The DBO Races.
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The DBO Races.
Races and Traits
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Here is a list of all the races and traits one can be in the forums universe. Some of the races can be in other planets, while traits can exist anyway and everywhere. Please take a look around and figure out what suits you best. Please remember that certain races exist only in certain places. All aspects of racial skills and abilities are subject to change at anytime if need for power balance is necessary.
Last edited by DBO Admin on Mon Apr 15, 2024 9:14 pm; edited 10 times in total
The Saiyans
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Overview
- Spoiler:
- Born for battle
Racial; Passive
Description: They achieve an unbelievable power up after returning from the brink of death. They can rapidly increase their battle power by coming close to death through mortal combat. The stronger their opponent, the stronger they become. That is why they are called a warrior race.- [Stage 1]: At stage 1 they don't learn much from the brink of death. Gain a permanent +5 [Strength & Speed] per brink of death fight. Requires: 30 Race.
- [Stage 2]: At stage 2, a saiyan can get stronger and stronger by each deadly battle. Gain a permanent +10 [Strength & Speed] per brink of death fight. Requires: 75 Race
Note: Any battle (not including spars or training) that a saiyan is spared (as in not finished off) or receives and survives a fatal injury is considered a brink of death fight. Use good rp discretion.
Oozaru
Racial; Passive
Description: Upon gazing at a full moon a Saiyan will be able to transform into a great ape which increase their strength greatly. There are some who are unable to control their Great Ape forms and rampage about instinctively while more experienced Saiyans can maintain their consciousness and harness their Oozaru powers to continue fighting in response to their own motives as oppose to the chaos of pure animal instinct.- [Stage 1]: At stage 1 they are unable to control their Great Ape form and will attack everyone in sight. Gains +5 [Strength and Speed]. Lasts two turns, and after two turns they will revert back to their original form depleted of 1/2 their Endurance. Physical and ki based attacks equal to or less than the users strength during Oozaru are considered one damage grade lower to a minimum of M-grade. User grows five times their normal size. Requires: False Moon Technique
- [Stage 2]: At stage 2 they are able to control their Great Ape form and maintain their consciousness. Gains +8 [Strength and Speed]. Lasts up to two turns but can revert at will before hand. Will have 1/4th of their Endurance depleted after use. Physical and ki based attacks equal to or less than the users strength during Oozaru are considered one damage grade lower to a minimum of M-grade. User grows five times their normal size. Requires: False Moon Technique, 50 Race, and Oozaru Stage 1.
Super Saiyan
Racial; Activate
Description: An advanced transformation assumed by extraordinarily adept members of the Saiyan race. The Super Saiyan transformation occurs when a Saiyan who has reached a very high level of power. However, the transformation must be triggered in response to a great need.- [False Super Saiyan]: A pseudo-Super Saiyan form resembling a glorified Kaio-ken, with a orange-yellowish surge of aura. In this form, The Saiyan's irises and pupils are no longer visible, mostly in turn to the power and bleak rage. Their body bulks up a little and their hair straightens like that of a Super Saiyan. Gains +10 [Strengh and Speed]. Requires: 75 Race & Oozaru Stage 2
Costs: 18 Ki to activate and 3 per turn to maintain.
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-[Super Saiyan]: The most noticeable change is that the Saiyan's hair becomes golden in color and seems to stand on end, giving it a rising, flame-like appearance. This applies to all of the Saiyan's hair, including scalp hair, eyebrows, and the fur on their tails. Natural eye color temporarily changes to a greenish-blue, muscle tone becomes more defined, and the skin tone (and clothing) becomes lighter mainly due to the energy and light output of the golden aura. As the natural floodgates of the body are opened with the transformation, excess energy is radiated from the body in the form of a pulsing, flame-like aura. There is also a marked personality alteration, where the Saiyan becomes unusually aggressive and more prone to acting on impulse. Gains +20 [Strength and Speed]. Requires: 100 Race & False Super Saiyan
Cost: 24 Ki to activate and 5 per turn to maintain.
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-[Stage I][Ascended Super Saiyan]: An advancement in the power of the original Super Saiyan state. This stage appears similar to that of a Super Saiyan, with subtle differences. The flowing, golden hair becomes slightly more rigid and pales in color. Muscle mass also heavily increases, but not enough however to weigh the user down and reduce mobility. Gains +25 [Strength and Speed]. Requires: 120 Race & Super Saiyan
Cost: 28 Ki to activate and 6 per turn to maintain.
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-[Stage II][Ultra Super Saiyan]: An even stronger advancement in the power of the original Super Saiyan state. In this stage, the Saiyan is similar in appearance to the Legendary Super Saiyan form. The skin of the Saiyan becomes slightly redder due to increased blood flow, and muscle size is increased to the point of practical ridiculousness. The aura no longer flows upward, but flails outward, with surges of bio-electricity becoming more frequent and prominent. However in this form the Saiyans speed suffers greatly from the weight of their muscles and overall increased weight and is not very energy efficient. Gains +35 [Strength] & - 25 [Speed]. Requires: 120 Race & Ascended Super Saiyan
Cost: 35 Kiy to activate and 10 per turn to maintain.
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-[Stage III][Full-Power Super Saiyan]: An even stronger advancement in the power of the original Super Saiyan state. Completely unrelated to the Ascended and Ultra stages of the transformation. Instead, it is a state of mental and physical perfection of the core Super Saiyan state itself. Its appearance identical to that of Super Saiyan. Gains +30 [Strength and Speed]. Requires: 135 Race & Ultra Super Saiyan
Cost: 35 Ki to activate and 7 per turn to maintain.
Super Saiyan 2
Racial; Activate
Description: The second Super Saiyan transformation. It is very similar to the original form in appearance and attainment, however the power output is far greater, as speed, strength, and energy output all drastically increase.- [Super Saiyan 2]: The second Super Saiyan transformation. Gains +35 [Strength and Speed]
Requires: 150 Race & Full-Power Super Saiyan
Costs: 40 Ki to activate and 8 per turn to maintain.
- [Stage 1]: At stage 1 they don't learn much from the brink of death. Gain a permanent +5 [Strength & Speed] per brink of death fight. Requires: 30 Race.
Last edited by DBO Admin on Sat Dec 04, 2010 10:35 am; edited 9 times in total
The Namekians
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Overview
- Spoiler:
- [Skills like regeneration, Giant Form, Fusion etc.]
Mystic Healer
Racial; Passive
Description: Mystical in nature, Healers have an ability that allows them to heal other being's wounds and restore them to somewhat full strength. In general, it appears to have the same effectiveness and limitations as the more commonly-seen Senzu Beans. The only limitations to this is that it takes time for the user to heal while the senzu beans are able to be eaten anytime if available. A single character can only be healed a maximum of two times per battle.- [Stage 1]: At this stage their ability to heal is average but still pretty much inexperienced. Can Heal +10 of ones Ki & Endurance. Requires: 30 Race
Costs: 3 Ki and 0.5 Combat Points - [Stage 2]: At this stage their powers to heal have grown. Can Heal +15 of ones Ki & Endurance. Requires: 60 Race
Costs: 8 Ki and 1.0 Combat Points - [Stage 3]: At this stage their powers to heal have reached their pea. Can Heal +20 of ones Ki & Endurance. Requires: 90 Race
Costs: 12 Ki and 1.5 Combat Points
-Cannot have Tribal Fighter Passive. Cannot heal ones self.
Tribal Fighter
Racial; Passive
Description: These are Nameks who are proficient in combat, and whos physical prowess starts out rather high. Warrior-type Nameks are unable to use healing abilities and are much more muscular in stature then their Healing class counterparts. Namekian Fighters are strong enough to fight on par with the most powerful of races.- [Stage 1]: As a Namekian fighter they inherently have the build and capacity to fight, setting them apart in a league of their own. Starts off with a permanent +10 to [Strength & Speed] upon character creation. Auto-gained
- [Stage 2]: Being highly proficient fighters Namekian's powers are derived from training rather than the fruits of battle, their diligence in meditation and repetition are unmatched. Gains +2 to all topic evaluation grades that are in regards to training related rp's. Auto-gained
-Cannot have Mystic Healer Passive.
Kyodaika (Giant Form)
Racial; Activate
Description: Giant Form is a transformation used by some Namekians. The transformation causes the Namekian to grow to enormous proportions, reaching a size of nearly ten times their original size and increasing their power greatly.- [Giant Form]: The Namekian ability to increase the users size. Lasts for up to 4 turns. Can be cancelled at any time. Gains +7 [Strength and Speed] Requires: 50 Race.
Cost: 8 Ki and 2 per turn to maintain.
Regeneration
Racial; Activate
Description: Regeneration is an ability that allows its user to replace limbs lost in battle and recover from similar severe damage. This instant regeneration, although glorious in all of its splendor, seems to take a toll on ones exhaustion.- [Stage I]: Having discovered their ability to regenerate their lost limbs along with other severe injuries the Namek can utilize this ability, but needs time to prepare their body. While preparing their body for regeneration the Namekian cannot perform any offensive measures. Regenerates a lost limb or serious injury in 3 posts after activation. May only be used once per battle. Requires: 60 Race
Costs: 2.0 Combat Points to initiate and ½ remaining endurance. - [Stage II]: Having further honed their ability to regenerate their lost limbs along with other severe injuries the Namek can utilize this ability more efficiently in regards to time and exhaustion. While preparing their body for regeneration the Namekian can not perform any offensive measures. Regenerates a lost limb or serious injury in 1 post after activation. May only be used once per battle. Requires: 90 Race
Costs: 1.0 Combat Points to initiate and ¼ remaining endurance
Super Namek
Racial; Activate
Description: Extremely powerful Nameks who have found the ancient secret to unlock a higher consciousness within through great experience and training, are able to ascend to the level of Super Namek. Super Nameks are not fundamentally different types of Namek. Super Nameks, as far as can be discerned, are simply very powerful Nameks, and the term "Super Namek" is only a nickname.- [Super Namek]: A Nameks extraordinary powers are able to eclipse the strength of an untrained Super Saiyan. Gains +25 [Strength & Speed] and gains an additional +2 [Strength & Speed] each level permanently. Requires: 110 Race
-This transformation is permanent.
- [Stage 1]: At this stage their ability to heal is average but still pretty much inexperienced. Can Heal +10 of ones Ki & Endurance. Requires: 30 Race
Last edited by DBO Admin on Sat Dec 04, 2010 10:59 am; edited 2 times in total
The Kai's
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Overview
Exclusive to the Galactic Federation.
- Spoiler:
- [Telekinesis skill, Longevity skill, Telekinetic skill, Mystic Power]
Will To Survive
Racial; Passive
Description: As guardians over regions of the universe from generation to generation it has become hereditary for Kai's to have absurd life spans. The key to their long lifespans, aside from good health, is their great energy and endurance.- Longevity: Not only can Kai's put up a formidable fight against the test of time, they can also hold out just as resilient in combat as well. Endurance & Energy pool stats automatically raise by +5 after every level gained. Auto-gained.
Telepath
Racial; Passive
Description: Along with talking, users can also read the minds of the ones they communicate with, similar to telepathic eavesdropping. The ability to communicate telepathically is not hindered by time dilation (Ex: If communicating while one was in the Hyperbolic Time Chamber). Auto Gained.- Telepathy: A way to communicate with others using one's mind. The person(s) being communicated to must consent to this form of communication (ooc) otherwise it will fail. Can communicate with anyone in a topic through their thoughts. Auto-gained.
Telekinesis
Racial; Activate
Description: A technique that allows to manipulate objects and other people with the power of one's mind.- [Stage I]: The Kai can lift objects (No greater than 3x their size) with the use of their mind. No more than 3 objects at a time can be lifted with Telekinesis. Stage I Telekinesis has a 1 post cool down.
Requires: 30 race.
Costs: 5 Ki and 1.0 Combat Points (Damage Grade M) - [Stage II]: The Kai can not only lift objects with their mind but can disable any one part of the enemies body for one turn. The enemy must have a lower ki rating and must be in melee range. Stage II Telekinesis has a 3 post cool down between use. Requires: 50 race
Costs: 8 Ki and 1.5 Combat Point - [Stage III]: Achieving an even greater level of mastery far apart from the prior stages, the Kai is now able to summon and Telekinetically control various polygon shaped rocks & stone through small dimensional rifts for offensive and or defensive purposes. May only summon one object at a time and each object can be no greater than 3x their size. Stage III Telekinesis has a 2 post cool down.
Requires: 65 race.
Costs: 8 Ki and 1.5 Combat Points (Damage Grade D) - [Stage IV]: Manipulating their ability of telekinesis past the boundaries of mental control, the Kai can now focus their mental power into a purely offensive shock wave. This Ki shock wave is a transparent rippling square that is 10ftx10ft. This shock wave is capable of pushing back enemies physically and slowing down Ki based techniques noticeably. Use good role play discretion with this. Stage IV Telekinesis has a 3 post cool down between use.
Requires: 90 race
Costs: 10 Ki and 2.5 Combat Points (Damage Grade G1)
Mystic Training
Racial; Activate
Description: In order to attain mystic power, the kai must subject themselves to a sacred form of training that releases ones sleeping power. This training circulates around a ritual that requires one to be patient, still, calm and collected for long periods of time. Essentially the training is divided into a two part meditation, half while standing and half while sitting. - Mystic Power: After successfully completing their Mystic Training, the Kai now has the ability to explode their power exponentially. Their muscles will bulge and their hair (if any) will flare up as well. Gains +35 [Strength & Speed]
Requires: 140 Race & Approval from 2 admin.
Costs: 35 Ki to activate and 8 per turn to maintain.
Last edited by DBO Admin on Wed Nov 02, 2011 11:25 am; edited 2 times in total
The Changelings
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Overview
Exclusive to the Cerberus Group.
- Spoiler:
- [Transformation, Injury Resilience, 100% Power]
Injury Resilience
Racial; Passive
Description: Changelings have an astonishing yet unexplainable will power in battle. They can sustain mortal wounds, loss of limbs and many other horrific injuries and survive. Depending on how stubborn they are, they may continue to fight after suffering such grave injuries. Their never dying life force is a force to be reckoned with.- A changeling isn't slowed down by damage nearly as much as any other being would be. Keep in mind they still feel pain and are affected by it, they just have an innate ability to endure better than most. Receives +12 permanent strength at creation. Auto-gained.
Transformations
Racial; Activate
Description: Changelings have a wide variety of transformations that they can undergo, each form unlocks higher levels of power along with morphing the Changelings appearance drastically. However, each transformation is permanent.- [Second Form]: Similar in appearance to the Changeling's original form, except much larger, both in height and muscle mass. Further descriptions at the users discretion. Gains +5 [Strength & Speed].
Requires: 50 Race Costs: 13 Ki to activate and 3 per turn to maintain. - [Third Form]: The third form is again more brutish, with an extremely elongated skull. The facial features contort and change. Further descriptions at the users discretion. Gains +10 [Strength & Speed].
Requires: 60 Race Costs: 15 Ki to activate and 3 per turn to maintain. - [Final Form]:Drastically differing from the previous transformations, in this form the Changeling instead regresses, with his former form cracking and shattering like a shell, becoming short and lizard-like. Further descriptions at the users discretion. Gains +15 [Strength & Speed]. Requires: 70 race Costs: 18 Ki to activate and 4 per turn to maintain.
100% Power
Racial; Activate
Description: After a changing has achieved and transformed into their final form they can learn to press their power even further. This is literally the peak of potential and the maximum amount of power their body can output- [Max Power]: Reaching Maximum power is not considered another transformation, it is more of a forceful demand to fill the body to the brim with its absolute power potential. In this state there is a great increase in muscle mass. This muscle mass becomes engorged compared to the previously sleek frame of the final form. Gains +20 [Strength & Speed] while maintained.
Requires: 85 race Costs: 22 Ki to activate and 5 per turn to maintain.
Last edited by DBO Admin on Wed Nov 02, 2011 11:24 am; edited 2 times in total
The Majin
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Overview
- Spoiler:
- [Body Manipulation, and Absorption]
Body Manipulation
Racial; Passive
Description: The Majin has full control over every aspect of their physical make-up, able to stretch, shape-shift, liquefy, and otherwise manipulate their malleable body useful as attack, defense and as a tool in absorption.- [Stage I]: At this stage the Majin is able to stretch & twist their body with a range of up to ten yards. This can be done once every two posts. Requires: 25 Race. Costs: 6 endurance and 1.0 Combat points
- [Stage II]: The Majin can not only stretch and twist their body but they can now liquefy it as well. This liquid stage is used as a means to evade attacks in a reasonable manner. This can be done once every three posts. Requires: 75 race. Costs: 10 endurance and 2.0 Combat Points
Absorption
Racial; Activate
Description: This is an attack used by the Majin to form a Fusion. The Majin uses it against a person whose strength and abilities they wishes to posses. The attack involves the Majin using a part of their body to suck a victim into their body, thus gaining their power and abilities. The Majin, upon absorptions, takes on key physical appearance traits of their victim.- [Majin Absorption]: The Majin has the ability to fully engulf and take an opponent into their body to cause an increase in physical and mental prowess. The Majin has a piece of skin fall off from their body. The goo will then attempt to sneak up behind the person and stretch itself to be large enough to accommodate the target. The goo will then try to leap onto the person. The goo will try to smother as much of the target as it can on the first strike. If the goo successfully sneaks up and makes contact with an enemy, their enemy has a chance to fight it off. If an absorption is successful, the enemy is cast out of the Majin's body immediately after. In the brief moments while the enemy is absorbed the blueprint for their current power and technique knowledge is recorded thus allowing the Majin to combine this organic data within themselves and fuse with it independently from then on. This can only be used once per battle. The absorption needs an administration roll of a 100 sided die. Stage 1 : 25% Success rate. Stage 2: 50% Success rate.
- [Stage I]: The Majin can permanently store organic data of one absorbed enemy. They gain +15 [Speed & Strength] and knowledge of all techniques the victim had when absorbed (except racial skills). Must meet requirements of the techniques learned in order to use them. May fuse with stored organic data and revert from it at will as if it was a regular transformation. May only have one transformation active at a time. Requires: 65 Race.
Costs: 15 Ki and endurance and 1.5 Combat Points to absorb for the first time. 10 Ki and 0.5 Combat Points for fusing with already stored data and 5 Ki per post to maintain. - [Stage II]: The Majin can permanently store organic data of another absorbed enemy. They gain +30 [Speed Strength] and knowledge of all techniques the victim had when absorbed (except racial skills). Must meet requirements of the techniques learned in order to use them. May fuse with stored organic data and revert from it at will as if it was a regular transformation. May only have one transformation active at a time. Requires: 120 Race, Stage I.
Costs: 25 Ki and endurance and 3.0 combat points to absorb for first time. 20 Ki and 2.0 Combat Points for fusing with already stored data and 8 Ki per post to maintain.
*Note: All Energy & Endurance costs for absorption attempts occur even if unsuccessful. Majins may only have one successful absorption per stage. Absorbed targets are permanent and cannot be swapped. *
- [Stage I]: At this stage the Majin is able to stretch & twist their body with a range of up to ten yards. This can be done once every two posts. Requires: 25 Race. Costs: 6 endurance and 1.0 Combat points
Last edited by DBO Admin on Sat Dec 04, 2010 11:56 am; edited 3 times in total
The Androids
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Overview
- Spoiler:
- [Energy Absorption, Built In Circuitry, Robotic/Cyborg Android, Automated Intelligence.]
Built In Circuitry
Racial; Passive
Description: Being non organic entities the limits to an Androids body only exist within the limits of their innate design. They have various functions that come standard including flight, power sensing and a self sustained energy supply.- Built in Circuitry: Allows the android to fly without using energy and provides them with internal scouter technology located in the eyes that grants them the automatic ability to read power levels that do not explode when a power level reading is too high. All androids start off with +15 Ki & Endurance upon creation due to their high amounts of energy. Auto Gained.
Robotic Android
Racial; Passive
Description: Created exclusively from synthetic technology, these androids are purely robotic and are programmed for a specific purpose by whomever their creator(s) may be. These models have the capacity for absorbing energy.- Absorption: Implanted in the center of each palm is a dark red bead that is responsible for taking in foreign energy. These beads can absorb energy directly from an enemies body through a grip or they can absorb focused airborne energy(Any type of non piercing or slicing Ki oriented attack). Can not absorb more than 1.5x their own energy stat. May absorb a ki attack once every two posts if their ki is higher than their opponents. Auto Gained.
-Can not have Cyborg Android passive-
Cyborg Android
Racial; Passive
Description: Half human, Half machine. These cyborgs were once regular human beings before being altered by a scientist(s). These artificial humans are made up of nano machine-like organic substances padded after human cells. These androids have are programmed for a specific purpose but have a will of their own they can follow if they choose.- Energy Barrier:A technique where energy is thrust out from the body(360 degrees, 10 yards in each direction) in the form of a barrier with great force. The barrier can be used to both defend against oncoming attacks and to expand and damage its surroundings. Can only be used once per battle. Damage level is considered G1.
Requires: 60 Race Costs: 10 Ki
-Cannot have Robotic Android passive-
Automated Intelligence
Racial; Passive
Description: Being made of machinery whether its organic or purely nuts and bolts the capacity for updating your data is all the same. It is the automated intelligence that makes the androids formidable beings in the universe.- A.I.: After every fight (including spars) the android will gain a permanent +5 [Strength & Speed].
Auto Gained.
-Available to both Cyborg & Robotic Androids.
Last edited by DBZO Admin on Thu Oct 14, 2010 2:28 pm; edited 1 time in total
The Tri-Eye
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Overview
- Spoiler:
- [Cloning, Tri-Monk Training, Unlock Potential.]
Tri-Monk Training
Racial; Passive
Description: Being born as a human variant among martial monks the Tri-eye undergo a special exclusive training to adapt to their third eye. This training is geared toward combat but primarily on solar based techniques.- Combat Vision: With their third eye the Tri will have an advantage of vision that allows them to see more visual dynamics in battle than anyone else. This in turn allows them to move more efficiently. Gains +10 speed upon creation. Auto Gained.
- Solar Sight: As a result of their special monk training the Tri can harness solar energy with the help of their additional eye and use it for ki based attacks. Reduces cost of all ki based techniques involving light by 50%. Auto Gained.
Cloning
Racial; Activate
Description: Using their third eye they are able to peer into a higher dimension allowing them the knowledge to clone themselves and parts of their own body for combat.- Mimicry: The Tri Eye can clone each of his arms one time over and can clone themselves two times over. Each clones power is equal to 1/4th of the users current stats. This can be done once every four posts. Clones last until defeated. Cost: 8 Ki per clone created. 10 Ki and 5 endurance to clone arms which last up to two posts. Require: 60 race
Unlock Potential
Racial; Activate
Description: Through rigorous training and dedication a human is able to surpass their base limits of power and uncover their hidden potential. Unlocking this potential grants them greater strength than they had before.- Stage I: Unlocking this stage of potential grants the human +10 [Strength & Speed]. Requires: 30 Race
- Stage II: Unlocking this stage of potential grants the human +15 [Strength & Speed]. Requires: 65 Race
- Stage III: Unlocking this stage of potential grants the human +20 [Strength & Speed]l. Requires: 95 Race
-Each stage of unlocking potential is permanent.
- Combat Vision: With their third eye the Tri will have an advantage of vision that allows them to see more visual dynamics in battle than anyone else. This in turn allows them to move more efficiently. Gains +10 speed upon creation. Auto Gained.
Last edited by DBZO Admin on Fri Oct 15, 2010 9:27 pm; edited 2 times in total
The Makaioshin's
_____________________________________________
Overview
Exclusive to the Cerberus Group.
- Spoiler:
- [Fallen Kai, Stone Spit]
Fallen Kai
Racial; Passive
Description: Being born from the same tree as the Kai's, the Makaioshin, though separated from their guardian counterparts, are just as strong if not stronger. Given that they have no real duties, their idle time allowed for their powers to grow exponentially, making them true forces of power to reckoned with.- Evil Energy: The Makaioshin gain + 15 [Strength & Speed] upon creation & and an additional +3 [Strength & Speed] at each level increase. Their energy auras are trademarked by black and burgundy hues. Auto Gained.
Stone Spit
Racial; Activate
Description: The Makaioshin have the ability to freeze life in the form of petrified stone. This ability is derived from the Makaioshins ideal way to seek revenge on the guardian Kai's who cast them down into the underworld.- Stone Spit: The Makaioshin gathers saliva in their mouth and spits it on an opponents limb(cannot target the head) which then turns it into lifeless stone for one post, making it unable to be used. The stone spitting effects can be bypassed by quickly removing the clothing, if any, on the designated limb before it seeps through and reaches the flesh. Can be used once every 3 posts. Cost: 12 Ki and 2.0 Combat Points. Requires: 70 Race.
- Evil Energy: The Makaioshin gain + 15 [Strength & Speed] upon creation & and an additional +3 [Strength & Speed] at each level increase. Their energy auras are trademarked by black and burgundy hues. Auto Gained.
Last edited by DBO Admin on Wed Nov 02, 2011 11:24 am; edited 1 time in total
The Humans
_____________________________________________
Overview
- Spoiler:
- [Unlock potential, Human Adaptability]
Human Adaptability
Racial; Passive
Description: Although only human and limited in abilities in comparison to other lifeforms they are renown for their infinite versatility. As inherently intelligent beings they are able to conform to daunting situations others would fall victim to.- Human Adaptability: Humans are able to assimilate to any battle situations and make up for their short comings if they are outmatched. Gains +10 [Strength & Speed] for the duration of a battle when fighting against a stronger enemy. Auto Gained.
- Foreign Adaptation: Whenever a human fights(a real fight not a spar) against an enemy of a different race, should they survive, will gain +10 permanent [Strength & Speed] after the fight. Auto Gained.
Unlock Potential
Racial; Activate
Description: Through rigorous training and dedication a human is able to surpass their base limits of power and uncover their hidden potential. Unlocking this potential grants them greater strength than they had before.- Stage I: Unlocking this stage of potential grants the human +10 [Strength & Speed]. Requires: 30 Race
- Stage II: Unlocking this stage of potential grants the human +15 [Strength & Speed]. Requires: 65 Race
- Stage III: Unlocking this stage of potential grants the human +20 [Strength & Speed]. Requires: 95 Race
-Each stage of unlocking potential is permanent.
- Human Adaptability: Humans are able to assimilate to any battle situations and make up for their short comings if they are outmatched. Gains +10 [Strength & Speed] for the duration of a battle when fighting against a stronger enemy. Auto Gained.
Last edited by DBO Admin on Wed Dec 15, 2010 10:12 am; edited 1 time in total
Re: The DBO Races.
_____________________________________________
Overview
- Spoiler:
- [Second Form, Custom Ability]
Second Form
Racial; Activate
Description: Although usually subservient beings, aliens if they become strong enough, can tap into a latent ability of transformation early on. This transformation has a distinct reptilian beast-like look to it.- Second Form: The second form is the opposite in appearance to the aliens original form, becoming highly grotesque. Upon transforming, their size increases as well as their muscular build and their skin becomes covered with noticeable scales, similar to that of a reptile. Gains +15 [Strength & Speed]. Require: 50 Race. Costs: 10 Ki to initiate and 3 per turn to maintain.
Custom Ability
The user may create their own ability using the template below. Must be done upon creation. Auto Gained.
Name: Put the name of your ability.
Racial; Either Activate if it's something that will be activated or Passive if it's something that will always be constant.
Description: Describe what your ability does and what it looks like. May add flavor text here as well.
Ability: Put what effects your ability has stat wise.
Requires: [Leave Blank For Admin] Costs: [Leave Blank For Admin]
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