Post by Android 21 on Aug 24, 2018 2:43:06 GMT
Character Name: Android #21
Nicknames: #21
Character Level:
33
Current EXP:
60,996
Battle Status: Suppressed
HP: 66,000 (133,320)(137,319 from Aura)
PL: 306,200 (573,780)
Base Stats
Strength: 55,100
Ki: 11,000
Agility: 43,000
Durability: 44,000
With Bonuses
Strength: 93,670 (Equipment and Aura, T2, 70%)
Ki: 17,050(Equipment and Aura, T2 +55%)
Agility: 87,290 (Equipment and Aura, T2 +103% Agility)
Durability: 88,880 (Equipment and Aura, Spec, T2 +102% Durability)
Zeni: 38,122 Z
TP: 315
SP: 6,229
MASTER TRAINING:
Currently Training With: N/A
Weeks Completed: N/A
Master Training Availability Date: N/A
Racial Traits:
Unlimited Energy: While you still have 50% or more of your HP remaining, you automatically receive 2 respites and regenerate 20% fatigue per turn (as you are already using the maximum number of respites, you cannot spend additional actions to recover more fatigue). Once your health drops below 50%, you must spend actions to regain fatigue as normal.
Android Barrier: Allows the total negation of any one technique used against the player, also makes the user's next action hard to block/dodge. Costs no fatigue and 1 action to perform. Once per battle.
Character Traits:
In Battle Trait: Analytical Mind: Android 21 studies her opponent for weaknesses while fighting. Each turn, she gains 1 charge of Analytics, which she can spend at any point to increase damage by 2.5% on any one technique per charge. She may also forego attacking on a turn (though she may still defend) to earn an additional charge of Analytics, to a maximum of 2 per turn. This maxes at 4 charges, increasing damage by 10% for the next attack.
Android 21 gains charges automatically every turn. But, if 21 spends a turn defending rather than fighting, she gains 1 additional charge of Analytical Mind for the max of 2 charges per turn.
Out of Battle Trait: Over-Analyzation: When writing threads, whenever 21 surpasses the Required Word Count, she gains more EXP. Every 500 WC over the limit increases her EXP gains by 5% up to a maximum of 15% for 1,500 WC over the Req WC.
Unique Trait:Wibbly Wobbly: Doctor Gero's unique experimentation on Android 21 made her different than any of his previous Android models.
Android Twenty One has access to MAJIN ACCESSIBLE Techniques in the Tech Shop. She also has the option to use the MAJIN TRANSFORMATION TREE rather than the Android Transformation tree.
Starting Items:
Self Destruct Button: Can self-destruct causing Ki dmg equal to your remaining HP%.
Internal Scouter: Can scan for Power Levels
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)
Alignment:Neutral
Specialization 1: Socialite 1:
Benefit A: +10% to All Gains when Threading with at least 1 other player
Benefit B: +5% to all Stats when fighting alongside at least 1 other Player
Specialization 2: Honed Body 1:
Benefit B: +5% DR against Physical Attacks
Benefit C: +5% to Block's DR and Cap
Alliance: N/A
Aura:
Aura (Color): Copper, 3% to All Stats
Aura (Special Color): Flaring Violet Pink, +6% to All Stats, +3% Max HP in Battle
Aura (Burn): Steady: A patient, slow-moving burn | You may lower 'Hard to Block' or 'Cannot be Blocked' down one step on one incoming attack. 3/Battle.
Aura (Effect): N/A
TRANSFORMATIONS:
Transformation 1
(Majin Power Tree) Tier 1
Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle.
Does not take Fatigue to maintain.
Transformation 2
(Majin Power Tree) Tier 2
Passive +40% to Strength, Ki, Agility and Durability Transformation Bonus in-battle.
Does not take Fatigue to maintain.
Techniques
Tier 0
- Suppression, The ability to hide or reduce one’s power to any level they desire. In battle, the user can choose to start the battle with their stats reduced by any percent they choose. All stats must be reduced by the same percentage. The user can spend one action to change the level of suppression or release it entirely. Passive ability, costs no fatigue and any fatigue that is accumulated while suppressed is reduced by the same percentage as the suppression.
Fatigue: N/A
- Time Freeze, May be used as a free action to augment a Dodge action. Your agility is considered to be sufficient to dodge and gain both free effects. 2/Battle
Fat: 5% Fatigue
- Ki Blade: The user forms a blade on any limb the user chooses, adding 3% Ki to any Strength-based Tech. Costs no action, but increases fatigue of that technique by 2%.
Example
Cross Arm Dive normally costs 12% Fatigue to do 11% Strength Damage. Augmented by this, it would cost 14% Fatigue, and do 11% Strength + 3% Ki damage.
- Perfect Barrier: Costs half the fatigue of the defended attack, can be used on any technique. This completely Negates one incoming attack.
Once per Battle
Affected by T0 Cooldown
- Powering Rage - Defense
User throws their hands/one hand outwards in front of them in order to block an incoming attack. You may pay any % of the incoming attack's fatigue to ignore that much damage. Can be used to defend up to 6 total tiers of attack.
Affected by T0 Cooldown
- Protective Bubble - User forms a weak sphere of energy around their body, Nullifying any two Tier 1 or one Tier 2 technique.
Uses 1 action. Twice per Battle
- Sonic Sway - The user of this sways side to side as the attacks come in, reacting somewhat like a blade of grass would when attacked with a large object. Reduces Dodge requirements by 10% when used with a single Dodge.
Takes no Action. Three Times per Battle. Once per Dodge. 3 Fatigue
- Tech: Absolute Zero
Effect: A chilling effect that spreads out from you in a wave or a beam that restricts the movements of your opponents!
All opponents lose bonus actions from a higher Agility for 2 turns. In addition, if your Ki is higher than their Durability, they also lose 1 additional action.
1/battle
Damage/Fatigue: 15% Fatigue
Actions: 1
- Tech: Hasshu-Ken
Effect: This technique allows you to strike much faster, making it appear as you have extra arms. This allows you two more actions for one turn for physical attacks. Does not cost an action, gained actions must be used in the same turn this technique is used. As this is an all-out attack, Respite cannot be used on the turn Hasshu-Ken is used. Can be used once per battle.
Damage/Fatigue: 5% Fatigue
Actions: 0 Actions
Tech Name: Absolute Barrier
Tier: 0
Fatigue: 0
Damage: N/A
Type: Defense
Description: Cover yourself in an immense barrier, keeping everything else out... even if you can't do anything in return!
Must be first action, immune to all damage/effects. Takes your entire turn of actions. Ends at the start of your next turn, and you pay 5 Fatigue for each tier of each attack that struck while the barrier was active. | T0 Cooldown
Tech Name: Rainbow Cloak
Tier: 0
Fatigue: 5
Damage: N/A
Type: Defense
Description: Wrap yourself in a scintillating garment that acts as a Barrier, but allows you to adjust the properties of an incoming attack against you!
Augments a Barrier. Incoming status effects are changed to another in the same tier of the defender's choice | 2/battle | Takes no action |
- Barrier: A basic energy shield. Divide your Ki stat by the opponent's attacking stat, and then multiply by 100, and that percentage of damage is nullified. Takes no fatigue, but does take an equal number of actions to the defended attack. Can only be used on tiers 1-3. Can only use twice per battle.
Example
If you have 10,000 ki and your opponent has 15,000 ki- you will nullify .66666 or 67% of the damage.
If you have 22,500 ki and your opponent has 15,000 str, you will nullify 1.50 or 150% (or otherwise all) of the damage
Speed Burst - (+5% Fatigue) (+15% defense score)
Punch (2%) - A simple punch. Uses Strength instead of Ki.
Charged Punch (3%) - A punch thrown with greater force than normal. Example : Haymaker Uses Strength instead of ki
Kick (3%) - A basic kick; uses strength. Uses strength instead of ki.
Charged Kick (4%) - A kick thrown with more force than normal Example: Donkey kick. Uses strength instead of ki.
Basic Energy Wave (5%) - A simple, but potent energy wave.
Basic Energy Beam (5%) - A simple, but potent beam of energy.
Basic Energy Ball (5%) - A simple ki ball.
Negation: You can cancel out an opponent’s ki blast with your own (requires the same ki score or higher).
Overwhelm: You can overwhelm an opponent’s attack with your own (requires 200% attack score)
Counter Attack: Requires at least 80% of your opponent’s attack score in agility.
Evasion: Requires at least 75% of your opponent’s attack score in agility. It takes ¾ the fatigue of an attack to evade. (Negates all damage by dodging)
Block: Requires at least 50% of your opponent’s attack score. ½ Durability + ½ Agility. Reduces damage by ½. It takes ½ the fatigue of an attack to block it.
Deflection: Requires at least 60% of your opponent’s ki attack score. ½ Str + ½ Agility. Reduces damage by ¾. It takes ¾ the fatigue of an attack to deflect.
Parry: Requires 60% of your opponent’s physical score. Reduces damage by ¾ to a minimum of 1%. Uses ½ agility + ½ strength. It costs 2% fatigue to parry a tier 1 attack, 4% to parry a tier 2 attack, and 6% to parry a tier 3 attack. Tier 4 attacks cannot be parried. (May only be used on physicals)
Respite: -10% Fatigue
- Ginyu Force Special Combo, Physical. User rushes towards their opponent with a flying knee, followed up by a powerful barrage of punches before ending the combination with a heavy spinning kick. Very Hard to Dodge.
Fat: 12%
Str Damage: 13%
- Strong Jersey, Physical. The user charges the opponent at blinding speed with his elbow. Almost Impossible to Dodge
Fat: 11% Fat
Str Damage: 10%
- Barrier Punch, 10% Fatigue, 12% Str, 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.
- Dodonpa – A beam of explosive energy utilized by the crane school. Requires 150% block score vs. the attack score to block.
Actions to Use: 2
- Tech: Javelin Kick
Effect: A series of kicks that are meant to be more cumbersome than powerful. Deals low damage, but requires focus to avoid. When used just before another physical attack, the second attack is harder to dodge or block.
Damage/Fatigue: 7% Agi
Actions: 2
Tech Name: Evil Instinct
Tier: 2
Fatigue: 10
Damage: 13% Agi
Type: Physical.
Description: A sudden, high-speed strike on an opponent concluding in a barrage of attacks from all sides.
If you've taken damage from 2 or more attacks this turn, this is treated as Charged.
Charge: +3% Base Damage and Hard to Dodge.
Tier 3
- Fast Hundred Fist, Physical. A variation on the original. 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. (Very Hard to Parry or Dodge). Can only be used once every other turn.
Fat: 18%
Agi Damage: 20%
Tech: Darkness Rush
Effect: Rush towards your opponent and deliver an unrelenting barrage of kicks and punches at them. Hard to block.
Damage/Fatigue: 22% Str
Actions: 3
Tech: Ultra Punch
Effect: Starting from a distance, the user rushes his opponent at full speed and aims a punch directly between their eyes. Difficult to dodge. Cannot be parried, hard to block. +5% Damage if Blocked.
Damage/Fatigue: 21% Str
Actions: 3
Tech: Hundred Fists
Effect: 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. Very hard to block or dodge.
Damage/Fatigue: 20%
Actions: 3
Tech Name: One Inch Punch
Fatigue: 17%
Damage: 21% Str Physical.
Description: 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.
Tech Name: Dragon Rush
Fatigue: 20%
Damage: 24% Str Physical.
Description: 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.
Tech Name: Complete Shot
Fatigue: 18%
Damage: 24% Str Physical.
Description: A high powered physical attack, augmented by the user’s ki. Breaks Bones, Crush 1
Technique Name: Jailbird Beatdown
Tier: 3
Fatigue Cost: 10% Fatigue
Damage: 12% Strength
Description: This technique is based on an attack that she learned from a fellow guard at the Super Jail, Eobard.
The technique is based around a strange, but brutal, form of martial art that Eobard had used and had trained in for many years; it was meant to be used to bring down a threat with the use of deadly force.
This attack may be sustained for 2 actions up to four additional times. Each sustained hit, if the one before it hit, gains damage; with the first two hits gaining 1% while the following last two gain 2% each for a total of 18% damage on the final hit.
Initial Attack: 12% Strength
First Successful Follow Up: 13% Strength
Second Successful Follow Up: 14% Strength
Third Successful Follow Up: 16% Strength
Fourth Successful Follow Up: 18% Strength
If any of the attacks are blocked/parried, the damage does not increase on the next attack (but does stay the same as the blocked/parried attack). If the attack is dodged/negated, the remaining attacks in the turn are at 12% Strength and must be re-used to start the damage increase. If the attack is Overwhelmed, the tech ends. This may be sustained through turns.
Each landed hit has a chance of causing Broken Bones.
- Red Magma, Physical. The user surrounds himself in a light red aura and rushes at the opponent, attempting to slam into them.
Very Hard to Dodge, Cannot be Blocked.
Fat: 25%
Damage: 34% Str/Ki
- Technique: Glass Jaw Fatigue: 20% Damage: 27% Str Description: The user of this attack pulls back for a hard strike, aiming at the jaw, or something close to it and strikes with as much force as they can muster. Very Hard to Deflect, Very Hard to Negate/Overwhelm, Blackout 1, Crush 1
- Dragon Fist, 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. Crush 1
Fat: 29%
Str Damage: 36%
Name: Protect and Serve
Tier: 0
Fatigue: Varies
Description: The Galactic Patrol are versed in a wide number of arts, and can often use their opponent's own strength against them.
Augments a Block. The damage reduced by the Block can be added to one T2-T4 tech used this turn. Costs Fatigue equal to the Block Fatigue Cost.
2/Battle, but also 1/Turn
Name: Power Dampener
Tier: 0
Fatigue: 10%
Description: In the unlikely event that an inhibitor collar is deactivated and someone attacks using energy, Galaxy Guards are shown techniques that can shut down energy use for a short time.
Augments a T2 or T3 attack for no Action. Adds Dim and Gouge to the Augmented attack.
2x per battle.
Name: Galactic Patrol Armlock
Tier: 2
Fatigue: 13%
Damage: 15% Strength
Description: Physical. An arm lock often used against prisoners who are getting rowdy, it has an unfortunate tendency to dislocate the arm. It still sees a lot of use.
Fracture, Cripple Arm
Special: If the Target had lost 2 actions or more to Stun on their previous turn, inflict Broken instead of Fracture.
Name: Lightning Strike
Tier: 2
Fatigue: 10
Damage: 12% Strength
Description: Physical. Using the innate power that the Galaxy Guard and Galactic Patrol is able to draw out, the user can strike with greatly increased force.
Stun 1. Charge
If Charged: Costs 11 Fatigue instead of 10, but has Stun 3.
Actions: 2 Actions
Name: Do Not Pass Go
Tier: 4, 35% Ki
Fatigue: 28%
Description: Energy. A powerful energy attack that is aimed to rapidly incapacitate a target.
Hard to Clash, Barrier or Kiai. Stun 2. Stun 4 if wielding Mental Stunner.
Actions: 4 Actions
Tech Name: Slasher III
Tier: 4
Fatigue: 31
Damage: 30% Str/Agi
Type: Physical
Description: Blur into an improbable number of yourself, moving faster and faster as you cut down everyone and everything that stands in your way.
Split | For each enemy beyond the 1st, this is automatically charged for no action cost | Hard to Barrier, Clash, Deflect, Dodge, Kiai | Dual-Stat | Charge: +7% Base Damage per charge and one Aimer is increased to 'Cannot be'
Weapon:
Katana Hilt, +9% Strength | +10% Durability (Green Gem) | Shifting Shield (While above 50% Health, you deal an additional 5% Damage with all attacks. While below 50% Health, you take 5% less damage from all attacks.)
Head:
Internal Scouter, Use of Sense technique. (Does not Take Up Slot)
Santa Hat, +10% Durability
Add-On: Captain’s War Garb (+2% All Stats)
Hand:
Flight Wrist Guards (+5% Strength | +5% Durability | Broken Bones can only stack once)
Hand Customization: Spiked Gloves (+4% Durability | Physical Attacks deal +1% Damage)
Tailspinner's Cuff: Flight Wrist Guards (+5% Strength | +5% Durability | Broken Bones can only stack once)
Hand Customization: Space Customization: +5% Agility
Chest:
Galactic Patrolman’s Outfit, +10% durability, +10% agility
Chest Add-On: Jolly Lord's Coat (+3% Durability / First Time Hit with Absolute Zero, Ignore it / Travel Times Reduced by 1 Day)
Waist:
Plantweave Belt: +3% Ki | +3% Agility | Heal 1% Health per round
Waist Add-On:Customize Waist, +5% Agility
Legs:
Security Guard Slacks: +3% Strength | +3% Durability
Leg Add-On: Customize Legs, +5% Agility
Feet:
Winterized Boots (+4% Ki | +2% Agility | +4% Durability)
Feet Customization: Space Customization: +5% Agility
Accessory:
Galaxy Sergeant Badge (+10% to any one stat)(10% Agility)
Nano-Weave Adjustments (+10% to single stat)(10% Agility)
Inventory:
• Customize Chest, +5% Agility
• Astral Crystal: A magical crystal that lets you spar with a someone on another planet once a week via your mind.
• Spiked Gloves (+2% Durability) - Hand Add On
• Bear Hands, +15% Strength
• Climbing Gloves: (+7% strength, +7% agility)
• Add On: Spiked Gloves (+4% Durability | Physical Attacks deal +1% Damage)
• Add On: Brightly Shining Shoes (+4% Agility | Ki Attacks deal +1% Damage)
• Wagashi Water – +30% health, +30% fatigue. Only use once per battle. This water comes from the home planet of Monaka.
• Cup Ramen – +20% health, +20% fatigue. Some consider this the most delicious treat in the universe.
• Mystery Meat – No one seems to know what this does. Try it out for yourself!
• Vigor Burst: A highly illegal drug that is made in prison. This gives a short term, but powerful stimulation to the body. +15% to all stats for 4 rounds, heals +25% HP and restores 45% fatigue. After 4 rounds, the user loses 20% of their stats for 4 rounds. (x3)
• Fangs' blood: The blood of famed boxer Fangs the vampire. All the warning labels on this bottle make you wonder if drinking it is a good idea... when consumed, regenerate 10% hp every round for 5 rounds. Consumable, can only use once.
• 24th WMAT Trophy: A trophy given to the champions of the 24th World Martial Arts Tournament, in the shape of its weight class symbol (Home add-on | +5% battle gains when battling on the same planet)
• Golden Ink Well: An inkwell used by (semi) legendary author, Akira Tori... something (Slot: Accessory | +5% SP when writing alone)
• Space Customization: +5% Agility
• Icy Antibodies, You become Immune to Status Effects for the next 3 turns, starting on the turn used
• Architect's Blueprints, Reduces Price for Buildings/Addons by half on Planet Cold.
• Architect's Blueprints, Reduces Price for Buildings/Addons by half on Planet Kanassa.
• Tonfa Hilt: +3% Str | +3% Ki |
• Tonfa Hilt: +3% Str | +3% Ki |
• Sur’Kati Meat: Whether raw or cooked, this meat has a sweet, juicy flavor that lingers on the tongue for hours after and rejuvenates the body (in battle it recover 10% fatigue | Takes one action to use & can only use once per battle)
• Prison Rations, Restores 10% Health | The next Health Recovery effect you receive has its effect increased by 50%
• Emergency Medical Kit, Restores 15% Health | Does not take an action to use
• Jewelcrafting Station - Combine two Gems into a single Gem, adding bonuses. Only one combined Gem per weapon/weapon pair
• Training Center - +20% SP Gains
• Ion Engines - Reduce travel time by 25%
• Bandages, Effect: Removes the Cut, Pierce and Burn Status Effects. Can stack up to 3 for a single Battle Items (x2)
• Bon's Last Feast: While ham is often considered most traditional when it comes to these meals this time of year, Bon wanted nothing to do with the celebration. As such, a feast has been made in his honor following his death. Enjoy!
Consumable: Heals 60% HP and Fatigue, but takes an entire turn to use, and you are afflicted with Stun 1 for the following round due to being so damned full.
• Slasher II - Weapon Slot : This weapon is remarkably well cared for, and dreadfully sharp. | For each stack of Cut your opponent is afflicted with, Dodge costs 1 less Fatigue (to a max of 3 less). If your opponent is affected by Wound, Dodge also costs 1 less action. | 1x/battle, you may use Agi in place of Str and/or Ki when Clashing on the attack, and your Agi is treated as 25% higher per stack of Cut (to a max of +75%) for the Clash. After this effect is used, it loses the 'For each stack of Cut your opponent is afflicted with, Dodge costs 1 less Fatigue (to a max of 3 less). If your opponent is affected by Wound, Dodge also costs 1 less action' effect for the remainder of battle.
• Central City Remembrance Medallion (+10% Fatigue Threshold | +5% SP when on Earth)
• Raffle Giveaway: Solar cell: Battle item. A small battery attached to a single photovoltaic lens. Each time you apply over heat to an enemy the solar cell builds a charge. Over heat turning into burn generating two charges. The solar cell can only hold up to 3 charges. When you charge a technique you may expend a charge from the solar cell to charge the technique a second time or put yourself under the effects of fire aura for that turn. Once a charge is expended part of the battery burns out, lowering the total number of charges the cell can hold by one. To a minimum of one.
• Prayer beads: A pair of old prayer beads used in old earth religions. Accessory. Once per battle you can spend an action to activate the beads, removing all negative status effects you're currently suffering.
• Carapace Armor - Slot: Chest | Reduces Physical Damage taken by 20%.
• Lobster Dinner: Grading consumable. A lobster dinner for two. When redeemed you, and your chosen thread partner, gain a +25% to all gains. Can only be redeemed on threads done with AT LEAST one other character, but only affects one other character.
• Training Room | Ship / Property | 1 Slot | +10% to SP Gains
Winter Extravaganza Gift List:
2 rare candies
Sweet stix™: your favorite brand of colored sugar that supposedly has flavors! Eat it or snort it, it's always got the same effect! Consumable. IMMEDIATELY regain 50% fatigue, and 5% fatigue per round after that for 4 rounds
Candy Cane Collection: Accessory | Both a festively dapper accessory for any discerning fighter with lasting wounds, gentlefriend, and an ever welcome snack in times of duress. These full size candy walking canes come in a collection of five flavors to compliment its peppermint base. Color coded for convenience.
Allows the user to ignore the "Sever Legs" status effect. May be consumed in battle to regain 15% fatigue, however this accessory then becomes inactive until the battle is over. 5 Charges
Frost Fall: Weapon slot. This strange Arcosian weapon consists of a ring of worked metal with a crystal set in the center. The Crystal pierces the ring at four major points and forms an intricate blade that could easily pass for strange folk art that looks, vaguely, like a snow flake. If a foe blocks a melee attack while frost fall is equipped you may spend 2 fatigue to inflict restraining 2 for it's normal duration. This can only occur once every three rounds.
Mistletoe: Consumable. A parasitic plant that somehow came to be part of a strange kissing tradition. Can be used in battle to inflict stun 2, or used when turning in a thread of any kind done with another player, netting you both +10% xp. This bonus is increased to 50% xp if the thread was a smut thread. Sorry, graders.
Tired Soundtrack: Consumable. What tortures could hell concoct that could possibly compare with the soul crushing madness of hearing 15 different renditions of Frosty the snowman 15 times a day!? When used, Karma rewards are removed from a thread of your choice.
Plum: Battle buddy. A Sucrosian fighter. The Sucrosians are a diminutive, winged, race from planet Sweets. Despite her 5 centimeter stature, Plum seeks to prove herself as a warrior, and has pledged herself to your service! Now Hopefully you can find something for the fairy like fighter to do. Has 20% of your sp allocated as you see fit. When you use a candy themed Consumable, or use the sugar rush technique, this doubles to 40% of your sp for 3 rounds. When you use the sweet stix consumable this becomes 60% of your total sp for 2 rounds, then 40% on the third before returning to normal. If killed in battle, plum must be wished back with the dragon balls or received a second time.
Wrapping Paper: consumable. A festive bit of wrapping paper that makes the contents of whatever you wrap it with both more alluring and a total mystery! Used on the first turn of battle to hide one of your battle items or consumables from the foe. The wrapped item increases it's action requirement by 1 to use, but leaves the foe completely in the dark about what the item is til used.
Snowglobe: House add-on. An antique snowglobe that's said to be shaped like the universe. +2% battle gains. +8% during october, november, or december
Sugar Rush Technique
Easily Shattered Bauble: battle item. A bright and shiny christmas bauble, perfect for decorating a tree!......or shattering on the floor to create a makeshift caltrop field. As an action you can break the bauble at your feet, creating a field a glass that unwary fighters might walk upon. Any melee attacks aimed at you during your following turn cause the foe who launched it to take a stack of cut. After two rounds, or one round if the foe uses the kiaihou technique on the glass, the glass is no longer dangerous.
Sudden Blizzard: Consumable. An oversized plain white snowflake. When consumed the consumer becomes the center of a blizzard, making all of their attacks hard to dodge. However, the consumers body temperature also plummets dangerously low, inflicting a building restricting on them. After four rounds, all effects end.
Christmas Star: update consumable. This bright star beckons and guides. When used, you may unlock any planet "near" your current position as a destination without a search thread.
Olibanum Burner: Battle item. As an action you can light this censer, allowing the scent of the incense to waft over the battle field. For the next three rounds you recover 10% fatigue. You are immune to stun for the duration of the fatigue recovery.
Heart Brannock: Update consumable. A strange, hand held device capable of taking an X-ray measurement of your heart. When used on your update, you can double or negate a karma reward from a mission completed that week!
Elven Labor Force: House add-on. Requires, and makes the sweat shop no longer take a slot. Reduce the cost of forging items by 2%. This triples to 6% during December only.
HEAD
• N/A
• N/A
HAND
• Weighted Gloves (-3% All Stats | +5% SP Gains)
• N/A
• Weighted Gloves (-3% All Stats | +5% SP Gains)
• N/A
CHEST
• N/A
• N/A
WAIST
• N/A
• N/A
LEGS
• N/A
• N/A
FEET
• - Weighted Boots (-3% All Stats | +5% SP Gains)
• N/A
Property: Arlian Barony (10 Add-On Slots)
Property Upgrades:
• Gravity Chamber | Ship / Property | 1 slot | Allows Gravity Training up to 40G
• Important Documents | Ship / Property | 1 Slot | +5% to Zeni Gains
• Work Office | Ship / Property | 1 Slot | +10% to Zeni Gains
• Training Center | Ship / Property | 1 Slot | +20% to SP Gains
• Knight Practice Room | Effect: Property | 1 Slot | +25% to XP Gains
• Gingerbread House Kit | Property | +2% SP Gains | +8% SP November, December and January
• Christmas Mantel Train Village | Property | +2% XP Gains | +8% XP November, December and January
• Jolly Wreath | Property | +10% TP Gains October, November, December.
• Christmas Tree: House add-on. A tall evergreen, decorated with festive trim and shiny ornamentation. It's been wrapped in lights that refuse to go out, and with a flip of a switch, blink in time to a melody played from an attached speaker. To top it all off is the angel, arms raised high and holding a shining light. Doubles the base bonuses of all festive ornaments. During the week of December 25th, the tree doubles all bonuses of all festive add-ons.
• N/A
Konatsian Castle (10 Add-On Slots)
Property Upgrades:
• Gravity Amplifier - Requires and Replaces Gravity Chamber | Increases level up to 90G
• Important Documents | Ship / Property | 1 Slot | +5% to Zeni Gains
• Work Office | Ship / Property | 1 Slot | +10% to Zeni Gains
• Training Room | Ship / Property | 1 Slot | +10% to SP Gains
• N/A
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Ships:
Highwind III: -25% Travel Time | 5 Persons | 5 Addon Slots (Travel Time Reduced a Total of 75%)
Ship Upgrades:
• HSTF Engines- Reduces Travel Time by 50%
• Work Office - +10% Z Gains
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Notes
- Likes lab coats, research, long walks on the beach, and nerdy talk.
- Socialite Gains: 10% to all Gains when threading with 1 other person.