Post by Deleted on Mar 14, 2019 8:39:03 GMT
Character Information
Power Level | HP | Strength | Ki | Agility | Durability |
125,000 | 18,750 | 16,300+6%* | 14,000 | 20,000 | 12,500 |
*+6% = Aura
Character Name: Mizuna
Level | EXP | TP | Zeni | SP |
21 | 21,154/23,099 | 11 | 4,461z | 19 |
Character Traits:
Out Of Battle: Nurturing Roots
10% SP boost to Mizuna and anyone she's threading with as long as its on Earth but 5% SP, 5% Zeni if its anywhere not that's not Earth.
In Battle: Imperfect Berserker
Take 1% MaxHP damage per tier of transformation active in addition to fatigue effects, but gain 5% to Str/Ki/Agi per tier.
Unique: Blood Rage
Able to reduce current/max HP by up to 10%, and this amount is added to Str/Ki/Agi. Takes an action to do, lasts for 3 rounds. If transforming, can activate it alongside the transformation as a free action, and lasts as long as she is transformed
10% SP boost to Mizuna and anyone she's threading with as long as its on Earth but 5% SP, 5% Zeni if its anywhere not that's not Earth.
In Battle: Imperfect Berserker
Take 1% MaxHP damage per tier of transformation active in addition to fatigue effects, but gain 5% to Str/Ki/Agi per tier.
Unique: Blood Rage
Able to reduce current/max HP by up to 10%, and this amount is added to Str/Ki/Agi. Takes an action to do, lasts for 3 rounds. If transforming, can activate it alongside the transformation as a free action, and lasts as long as she is transformed
Racial Traits:
Zenkai
- Boost to battle gains depending on HP remaining after fight:
Health Remaining Bonus <100% +10% <80% +20% <60% +30% <40% +40% <20% +50% 0% (Dead) +25%
Tainted Touch: Once per battle, can apply any status effect to any chosen attack.
Alignment: Good (+140/-1)
Alliance: None officially!
Specialization: None as of yet
Aura: Plain White (+6% STR)
Transformation | Effect |
LOCKED | +125% to Strength & Ki, +75% to Agility and Durability. Costs 25 Fatigue per turn in battle. |
LOCKED | +75% to Strength, Ki, Agility and Durability. Costs 15 Fatigue per turn in battle |
LOCKED | +70% to Strength & Ki, +30% to Agility and Durability. Costs 15 Fatigue per turn in battle. |
Wrath State | +25% to Strength, Ki, Agility and Durability. Costs 5 Fatigue per turn in battle |
Techniques
[PTabbedContent=Mizuna][PTab=Tier 0:]
Technique | Cost | Details |
Wild Sense | Varies | Defense All Fatigue and Action costs are the same as a Dodge, but you also counter with an attack that deals 10% Strength if used on a Physical tech, or 10% Ki if used on an Energy Tech which takes no additional actions or fatigue. 1/battle. |
Lightning Aura | 5% | While active, add 5% of your Strength to your Ki, and vice versa. Your Physical Techs inflict Cut, and your Ki Techs inflict Fracture. If also Powered Up: You add 10% of your Strength to your Ki and vice versa instead. Additionally, T3-T4 Techs inflict Cripple. Takes 5 Fatigue and 1 action to activate, but may be sustained for free like Power Up. Can not be active at the same time as Fire aura. |
Sense | N/A | Grants a passive 10% decrease to all defense requirements, unless your opponent also has Sense. Cannot be used on Cyborg or Energy Dependent androids. Passive. |
Zanzoken | 5% | 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 as Double Zanzoken; Doubling agility and makes the next attack Almost Impossible to Dodge, but the second use costs 10 Fatigue (for a total of 15). Takes no Action, Twice Per Battle Affected by T0 Cooldown, but can be used 2x in a turn before triggering Cooldown |
[/PTab]
[PTab=Tier 1:]
Technique | Fatigue | Damage | Details |
Basic Energy Attack | -2% | 2% Ki | Restores 2 fatigue when used rather than costing fatigue. |
Basic Melee Attack | -2% | 2% Str | Restores 2 fatigue when used rather than costing fatigue. |
Barrier | 50% of Incoming Attack's Fatigue | N/A | Divide your ki stat by the opponent’s attacking stat, and multiply by 100. This is the % of damage prevented from the incoming attack, to a maximum of 70%. Always takes 2 Actions |
Block | Varies | N/A | Reduces 25% of incoming damage. May be increased via effects to a maximum of 50%. Always takes 1 Action. Costs 2/4/6/8 Fatigue, depending on Incoming Attack's Tier. |
Deflect | Varies | N/A | Reduce incoming damage by (2+Tier of incoming attack)% of your Strength. You may spend total actions equal to the tier of the attack that you're defending against, multiplying the reduction by the number of actions spent. The first action spent costs 2 Fatigue, and each successive action costs 1 more, stacking. Deflect is a single action, and costs 1 Fatigue. |
Disarm | 5% | 3% Str | The user attempts to disarm the weapon user by any means necessary. Once the weapon is free, the weapon user will not be able to user their weapon on their next turn. |
Dodge | 75% of incoming attack's Fatigue Cost | N/A | Allows the user to evade incoming attack in order to avoid all damage. Requires 75% of your opponent's attacking stat in agility. |
Kiai | Varies | N/A | Kiai reduces the incoming damage of an attack by (Lower of your Str/Ki / Higher of your Str/Ki) * 60%. If the reduction is 45% or higher, you may choose one of the following: -Ignore 1 Status Effect on the Incoming Attack -Reduce Kiai's Fatigue Cost by 2*Tier of the Incoming Attack -Reduce its Action Cost by 1 If the above triggers, and your Agility is within 10% of your lower of Strength or Ki, you may choose 2. Always Takes 2 Actions. Costs 5/10/15/20 Fatigue, depending on Incoming Attack's Tier. |
Negate | N/A | N/A | Allows the user to negate an incoming physical or ki attack with one of their own, as long as the damage of your attack exceeds the incoming attack. Can only Negate Physical Techs with Physical Techs, and Energy Techs with Energy Techs. |
Overwhelm | N/A | N/A | Allows the user to overwhelm an incoming physical or ki attack with one of their own, defending the attack and attacking with your own, as long as the damage of your attack is twice or more of the incoming attack. Can only Overwhelm Physical Techs with Physical Techs, and Energy Techs with Energy Techs. |
Power Up | 5% | N/A | +10% ki and strength. Costs 5 Fatigue for every turn active. Takes an action to activate, but no action to maintain. |
Respite | N/A | N/A | Restores 10 Fatigue. Maximum of 2 uses per turn. |
Self Harm | N/A | See Details | The user has the option to hurt themselves. Deal 10% of either Ki or Strength to yourself as damage. |
Speed Burst | 5% | N/A | +10% to agility for one turn (can be used before defending an attack). |
Wall of Defense | N/A | N/A | Seeing that your ally is in trouble, you rush forward and throw yourself in the way of an oncoming attack, taking the hit for them. User takes 100% of the damage instead of their ally. |
[/PTab]
[PTab=Tier 2:]
Technique | Fatigue | Damage | Details |
Barrier Punch | 10% | 11% Str | Physical. The user forms a small barrier around their fist to increase the power of their punches. Can be charged up to 2x, each charge adding 5% Ki to the damage. If Charged, Hard to Barrier, and treated as a Dual-Stat Tech. |
Bionic Headbutt | 12% | 15% Str | Physical. User flies directly at their opponent as their body stays perfectly straight, ramming their head into the opponent’s body. Hard to Deflect. |
Cross Arm Dive | 11% | 14% 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. Hard to Deflect or Kiai. |
Daikaiten Kick | 13% | 14% Str | Physical. Utilizing momentum from a quick, ki-powered spin, the user kicks at their opponent. Hard to Deflect or Barrier. |
Gigantic Press | 14% | 15% Str | Physical. The user charges into their opponent full force after shielding their body in a barrier of energy. Hard to Deflect. Fracture. |
Javelin Kick | 10% | 11% Agi | 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. |
Kamehameha | 13% | 16% Ki | Energy. A powerful concentrated wave of energy fired from both hands. The user cups their hands behind one side and chants the name. Can be charged 1x, increasing Base Damage by 3%. If charged, gains Hard to Negate/Overwhelm |
Mach Kick | 11% | 12% Agi | Physical. The user rains down kicks upon his opponent at extremely high speeds. Split Attack. This can only target 1 opponent, and must be defended against as 3 T1 attacks, each dealing 5% Agi Damage. Hard to Dodge. Once per turn. |
Masenko | 12% | 13% Ki | Energy. The user puts both hands over their head, one behind the other, and charges a wave of energy as he chants the name and shoves his hands forward. Hard to Barrier or Dodge |
Rock Paper Scissors | 10% | 14% Str | Physical. A physical-based technique which involves three attacks: a punch, an open palm strike, and an attack at the opponent’s eyes. Hard to Dodge if the opponent used a Physical move last turn. |
[/PTab]
[PTab=Tier 3:]
Technique | Fatigue | Damage | Details |
Dragon Rush | 20% | 24% Str | Physical. Utilizing a burst of ki energy, the user thrusts themselves fist first at the opponent, aiming to pierce through them physically. Hard to Block. Wounds. |
Heat Phalanx | 21% | 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, Impossible to Deflect instead. Burns. |
Hundred Fists | 18% | 22% Str | Physical. Once the user is in range of their opponent, they fire off a quick combo of punches ranging from jabs, crosses, uppercuts, hooks, back fists...etc. That looks as if one hundred of them were thrown at their opponent. Hard to Deflect, Dodge or Block. |
One Inch Punch | 17% | 21% Str | Physical. When your opponent is only one inch away from you, you can land a devastating punch. Restricting 2, Dims. |
Shining Friday | 16% | 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. Stun 2. Cannot be Blocked. |
Super Kamehameha | 18% | 24% Ki | Energy. A more powerful version of the Kamehameha, used and fired in the same manner but with much more destructive force released. The wave is often as large or larger than the user’s body. Hard to Deflect. Can be charged up to 2x, each Charge increasing Base Damage by 5%. If charged, gains Hard to Negate/Overwhelm. |
[/PTab]
[PTab=Tier 4:]
Technique | Fatigue | Damage | Details |
Dragon Fist | 29% | 36% Str | Physical. The user goes to strike their opponent, releasing a dragon-shaped wave of energy to surround and destroy them. Cannot be Blocked or Deflected. Crush. |
Ultimate Kamehameha | 29% | 40% Ki | Energy. Potentially the most powerful version of the kamehameha. Also launched the same manner but with enough force to severely damage the area around the user. Much larger than the user’s body in size, it will overwhelm smaller attacks more easily. Cannot be Overwhelmed/Negated. Can be charged up to 3x, each Charge increasing Base Damage by 7%. If Charged, gains Hard to Kiai. |
[/PTab]
[/PTabbedContent]
Master Moves
Name | Tier | Cost | Description |
Lightning Aura | 0 | 5% | 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). |
Zanzoken | 0 | 15% | 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 Affected by T0 Cooldown, but can be used 2x in a turn before triggering Cooldown. |
Sense | 0 | 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. Passive |
Inventory and Equipment
Weapon | Bastard's Blade (+9% Str) |
Head | Dirty Baseball Cap (+10% Dur) |
Hand | |
Chest | Mercenary's Suit (+2% Str/+2% Ki/+3% Agi+/3% Dur), Weighted Shirt (-3% All Stats|+5% SP Gains), Extra Weight (+5% SP Gains/-3% All Stats*) |
Waist | Bruiser's Belt (+1% Agi/+1% Dur) |
Legs | Tough Denim Jeans (+6% Dur*) |
Feet | Leather Boots (+5% Ki/+4% Dur) |
Accessory | Light of Good: +5% zeni and 5% exp gains when threading with someone who also has this equipped. Central city remembrance medallion: accessory add-on. Never forget! While equipped + 10% fatigue threshold. +5% sp gains when on earth. |
Battle Items |
|
Inventory | 10th opal: weapon or armor add-on. A white stone with vibrant colors beneath its milky surface. The stone of october. When added onto a weapon, twice per battle the stone can be activated as an action. The next attack you launch requires 1 additional action to dodge. When added to armor, the stone can be activated as an action once per battle. This generates three bonus actions that can only be used to dodge. Bandages' bandage: Consumable. When consumed, the next mission you do, up to hard missions, reduces its word requirement by 25% without negative effect to your rewards. Space Hamster Sandwich: +30% SP to a single thread, once per account Blackwallow Beer: +30% SP to a single thread, once per account. Astral Crystal: A magical crystal that lets you spar with a someone on another planet once a week via your mind. Central city remembrance medallion: accessory add-on. Never forget! While equipped + 10% fatigue threshold. +5% sp gains when on earth. Old Coupon - Lets you train with one master of opposing alignment. |
Property | See below |
* = If Belt Buckle is Added On To a worn Belt item: +10% Durability instead