Humans

Karthias
Reno
Tidus
Wolfwood
Xar

Karthias

Character Name: Karthias

AIM ScreenName: Karthias01

E-Mail: Karthias@shaw.ca

Species: Human

Alignment: Good

Group/Clan: The Elite

Class: Warrior

Character Pic/Description: Karthias is from an unknown village in the mountains. The village was small enough that everyone knew everyone and they got along fine. The only visitors to the village were people who had gotten lost in the mountains and were found by the villagers. Most of the village people trained in the martial arts and a few of their warriors showed astounding strength and speed for a human. The village was generally peaceful except for the storms. But one night a storm was starting but it was unusual. The clouds were an odd colour and they moved at an alarming speed. Then as if from no where strange creatures attacked the village destroying it completely and changing the face of some of the mountains. When Karthias came to, underneath a pile of rubble, everything he knew was gone. He searched the rubble for survivors and noticed some bodies were missing. He though that some others might of survived or their bodies completely destroyed. He left the mountains and has been training to avenge his village and maybe find some sign of other survivors

Current Power Level: 652,000

Current HP: 626(646)

Current KI: 616

Current Credits: 1700

Current Spars/Moves this week: 0

Speed Points: 10

Skill Points: 3

Trainings: Namekian Language, Dende's Healing Techniques(165k), Pendulum Room Training, Wandering Wise Man, Wandering Wise Man Upgrade, Dende's Advanced Healing Techniques(517k), Novice Footfighting(2)

Attacks:

    Punch [1d3]
    Kick [1d6]
    KI Recharge [+20 KI per usage](+10)
    KI Barrier [Use 3 times more KI than opponents attack to deflect damage]
    Primitive Power Punch [1d7 - 4 KI]
    Doe Dong Ray [1d12 - 8 KI](Yellow)
    Self Healing [+60 HP - 80 KI]
    Tri-Form [See Earth Trainings page]
    Renzoku Energy Dan [Divide damage die by 4, and roll that 10 times. Usable twice. 1d12 to 10d3 (with a max of 10d6). This uses 35 KI.](Yellow)
    Kikoho [1d40+ - 35 KI, 10+ self-damage. You may sacrifice own HP to a maximum of 30. Ex. Sacrifice 20 HP, so roll 1d60 damage, and are self-hurt 30. Still 35 KI.](White)
    Group-Healing [50HP - 80 KI]
    Tears of Destruction [2d26(+2) - 60 KI](Blue)

Items: Scouter License, Scouter, Saiyan Armor 2, Dragonball Radar

Current Location: Space(Left Earth for Namek, 06/19, with Daimao, at 12:00AM. Arrives 06/30 at 12:00AM)

Status: Living

Died: None

Wishes Made: Successful(08/07/02), Successful(04/07/03)


Back to the top

Reno

Character Name: Reno

AIM ScreenName: Ztark

E-Mail: reno86@lycos.com

Species: Human

Alignment: Good

Group/Clan: Earth Z Fighters / The Elite

Class: Swordsman

Character Pic/Description: Reno, a master of the sword called "Ecin Strohs",travels from galaxy to galaxy searching for a true challenge,reno is mystical man,stem and upright while at the same time dark and mysterious.

Current Power Level: 699,000(719,000)(If not increased from 699kPL by June 29, deletion)

Current HP: 696(731)

Current KI: 0

Current Credits: 1400

Current Spars/Moves this week: 0

Speed Points: 13(17)

Skill Points: 169

Trainings: Accuracy Chop[Add 2 to your accuracy rolls when using your sword attack], Zet Sword Sharpening, Roshi Training, Pendulum Room, Wandering Wise Man, Wandering Wise Man-Upgrade, Saiyan-Resistance, Swordsmanship(Ecin Strohs 1, 1, 1, 2), Blessed Sword Sharpening, Sharper Edge, Wandering Wise Namek, Humans Revisited, Humans Continued, (Humans Heightened)

    Swift-Parry [Roll 1d5 before battle. On 1, it may be used during the battle. May be used 3 times during battle. Only one quarter of the damage from the last attack is accounted for damage, and another quarter is sent back at the opponent. I.e. The damage was 40, so both you and the attacker take 10 damage, not 40 to you.)]

Attacks:

    Punch [1d5]
    Kick [1d4]
    Headbutt [1d7 - 2 HP]
    Tail Slice [1d5 damage. Roll another 1d5, and on a 5 the tail is cut off(Or immobilized in the case of a spar or if it is a non-permanent battle).](Purple)
    Turtle Shield [State it after the opponent has rolled damage. Halve the damage dealt. This can be used 3 times per battle.]
    1½ sword slice [Attack normally and roll a second damage dice. Add half the second dice's roll to the first dice's roll. This cannot be used for 2 turns following the usage.]
    Double Slash [Roll a second damage dice when using your sword attack. Must wait 2 turns before using again.]
    Rapid Chop [12d2 - Must wait 3 turns before using again.](Orange)
    Swift Parry [See Trainings]
    Tri-Form [See Earth Trainings page]
    Energy Defence Enhancement [Used to deflect an energy blast fired at you. Roll 1d3 and a 1-2 successfully deflects the attack. 3 successful uses only per battle.]
    Tail Targeting [1d13 damage. If opponent is any-Saiyan, roll 1d10. 10 = Tail removed. 7-9, tail is immoblized, and all tail-using transformations end and cannot be used. Hitting the tail deals 15 more damage.]
    Abnormal Reversal [If opponent is transformed any-Saiyan, roll 1d10. 7-10 = they de-transform out of SSJ/Oozaru. If opponent = any-non-transformed-Saiyan, roll 1d13 dmg. If opponent is not any-Saiyan, 1d2 damage.]
    Flaming Rapid Cut [10d3+5, cannot use this again for 4 more turns. Gets no sword bonuses.](Red)
    Racial Peace [If used vs a non-Human in a group battle, roll a 1d5, 1 = Roll 1d5 for turns opponent is affected. All damage they make vs a Human is halved.]
    Human Evasion [Goes into effect at the battle start. All attacks made against this human have -12 from Accuracy rolls.]
    Double Slash Enhancement [Every second Double Slash, you may half the Damage Dice and add +3 to Dice rolled.]
    Sticky Aruko Web [Roll acc. 3x, then 1d4, 4= miss. All acc rolls made vs the afflicted opponent have +10 for the next 1d5 turns. Cumulative effects, and usable 3x per battle.]
    Futile Guard [In group battle, if someone is reduced to <10% of their max HP, you may use this, once per battle. No attacks can hit that partner, and all of your own damage dice have +20 to them, but you take recoil of half the damage you deal. This runs out after 5 turns of attacking like this, and does not use a turn.]
    Ecin Strohs (Sword Attack) [2d35+5(+6) for all techniques that alter dice rolls, do them accordingly (Add 2 or double, etc.) but to a limit of three times per match.](Green)

Items: Sword, Dragonball Radar, Space License(Passed with 75%), Royale Transport, Saiyan Armor 2, Heavier Weighted Clothes

Current Location: Namek(??)

Status: Living

Died: None

Wishes Made: Successful(8/20/01), Unsuccessful(1/20/02), Successful(03/02/02), Successful(07/13/02), Successful(08/23/02), Successful(09/25/02), Successful(10/30/02)


Back to the top

Tidus

Character Name: Tidus

AIM ScreenName: MystikTidusFFX

E-Mail: tekksetdead@yahoo.com

Species: Human

Alignment: Good

Group/Clan: Earth Z Fighters / The Independants

Class: Swordsman

Character Pic/Description:Tidus is a cheerful, rising blitzball star playing for the Zanarkand Abes. He has a long hatred for his father, Jecht, who was a renowned player himself before his untimely death. He is originally from a place called Spira but was brought here by an unknown force called Sin.

Current Power Level: 680,000(700,000)

Current HP: 680(710)

Current KI: 0

Current Credits: 400

Current Spars/Moves this week: 4

Speed Points: 8(13)

Skill Points: 133

Trainings: Accuracy Chop[Add 2 to your accuracy rolls when using your sword attack], Pendulum Room, Wandering Wise Man, Kaio Training, Novice Swordsmanship(1), Hyperbolic Time Chamber, Zet Sword Sharpening, Roshi Training

Attacks:

    Punch [1d5]
    Kick [1d4]
    Headbutt [1d7 - 2 HP]
    Energy Defence [Use your next turn to deflect an energy blast fired at you. Roll 1d2 and a 1 successfully deflects the attack. 3 successful uses only per battle.]
    1½ sword slice [Attack normally and roll a second damage dice. Add half the second dice's roll to the first dice's roll. This cannot be used for 2 turns following the usage.]
    Tri-Form [See Trainings page]
    Double Slash [Roll a second damage dice when using your sword attack. Must wait 3 turns before using again.]
    Rapid Chop [12d2 damage, cannot be used for the next 3 turns.](+2)(Orange)
    Flaming Rapid Cut [10d3+5, cannot use this again for 4 more turns. Gets no sword bonuses.](Red)
    Kaioken [This saps 10 HP. You then roll a 1d5. On 5, you suffer 100 HP of damage. On 4, you suffer 50 HP damage, and on 3, you suffer 20 HP damage. Roll 1d6, this is the number of turns you may use Kaioken before having to roll 1d5 for self-damage again.You have 10 more Speed, Speedy Evasion and Speed Increase. All physical attacks are now +6 (1d10 to 1d10+6, or 1d12+3 to 1d12+9)]
    Speedy Evasion [(With Kaioken)3 times per battle. You still takes regular base damage from any attack, but not any additional bonuses]
    Speed Increase [(With Kaioken) -10 HP, only usable twice during any match. This attack works for 5 turns, and this takes an attack. For every 5 points of Speed higher than the opponent, the opponent must subtract 10 from all dice rolls]
    Tail Slice [1d5 damage. Roll another 1d5, and on a 5 the tail is cut off(Or immobilized in the case of a spar or if it is a non-permanent battle).](???)
    Turtle Shield [State it after the opponent has rolled damage. Halve the damage dealt. This can be used 3 times per battle.]
    Spiral Cut (Sword Attack) [2d27 for all techniques that alter dice rolls, do them accordingly (Add 2 or double, etc.) but to a limit of three times per match.](Blue)

Items: Sword, Space License(Passed with 80%), Heavier Weighted Clothes, Earth Armor 2, Demi-Senzu(1)

Current Location: Earth(2A)

Status: Living

Died: 2(10/01/02: Killed in tournament)(12/10/02: Tainted Senzu)

Wishes Made: Unsuccessful(12/10/02), Unsuccessful(05/16/03), G-Successful(06/23/03)


Back to the top

Wolfwood

Character Name: Wolfwood

AIM ScreenName: WolfwoodTheCross

E-Mail: WolfwoodTheCross@aol.com

Species: Human

Alignment: Good

Group/Clan: Earth Z Fighters / The Alliance

Class: Weapon Master

Character Pic/Description: Nicholas D. Wolfwood. Travelling Priest who is never without his giant cloth covered Cross. Wolfwood Travels the lands hoping to offer his services as a priest and the use of his Portable Confessional. Wolfwood is an expert gunman as well as Ladies Man. Although rugged, he is a priest at heart and values the life of every living soul. May God help those who don't.

Current Power Level: 780,000

Current HP: 780

Current KI: 0

Current Credits: 950

Current Spars/Moves this week: 0

Speed Points: 19

Skill Points: 151

Trainings: Pendulum Room, Dende's Healing Techniques (180k), Dende's Advanced Healing Techniques (190k), Wandering Wise Man, Wandering Wise Man Upgrade, Roshi Training, Cargo's Natural Healing, Wandering Wise Namek, Humans Revisited, Saiyan Resistance, Freedom Fighter's Sanctum

Attacks:

    Punch [1d3]
    Kick [1d4]
    Upgraded Arm Blaster [1d25](+2)
    Energy Defence Enhancement [Used to deflect an energy blast fired at you. Roll 1d3 and a 1-2 successfully deflects the attack. 3 successful uses only per battle.]
    Kaistar Blade [Roll 1d4 before using it in battle, 4=May not use it during battle. Damage dice equal to Signature, unless opponent is a Demon, in which case it is 2 levels above. Against a Higher Demon/Demonlord/Darklord, damage dice is 1d60+40, but it takes a turn to charge, and attacks the following turn, and cannot be initiated for the next 5 turns. Once per time this is used in a battle, roll a 1d3, and if the roll is 1, notify LanderZ.]
    Tri-Form [See Trainings page]
    Showing Off [Choose 1 weapon, take half the damage, and +1 dice roll. 1d11 to 2d5, etc. Cannot be used for next 2 turns.]
    Showing Off Enhancement [Every second Showing Off, you may half the damage dice, +2 to dice rolls, and +2 to the Bonus.]
    Self-Healing [+55HP, cannot be used for next 2 turns. 130HP limit in Spar/HM. 230HP limit in DM/Saga/Quest]
    Group-Healing [+55HP on 2 other people, cannot be used for next 2. 130HP limit in HM. 170HP limit in DM/Saga/Quest per person]
    Dual Smasher [Double the end damage of an attack (7 to 14, etc.), and this cannot be used for next 1 turn]
    Major Ego [All weapons are dropped, save one, which has a double damage die for the remainder of the battle. No other techniques may be used with this weapon.]
    Tail Accuracy [1d4 damage. Roll 1d8, 8 is removed tail. 4-7 = no tail transformation for the rest of battle.](Blue)
    Turtle Shield [After opponent has rolled his damage dice, use this attack to block half of the damage. Use of 3 times per battle. No dice roll is needed]
    Affliction Be-gone [Uses your turn to heal anyone in a battle of their status afflictions, even yourself. Usable 3 times per battle.]
    Racial Peace [If used vs a non-Human in a group battle, roll a 1d5, 1 = Roll 1d5 for turns opponent is affected. All damage they make vs a Human is halved.]
    Human Evasion [Goes into effect at the battle start. All attacks made against this human have -12 from Accuracy rolls.]
    Tail Targeting [1d13 damage. If opponent is any-Saiyan, roll 1d10. 10 = Tail removed. 7-9, tail is immoblized, and all tail-using transformations end and cannot be used. Hitting the tail deals 15 more damage.]
    Abnormal Reversal [If opponent is transformed any-Saiyan, roll 1d10. 7-10 = they de-transform out of SSJ/Oozaru. If opponent = any-non-transformed-Saiyan, roll 1d13 dmg. If opponent is not any-Saiyan, 1d2 damage.]
    Healing Blast [Roll acc. dice. If attacking, roll a 1d20 damage for both yourself and the enemy, no KI, and then may choose another person present and heal them the damage you were hurt.]
    Meter Exchange [You may give away, during any group battle, up to 15 HP and/or 15 KI to any partner, using your turn and energy. 10 HP is 15 KI.]
    Life Protection [If a partner is about to die from a Special attack-bonus, roll 1d10, and if it is 1-6, they are saved (Usable 2x per match). If they are about to die from wounds, you may find out what 2/3 of your max HP is, deal that much damage to yourself, and they will survive with 1 HP, regardless how much damage was dealt, as will you.]
    Cross Punisher [2d20+5(+2) for all techniques that alter dice rolls, do them accordingly (Add 2 or double, etc.) but to a limit of three times per match.](Red)

Items: Dragonball Radar, Upgraded Arm Blaster, Senzu(1)

Current Location: Earth(2A)

Status: Living

Died: 2(02/10/02)(09/04/02)

Wishes Made: G-Unsuccessful(07/05/02), Successful(07/09/02), G-Unsuccessful(07/13/02), Successful(08/15/02), Successful(11/18/02), G-Successful(01/02/03)


Back to the top

Xar

Character Name: Xar

AIM ScreenName: PAXar36

E-Mail: cardseller36@hotmail.com

Species: Human

Alignment: Evil

Group/Clan: Council of Villains / The Ark

Class: Swordsman

Character Pic/Description: After years of training, Xar has become one of the strongest swordsmen the world has ever seen. The Great Elder Swordsmen of the world were the first to train this young swordsman. Little did they know they were training a man of evil. Not long after he had surpassed them in power, Xar used what they had taught him against them, destroying not only their lives but also the entire town. Pushing to be stronger than any man, or any species Xar went under the teachings of Aush for many years. Not long did he learn everything from him too and Aush received the same ending as the Great Elder Swordsmen. Moving to prove himself Xar will stop at nothing until he can finish his one time goal, to be more powerful than everyone.

Current Power Level: 744,000

Current HP: 737(767)

Current KI: 0

Current Credits: 2650

Current Spars/Moves this week: 0

Speed Points: 17

Skill Points: 154

Trainings: Accuracy Chop[Add 2 to your accuracy rolls when using your sword attack], Wandering Wise Man, Pendulum Room, Wandering Wise Man Upgrade, Dark Powers Revealed, Namekian Dictionary(Failed 3x), Wandering Wise Namek, Human Revisited, Swordsmanship Manuals (2,2,2,2), Psychic Devil-Blow, Humans Continued, Blessed Sword Sharpening, Zet Sword Sharpening, Saiyan Resistance, Sharper Edge Enhancement

Attacks:

    Punch [1d5]
    Kick [1d4]
    Headbutt [1d7 - 2 HP]
    Energy Defence Enhancement [Used to deflect an energy blast fired at you. Roll 1d3 and a 1-2 successfully deflects the attack. 3 successful uses only per battle.]
    1½ sword slice [Attack normally and roll a second damage dice. Add half the second dice's roll to the first dice's roll. This cannot be used for 2 turns following the usage.]
    Double Slash [Roll a second damage dice when using your sword attack. Must wait 2 turns before using again.]
    Rapid Chop [12d2 damage, cannot be used for the next 3 turns.](Orange)
    Tri-Form [See Trainings page]
    Sword Gutting [Roll accuracy, then 1d10. On 10, the opponent is killed. On 8-9 they take 25 damage, and 6-7 hits them for 15 damage. Cannot be used for next 4 turns. Must use Signature Sword.]
    Koshoko [Stop/End an opponents Power Up, or use your turn to stop a KI blast's damage from a good character, for solely half the HP as KI they put into the blast. Can be used before or after opponent rolls damage. Stopping bonus is 1d8 (minus 1 for every 10 KI put into bonus, to a minimal of 1d2), and 1 is self 50 dmg.]
    Flaming Rapid Cut [10d3+5, cannot use this again for 4 more turns. Gets no sword bonuses.](Red)
    Human Evasion [Goes into effect at the battle start. All attacks made against this human have -12 from Accuracy rolls.]
    Double Slash Enhancement [Every second Double Slash, you may half the Damage Dice and add +3 to Dice rolled.]
    Mortality Increment [Not taking a turn, if you use an Instant-Kill attack/bonus, add 10% to the result. Once per battle.]
    Earthen Multi-Strike [Roll 1d10+10 for x, then roll xd2, with 1d9 recoil. Not usable for next 3 turns.](+2)
    Racial Peace [If used vs a non-Human in a group battle, roll a 1d5, 1 = Roll 1d5 for turns opponent is affected. All damage they make vs a Human is halved.]
    Sticky Aruko Web [Roll acc. 3x, then 1d4, 4= miss. All acc rolls made vs the afflicted opponent have +10 for the next 1d5 turns. Cumulative effects, and usable 3x per battle.]
    Futile Guard [In group battle, if someone is reduced to <10% of their max HP, you may use this, once per battle. No attacks can hit that partner, and all of your own damage dice have +20 to them, but you take recoil of half the damage you deal. This runs out after 5 turns of attacking like this, and does not use a turn.]
    Tail Targeting [1d13 damage. If opponent is any-Saiyan, roll 1d10. 10 = Tail removed. 7-9, tail is immoblized, and all tail-using transformations end and cannot be used. Hitting the tail deals 15 more damage.]
    Abnormal Reversal [If opponent is transformed any-Saiyan, roll 1d10. 7-10 = they de-transform out of SSJ/Oozaru. If opponent = any-non-transformed-Saiyan, roll 1d13 dmg. If opponent is not any-Saiyan, 1d2 damage.]
    Achilles Slice (Sword Attack) [2d38+5(+6) for all techniques that alter dice rolls, do them accordingly (Add 2 or double, etc.) but to a limit of three times per match.](Black)

Items: Amulet of Regen-nel(Roll 1d3 after every attack of yours, and add this to HP.), Sword, Radar License, Black Star Dragonball Radar, Saiyan Armor 3, Space License(Passed with 100%), Space Pod, Scouter License, Scouter

Current Location: Earth(2A)

Status: Living

Died: 1(03/02/03: Killed by Cell Junior.)

Wishes Made: Successful(07/15/02), G-Successful(08/02/02), Unsuccessful(08/19/02), Successful(08/28/02), Successful(09/27/02), Successful(11/06/02), G-Successful(01/02/03), G-Successful(06/06/03)


Back to the top