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Emerald Decimation Power core is set to maximum output. Every beam which can be fired, is fired, resulting in a beautiful display of Emerald Decimation Type. Barrage Activate. Standard Action Base Damage. 3d12 Major Effect. Charging Minor Effect. N/A Cost. 10 Ki
Defense/Utility: - Psychic Powers for Divination, Rank 3. - Sonic Sway for Light Bullet, Rank 3. - Deflect for Hypnosis, Rank 3. - Wild Sense for Poison, Rank 3. - Magic Slime, Rank 3. - Paparapapa, Rank 3.
End Result: Aura Guard, Divination [PP], Energy Shield, Hypnosis, Light Bullet, Magic Slime [MM], Paparapapa, and Poison.
Spending 4 MP to rank Psychic Powers and Magic Materialization to Rank 3. PP and MM do not require a slot.
Super/Legendary: Removing Barrage Super. Frees up one slot.
Black Hole Desolation Null condenses chaotic mystic energy between his hands, launching the black hole at his enemies. It grows and distorts at an alarming rate, spewing volatile energy as a powerful gravitational pull sucks in anything and anyone unfortunate enough to be caught in the blast radius. Type. Single Activate. Standard Base Damage. 2d12 Major Effect. Versatile Minor Effect. Wound Cost. 5 ki. Using Dojo to make this my Signature attack.
Swapping Instant Transmission for Mimicry.
Spending 8 MP for 2 transformation perks. Taking Measured and Calculating.
CHANGES: Race: Earthling (+5 Reflex) Fighting Style: BRUTAL (You start with +5 to your Energy Control skill.) Skills: 40 Fighting, 30 Energy Control, 40 Reflexes, 0 Resilience Traits: Blitz, Blur, Alacrity, Assault, Talented Techniques: All of these should be rank III (Cause I have same amount of techs max rank now)