Board Thread:Fun and Games/@comment-24295472-20160228024027/@comment-24295472-20170422051722

This'll be brief. First, what will Ikari be doing during the one year time skip? And second, pick a prestige path for her from the two Heran choices.

 Infallible Mercenary (Based on Hit, since the Galaxy Soldiers were also mercenaries)


 * Vital Point Attack (20 ki) - Strike at your opponent’s vital areas with a swift, pin-point attack! You do not apply your base attack bonus to accuracy, but can either knock your opponent out for 1d4 + your STR mod turns, or inflict double damage upon a successful strike.
 * Time Skip (15 ki) - Vanish for a tenth of a second, then reappear one space away. You may attempt a reflex save on a turn that is not yours to dodge an attack via Time Skip. You may only use this effect of Time Skip once per round.
 * Flash Fist Crush (15 ki) - When up close, deliver a swift but devastating blow to your opponent’s chest. From afar, thrust your fist out and fire a fist-sized, invisible pulse of energy at your opponent. Flash Fist Crush ignores your opponent’s DEX bonus to AC. You may use Flash Fist Crush during a Time Skip on your turn and if you do, the melee version will add 4d6 to your melee damage while ranged version will pass through objects.
 * Flash Skewer (20 ki) - Deliver a hard punch to your opponent’s face, sending them reeling! Ignores your opponent’s armor bonus to AC and stuns them for a turn. Your opponent may attempt a Fortitude save to resist being stunned. You may use Flash Skewer(Referred to as Time Skip/Flash Skewer) during a Time Skip on your turn and if you do, it is instantaneous.
 * Back Breaker (25 ki) <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">- When you are attacked from behind, you may attempt a reflex save to turn and strike your opponent in the stomach, countering their attack and avoiding damage. You may perform Back Breaker during a Time Skip (Referred to as Time Skip/Back Breaker) and if you do, you do not need to perform a reflex save.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Jump Spike (30 ki) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Lunge at your opponent from a distance and punch them in the face when you get close. Jump Spike inflicts double your normal melee damage if it hits, but if you miss you must travel an entire 30 feet from your starting point, going right past your opponent. You may perform Jump Spike during a Time Skip (Referred to as Time Skip/Jump Spike) and if you do, Jump Spike is instantaneous and your opponent is sent flying the rest of the distance you had to travel.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Pure Progress - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Imprint on your experiences in battle and increase your capabilities mid-fight! On the fifth round or above, you may skip your turn to activate Pure Progress, lowering the cost of Time Skip to 10 ki. After another 5 turns, you may activate Pure Progress again to lower the cost once more to 5 ki.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Tremor Pulse (20 ki) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Appear behind your opponent and launch an attack at their blind spot, inflicting your normal melee damage unless the target succeeds in a reflex save. You may perform Tremor Pulse during a Time Skip (Referred to as Time Skip/Tremor Pulse) and if you do, the back attack is instantaneous and does not provoke a reflex save attempt - you may then roll a normal melee attack to perform a follow-up strike.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Time Skip/Molotov - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Perform an attack so lightning-fast that it <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-style:italic;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">must <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"> be performed mid-Time-Skip! Perform Time Skip, then while time stands still, barrage your opponent with any number of punches. Each punch costs 20 ki. At the end of your turn, Time Skip ends and the damage from every punch is calculated together as if it were a single, powerful hit.

<p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"> <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:underline;vertical-align:baseline;white-space:pre-wrap;">So Non-Canon It Hurts (Based on other movie villains)


 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Sealed Light Beam (20 ki) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Throw a ring of energy at your opponent to seal off their ki! Your opponent must succeed in a will save or become unable to use techniques for 1d4 rounds.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Rock Crusher (15 ki) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">You may follow up any melee attack with a knee to the stomach, inflicting half your normal melee damage and sending them flying 50 feet away. If an enemy’s attack accuracy roll is 2 or less points below your AC, then you may roll a reflex save to instantly counter it with Rock Crusher.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Kill Driver (25 ki) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Form a ring of energy in your hands, then hurl it at your enemy! Inflicts 7d6 damage on impact and stuns your opponent for 1d4 + your STR mod rounds unless they succeed in a Fortitude save. For every level past 8, you may pay another 10 ki to increase the damage by another d6 (max: 15d6 damage).
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Dark Eyes - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">At the end of your turn, declare whether you wish to use “Dark Eyes.” Dark Eyes remains active until the beginning of your next turn. While Dark Eyes is active, you will automatically dodge all non-instantaneous attacks launched at you by turning into mist, at a cost of 20 ki per dodge. You will avoid every hit of multi-hit attacks separately, paying the cost for each hit. You cannot choose <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-style:italic;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">not <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;"> to dodge an attack while Dark Eyes is active. You cannot use Dark Eyes the turn after performing a melee attack.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Death Impact (30 ki ) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Fire a weaker blast of energy that can be used while defending! Inflicts 8d4 damage upon a successful ranged attack roll. For every level past 8, you may pay another 5 ki to increase the damage by another d6 (max: 15d4 damage). Death Impact can be fired (from your stomach) while Psycho Barrier is active and cannot be countered to initiate a Beam Struggle.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Black Hole Wave (25 ki) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Form a vortex of dark energy above your head and throw it at your opponent. If you succeed in a ranged touch attack, they cannot move and take 4d4 damage per turn for 1d4 rounds.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Meteor Break - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">After performing Rock Crusher, you may chase down your enemy to roll up three more melee attacks - a downward kick, another knee smash and a double-axe-handle. Each subsequent strike costs 15 ki. If every strike hits, you may immediately follow up with Shoot Blaster.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Planet Geyser (50 ki) - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Fire a blast of energy at the ground, creating an enormous explosion beneath your opponents! Instantly creates a 20-foot explosion from the point of impact, inflicting 15d6 to all enemies inside. For every level past 15, you may pay an additional 10 ki to increase the damage by another d6 (max: 25d6). Opponents in the blast radius may attempt a reflex save to halve the damage they take.
 * <p dir="ltr" style="line-height:1.38;margin-top:0pt;margin-bottom:0pt;"><span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:700;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Dead Zone - <span style="font-size:11pt;font-family:Arial;color:#000000;font-weight:400;font-variant:normal;text-decoration:none;vertical-align:baseline;white-space:pre-wrap;">Form a vortex into another dimension in the air behind you. All creatures except yourself must make a Fortitude save to avoid being sucked towards the vortex at a rate of 10 feet per turn. Anyone who has been pulled towards the Dead Zone moves at half speed until the Zone is closed. Any creatures sucked into the Dead Zone are trapped until you perform Dead Zone again, whereupon they have a chance to escape. You cannot move yourself while Dead Zone is active. Attacks that push you back are capable of throwing you into your own Dead Zone.