Post by Pain Killer on Sept 16, 2022 19:45:45 GMT -6
Name: Zephyr
Nickname: Pain Killer
Race: Rhosian
Age: Eighteen
Height: 6'10"
Weight: 297 lbs
Hair Color: Ashen white
Eye color: Pale purple
PL: 4,331
Appearance:
Aura Color: Silver
History:
Zephyr's life has been one fairly atypical of a Rhosian. Since he was old enough to stand, he was old enough to fight, a creed he has modeled his life around. While Zephyr has never been the strongest of his people, he would often take far more punishment than his peers to bring down, earning him his nickname.
The moment he was old enough to do so, Zephyr struck out on his own, wandering the planet Terrac in search of new things to fight. It didn't matter if it was an animal, another Rhosian, or a particularly strong looking tree. If it looked like it'd take a beating, he'd beat it.
God help him if he found a way to travel between planets.
Traits: Rhosian's are physically superior to most any other race. All physical attacks do +5% PL in damage.
Nickname: Pain Killer
Race: Rhosian
Age: Eighteen
Height: 6'10"
Weight: 297 lbs
Hair Color: Ashen white
Eye color: Pale purple
PL: 4,331
Appearance:
Aura Color: Silver
History:
Zephyr's life has been one fairly atypical of a Rhosian. Since he was old enough to stand, he was old enough to fight, a creed he has modeled his life around. While Zephyr has never been the strongest of his people, he would often take far more punishment than his peers to bring down, earning him his nickname.
The moment he was old enough to do so, Zephyr struck out on his own, wandering the planet Terrac in search of new things to fight. It didn't matter if it was an animal, another Rhosian, or a particularly strong looking tree. If it looked like it'd take a beating, he'd beat it.
God help him if he found a way to travel between planets.
Traits: Rhosian's are physically superior to most any other race. All physical attacks do +5% PL in damage.
Flight - Be able to fly or levitate
Energy Sense - Sense near by or specifically powerful Power Levels
Quick Step - Able to use a quick burst of speed to blur their body reflecting light off their energy field making it harder to keep up with.
Telekinesis - Able to move objects with your mind.
Advanced Telekinesis - Objects moved through telekinesis are empowered by the users energy making them much more durable than usual and able to do damage equal to their base power level. (Must learn Telekinesis first.)
Telekinesis - Able to move objects with your mind.
Advanced Telekinesis - Objects moved through telekinesis are empowered by the users energy making them much more durable than usual and able to do damage equal to their base power level. (Must learn Telekinesis first.)
Shoot at Santa Claus - Zephyr misses the sleigh, but has learned enough maybe he can hit it next year. +10% PL exp
Abilities:
Fighting Spirit ("Fight me") - Zephyr challenges an opponent to battle him, using his Ki to draw their attention and envelop them. If the opponent engages him in battle, this ability has no effect. If the target ignores Zephyr or refuses, they take damage equal to Zephyr's power level +15%.
Pride of the Strongest: Zephyr draws upon his latent energy, empowering himself. +15% power level for the thread.
Fist of the Fierce: Zephyr channels his Ki into his fist, enveloping it in a silver glow before striking with it. +15% attack
Pursuit of the Weak: Zephyr fires a massive silver beam from his hand! +20% Attack
Terrac's Embrace (Super German Suplex): Zephyr grabs hold of his opponent from behind and leaps high into the air, before slamming them headfirst into the ground! +20% Attack.
Barrier of Arrogance ("You Can't Hurt Me"): Sheathing his entire body in his silver energy, Zephyr guards himself from enemy attacks. The barrier has a strength of his power level +25%.
Frenzy of the Fallen: Zephyr attacks his opponent with a flurry of fast punches, before leaving behind an afterimage and striking from above! +25% Attack.
Might of the Bull: Zephyr lowers his head and charges at the opponent, slamming into them headfirst! This attack deals half damage back to Zephyr upon impact. +40% attack.
Frenzy of the Fallen: Zephyr attacks his opponent with a flurry of fast punches, before leaving behind an afterimage and striking from above! +25% Attack.
Might of the Bull: Zephyr lowers his head and charges at the opponent, slamming into them headfirst! This attack deals half damage back to Zephyr upon impact. +40% attack.
Mystic Powers:
Zephyr awakens the Earth Spirit within Rock, his wish for power sealing the contract etching a symbol on his body allowing Rock's spiritual form and power to reside within him. Zephyr can now summon Rock who specializes in defense, buffs, and healing. The mark makes those knowledgeable in the old ways recognize Zephyr as a Mystic. Rock can communicate telepathically only with Zephyr or other spirits/mystics. Rock has only the knowledge of his surroundings that Zephyr does, but his personality is closer to a warrior monk. Philosophy and mutual understanding are as important to him as Zephyr's need to punch, however he understands the need for violence and the way of the fist. For now Rock shares a similar power level to Zephyr, but can not exist in the physical realm for very long. 5 posts if in combat.
Transformations:
Ancestry Release
Requirements: 1,200
Boost: +30% Power Level
A tribal scrawling of markings appear on the body as the eye's turn white. Visible vein's pumping accelerated blood as the body goes into over drive. Can be mixed with any transformation at the cost of -30% Power Level for the remainder of the thread and next thread.
Fights: (Please link your fights here.)
Training: (Please link your training here)
Quests: (Please Link all Quests here.)
Recruitment! +3% PL
Back-to-back: +2% pl
Ladies man!: +1% PL
+18% PL
+15% PL in Exp.
Blessing of the Boxom Babes: He can call upon the Boxom Babes in his mind and be healed of minor injuries so he can keep fighting for a little bit more.
Items: (Please list your items here in the appropriate equipment slot. One item per slot.)
Torso: Zeshin's Battle Armor - This armor was specifically designed to survive an onslaught of energy blasts when an Arkosian army destroyed an unnamed planets inhabitants. Their escape created a need for this armor. This armor can withstand damage, of up to the users PL before breaking. (Only gone for the thread it breaks in). The armor lowers Ki based attack damage received by 20%.
Hands: Clan Gloves (Wolf) - These gloves signify what clan the Rhosian is beholden to. Where their loyalty is. It allows the Rhosian to throw physical attacks from a distance, punching shockwaves that hit with the same force as if they were right next to you.
Bottoms:
Feet: The egg hatches! Out pops a being that wraps around your right shin with a stone like appearance closely resembling a gem or crystal structure. It is also incredibly hard to the touch. A new voice is added to the gaggle that can speak to Zephyr's mind that is curious and hot headed. Zephyr has become immune to being burned, melted, or incinerated. Fire and heat no longer have an effect on him.
Rock's Flame Blast! - Zephyr is able to conjure Fire Ki of +30% his PL as an attack even if Zephyr is completely out of stamina or Ki is blocked.
Accessory:
Accessory: