, you recover Stamina. You can only recover one time at each threshold.
- 75% Life Force - Recover 4 Stamina
- 50% Life Force - Recover 8 Stamina
- 25% Life Force - Recover 12 Stamina
- 3]
- Physical Attack Techniques (9)
- Punch: AD = 10% / [Hand] This attack involves a punch.
- Kick: AD = 10% / [Leg] This attack involves a kick.
- Rush Attack: AD = 10% / [Rush] This is an attack which involving a rush of physical attacks to assault your opponent.
- [T1]Left Hook: AD= 15% / [Hand] Strike you opponent with a punch from
- the left hand. This attack reduces 2 PUR on the opponent when not Dodged.
- [T1]"Swiping High Kick: AD = 15% / [Leg] Perform a swiping kick towards the head. If this is successful your opponent will lose 50% Defense on their next turn.
- [T2]Strong Fist Strike: AD = 20% / [Hand] This attack strikes your opponent with a strong punch. This attack reduces the Stamina on your opponent by 2 when not Dodged.
- [T2] Dismaying High Kick: AD = 20% / [Leg] This is a strong high kick to the opponents face. This attack has +100% Attack Power if you performed an Energy Attack the previous turn. If it is Dodged or Parried, you recover 1 Stamina.
- [T2] Defiant Kick: AD = 20% / [Leg] This is a strong kick which is directed toward the opponent's head. Your Guard and Defense are increased by 50% on your next turn when performed
- [T3] Nobel Throw AD= 25% / [Throw] It is a variation of Supreme Kai's Nobel Throw where he grapples and then uses a series of kicks to take down his opponent. Before one goes in for the technique, the attacker folds his or her arms gracefully behind their back to both taunt their opponent and balance. Once the opponent is distracted, the warrior then lunges forward to use a throw technique.
- [T3] Charging Spear: AD= 25% / [Lunge] Fly into your opponent and spear them with strong force. This attack drains 20% of your opponents maximum ki when successful. This can only be used once every five turns if successful.
- [T4] Disabling Kick: AD= 30% / [Leg] This is a fierce kick which strikes at your opponent. When this attack is successful or Parried, it will Fracture one of their arms if you perform a Chance% Roll of [9 or above]. This can only be used one every four turns.
- [T4] Arm Break: AD= 30% / [Hand] The fighter charges up energy around his body, causing the ground to shake and clouds to form in the sky. Then, a streak of lightning soars down from the clouds and hits the user, who absorbs it and converts it in the form of plasma aura around their body. When this is performed at Full Power, it will have Guard Break applied to it and this technique will Sever a targeted arm if a [Block] Evasion Technique is performed against it.
- Energy Attack Techniques (8)
- Energy Sphere: AD= 20% / [Ki Sphere] An Energy Sphere is a basic ball of energy created to launch at your opponent.
- Energy Blast: AD= 20% / [Ki Blast] An Energy Blast is a basic blast of energy created to fire at your opponent.
- Energy Wave: AD= 20% / [Ki Wave] An Energy Wave is a basic wave of energy used to fire at your opponent.
- [T1]Kankousen: AD= 25% / [Ki Burst] Kankousen is a triangular, short and strong finger energy beam that strikes an opponent with great force. If this attack is successful, apply [1] Open Wound to the target.
- [T1] Psychic Throw: AD= 25% / [Projectile] The psychokinesis attack is the ability of lifting multiple objects with your mind and then launching them at your opponent. (Requires Telekinesis to learn and use)
- [T1] Spirit Blast: AD= 25% / [Ki Sphere] This is a energy blast which is fired from the palm. If your PUR is above 10 this attack increases your Guard by 100% for the next turn.
- [T2] Crusher Ball: AD= 30%/ [Ki Sphere] A quick ball of intense energy to strike your opponent. This technique requires 25% more Stamina from Dodge Evasion Techniques.
- [T2] Mind Slide: AD= 30% / [Projectile] The psychokinesis attack is the ability of lifting multiple objects with your mind and then launching them at your opponent. (Requires Telekinesis to learn and use)
- [T3] Underground Energy Orb: AD= 35% / [Ki Sphere] The user raises their hand and charges a red and pink energy sphere, and throws it at the ground. The sphere then travels under the ground and explodes upon impact with the opponent. If this attack is unsuccessful, you get a increase of +3 PUR.
- [T4] Galactic Buster: AD= 40% / [Ki Wave] The user forms two bright-green energy spheres on his hands and spreads his arms out. They then throw the energy balls out at his opponents in the form of a massive wave of energy.
- [T4] Psychic Massive Throw: AD= 40%/ [Massive Projectile] (Must have Psychic Rock Throw to master and use) The psychokinesis attack is the ability of lifting a massively large object with your mind and then launching it at your opponent. (Requires Telekinesis to learn and use)
- Combat Techniques(3)
- Kiai: Ki= 15% of Maximum Ki/ [Combat] Kiai is a very powerful, white-clear force emitted from the user to push back the opponent. It's an invisible force technique, resembling a shockwave, that the user can shoot from an open palm or from the eyes. This technique causes Launch upon the stricken opponent. This can only be used against Physical Attack Techniques Tier 2 or below. If this technique is improved in effectiveness by doubling it's Ki cost, it can be used against Energy Attack Techniques Tier 2 or below as well.
- Solar Flare: Ki= 15% of Maximum Ki/ [Combat] The user puts the hands up to the face and shouts "SOLAR FLARE", this causes the sun's rays to be amplified and reflected into all opponent's eyes blinding them momentarily and causing Stun on their next turn. This has no effectiveness if the target is already Stunned on the same turn [essentially preventing chain Solar Flares]. This technique can only be used once every 5 turns.
- Energy Field: Ki= 35% of maximum Ki / [Ki Shield] This technique creates a powerful spherical shield that protects the user from all attacks. This can only be used against Tier 3 or below techniques. When this is used against an attack, that attack is considered unsuccessful.
- Stance Techniques(2)
- Red Magma: Increase your Destructive Power while decreasing your Defense capabilities. Accelerated ki spheres have a chance of being an unavoidable attack. {Requires 8 Training Points to learn}
- -Red Wind [Passive Ability]: Obtain 150% Destructive Power and -100% [minimum 50%] Defense while in this stance. You will lose 3% of your maximum Ki per turn as long as you're using this ability.
- -Magma Attack [Activated Ability]: 5% of your maximum Ki to activate / During the battle when activated, when you perform a [Ki Sphere] Energy Attack Technique, it will have a chance of "Cannot be Evaded" if you perform a Chance% Roll of [6 through 11]. This attack will have 25% reduction in it's Strength. Cooldown: 1 turn
- Afterimage Strike: (Must have Afterimage to master and use) The Afterimage Strike involves the user moving quickly enough to create a false image of themselves, confusing the opponent and leaving them open to an attack. However, the Afterimage Strike creates significantly higher numbers of illusory forms than the normal Afterimage. Thus, while the Afterimage technique is more of a reactionary defense used to catch opponents off-guard, the Afterimage Strike has more use as a means to create openings in an opponent's defense. This can only be used once every 5 turns.{Requires 6 Training Point to learn}
- -Afterimages [Passive Ability]: You evade all attacks used against you while in this stance, leaving behind Afterimages. You cannot attack while this is active. You will lose 10% of your maximum Ki per turn as long as you're using this ability.
- -Afterimage Strike [Activated Ability]: 5% of your maximum Ki to activate / During the battle when activated, a single Physical Attack Technique "Cannot be Evaded", however this attack ignores any modifications it possesses to only do attack damage. This attack can only be Tier 2 or below. When this ability is used, this stance ends. Cooldown: 5 turns
- Evasion Techniques (3)
- Defensive Block
- Physical Deflection
- Defensive Dodge
- Energy Deflection
- Afterimage:STA = 12 pts/ [Dodge] This technique makes the user move so fast that it makes your opponent's next attack hit a fake image resulting a missed attack. Do to the sudden confusion, the opponent's Guard and Defense are reduced by -100% [minimum total reduction 50%] when you perform your attack in this turn. This technique is essentially used to avoid an incoming attack in the turn it is performed. This cannot be used against Techniques Tier 3 or higher. {Requires 6 Training Points to learn}
- Dark Impact: STA = 12 pts/ [Combat] This technique is a counter energy wave technique used by Vegeta. When the opponent attempts to perform a Physical Attack Technique, Vegeta shouts "What's the matter, is this all you got?" and moves to avoid the opponent's attack. Then, he puts his hands on the opponent's stomach and blasts them away with a yellow energy wave, inflicting 25% ED [Tier 2; Ki Burst]. This prevents that Physical Attack Technique from being performed. This evasion is considered your attack in your current Attack Phase.
- Spread Shot Retreat: STA = 10 pts/ [Combat] An evasive technique where the user fires ki blasts while moving backwards. This volley of Ki blasts inflict 20% ED [Tier 1; Ki Barrage]. It allows the user to put some distance between the user and their opponents while attacking at the same time to hinder their pursuit. This can only be used against Physical Attack Techniques of Tier 2 and below. This evasion is considered your attack in your current Attack Phase.{Requires 5 Training Points to learn}
- Power Up Techniques (4)
- Basic Ki Charge: STA = 5 pts/ [Ki Charge] Restores 25% of your maximum Ki this turn. You gain 10 PUR when this is used.
- Rest: STA = 0 pts/ [Comfort] Rest is the act of your fighter resting for a moments time during a battle to regain some Stamina. The amount of stamina which is recovered by using this is 8. However, you lose 15% of your maximum Ki to perform.
- Moderate Ki Charge: STA = 10 pts/[Ki Charge] Restores 50% of your maximum Ki this turn. You gain 20 PUR when this is used.
- Maximum Ki Charge: STA = 15 pts/ [Ki Charge] (Must have Moderate Ki Charge to master and use) Restores 75% of your maximum Ki this turn. You gain 30 PUR when this is used
- Focus Energy Dan: STA = 5 pts/ [Combat Power Up] Your next Attack Technique in this turn has a 500% increase to it's Destructive Power and Attack Power. Focus Energy Dan also makes the attack "Cannot be Deflected or Parried".{Requires 8 Training Points to learn}
- Empowered Focus Energy Dan: STA = 10 pts/ [Combat Power Up] (Must have Focus Energy Dan to master and use) Your next Attack Technique in this turn has a massive 1000% increase to it's Destructive Power and Attack Power. Empowered Focus Energy Dan also makes the Attack Technique "Cannot be Deflected or Parried" and it becomes Reinforced: Immune to Control Effects
- Passive Techniques (1)
- Basic Combat Mastery
- Advanced Combat Mastery
- Expert Combat Mastery
- Telekinesis: (Must have Advanced Combat Mastery to master and use) When this passive technique is learned, you can perform telekinetic abilities and are able to learn [Psychokinetic] Techniques.
- Racial Abilities
- Alien Genetic Gene: Intellectual Cortex Gene:
- Tapping into this Gene the intelligence of the alien allows them to control their consumption of their Ki Supply to a degree. Energy attack techniques are reduced in Ki consumption by 15% (Reduce 15% of the Cost to your Ki) when using their transformed power.
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