Tsu-furins

Hoboman
Voon

Hoboman

Character Name: Hoboman

AIM ScreenName: hoboman2250

E-Mail: dbzspars@yahoo.com

Species: Tsu-Furin

Alignment: Neutral(Changed from Good)

Group/Clan: Plant People / The Ark

Class: Weapons Master

Character Pic/Description: Hoboman isn't exactly sure of where he came from, he know's he's not from this planet. For one, his odd looks, and his odd shortness, one of the reasons why he took to living on the streets, with people who would accept him. Also, he remembers leaving on a ship away from his home planet, then he remembers the full moon and then watching the blasts and explosions as his home got ripped apart by what had looked like to be big monkeys. Because of this, he has a great bitterness, and stands up only for himself and a few close friends. If he see's trouble he does one of two things, beat whoever is making the trouble or join in on the fun, just depends on the mood he is in. He's best described as a loner, tries to stay to himself but he does know when he needs help.

Current Power Level: 676,000(696,000)

Current HP: 663(678)

Current KI: 0

Current Credits: 950

Current Spars/Moves this week: 4

Speed Points: 11(15)

Skill Points: 143

Trainings: Tsufurin-Scripture, Wandering Wise Man, Wandering Wise Man Upgrade, Technical Tsu-Furin Procedures, Tsu-Furins Revisited, Tsu-Furins Continued, Wandering Wise Psychic, Wandering Wise Alien, (Wandering Wise Sentinel), (Heightened Tsu-Furins), Kaio Training, WeaponControl(1,2,3,3; Sig)

Attacks:

    Punch [1d3]
    Kick [1d4]
    Quick Counter [You may use a block when taking damage for a partner. Roll dice for the block, and if it hits, roll a 1d2, 2= fail. If the original dice worked, the attack used up one of its limited uses, regardless of the 1d2's outcome.]
    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.]
    Sacrificial Blast [You attack yourself with the regular rolls, and if you are attacked during your opponent's next turn, the damage you receive from their attack is sent back at them, doubled, with an accuracy roll]
    Raging Blasters [One Weapon attacks for 1.5x damage (1d10 to 1d15). Cannot be used for the next 2 turns.]
    Stealthy Shot [1d20 damage, and opponent -5 acc. next turn. Cannot be used for the next 2 turns.](Orange)
    Dual Smasher [Double the end damage of an attack (7 to 14, etc.), and this cannot be used for next 1 turns]
    Temporary Weapon Upgrade [With starting weapon, +4 to dice rolls. 1d5 to 1d9. 2x per battle, and in effect for 3 rounds.]
    Time Warp Hand Signal [Do not have to wait any longer for turn-waiting attacks presently being waited upon.]
    Wild Spinning Maneuvre [Need 2 weapons. Roll 1d5 after accuracy, 5 missing, and then roll 1d4. For each number, attack with an alternating weapon. Cannot be used for the next 4 turns.]
    Weapon Increaser [Makes one weapon 1.5 times stronger for rest of battle, in damage dice and bonus. Takes present, and 2 more turns of doing nothing, to use. One weapon upgraded at a time, you may un-upgrade your weapon using a turn. All bonuses on the weapon count towards the new total, but still go away at the regular turn.]
    Raging Blasters Enhancement [Every second time you use Raging Blasters, double the base damage, instead of making it one-and-a-half times stronger. Ex. 1d21 to 1d42.]
    Damage Overdose [3x per battle, and takes a turn. Roll a 1d5, and have no dmg limit for this many turns. Does not affect field effect rolls, though.]
    Ro-Staff [1d10, with 1d10 bonus. See Trainings.]
    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 non-sig 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]
    Avenger [2d28(+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.](Blue)

Items: Space License(Passed with 80%), Heavier Weighted Clothing, Dragonball Radar, Scouter, Namek Ship, Demi-Senzu(1)

Current Location: Earth(2A)

Status: Living

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

Wishes Made: G-Successful(09/16/02), Successful(10/06/02), Successful(11/16/02), G-Successful(12/21/02), Unsuccessful(04/26/03), Successful(06/15/03)


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Voon

Character Name: Voon

AIM ScreenName: MarkedCards961

E-Mail: AllTheNamesAreTaken963@msn.com

Species: Tsu-Furin

Alignment: Evil

Group/Clan: Plant People

Class: Weapons Master

Character Pic/Description: A schitzophrenic murderer from an unknown planet, Voon started his career as an ordinary mercenary, working for a mafia organization to raise money for his village. However, when he decided that he had made enough money for his village, the mafia gave him a virus, which infected him with induced schitzophrenia. When returning that day, Voon found himself walking through his village, the buildings burning past repair around him. Having nowhere else to go, Voon turned to the mafia organization for a job and a place to stay. Now working as an assassin, Voon is near-completely under the control of the mafia via his other side. Voon's dominant personality is relatively nice, and actually basically good, although it has no morales. He routinely helps people in need, and is generally very friendly. However, his psychotic induced-personality is extremely violent, and will kill anybody who gets near him, friend or foe, although he has enough sense to not attack the mafiosos. This personality usually comes out during times of stress, and increasingly often in combat situations, but it can be triggered by key words, as well. Although Voon's psychotic personality shows no restraint, and has no fear, Voon's dominant personality always shows restraint, preferring to avoid combat at all, unless on the job.

Current Power Level: 623,000

Current HP: 614

Current KI: 0

Current Credits: 3700(Owes Trine 1500 credits)

Current Spars/Moves this week: 1

Speed Points: 13

Skill Points: 143

Trainings: Dark Powers Revealed, Technical Tsu-Furin Procedures, Tsufurin-Scripture, Wandering Wise Man, Wandering Wise Man Upgrade, Weapon Control Manuals(1,1,2,2; Sig), Wandering Wise Namek, Tsu-Furins Revisited

Attacks:

    Punch [1d3]
    Kick [1d4]
    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.]
    Sacrificial Blast [You attack yourself with the regular rolls, and if you are attacked during your opponent's next turn, the damage you receive from their attack is sent back at them, doubled, with an accuracy roll]
    Raging Blasters [One Weapon attacks for 1.5x damage (1d10 to 1d15). Cannot be used for the next 2 turns.]
    Stealthy Shot [1d20 damage, and opponent -5 acc. next turn. Cannot be used for the next 2 turns.](+2)(Orange)
    Dual Smasher [Double the end damage of an attack (7 to 14, etc.), and this cannot be used for next 1 turns]
    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.]
    Slicer 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 Weapon.]
    Temporary Weapon Upgrade [With starting weapon, +4 to dice rolls. 1d5 to 1d9. 2x per battle, and in effect for 3 rounds.]
    Time Warp Hand Signal [Do not have to wait any longer for turn-waiting attacks presently being waited upon.]
    Wild Spinning Maneuvre [Need 2 weapons. Roll 1d5 after accuracy, 5 missing, and then roll 1d4. For each number, attack with an alternating weapon. Cannot be used for the next 4 turns.]
    Weapon Increaser [Makes one weapon 1.5 times stronger for rest of battle, in damage dice and bonus. Takes present, and 2 more turns of doing nothing, to use. One weapon upgraded at a time, you may un-upgrade your weapon using a turn. All bonuses on the weapon count towards the new total, but still go away at the regular turn.]
    Raging Blasters Enhancement [Every second time you use Raging Blasters, double the base damage, instead of making it one-and-a-half times stronger. Ex. 1d21 to 1d42.]
    Dagger [1d5. Piercing.Short](???)
    BlackHole Blade [2d25(+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.](Black)

Items: Radar License, Dragonball Radar, Space License(Passed with 105%), Silvery-Grey Ornament, Demi-Senzus(2), Dagger

Current Location: Earth(2D)

Status: Living

Died: 1(03/01/03: Killed by Cell Junior)

Wishes Made: Unsuccessful(12/24/02), Unsuccessful(03/29/03), N-G-Unsuccessful(04/29/03), Successful(06/10/03), G-Successful(06/14/03)


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