Post by Super Ultra Kami Guru Namorel on Apr 6, 2019 5:20:25 GMT
Metalmen
Starting Power Level Range:
8,500-11,300
Home Planet:
Unknown
History of Race:
A mysterious and mostly forgotten species of robot-like beings from the distant reaches of the universe. For much of history, tales of them coming in the form of myths surfaced across many a planet and empire and yet a trace of one existing was every truly found... that is until of recent history when some began to leave their ancient home planet and started to explore the stars. Many of those who can be found roaming the various galaxies of the universe will only speak lightly of their home and refuse to give away information on where they originate or how one can get there, in fear of bringing a threat back to those of their kind who wish to be left in seclusion.
Their society is one of relative peace, their calm and ready nature both as well as their weakness to insults makes them terrible combatants unless they train themselves for just the situation. Little is known beyond this and the way some of those who willingly speak of their home refer to the planet as a 'he' as if it were alive.
Galactic Race Organization Notes: Due to the inability for Metalmen to speak the Common universal language, this information is all marked as 'speculative' from our operatives that are capable of telepathy
Appearance:
Metalmen come in all manner or shapes and sizes, being beings that are robot-like in nature, many of them are akin in design to any manner of robot one can conceive. Due to the way their bodies work, many have exhaust ports or segments of their bodies that reveal the magma that constitutes their primary source energy. There is no real indicator on what sex a metalman is, many believe that there is no divide and rather it is simply a choice of what they prefer to be called in the same vein as Namekians.
Racial Biology:
That's Not Nice!!
When a Metalman is insulted at any time, they enter an enraged state. In this state either their stamina pool or their energy pool is drained to 0%, filling the alternative to 200% maximum for a total of 5 posts. In this state all damage dealt to them is increased by 15% while all damage pushed out by them is increased by 20%. Once their rage state is over, their stamina/energy returns to normal and their health drop by 15% until the thread ends.
Once [SP]Counseling is learned this racial converts into:
My! How Rude of you!
Metalmen after this point are no longer bothered by the insults of others. However this inner peace has also taught them how best to utilize that which was previously relegated to their enraged state. At the initial cost of 20% of their total health pool, the Metalmen may do the following:
+10% Energy and Stamina, +0% bonus damage
+15% Energy/Stamina, +10% bonus damage
+10% Energy/Stamina, +20% bonus damage, +25% damage taken
This state will persist for 5 posts and when the duration ends, their stats and bonuses/negatives will drop to their original point. However the sacrificed Health remains lost. This can only be triggered TWICE per thread (Three times in a DE), this may also not be used so long as the user has 35% or less health remaining.
Enhanced Durability
As a fact, Metalmen are an extremely durable race. regardless of what state they are in, their bodies are prepared for almost any assault aimed at them. This offers them a +x2 to their defensive powerlevel (Health stat or pl of defensive techniques and actions) in all transformations. When in their base for this qualifies as a permanent x1/x2 to their offensive/defensive powerlevels.
Temperature Rising
When backed into a corner Metalmen can resort to their final and most offensive ability. By calling on the magma within their being, they can create an immediate aura around themselves of intense heat. This aura adds 5% to their physical techniques as well as deals a static 1% their total powerlevel to all who are in close range with the Metalman. This ability activate when the Metalman's health is below 33% and persists until their health raises above this point. If a Metalman enters a fight with Health this low, they must be dealt some initial damage before their aura forms.
Able to Hybridize?:
No
Transformations:
[Starter] Defender
Focusing all of their energy unto the defensive, Metalmen can harden their ki like a barrier around themselves for an intense defensive bonus. However the Metalman in this state has literally no offensive capabilities.
[x0/x10]
[Starter] Out of Gears
When insulted, Metalman enter an uncontrollable rage, their offensive power rising rather high, while completely dropping their defensive capabilities.
[x3/x0 (For Health in this case the defensive multiplier is x1, the x0 referring to defending or barriers)]
Once [SP]Counseling is learned this transformation converts into:
[W/ [SP] Counseling] Sigma Gear
After learning to control their rage, Metalmen are able to tap into their inner will, forcing out a greater offensive power than before, but without the drastic cost to their defensive abilities. In this state their aura condenses around their chest and fists.
[x4/x8]
[28,000] Magetta Automata
Through greater training, a Metalman may learn how to harden his metal skin and increase his overall defensive ability permanently. Whether the form of the Metalman changes is their upgrade preference.
[x5/x15 PERM]
[100,000] Proto Shield
Much like the prior form, this one too is a greater enhancement of the Metalman physiology, their form growing greater in offense and defense rather steadily. Whether the form of the Metalman changes is their upgrade preference.
[x10/x20 PERM]
[160,000] Rock Buster/RS Power Reactor
After a point a Metalman will come to discover that their capabilities can be specialized into either an offensive bonus or that of a defensive. This choice will stick with them and may only be changed with a wish from the dragon balls.
[x5/x25 OR x16/x5]
[800,000] X-Program/X-Program Mega Boost
Once a Metalman reaches a point of power, the Machine God Alkemisht Prihme will acknowledge them and grant them the knowledge of a form beyond what their mortal form cna achieve on its own. Once the has Metalman achieved God ki (Either by achieving The Matrix of their home planet's core with 3 other Metalmen or via wish) they will gain access to both of these forms. All Metalmen can swap between the Combat Form and Defense form at will with the cost of an action. Swapping from Defense to Combat takes 10% Stamina, and swapping from Combat to Defensive takes 10% Ki.
[x86/x10, x10/x86]
[800,000] Gran Magnet Mastery
This is a form of perfect unity. Should a Metalman fuse with another Metalman of the opposite X-Program form of them, this level will be given to both fusees. A perfect Unity of Combat and Defense for any Metalman. This form may also be achieved if the Metalman is given the parts of a dying Metalman who is of the first god tier as well and then having them be revived.
[x95/x95]
[800,000] Maverick Cure
A form that may be chosen by the Metalman as an alternative to Gran Magnet Mastery via an update to The Matrix that now inhabits the Metalman's core. This form will transform the Metalman into the ultimate guardian, locking them into a perpetual defensive state. They may not lower themselves to a lower form, nor may they apply any boosts to their offensive power in any manner. The only means to reverse this form is a wish on the dragon balls to revive a dead Maverick Cure Metalman into his prior form.
[x1/x120]