Post by Arley on Feb 6, 2019 3:02:53 GMT
Face Claim: Wanijima Akito/Agito
Character Level: 36
Current EXP: 74,854
Power Level: 503,512
HP: 94,409
Stats
Str: 62,939
Ki: 62,939
Agi: 62,939
Dur: 62,939
Total Stats: 251,756
SP: 29,454
TP: 126
Zeni: 66,602
Saga Tokens: 44
Determination: +25% Fatigue threshold -- Never again… I will not permit it
Learn Fast or Die Young: -20% TP requirement for techs Sweet dreams are overrated… I will be their nightmare
Learn Fast or Die Young: -20% TP requirement for techs Sweet dreams are overrated… I will be their nightmare
Steadfast - In Combat Trait
They took my life from me, why would I ever waiver? There’s nothing more you can take, this is judgement, this is to shield those you’d prey upon… this is for my family. One of us isn’t walking away.
Wilbur may not willingly fully relinquish his transformations once activated in a Death Match, nor opt to drop any stat enhancing sustainable technique such as Power Up! He may only change the form/level where applicable. When paying for ongoing fatigue costs at the start of a turn Wilbur may instead choose to pay half the fatigue cost as unmitigatable damage from maximum HP as per an uncapped one turn bleed, chosen on a drain by drain basis. On any turn where he uses this all healing is reduced by 50%
(Teal Deer version - No powerup can be fully dropped. Ongoing fatigue costs can be paid as maxHP damage at half the listed %. Healing is halved on turns he does)
Philophobia - Out of Combat Trait
A fear of love and emotional attachments borne in the hellish crucible that was the wreckage of West City; Wilbur actively tries to resist forging lasting bonds for the irrational fear that they too would be taken from him. For those who can find their way through that fear though there is a steadfast and loyal soul to befriend beneath those scars.
Wilbur receives no benefit from the traits of others. After performing 5 1,500+ word threads with an individual character Wilbur increases the SP they receive in threads with him by 10%. Wilbur’s WC requirements for the Lone Wolf Specialisation are lowered by half
They took my life from me, why would I ever waiver? There’s nothing more you can take, this is judgement, this is to shield those you’d prey upon… this is for my family. One of us isn’t walking away.
Wilbur may not willingly fully relinquish his transformations once activated in a Death Match, nor opt to drop any stat enhancing sustainable technique such as Power Up! He may only change the form/level where applicable. When paying for ongoing fatigue costs at the start of a turn Wilbur may instead choose to pay half the fatigue cost as unmitigatable damage from maximum HP as per an uncapped one turn bleed, chosen on a drain by drain basis. On any turn where he uses this all healing is reduced by 50%
(Teal Deer version - No powerup can be fully dropped. Ongoing fatigue costs can be paid as maxHP damage at half the listed %. Healing is halved on turns he does)
A fear of love and emotional attachments borne in the hellish crucible that was the wreckage of West City; Wilbur actively tries to resist forging lasting bonds for the irrational fear that they too would be taken from him. For those who can find their way through that fear though there is a steadfast and loyal soul to befriend beneath those scars.
Wilbur receives no benefit from the traits of others. After performing 5 1,500+ word threads with an individual character Wilbur increases the SP they receive in threads with him by 10%. Wilbur’s WC requirements for the Lone Wolf Specialisation are lowered by half
Last Candle - Out of Combat Trait
The first and last line of defence, the defiant soul still willing to fight when all hope seems lost. There is no reward save risk for such a fighter, yet to those who stand alongside them or follow in their wake there is much to be learned and much good still to be done. There is always hope when the last candle burns bright, so let us be about it, heroes.
Player Characters participating in Saga Threads, Defending against Planetary Conquests, Liberating captured worlds or claiming a world as Guardian alongside Wilbur gain +10% XP and +1TP per 1,000 words. This includes any Death Battles that arise in the course of these goals.
To benefit a player character must have achieved a Mastery with at least one of the relevant planet's masters. Wilbur recieves no benefit from this trait.
The first and last line of defence, the defiant soul still willing to fight when all hope seems lost. There is no reward save risk for such a fighter, yet to those who stand alongside them or follow in their wake there is much to be learned and much good still to be done. There is always hope when the last candle burns bright, so let us be about it, heroes.
Player Characters participating in Saga Threads, Defending against Planetary Conquests, Liberating captured worlds or claiming a world as Guardian alongside Wilbur gain +10% XP and +1TP per 1,000 words. This includes any Death Battles that arise in the course of these goals.
To benefit a player character must have achieved a Mastery with at least one of the relevant planet's masters. Wilbur recieves no benefit from this trait.
Oligomania - Unique Trait
A peculiar form of madness that shows itself only at certain times and situations marrs a once fine, if underused mind; the single minded determination to better oneself and strike out against an overwhelming foe are as inspiring as they are worrisome. The intensity of the mania affording opportunities where others would accept and capitulate... but at a cost. No one that persistent and single minded is willing to go for half measures and such things take their toll, leaving one tired and drained when disaster comes looking.
Wilbur doubles the word count requirements of all training threads, defined as Master Missions, Master Training, Training Masteries, Aura Crafting, Gravity Unlocks, Gravity Training Threads and Transformations.
Upon completing a Mastery thread Wilbur’s master training cooldown is halved; in addition Wilbur may train with the same master a second time but forgoes any equipment or %stat increase buffs subsequent training would otherwise reward. Once per earned transformation Wilbur may train with a master regardless of racial limitations, but cannot gain any %Stat buffs they may reward, such as Eltus’ stat boost.
A peculiar form of madness that shows itself only at certain times and situations marrs a once fine, if underused mind; the single minded determination to better oneself and strike out against an overwhelming foe are as inspiring as they are worrisome. The intensity of the mania affording opportunities where others would accept and capitulate... but at a cost. No one that persistent and single minded is willing to go for half measures and such things take their toll, leaving one tired and drained when disaster comes looking.
Wilbur doubles the word count requirements of all training threads, defined as Master Missions, Master Training, Training Masteries, Aura Crafting, Gravity Unlocks, Gravity Training Threads and Transformations.
Upon completing a Mastery thread Wilbur’s master training cooldown is halved; in addition Wilbur may train with the same master a second time but forgoes any equipment or %stat increase buffs subsequent training would otherwise reward. Once per earned transformation Wilbur may train with a master regardless of racial limitations, but cannot gain any %Stat buffs they may reward, such as Eltus’ stat boost.
Alignment: Virtueous
Specializations: Honed Body III
Alliance:
[PTabbedContent=Techniques]
[PTab=Tier 0]
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[PTab=Tier 2]
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[PTab=Tier 3]
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[PTab=Tier 4]
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[/PTabbedContent]
[PTabbedContent=Equipment]
[PTab=Battle Equipment]
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[PTab=Training Equipment(CURRENTLY EQUIPPED)]
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[PTab=Miscellaneous]
[/PTab={background-color:#FFFFFF}]
[PTab=Unused Gear & Items]
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[/PTabbedContent]
[PTab=Tier 0]
Four Witches | 10% Fatigue | No Damage | N/A | This technique causes the user to grow an extra set of arms from his torso | Grants two extra actions per turn. Lasts two turns, but can be sustained for up to 2 additional turns, with a cost of 10% per turn. | Shen |
Solar Flare | 5% Fatigue | No Damage | N/A | The user places their fingers to their head in order to create a blinding flash of ki energy. | Reduces enemy agility by 25% for 1 turn. Cannot be avoided. Twice per battle. | Shen |
Sense | No Cost | No Damage | N/A | The ability to sense the power levels of others, negating the need for a scouter. Does not give the user an exact number like a scouter would, but does give an accurate feel for comparing another person’s power their own. | Grants a passive 10% decrease to all defense requirements, unless your opponent also has Sense. Cannot be used on Cyborg or Energy Dependent androids. | Shen/Korin |
Zanzouken | 15% Fatigue | No Damage | N/A | This technique helps the user dodge by leaving an after-image. | Increases user's agility by 50% for this turn and makes the next attack used Hard to Dodge. Can be used twice in a turn to double agility and makes the next attack Almost Impossible to Dodge. Takes no Action, Twice Per Battle | Korin/Roshi |
Lightning Aura | 5% Fatigue | No Damage | N/A | Augments one's techniques by amping up your aura to dangerous levels. | While active, add 5% of your Strength to your Ki, and vice versa. Your Physical Techs inflict Cut, and your Ki Techs inflict Broken Bones. If also Powered Up: You add 10% of your Strength to your Ki and vice versa instead. Additionally, T3-T4 Physical Techs inflict Sever and T3-T4 Ki Techs inflict Pierce or Burn (Attacker's Choice). Takes 5% Fatigue and 1 action to activate, but may be sustained for free like Power Up. | Korin |
Mind Reading | No Cost | No Damage | N/A | It's only surface thoughts, but my what an edge that can give... | Defense, Subject to T0 Cooldown Allows the user to Dodge 1 Technique once per battle at no cost. This cannot be used against an opponent who has Telepathy, unless you also have Telepathy. | Korin Defence |
Super Leader | No Cost | No Damage | N/A | Onwards! Together we stand and they fall! | Can Sacrifice Actions and add them to their allies. If less than 50% PL of the target, can transfer up to 1 Action. If 51-100% PL of the target, can transfer up to 2 Actions If 101-150% PL of the target, can transfer up to 3 Actions. If 150% or more of the target, can transfer up to 4 Actions. | Standard |
Bloody Defiance | No Cost | No Damage | N/A | Bloodied yet unbroken some men lead by example, their tenacity and endurance inspiring their allies to greater feats of heroism. The scars these men bear are a testament to their worth, their wounds little more than reminders of why they fight. | When below 50% HP the user is considered to be 1 step higher when determining how many actions may be given via the "Super Leader" Tier 0. For every 20% HP they are missing they all allies recieve +2.5% damage, to a maximum of +10% when the user is below 20% max HP. These effects can only be triggered in Death Battles. | Custom |
Protective Bubble | 4% Fatigue | No Damage | N/A | A simple energy shell, suitable for thwarting smaller strikes | Nullifying any two Tier 1 or one Tier 2 technique. Uses 1 action. Twice per Battle | Standard Defence |
Magic Materialisation | 2% Fatigue | N/A | N/A | N/A | Used to bring in extra equipment and/or items. Can switch one item of equipment or bring in one new battle item per use. Costs 1 Action. | Dende |
Healing Light | 10% Fatigue | N/A | N/A | N/A | Allows the user to heal the themselves or another character on the field by 10% of the user’s ki. Usable once on the user and once on another character. When used on another character it also reduces their fatigue by 15%. | Dende |
Multiform | 10% Fatigue | N/A | N/A | The user can create clones of themselves for a limited amount of time. | Each clone has a certain number of actions and can only use T1-T2 Techniques. Lasts for two turns. Each clone has 25% of the originals stats and gets two actions a piece. Only two clones can be used at a time. Once per battle. | Dende/Sataka |
Kaioken | Varies | N/A | N/A | The legendary King Kai Fist. A power-up technique that may be able to tip the scales of a tough battle in your favour, but it comes at a cost... | This boosts the user's current stats by a certain percentage but causes HP damage for each turn the technique remains active. Can stack with transformations. Please see Tech list for the "Times X" chart for specifics | King Kai |
Aegis Boon | Varies | N/A | N/A | There are many powerful techniques in existance for one to shield themselves, but precious few to defend another; but with an iron will though and unswerving dedication one can take that all important step. The question is a simple one... what's more important? A second chance for yourself, or them? After all... the greatest victories aren't won by skill or power, but by sacrifice. | Wilbur may choose to use a T0 Defence move without an attack to resolve it against, if he does so he must immediately designate an ally. That ally may utilise this ability vs an incoming T3 or higher technique without cost and as a free action, this does not prevent them making their own response to an incoming attack. If targeted by a T4 techique the use of a defence move granted in this fashion is mandatory. | Custom |
Mood Maker | 5% Fatigue | N/A | N/A | Follow my lead, harken to my orders; we are the instruments of our own salvation now. | Grants +5% to Ki to every member of your team as long as they're all alive for the remainder of battle. (Can only use once per battle and uses all actions to perform, can only be used by one person on your team per battle) | Standard |
Sword of Hope | 5% Fatigue | N/A | N/A | The user creates a sword made out of pure energy given to him by those willing to offer their energy. The energy encompasses the users original sword. | Can only use Final Hope Slash once activated. | Standard |
Ki Blade | 2% Fatigue | N/A | N/A | The user forms a blade on any limb the user chooses comprised of Ki | Adds 3% Ki to any Strength-based Tech. Costs no action, but increases fatigue of that technique by 2%. | Standard |
Hagane no Tamashi (Steel Soul) | 15% Fatigue | N/A | N/A | Lowers aimers on all attacks defended against by 1 tier; techniques that require Power Up activate simultaenously and without fatigue upkeep, but any stat increases from them are lost. Counts as power up for the purpose of lightning aura and fire aura. Lasts 3 turns. Requires and Replaces Power Up, T0 Cooldown cannot be used during. 1/battle | Custom (Wilbur) | |
Itto Shura | 2% Fatigue/Tier | N/A | N/A | Invoked with the use of another technique, Itto Shura adds STR or Ki, making it a Dual-Stat attack and advances all aimers on the attack one level. An Aimer already at "Impossible to" cannot be lowered by any means. The effects of Hagane no Tamashi end upon the use of this technique; user suffers 5% Health loss per turn it was active upon execution of this technique, taken after the attack is launched. Upon use the technique used with Itto Shura is disabled for the remainder of the battle. User suffers one instance each of Weakening, Dulling and Restricting that cannot be cured save by coming to an end naturally. | Siganture (Wilbur) |
[/PTab]
[PTab=Tier 2]
Between the Ribs | 6% Fatigue | 7% Strength | Physical | Using a bladed weapon or fingertips, you take a strike at the enemy, aiming for the middle of the chest. The goal is to punch deep inside and damage the internal organs. | Inflicts Pierce, Cut & Crush 1 | King Val'thor (Starting Move) |
Tribeam | 10% Fatigue | 15% Ki | Energy | The user puts their hands together in front of them in the form of a triangle. The centre of which can be used to ‘zoom in’ as it charges energy. | Can sacrifice up to 10% HP to increase damage up to 25% Ki. | Standard |
Dodon-pa | 11% Fatigue | 14% Ki | Energy | A beam of explosive energy utilized by the crane school | Hard to Dodge or Deflect | Shen |
Shadow Crane Strike | 10% Fatigue | 13% Ki | Energy | The user performs a crane pose, beginning to leave small after images behind them as they move, before firing a powerful ki blast from both hands. | Hard to Dodge. Increases Agi for 10% for 2 turns after use. | Shen |
Javelin Kick | 10% Fatigue | 11% Agility | Physical | A series of kicks that are meant to be more Swift than powerful. | The next physical attack used this turn is increased one on the 'Hard to Dodge' scale. Useable once per turn. | Standard |
Wolf Fang Fist | 10% Fatigue | 10% Strength | Physical | A series of rapid melee strikes evocative of a hunting wolf. | Can be sustained for 6% Str damage for 6% Fatigue per action. | Standard |
Eye Beams | 7% Fatigue | 10% Ki | Energy | A quick, weak beam shot from the eyes. | Very Hard to Dodge | Dende |
Kigan | 10% Fatigue | 15% Ki | Energy | A sphere of energy that can be controlled by the user. Initial cost is to create and initial attack. | Can be sustained for 2% Fatigue each turn. While sustained, it can be used for an attack that costs 1 action, deals 6% Ki Damage for 4% Fatigue per action used, defended against as a T1. If Negated or Overwhelmed by an opponent, it is gone and cannot be further sustained. | King Kai |
OG Kamehameha | 9% Fatigue | 13% Ki | Energy | A kamehameha launched with Master Roshi's method. | Can be charged an extra action to deal 16% Ki Damage. Hard to Negate/Overwhelm. | Roshi |
Barrier Punch | 10% Fatigue | 12% Strength | Physical | The user forms a small barrier around their fist to increase the power of their punches. | Can use a use of Barrier to add 10% Ki to the damage. | Standard |
Cosmic Illusion Blast | 10% Fatigue | 15% Ki | Energy | A ball of ki that sticks to your opponent and then explodes | Deals no damage on the turn used, but deals its full damage on the following turn. | Standard |
Psychic Bomb | 10% Fatigue | 11% Ki | Energy | This creates an orb of invisible psychic energy that explodes upon contact with the target. | Hard to Dodge. Blackout 1 | Standard |
[PTab=Tier 3]
Neo Tribeam | 15% Fatigue | 25% Ki | Energy | Performed in the same manner as Tri-Beam but with much greater force. It drains into one’s life force as well as their ki due to it’s high power. | Can sacrifice up to 20% Health to increase damage up to 45% Ki | Standard |
Complete Shot | 18% Fatigue | 24% Strength | Physical | A high powered physical attack, augmented by the user’s ki. | Breaks Bones & Inflicts Crush 1 | Standard |
Shippu Jinrai | 25% Fatigue | 23% Agility | Physical | Tensing the body ready for a high leap the user bides their time before launching themselves high into the air; from there it's simply a matter of timing as a surge of Ki leads to them descending foot first like the fury of the Gods, a true bolt from the blue that can make a difficult situation all the harder for a foe. | Stun 1, V.Hard to Dodge, Deals its Damage at the Start of next turn, Must be last action(s) in your turn. If an ally uses a T3 or higher physical tech Shippu instead deals its damage at the same time & both techniques advance 1 step up the Aimer scale for Dodging. | Custom (Wilbur) |
Dirty Halo | 17% Fatigue | 20% Ki | Energy | Extending their hands to the sky, the user manifests a large orb of power above their opponent’s head before dropping it on top of them | Can be charged one action to deal 24% Ki. Very Hard to Dodge or Deflect. | Roshi |
Destructo Disc | 21% Fatigue | 20% Ki | Energy | A disc of energy capable of bisecting an opponent | Cannot be Deflected. If Blocked, Severs Arms. If undefended, Cuts and Pierces. | Standard |
Dragon Rush | 20% Fatigue | 24% Strength | Physical | Utilizing a burst of ki energy, the user thrusts themselves fist first at the opponent, aiming to pierce through them physically. | Cannot be Blocked. Pierces. | Standard |
Heat Phalanx | 19% Fatigue | 22% Str/Ki | Physical | A burning uppercut, devastating if you get caught unprepared by it or its opener. | Hard to Deflect or Dodge. If a Physical Attack hit your opponent before it this round, Almost Impossible to Deflect instead. Burns. | Standard |
Hellzone Grenade | 20% Fatigue | 22% Ki | Energy | The user fires many blasts which seem to miss, surrounding the opponent on all sides. The user then causes them to collapse towards the opponent. | Almost Impossible to dodge. If Scattershot was Dodged last round, this Cannot be Negated/Overwhelmed. | Standard |
Shining Friday | 16% Fatigue | 18% Str/Ki | Physical | The user raises their hand and charges it with purple and orange electricity before striking their target with a devastating, ki-enhanced, strike which paralyzes their opponent. | Causes Stun 2. Cannot be Blocked. | Standard |
Reprobation | 15% Fatigue | 21% Ki | Energy | A variant of the Kigan and Hellzone Grenade, the user shapes their Ki into a myriad of blades after emulating the scattershot technique, these energy weapons then converge on their foe. If evaded the user then directs the weapons at their foe, effectively catching the foe offguard at the sudden shift in their direction. Due to the fine control needed to manipulate so many strikes simultaneously the tecnhnique is somewhat time consuming compared to its peers. | Inflicts Cut and Pierce; if dodged attack repeats and gains hard to dodge, but looses cut. This technique takes 1 additional action to perform. | Custom (Wilbur) |
[PTab=Tier 4]
Fulsome Wrath | 25% Fatigue | 40% Ki | Energy | No great acheivement is without sacrifice, no villain slain without chipping and blunting the blade that took their head. Yet there are always those willing to pay the reaper's price, cutting their deals with the spectre of death to strike out against their enemy. Drawing on the techniques underpinning the Tribeam the user strikes into the foe before siphoning their very energy to deliver a vicious bolt-like blast against them both. | Must sacrifice 30% HP to increase damage to 70% Ki | Custom (Wilbur) |
Dragon Fist | 29% Fatigue | 36% Strength | Physical | The user goes to strike their opponent, releasing a dragon-shaped wave of energy to surround and destroy them. | Cannot be Blocked. Very Hard to Parry, Inflicts Crush 1 | Standard |
Southerner Slam | 31% Fatigue | 36% Strength | Physical | You don't grow up amidst Battle Ball fans without picking a few things up and, now with the wisdom of grim experience, it's apparent that they were onto something grand. Seizing the foe by the lapels or equivocal the user leaps and sets themselves in a dizzying Ki-enhanced set of spins before slamming the foe suddenly into the ground, transfering all that pent up torque straight into their now static enemy. That's a goal if we ever saw one, right Beef? | If foe is stunned Impossible to Dodge, if foe is not then V Hard to Dodge. Crush II & Broken Bones. | Custom (Wilbur) |
Big Swing | 28% Fatigue | 41% Ki | Energy | The user swings their weapon with all their might as an energy slash is sent towards their opponent. | Cannot be Blocked | Standard |
Final Hope Slash | 30% Fatigue | 35% Str/Ki | Physical | The user thrusts their sword directly at their opponent’s mid-section before pulling it free and slashing their sword vertically as if they were cutting the person in half. | Cannot be blocked, Very Hard to Dodge. Cuts and Pierces. If used after Sword of Hope, this attack gains Bonus Damage equal to the damage the Spirit Bomb used would have dealt. | Standard |
Spirit Bomb | 25% Fatigue | 30% Ki | Energy | An attack that utilizes energy from the user’s surroundings, asking the living flora and fauna of a world for their aid in striking out the enemy. | It can be charged for +10% Ki Damage per action spent charging, with no limit to how long. No other offensive actions can be taken while Charging this attack (Defensive actions are fine). Allies in battle can lend you their energy while being charged, increasing the damage of the attack by 10% of their ki, and causing 10% Fatigue per action used to do so. | King Kai |
Gamma Burst Flash | 31% Fatigue | 30% Ki | Energy | User charges ki in both hands and releases it in an inverted position, resulting in a devastating wide beam. | Can target up to two foes. Cannot be Blocked or Negated/Overwhelmed. Blackout 1. | King Kai |
Genocide Attack | 31% Fatigue | 40% Ki | Energy | The user raises a hand, forming a scintillating well of energy that fires off countless blasts against their opponents in range. | This must be defended against as 4 separate T1 attacks all dealing 10% of the attacker's Ki in damage. These attacks can be directed as the user wishes. Can be sustained. Each sustain costs 7% Fatigue and creates 2 new 10% T1 attacks that the user may direct as they wish. If Sustained, no more than half can target the same opponent. Pierces, Hard to Dodge. | Standard |
Thunder Shock Surprise | 45% Fatigue | 50% Ki | Energy | The user shoots a lightning blast towards the target using both hands, and traps the opponent within an electric field. | Very Hard to Dodge or Deflect. Stun 3. | Roshi |
Innumerable Wounds | 25% Fatigue | 20% Ki | Energy | The selfsame technique brought to bear by the renegade Angel, Bacara, to teach a defiant soul the virtue of humility, Innumerable Wounds aims to lacerate and mortify a foe rather than cause outright and abject damage. While the column of energy comes in the form of one lengthy plume the energy pulses in distinct waves, the user able to extend the suffering by focusing further energy into the blast. Never one for half measures Wilbur's emulation could be considered a more dangerous variant... unlike the angel's his cannot be thwarted by fighting fire with proverbial fire. | Cannot be Overwhelmed/Negated, Inflicts Burn, Cut and Broken Bones. Innumerable wounds consists of 4 pulses at 5% Ki per pulse and may be charged to grant an additional hit per action spent charging. Each hit may be defended against as though it were a T2 attack. | Custom (Wilbur) |
[/PTabbedContent]
Items and Weapons
[PTabbedContent=Equipment]
[PTab=Battle Equipment]
Item Slot | Item Name | Effects/Bonuses | Addon Name | Addon Effect/Bonuses |
Main Weapon | Bacara's Staff | +15% Ki. Serves as x2 Grav in all threads. Gains 1 charge/update, max 2. Can spend 1 Charge to make thread x100 grav or 2 to make it x1000 grav. No other requirements. | Yardrat Weave | +10% Fatigue Threshold |
Head | Dirty Baseball Cap | +10% Durability | Spiked Helmet | +4% Strength | +2% Durability |
Chest | Bio-forged Armor | + 10 % Durability. Gain 1% Damage Reduction for every 10% max HP you are missing. Cannot be Stolen. | Crane School Emblem | +8% Durability; Increase fatigue threshold by 10%. |
Hands | Bio-forged Gauntlets | +10% Strength, Increases Damage Reduction of T1 Block by 2% per other "Bio" Item (max 10%) Cannot be Stolen. | Spiked Gloves | +4% Durability | Physical Attacks deal +1% Base Damage |
Talespinner's Cuff | Bio-forged Gauntlets | +8% Ki, Increases Damage Reduction of T1 Block by 2% per other "Bio" Item (max 10%) Cannot be Stolen. | Spiked Gloves | +4% Durability | Physical Attacks deal +1% Base Damage |
Waist | Bio-forged cod piece | + 5 % Durability. If worn with bio-forged armor, reduce base Parrying requirements to 70% instead of 75% Cannot be Stolen | Belt Buckle | +4% Strength | +4% Ki |
Legs | Bio-forged leggings | + 8% Agility. Once selected, the stats can not be changed. Reduce fatigue cost for dodging by 5%. Cannot be Stolen | Nanoweave Adjustments | +10% Agility |
Feet | Bio-forged Boots | +10% agility. If worn with bio-forged leggings, reduce base dodge requirements to 70% instead of 75%. Cannot be Stolen | Brightly Shining Shoes | +4% Agility | Ki Attacks deal +1% Base Damage |
Accessory | Bio-Suit | +5% Str and +5% Ki. Str lost if dropped below 50%, both lost if defeated. Stats "regenerate" after a month each. | Central City Rememberance Medallion | +10% Fatigue Threshold, +5% SP when on Earth |
Total Stats | Inc. Aura | 27% Str 38% Ki, 38% Agi, 49% Dur & 30 Fatigue Thresh | Xenophobic | -10% Enemy Agility |
[/PTab={background-color:#FFFFFF}]
[PTab=Training Equipment(CURRENTLY EQUIPPED)]
Item Slot | Item Name | Effects/Bonuses | Addon Name | Addon Effects/Bonuses |
Main Weapon | Bacara's Staff | +15% Ki. Serves as x2 Grav in all threads. Gains 1 charge/update, max 2. Can spend 1 Charge to make thread x100 grav or 2 to make it x1000 grav. No other requirements. | Red Ribbon Decal | Deal 5% more damage vs androids while above 60% HP |
Head | Weighted Turban | -3% Stats, +5% SP Gains | Extra Weight | -3% Stats, +5% SP Gains |
Chest | Pikkon's Weights | -6% Stats, +10% SP Gains | Extra Weight | -3% Stats, +5% SP Gains |
Hands | Weighted Gloves | -3% Stats, +5% SP Gains | Extra Weight | -3% Stats, +5% SP Gains |
Talespinner's Cuff | Weighted Gloves | -3% Stats, +5% SP Gains | Extra Weight | -3% Stats, +5% SP Gains |
Waist | Weighted Belt | -3% Stats, +5% SP Gains | Extra Weight | -3% Stats, +5% SP Gains |
Legs | Weighted Greaves | -3% Stats, +5% SP Gains | Extra Weight | -3% Stats, +5% SP Gains |
Feet | Weighted Boots | -3% Stats, +5% SP Gains | Extra Weight | -3% Stats, +5% SP Gains |
Accessory | Weighted Necklace | -3% Stats, +5% SP Gains. | Extra Weight | -3% Stats, +5% SP Gains |
[/PTab={background-color:#FFFFFF}]
[PTab=Miscellaneous]
Battle Inventory Slot | Item Name | Item Effect | Uses per Battle | Consumable? | Uses Remaining |
1/ | Breathing Aid | Increases Max Fatigue by 25. | 1 | Yes | 1 |
2/ | Talespinner's Cuffs | Able to Equip an Additional Hands Slot Item | Passive | No | Infinite |
3/ | Senzu Bean | Restores 50% Health and Fatigue. All Break Effects and Status effects removed. | Unlimited | Yes | 1 |
Shirt Pocket | Dried Up Bean | Restores 20% Health and Fatigue. | Unlimited | Yes | 1 |
Capsule Case 1/ | Yardrat Herbs | Restores 10% Health and Fatigue, and increases Max Fatigue by 10. | 1 | Yes | 1 |
Capsule Case 2/ | Lazarus Crystal | In Battle, if you are killed, you are instead revived at 10% health. | Unlimited | Yes | 1 |
Ongoing Effect Name | Effect Details | Source | Duration |
Lucid Dreamer | May Spar With Someone Regardless of World 1/Week | Astral Crystal | Indefinate |
Amber-Violet Cloak Aura | +6% to all Stats & +3% maximum HP | Advanced Color | Indefinate |
Xenophobic Burn | +5% Damage vs enemies who do not share your race | Aura Burn | Indefinate |
Chilling Aura | -10% Agility to all enemies | Aura Effect | Indefinate |
Under the Weight | x2 Gravity in effect unless amplified with charges | Bacara's Staff | Equipped |
Marathon Runner | +10% Fatigue Threshold (135% Base inc. Racial) | Snakeway | Indefinate |
Rogue Imperfect Cell Jr | 25% PL, May Use Namek Regeneration 1/battle | The Rogue | Battle Buddy |
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[PTab=Unused Gear & Items]
Item Name | Gear Effects & Bonuses | Slot |
Bruiser's Belt | +1% Agility, +1% Durability | Waist |
Regal Cape | +5% Ki, +3% Durability, Vegeta Tech -2 Actions 1/Battle | Chest Addon |
Scouter | +2% Ki | Use of the Sense Technique as if you possessed it | Head |
Mighty Fists | Due to your intense training with Dende you have increased your Strength and can hit a little harder! [+10% Strength; Equip to 'Weapon' or 'Hands' slot, may be changed freely.] | Weapon OR Hands |
Ionic Disrupter | +7% Ki, Increase to 10% on T3/T4 1/battle, bonus increased to 15% v Androids. | Weapon |
Climbing Rope | +4% Strength | +6% Durability | Waist |
Tough Denim Jeans | +6% Durability | If Belt Buckle is Added On To a worn Belt item: +10% Durability instead | Legs |
Leather Boots | +5% Ki & +4% Durability | Feet |
Cloudwalker's Boots | Agi +10%, 1/battle enhance Agi by futher 15% for one round | Feet |
King Kai's Emblem | +8% to Agility; Reduce damage taken from ki attacks by 6%. | Chest Addon |
Transfusion Gauntlets | +5% Durability, Restore 2% of Physical Damage as Health | Hands |
Red Ribbon Decal | Deal 5% more damage vs androids while above 60% HP | Weapon Addon |
Winter Scarf | +5% Agility, Immune to Absolute Zero & Agility loss from Cryokinesis | Head |
Item Name | Item Effect | Consumable | Quantity |
Old Coupon | Can be exchanged for a one-off training session with a master of opposing alignment | Yes | 1 |
Bulma's Panties | A sacred gift of the Gods... Mmmm. Sell to Master Roshi for 1,000z while training under him! | Yes | 1 |
Blackwallow Beer | +30% SP Gains on a Single Thread (ONCE PER ACCOUNT) | Yes | 1 |
Slightly Poisonous Liquid | +30% SP Gains on a Single Thread (ONCE PER ACCOUNT) | Yes | 1 |
Seed of Potential | +20% to all Gains on a Single Thread | Yes | 1 |
Yes | 0 | ||
Senzu Bean | Restores 50% Health and Fatigue. All Break Effects and Status effects removed. | Yes | 3 |
Dried Up Bean | Restores 20% Health and Fatigue. | Yes | 1 |
CC Cola | Restores 10% Health and Fatigue. | Yes | 1 |
Miracle Cure | A miracle cure for the viral heart infection that gripped Earth. Immediately cures all heart virus effects and prevents re-contraction for three rounds! | Yes | 1 |
Edible Clouds | You deal Double Damage with all attacks against Evil and Chaotic targets for 1 turn. The following 2 turns, your Strength and Ki are reduced by 25% for 2 turns. | Yes | 20 |
Lazarus Crystal | In Battle, if you are killed, you are instead revived at 10% health. | Yes | 4 |
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[/PTabbedContent]
Transformations:
"Zephyr" - Human - Agility Path I - +30% Agility, +20% Str/Ki/Dur - 5% Fatigue/turn
"Tremor" - Human - Durability Path II - +50% Agility/Durability, +40% Str/Ki - 10% Fatigue/turn
Property:
Earth
The Yearning Ash, Tavern & Haven - Earth - 10 Addon Slots (Fortress)
1/ Training Room - +10% SP
2/ Personal Accountant - +25% Zeni
3/ Basement Sweatshop - +15% Zeni
4/ Work Office - +10% Zeni
5/ Important Documents - +5% Zeni
6/ Garden
Yardrat
Flowering Bungalow - 7 Slots
1/ Basement Sweatshop2/ Training Room
3/ Work Office
4/ Personal Accountant
5/ Yardrat Portal - Setting to EARTH
Ships:
The Unnamed - CC Jet-Line 949 - Heavy Ship | Holds 8 People | 5 Addon Slots
1/Training Room - +10% SP
2/ Empty
3/ Empty
4/Work Office - +10% Zeni
5/Important Documents - +5% Zeni
- CC Mark III - Medium Ship - +50% Travel Time, 4 People, 3 Addon Slots
1/ Important Documents
2/
3/
1/Training Room - +10% SP
2/ Empty
3/ Empty
4/Work Office - +10% Zeni
5/Important Documents - +5% Zeni
- CC Mark III - Medium Ship - +50% Travel Time, 4 People, 3 Addon Slots
1/ Important Documents
2/
3/