Native Population: Karkonites are a feline-esque species known for their excellent climbing abilities, perfect for their rather rocky world. The general population is not particularly strong but they compensate with agility and weapons.
The riders move into battle on fast, armored motorcycles that give them quite a lot of maneuverability to chase down their prey and to avoid enemy attacks. The riders are equipped with electrical gauntlets used to taze their victims into submission and have the ability to hit targets a few meters away. As these shocks are not that strong, they also have taser batons equipped with a much higher voltage to bring down much stronger foes. The riders can also fight in hand to hand combat if needed.
The riders are completely mechanical and are all equipped with scouter technology to hunt down any who try to escape.
The universe is a lawless place, full of tyrants, villains, and disasters waiting to be unleashed on the masses. No mortal organization has the power to police and bring order to such a place, though they certainly try. Only the strongest, the bravest, the most experienced, and the most cunning have what it takes to survive in such a place. So what about those who have no way to defend themselves from the evil out there? They must rely on mercenaries to fight for them.
There is one particular band of mercenaries that thrive on combat and will accept nearly any assignment when the appropriate incentives are given. No matter where in the Universe the Planet Breakers are able to answer the call thanks to the network of Yardrat instant transmission users employed by the group. As long as the appropriate Ki beacon is set, members of the Planet Breakers are able to quickly arrive at the location of employment.
Members of the Planet Breakers may accept or deny any offer given to them, on any basis; however, if they accept an assignment they are honor bound to complete it or die trying. If a client is unable to fulfill their end of the bargain after the completion of a job, the client will be subject to whatever punishment the mercenaries see fit and the contract will be considered breached. If the employer survives, they will be blacklisted and be unable to procure Planet Breaker services ever again.
So as you can tell by the title, this is a Dragon Ball role play, but in the format of something like a guild with missions to choose from. I decided on this format as I can limit how many people are in a single instance so it will be less likely for people to get lost or left behind. The limit would probably be around 4 players per mission, though could vary depending on the mission and amount of players.
The roleplay would be set in its own universe, where most of the known planets in dragon ball canon would still exist and have their cultures intact in some form or another. Essentially, think of this as an alternate reality, though certain elements would be the same like Super's world building. As such, pretty much any known race will be available for grabs and original races could be submitted as well, but would have to go through a check first.
As this is a Universe spanning playground, character power levels can start rather high, say around early Freiza Saga levels. Because we will start rather high in power, initial transformations levels of around Super Saiyan will be available shortly after or even during your first mission potentially. After each mission is completed you will be able to use your acquired experience to learn new techniques and gain the power ups of your choice. There will not be a hard system in place but you will have to decide what route you want to take with your character development.
Battle ~Flow~ System
In order to help you create more intuitive fighting scenes I will be using what I have dubbed the Battle ~Flow~ System. When a battle commences I will give information which will help you write battle scenes. Usually I'll try to put up the combatants, particular skills of the enemy you need to know they can use, and the difficulty of a fight. If it is a bunch of weaklings I might designate them fodder and just allow you guys to wreck them, but maybe there is a strong enemy among them that is an actual challenge, so I'll designate them as such, and you'll need to create an engaging fight with those opponents.
There are two main criteria that will dictate how a fight should go, the difficulty of the opponent, and the 'phase' of a fight. Sometimes the phases will be put together, especially if they are fairly weak opponents. For example, if only Fodder class enemies are in the area, Beginning and Climax phases might be smashed together, obliterating the need for a Middle fight phase.
Opponent Difficulty: Fodder - Enemies that will take hardly any effort to defeat, might drain some stamina though if there are a lot of them. Challenge - Opponents that can put up a decent fight and you'll actually have to work to defeat and be careful around. I will direct them as the story dictates but in general you will be in control of their fights. Deadly Monster - These high level threats usually have some nasty skills that could easily kill you if you are not careful, you will have to fight for your lives to just survive and hopefully prevail. With these characters I will be more personally involved with their fights to better control the narrative. God Level - These cheap devils have myself directing most of their moves and can cause havoc with devastating skills and at times can be downright unkillable if certain conditions haven't been met. Very rarely will these types appear, and usually more for narrative purposes than anything else.
Fight Phases: Beginning - The fight has just started; here you get a feel for how the fight will go, follow the opponent levels for clarification. Fodder class is completely fair game at all stages of a fight. Middle - The fight is getting quite intense, blows are going back and forth and the tide is turning in one direction or the other. The threat level is usually the highest at this point in the fight and the writing should reflect that. Climax - The end of the fight is nigh, perhaps there was a massive upset, maybe the opponent managed to sneak away, or perhaps the final strike is ready to destroy your foe. Whatever the case, try to figure out who gets to finish the fight or I'll just choose depending on how the fight went, this way nobody feels cheated by how a fight ends.
Role Play Rules
1. I, your tyrannical overlord have the final say in all matters!
2. Romance, intense gritty fights, disturbing content can and probably will happen at one point or another. While it is fine to explore all of that obviously we just fade to black if anything very intimate happens between characters, and I don’t necessarily want people going edgelord on me in their fights. The battles can and will be brutal at times but probably best not to get too graphic, that said it is Dragon Ball so quite a bit can happen such as getting brutally beaten, stabbed, dismembered etc. Keep to the guild rules and I shouldn’t need to make this an 18+ role play.
3. You may PVP if your hearts so desire but make sure your partner is in on the fight so you can plan it out beforehand, which can make things go a lot smoother. The majority of the role play is PvE but I will certainly not get in your way if you want to PVP someone.
4. Two paragraphs minimum, check your grammar and spelling, the things that one should expect from a Casual level role play.
5. If you have an idea or a question feel free to OOC it or just PM me directly.
6. Have fun and don't take things too seriously even if you are getting your butt handed to you by the current big bad. You’ll have a chance for revenge later, probably.
Home Base
The Scather
The Scather acts as the mercenaries' home base and allows them to travel anywhere in the galaxy. In general the ship is docked or landed on a planet so the members don’t have to stay on the ship. All communications and missions are sent to the ship first where members can pick out a mission that they desire. If a mission is within instant transmission range, a Ki beacon will activate so a Yardrat transport service can take them to the desired location. If an accepted mission is out or range or simple in an area where one cannot safely instant transmission to, the ship itself will travel to that location, unless other transportation can be acquired.
As the ship needs to be able to travel for long distances, appropriate accommodations and training materials are installed onboard. Storage space, beds, a kitchen, restrooms, a gravity chamber, and a recreation room are all part of the ship. Also a ship has a personal mechanic to keep everything in shape, especially when it has to travel.
[b]Written Appearance[/b] [indent](Can be fully detailed or just whatever you want to change to your visual image. You can also just have a written appearance if you prefer)[/indent]
[b]Alias[/b] [indent](Or none if you prefer)[/indent]
[b]Age[/b] [indent][/indent]
[b]Race[/b] [indent](The only race I have a hard lock on is Majins, everything else is game)[/indent]
[b]Gender[/b] [indent](Depends on Race)[/indent]
[b]Power Level[/b] [indent](Use a character as a point of reference. For example, Piccolo after fusing with Nail on Namek)[/indent]
[b]Ki Color[/b] [indent][/indent]
[b]Combat Type[/b] [indent](Ki or Magic)[/indent]
[b]Personality[/b] [indent][/indent]
[b]Background[/b] [indent][/indent]
[indent][h3]Weapons & Techniques/Spells[/h3][/indent] [b]Weapons[/b] [indent][u](This can be blank)[/u][/indent]
[b]Techniques/Spells[/b] [indent][u](Up to 4 at start)[/u][/indent]
@IceHeart If I put my back into it, I should have the CS just about ready by Tuesday. Just a quick question though, since I'm making a Namekian, is it possible for me to use both Ki and Magic? He is a warrior type, so I'm not about to allow him to make dragon balls or anything major like that. What I had in mind was something closer to cannon, like how Piccolo could make things here and there, in this case maybe certain close quarter weapons. Needless to say, if you rather I focus exclusively on Ki based abilities, I can certainly oblige.
@Mangrale I see no problem with having a magical ability here and there, especially with a Namekian since they are naturally gifted toward at least some magical abilities. Since they are mostly Ki based their magic won't be very strong, but looks like you got it figured out already.
Burnet is five foot tall with an average build and green skin (the same color as the the spots on Garlic Jr in his normal form). Like all Makyans he has pointed ears and fangs. He is bald except for a single bright red ponytail. He wears the same armor as Ginger minus the cloak and has the same skull-like nose and eye color, though his forehead is much shorter and his chin/jaw more square.
While not evil like most of his kind Burnet is still violent has mostly joined the Planet Breakers so he can be paid to fight. He doesn't care about the morality of his clients and seemingly accepts a mission or because he is bored. He is not heartless though and refuses to fight civilians. In his free time he enjoys pulling minor pranks on his fellow mercenaries and cheating in small games/bets, being professional enough not to actually piss them off, though any outsiders who aren't likely to hire them don't get the same consideration if he doesn't like them. He isn't the bravest and prefers to use surprise attacks, his Eye Flash and other tricks, though if he has to fight fair he will.
Background
Never really fitting in on his home planet Burnet left it as soon as he was old enough and hasn't really looked back, though he does stay in contact with his family. Life on space turned out to be more difficult than he expected since the lack of Dark Energy weakened him significantly. Fortunately a long life span and several teachers helped him not only overcome that weakness but become stronger than he ever was.
That did leave him with the question of what to do with his life, neither living peacefully or random terrorizing sounded appealing and the army had too many rules. He tried becoming a tournament fighter but quickly ran into the rules issue again, just as he was out of ideas he heard about a mercenary group called the Planet Breakers and decided to give them a try.
I'd say the CS is pretty much done save for the techniques and weapons. I guess the questions I have now would be along the lines of:
With Magic Materialization being a spell (one of the four available slots), should the weapons I intend to use it for be in the weapons section, or is that just for permanent weapons only?
Namekians already have a great deal of established abilities, like regeneration and gigantification. Would it be better to treat them as techniques rather than inherent traits, and what I don't have written down is what he's yet to learn as a namekian? Like: no regeneration unless I have it listed in his cache of techniques. I'm actually fine if that's what you want me to go with, I just want to be sure.
@IceHeartI have most of the CS finished, but feel free to let me know your answers to the questions above whenever you like. Sorry for not following your sheet code format that closely.
While possessing a rather imposing stature and build on par with the most accomplished warriors of Namek, Gastrod's shoulder armor and large wrapping, which he usually disregards when he values mobility over defense, is most certainly not typical Namekian garb.
Shrewd in the ways of combat, so long as he can keep his focus that is, Gastrod typically takes to battle with a deadly seriousness. Outside of combat scenarios that he's most familiar with however, it becomes increasingly difficult for him to hide how out of his depth he is, not like that has ever really discouraged him from engaging in the past. Still, there can be no doubt as to his predominant motivation, which gently steer him down something resembling the straight and narrow.
From the fairly deep reaches of space, there may periodically arise some rather uncommon occurrences, like Namekians that have grown up separate from the usual homeworlds from which they in some way should conceivably trace their origins back to. Gastrod VI is one such whose knowledge of his race doesn't stretch very far beyond his own experience with the family he's derived from. All his brothers, in essence, are unquestionably devoted to a singular purpose in life: to obey the wishes of their Grand Master, to whom they accredit the saving of their ancestor. Upon this Gastrod lies the responsibility of taking up the fight against the forces of evil in the universe, and earning some extra cash for the interests of his master.
With Magic Materialization being a spell (one of the four available slots), should the weapons I intend to use it for be in the weapons section, or is that just for permanent weapons only?
Namekians already have a great deal of established abilities, like regeneration and gigantification. Would it be better to treat them as techniques rather than inherent traits, and what I don't have written down is what he's yet to learn as a namekian? Like: no regeneration unless I have it listed in his cache of techniques. I'm actually fine if that's what you want me to go with, I just want to be sure.
Weapons slot is more for permanent weapons, the main thing is just to include what kinds of weapons he can make and what he is actually good at using. As for regeneration and gigantification, I feel that regeneration is more of a Namekian race trait while giganticifaction is more of a technique. Regeneration more just depends on your ki reserves, so each time you do have to use it, you'll get quite a bit weaker. For Gigantification, there are few instances of Namekian's using that skill, so that would take up one of your ability slots to have.
@IceHeartAlright thanks. I'll try and make the distinction in the future. I'm also considering at least one technique involving the primary weapon he'll create, and will likely use one of the slots for it.
@IceHeart I have changed Burnet's power level to be equal to Cui since otherwise the difference between him and Lord Gastrod VI would be too big to make for an interesting rp in my opinion, about 100 000 higher according to the site I use
@IceHeart A female version of Vile? Interesting choice for a faceclaim, not bad just not something I ever expected to see which knowing the internet I really should have
@IceHeart Since the dragonball wiki considers the Maykyan transformation a form of gigantification, does that count as a technique or a transformation for Burnet?
@IceHeart Since the dragonball wiki considers the Maykyan transformation a form of gigantification, does that count as a technique or a transformation for Burnet?
While it does link to it, I really wouldn't consider it a form of gigantification. You wouldn't exactly call freiza transforming into his second form gigantification and I would put this in that same category. So while for the Namekians they have a technique of gigantification, for a Maykyan this form would be considered a transformation.
While possessing a rather imposing stature and build on par with the most accomplished warriors of Namek, Gastrod's shoulder armor and large wrapping, which he usually disregards when he values mobility over defense, is most certainly not typical Namekian garb.
Shrewd in the ways of combat, so long as he can keep his focus that is, Gastrod typically takes to battle with a deadly seriousness. Outside of combat scenarios that he's most familiar with however, it becomes increasingly difficult for him to hide how out of his depth he is, not like that has ever really discouraged him from engaging in the past. Still, there can be no doubt as to his predominant motivation, which gently steer him down something resembling the straight and narrow.
From the fairly deep reaches of space, there may periodically arise some rather uncommon occurrences, like Namekians that have grown up separate from the usual homeworlds from which they in some way should conceivably trace their origins back to. Gastrod VI is one such whose knowledge of his race doesn't stretch very far beyond his own experience with the family he's derived from. All his brothers, in essence, are unquestionably devoted to a singular purpose in life: to obey the wishes of their Grand Master, to whom they accredit the saving of their ancestor. Upon this Gastrod lies the responsibility of taking up the fight against the forces of evil in the universe, and earning some extra cash for the interests of his master.
Weapons & Techniques/Spells Weapons N/A
Techniques/Spells
Magic Materialization (Weaponry) Gastrod can reliably channel his latent magical power into creating a weapon that he has taken to naming Alkalios. It is an immense broadsword with a sizable blade that ends in a sharpened, crescent-like wedge, which he typically uses in powerful, deliberate attacks.
Eruptive Clash By effectively imbuing Alkalios with an extraordinary amount of ki, Gastrod can then unleash the charge in a cataclysmic explosion of energy, initiated through a single mighty blow.
Mortal Salvo After charging a great deal of ki into one of his hands, he can let loose with a volley of up to six concentrated projectiles which he could then direct the courses of, so long as he concentrates. All will detonate in a destructive sphere once contact is made.
Calamitous Maw Cannon Ki is channeled up behind the point of release, in this case Gastrod's own mouth, opening to discharge an enormous beam of energy that has the power to blast its way through large swaths of terrain with ease.
@Mangrale The only question I have with the techniques is the Mortal Salvo. Mostly I just want to know to what extent he can control them. Do they have to continually move and he can just bend their path, or is it more like Yamcha's Spirit Ball which he can control freely at will. If they're like Tamcha's spirit ball in degrees of control I feel like 6 at a time would be too many, but if he is just bending their trejectories in flight that's completely fine, even if he does it in different directions.
Other than some clarification on that skill the rest seems fine.
@IceHeart Oh right, forgot about Yamcha's Spirit Ball. I did indeed have control over their trajectories in mind when I made the move. I can clarify in the description, if you want.