Post by Broken Stars on Feb 11, 2019 17:41:12 GMT
Character Information
Character Name: Scalpe, Warrior Scholar and Savior of Catask
Character Level: 8
Current EXP: 3,176
Power Level: 7,600
HP: 3,040
Strength: 1,520
Ki: 380
Agility: 380
Durability: 1,520
Zeni: 5,983z
Racial Traits:
Cannon Fodder
+10% Durability in battle.
Built to Last
In battle, 50% of the fatigue rating of any attacks (physical or ki based) the user blocks is removed from their fatigue level (i.e. User blocks a 10% Ki blast and receives -5% fatigue). Only counts on normal blocks (i.e. no barrier techniques or powering rage etc.).
Twisted Logic
Thanks to the many cybernetic components of his body, Scalpe's physical prowess, his more direct power is something best benefited through careful research and calculated upgrades. Battle provides little benefit to his power, as synthetic muscles and armor plating do not grow more powerful from strain. However, experience is something that can still only be gained in battle, and Scalpe's black box redundancy feature lets him record and analyze fights afterwards, to gain as much as can be possibly gleaned from every fight he participates in, to further improve his skills.
+15% SP gains and -10% XP gains from non-combat threads.
+15% XP gains and -10% SP gains from combat threads.
Deadly Reach
Few things better represent the calculated and unorthodox thought processes of Scalpe in battle than the modifications he made to his fists. Fully functional, they also serve as flails, able to detach from his arms and remain connected by thick, sturdy cabling. Thanks to this feature, attempting to avoid his attacks in melee can often prove to be a painful endeavour.
Agility costs to avoid Scalpe's Strength based attacks are increased by 10%
Mad Science
Scalpe's primary claim to fame among his people was a work of many sciences, but predominantly it involved chemistry and bioloty. Scalpe's knowledge in these fields lets him quickly analyze and break down even the most complex of substances, expanding upon the yields and creating additional units that, while individually lacking the original's power, surpass it in a sum total.
Once per week, Scalpe can deconstruct a consumable, losing it in the process. In exchange he gains two doses of a consumable that confers 60% of the effects of the original. Consumables created through this trait cannot be broken down.
When breaking down consumables that increase gains, he can only use the doses created and can no longer use the original item (even if purchased again)
Alignment: Neutral
Specialization: N/A
Alliance: (if part of one)
Techniques
Tier 0: Can be purchased from the Technique Shop
Tier 1:
Power Up - (+5% Fatigue for every turn active) (+15% ki and strength)
Speed Burst - (+5% Fatigue) (+15% defense score)
Basic Energy Attack - (2-4% Fatigue) | (2-4% Ki Damage): Can choose between 2-4 fatigue when using this attack and it does an equal amount of damage.
Basic Melee Attack - (2-4% Fatigue) | (2-4% Str Damage): Can choose between 2-4 fatigue when using this attack and it does an equal amount of damage.
Basic Weapon Attack - (5% Fatigue) | (3% Str Damage): Inflicts Cut, Pierce or Broken Bone based on the weapon.
Respite: -10% Fatigue | Max of 2 per turn
Disarm - (5% Fatigue) | (3% Str Damage): If hits, opponent cannot benefit from their weapon next turn. Useable 3/battle
Block: Reduces Damage by 50% on T1s for 2% Fatigue, 40% on T2s for 4% Fatigue, 30% on T3s for 6% Fatigue, and 20% on T4s for 8% Fatigue. Always available.
Deflection: Requires at least 50% of your opponent’s ki attack score. ½ Ki + ½ Agility. Reduces damage by 50%. It takes 50% the fatigue of an attack to deflect.
Parry: Requires at least 50% of your opponent’s str attack score. ½ Dura + ½ Agility. Reduces damage by 50%. It takes 50% the fatigue of an attack to parry.
Dodging: Requires at least 75% of your opponent’s attack score (Str or Ki) in agility. It takes ¾ the fatigue of an attack to evade. (Negates all damage by dodging)
Negation: Negate an incoming energy or physical attack with one of your own. Your damage must meet or exceed the incoming attack's damage. Str Techs can only be Negated with Str Techs, and Ki Techs can only be Negated with Ki Techs.
Overwhelm: Overwhelm an incoming energy or physical attack with one of your own. Your damage must at least have double the incoming attack's damage. Str Techs can only be Negated with Str Techs, and Ki Techs can only be Negated with Ki Techs. Allows you to defend and attack with the technique used.
Tier 2:
Cross Arm Dive 12% 11% Str Physical. While falling from a great height, the user crosses their arms over their face and chest in order to plow into the enemy. Almost Impossible to Parry.
Tier 3:
Rocket Punch 15% 19% Str Physical. User aims their fist at their opponent. The fist shoots off their wrist like a rocket and slams into their opponent, dealing heavy damage. Very hard to dodge. Disables.
One Inch Punch 17% 21% Str Physical. When your opponent is only one inch away from you, you can land a devastating punch that also lowers their Agility stat by 20% for the next 2 turns. Crush 1.
Tier 4: Can be purchased from the Technique Shop
Master Moves: Must be learned from Master Training (see each master's training page for details)
Items and Weapons
Weapon:
Head:
Hand:
Chest:
Waist:
Legs:
Feet:
Accessory: Plasteel Armour Plating: No one can say you weren’t built to last (Slot: Accessory | adds +5% durability to any piece of equipped equipment that has a durability bonus)
Inventory:
Internal Scouter: External scouters are so last year. This is built into your head! (Can scan for and Sense Power Levels)
Property: (ships, land, houses)