Post by Shiva Leonheart on Aug 24, 2018 4:50:45 GMT
Character Information
Character Name: Shiva Leonheart
Stats:
Battle Status: Suppressed
Character Level: 39
Current EXP: 89,327/91,599
HP: 112,500 (135,000)(151,875 with Trans 1)(168,750 with Trans 2)(185,625 with Trans 3)
PL: 506,460 (713,090 without power up) (733,736 with Power Up)(809,704 with Power Up/Trans 1)(885,674, Trans 2 et all)(961,642, Trans 3 et all)
Base Stats
Strength: 28,230
Ki: 75,000
Agility: 75,000
Durability: 75,000
With Bonuses
Strength: 28,795 (Equipment, 2%) 31,618 (Power Up Equipment, +12%) 35,852 (Equip,Power Up,Trans 1, 27%) 40,087 (Equip,Power Up,Trans 2, 42%) 44,321 (Equip, Power Up, Trans 3, 57%)
Ki: 121,500 (Without Power Up, 62%) 129,000 (Aura, Spec, Equipment, Power Up, +72%) 140,250 (Trans 1 et al, 87%) 151,500 (Trans 2 et al, 102%) 162,750 (Trans 3 et al, 117%)
Agility: 116,250 (+55%, Equipment) 127,500 (Equip + Trans 1, 70%) 138,750 (Equip + Trans 2, 85%) 150,000 (Equip + Trans 3, 100%)
Durability: 90,000 (Equipment, +20%) 101,250 (Equip + Trans 1, 35%) 112,500 (Equip + Trans 2, 50%) 123,750 (Equip + Trans 3, 65%)
SP: 3,875
TP: 72
Zeni: 99,174 Z
SAGA TOKENS: 20
Master Training:
Current Master:
Current Week:
Racial Traits:
Mutant Transformations: Regeneration Form: Recover 10% HP per turn active. Costs 6 Fatigue per turn active.
Great Skills: Start with two extra signature tech slots
Character Traits:
Out Of Battle:
Unique Heritage: Due to Shiva's unique blood line, she has the potential to gain additional bonuses for herself and others.
When she gets gains with a Full Blooded Saiyan, Human, or Namekian, Shiva and these players gains +10% Zeni.
For Shinjin, Majin, or Demons, Shiva and these players gain +10% Exp.
If she threads with a Changeling, Alien, or Android, Shiva and these players gain +10% sp.
If she threads with any hybrid, Shiva and these players gain +5% sp and +5% exp.
Note: Shiva only gets to choose ONE Bonus Gain to receive for herself. For example, if doing a thread with GOKU (Full Saiyan), SKOT (Shinjin), and GOHAN (Half-Saiyan), then Goku would get +10% Z, SKOT would get 10% EXP, and Gohan would get +5% SP and 5% EXP, but Shiva would have to pick one of the three for herself for that thread, the 10% Z, 10% EXP or the 5% SP and 5% EXP; she will not gain all bonuses just for threading with those multiple races.
In Battle:
Thunderstruck:
Electricity courses through each of Shiva's ki attacks; this makes them capable of piercing through enemy defenses. Three Times Per Battle Shiva's attacks are upgraded on the HARD TO DEFLECT scale; from Hard to Deflect to Cannot be Deflected. Furthermore, if the attack does not have a Deflect aimer, it will gain "Hard to Deflect" status. If the attack is successfully deflected, the damage reduction is decreased by 10%.
Unique:
Dragon Blood:
Shiva's heritage makes her more resistant against electricity. In her base form, she takes half damage from the damage from Lightning Aura, Lightning Strike, and Thundershock Surprise.
As she transforms, this increases to 75% in her first form, and 100% immunity in her second.
Additionally, she gains 25% Damage Reduction per Transformation Level against Honoo, Hell's Inferno, Heat Dome, and Thunder Flash Attack, as well as the same amount of reduction against the effects of Pyrokinesis.
Note: This trait does affect Custom Attacks based around Fire or Electricity/Lightning, at the discretion of the creator of said technique.
Alignment: Virtuous (64 Positive | 51 Negative)
Transformations:
Transformation 1:
+15% to Strength, Ki, Agility and Durability. 1 Extra action per turn.
Costs 2 Fatigue per turn in battle.
Transformation 2:
+30% to Strength, Ki, Agility and Durability. 1 Extra action per turn.
Costs 4 Fatigue per turn in battle.
Transformation 3:
+45% to Strength, Ki, Agility and Durability. 1 Extra action per turn.
Costs 6 Fatigue per turn in battle.
Specialization:
Level 10: Energizer I
Benefit A: +5% Ki in Battle.
Benefit C: Energy Attacks deal 2.5% more damage.
Level 20: Energizer II
Benefit A: +5% Ki in Battle.
Benefit C: Energy Attacks deal 2.5% more damage.
Level 30: Energizer III
Benefit A: +5% Ki in Battle
Benefit C: Energy Attacks deal 2.5% more damage.
Alliance:
Z-Fighters
Aura:
Color: Silver, +14% Ki in Battle
Burn: Coiled: A bubbling, but macabre burn | You may lower 'Hard to Barrier' or 'Cannot be Barrier'd' down one step on one incoming attack. 3/Battle
Aura Effect: Sparkling: -Tier Fatigue Cost on every T2 or Higher technique.
Techniques
Signature Slots Used: 3/8
Tier 0
Tech: Healing Light
Fatigue: 10%
Effect: Allows the user to heal the themselves or an ally by 10% of the user’s ki or 5% of the user's Ki and 5% of the target's Durability, whichever is higher.
Usable once on the user and once on an ally. When used on an ally it also reduces their fatigue by 15.
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Tech: Speak Namekian
Effect: Speak the Namekian Language.
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Tech: Magic Materialization
Fatigue: 2%
Effect: Used to bring in extra equipment and/or items. Can switch one item of equipment or bring in one new battle item per use.
Note that the limitation of 1 of each type of item still applies.
Costs 1 Action.
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Tech: Multi-Form Technique
Tier: 0
Fatigue: 10%
Effect: The user can create clones of themselves to aid in battle.
Upon use, the user can pay a % of their stats (i.e. paying 20% reduces the Final Total of each stat by 20%) up to 50%. This creates 2 Clones that each have the stats paid upon use of this technique. They can access all of your T1-T3 Techniques, and each have 2 actions.
Once per battle.
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Tech: Suppression
Effect: 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
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Technique Name: Frigga's Humor
Tier: 0
Ki or Physical: N/A
Fatigue %: 10%
Damage %: N/A
Description: When used with a dodge, it creates a near perfect illusion of the user who slips out of the way of the attack. The enemy focuses their attack on the illusion while the user escapes. It allows the user to dodge any one T3 or lower attack. Once per battle. Affected by T0 Cooldown.
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Technique Name: Odin's Insight
Tier: 0
Ki or Physical: N/A
Fatigue %: 10%
Damage %: N/A
Description: Given a few seconds glimpse into the future to see the many possible outcomes of the next few moments of battle, when used with an attack it makes the attack go one step higher on the Hard to scale. When used with a defense, decreases the Hard to Rating of an incoming enemy attack by one step (Very hard to becomes Hard to, for example) once per battle.
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Technique Name: Baldur's Glory
Tier: 0
Ki or Physical: N/A
Fatigue %: 10%
Damage %: N/A
Description: When used with a block it increases the damage reduction by 10% per tier (so 60% for T1, etc) and makes Shiva immune to all attacks effects except Pierce for that one turn. Twice per Battle. Affected by T0 Cooldown.
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Tech: Sonic Sway
Effect: Boosts agility by +25% for one dodge action.
Actions: 1
Fatigue: 3%
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Tech: Barrier
Effect: Costs half the damage in fatigue to completely nullify the damage. Can only be used on tiers 1-3.
Actions: 1
Fatigue: Half damage cost in Fatigue.
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Tech: Protective Bubble
Effect: User forms a weak sphere of energy around their body, protecting them from any two Tier 1 or one Tier 2 technique. Uses 2 actions. Can be instantly destroyed if attacked by two Tier 2 attacks simultaneously or any Tier 3 Attack.
Actions: 2
Fatigue: 4%
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Tech: Kiai
Effect: Defense. The user inhales deeply, and then yells loudly to dispel weaker ki attacks. You can Parry Ki Techniques of T3 or Lower. Twice per Battle.
Actions: 1
Fatigue: 5%
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Tech: Lightning Reflexes
Fatigue: 15%
Actions: 0
Description: Costs no action to use, gives Shiva 3 Volts.
A Volt can be spent on a turn to give Shiva an extra action or increase her agility by 20% for 1 dodge action; this is the most efficient route as it allows her to spread the additional actions or increases in agility out to 3 turns. Alternatively she can use all 3 Volts on a single turn for 2 additional actions or an increase of 40% instead.
Usable 2x per battle, with a 2-post Cooldown after the last Volt is used
Power Up - (+5% Fatigue) (+15% ki and strength)
Speed Burst - (+5% Fatigue) (+15% defense score)
Parry - (Requires 60% of the opponent’s combat score to use) (May only be used on physicals)
Evasion - (Requires 75% of the opponent’s combat score to use) (Negates all damage by dodging)
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.
Block: Requires at least 50% of your opponent’s attack score. ½ Durability + ½ Agility. Reduces damage by ½.
Deflection: Requires at least 60% of your opponent’s ki attack score. ½ Str + ½ Agility. Reduces damage by ¾.
Parry: Requires 60% of your opponent’s physical score. Reduces damage by ¾ to a minimum of 1%. Uses ½ agility + ½ strength.
Tier: 2
Tech: Scattershot
Fatigue Cost: 10%
Damage: 7% Ki
Effect: The user shoots several tiny orbs of power at the target. Does not do a lot of damage, but is Very Hard to Dodge or Deflect.
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Tier: 2
Tech: Double Sunday
Fatigue Cost: 13%
Damage: 16% Ki
Effect: User charges two spheres of energy in their hands and releases them as two separate waves. Can be aimed at a single opponent for 16% or used to attack two opponents simultaneously for 8% Ki damage each. Hard to deflect.
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Technique Name: Rend the Flesh
Tier: 2
Ki or Physical: Ki
Fatigue %: 10%
Damage %: 13%
Description: Can be charged; adds Cut and Pierce. Shiva's ki hardened and sharpened nails can slice through armor and flesh to the bone.
Cost: 15 TP
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Tier: 2
Tech: Kiai-Ho
Fatigue Cost: 10%
Damage: 11% Ki
Effect: This is an invisible blast generated from the body, eyes, hands, etc. Very Hard to Dodge.
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Tech: Crasher Cannon
Effect: A precise blast of energy that explodes upon impact. Hard to Dodge.
Actions: 2
Damage 14% Ki
Fatigue: 11%
(Note: Due to Shiva’s trait, this tech is also made hard to deflect. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
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Tech: Cosmic Cannon
Effect: A flaming ball of ki energy that continues to burn after it connects. If it hits and user's Ki is equal or higher than target's Ki, inflicts Burn.
Actions: 2
Damage 15%
Fatigue:12%
(Note: Due to Shiva’s trait, this tech is also made hard to deflect. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
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Tech: Double Energy Wave
Effect: User charges two spheres of energy in their hands and releases them as two separate waves. Can be aimed at a single opponent for 16% or used to attack two opponents simultaneously for 8% Ki damage each. Hard to deflect.
Actions: 2
Damage 16%
Fatigue: 13%
(Note: Due to Shiva’s trait, this tech is also made hard to deflect. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
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Tech: Demon’s Eye Blast
Effect: A discharge of electricity designed to paralyze the opponent. -10% agility for 2 turns if successful.
Actions: 2
Damage 11% Ki
Fatigue: 8%
(Note: Due to Shiva’s trait, this tech is also made hard to deflect. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
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Tech: Cosmic Illusion Blast
Effect: 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.
Actions: 2
Damage 15% Ki
Fatigue: 10%
(Note: Due to Shiva’s trait, this tech is also made hard to deflect. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
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Tech: Continuous Energy Bullet
Effect: A series of blasts that stack damage as they are fired. Can be sustained for 6% Ki damage for 6% Fatigue per action.
Actions: 2
Damage 10% Ki
Fatigue: 10%
(Note: Due to Shiva’s trait, this tech is also made hard to deflect. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
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Tech: Another End
Effect: The user rushes towards their opponent and comes to a sudden stop in front of them as they aim their hand directly at them and fire a ki blast that sends their opponent flying backwards. Hard to dodge.
(Note: Due to Shiva’s trait, this tech is also made hard to deflect. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
Actions: 2
Damage 13% Ki
Fatigue: 10%
Tech: Destructive Wind
Fatigue Cost: 17%
Damage: 18% Ki
Effect: A funnel of energy charged air fired with a swing of the hand. Hard to Dodge, Cannot be Deflected.
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Tech: Weekend
Fatigue Cost: 18%
Damage: 24% Ki
Effect: User charges two spheres of energy in their hands and releases them as two separate waves which then track their target. May be used to attack a single opponent for 24% Ki damage, or aimed at two enemies simultaneously for 12% Ki damage each. Very Hard to Dodge.
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Tech: Hell's Inferno
Fatigue Cost: 18%
Damage: 22% Ki
Effect: The user puts both hands in front of their body as they shoot out a large spiraling flame that melts the ground in its wake. Inflicts Burn unless Dodged. Very Hard to Dodge.
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Technique Name: Thor (Signature)
Tier: 3
Ki or Physical: Ki
Damage %: 20% (Can be Charged up to two times for 1 extra Action per chage for +5% Additional Damage/charge), Max Damage: 30%
Fatigue: 22%
Actions: 3-5
Description: Heaven’s Judgment is Nigh! The user can charge the attack for + 5% additional damage for 1 extra action up to two times, bringing the damage cap up to 30%. The charged attack begins with a glowing circle, almost resembling a magic circle, floating in front of the user, either in front of their hands – or in Shiva’s case, her guns – of Nordic Symbols. The attack will charge in the center of the circle. When fully charged and unleashed, an enormous energy beam, shaped like a bolt of lightning, and augmented with electrical properties, will rain down onto the enemy.
Cannot be Barrier'd
Cannot be Blocked
Hard to Dodge
Hard to Kiai
Charging, +5% Base Damage, Can be Charged Twice
If Charged, Split Damage to Multiple Opponents
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Technique Name: Electro Bomb
Tier: 3
Ki or Physical: Ki
Damage %: 20%
Fatigue: 20%
Actions: 3
Description: Using fine control over electromagnetic energies, the user can release an EMP like burst from their bodies in the shape of a semi visible dome of crackling electric discharge that radiates outward from them inflicting enemies with Dim and Stun 2.
Inflicts Dim
AoE T3 (Deals full damage to your target, and 50% to enemies)
Inflicts Stun 2
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Technique Name: Yggdrasil
Tier: 3
Ki or Physical: Ki
Damage %: 20%
Fatigue: 22%
Actions: 3
Description: It appears to be rather weak. The user charges what appears to be a relatively low power energy sphere, and then throws it at the enemy. It appears rather weak and pointless and it “misses,” as it either hits the floor beneath them or drills itself into the ground with no discernible effects, or is easily dodged. Either way, the attack isn’t meant to hit the enemy. Within seconds of the attack burying itself into the ground, a mass of ki erupts out of the ground beneath the enemy’s feet; resembling a mass of vines and tendrils and tree roots, it wraps around the enemy’s limbs and keeps them stuck there, anchoring them to the ground.
Split Damage
Cannot be Negated / Overwhelmed
Stun 2
Restricting 2
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Tech: Accel Dance
Effect: The user releases several dozen blasts of energy from long range in an effort to overwhelm their opponent’s defenses. Hard to Dodge or Deflect. Blackout 1.
Actions: 3
Damage 22% Ki
Fatigue: 18%
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Tech: Hellzone Grenade
Effect: 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 is cannot be Negated/Overwhelmed.
Actions: 3
Damage 22% Ki
Fatigue: 20%
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Technique Name: Nidhoggr (Signature)
Tier: 3
Ki or Physical: Ki
Fatigue %: 20%
Damage %: 25%
Description: Taking a deep breath, Shiva unleashes a large fire augmented cone of flames and Ki from her mouth. The basic flames are Red Flames and do 25% damage and inflict Overheat. After one charge, the flames heat up becoming Blue flames (dealing 30% Damage) ; the attack is now hard to dodge. However if charged a second time, the heat increases further, causing the flames to go white (dealing 35% damage), capable of melting the floor beneath them. This makes it an Area of Effect damage, targeting enemy combatants for 25% base damage.
Starting at Immoral, the lower the enemy's alignment is the more base damage the attack does. Starting at Virtuous, the higher the enemy alignment, the less damage the attack does.
Immoral: +1%
Evil: +2%
Chaotic: +3%
Evil Incarnate: +4%
Virtuous: -1%
Good: -2%
Heroic: -3%
Pure of Heart: -4%
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Tech: Super KaMeHaMeHa
Effect: 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 for an action to do 29% Ki Damage.
(Note: Very hard to deflect, due to Shiva’s trait. If successfully deflected, the damage reduction is reduced by 10%, also Shiva’s trait.)
Actions:3
Damage:25%
Fatigue: 17%
Tech: Ragnarok (Signature Tech)
Ki or Physical: Ki
Damage %: Base Damage: 35%, Max Damage: 75%
Fatigue: Base Fat: 35%, Max Fatigue: 55%
Description: Ragnarok is the end of all things, and as such, this attack is volatile. Each time a ki attack is used in a battle, whether by allies or enemies alike, the fatigue of this attack increases by 1%, and the damage increases by 2%. After this attack is used, it's reset to its base fatigue/damage.
Inflicts Overheat.
Inflicts Dim.
Cannot be Barriered.
Hard to Dodge.
Area of Effect: Deals 100% Damage to Target + 75% Damage to Other Enemies
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Name: Lightning Arrow
Description: The user creates many orbs of energy above the area or opponent, and then rains them all down at once.
Damage: 36% Ki Damage
Fatigue: 29%
Effects: Can target up to three foes. Very Hard to Dodge. Stun 1
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Technique Name: Jormungandr
Tier: 4
Ki or Physical: Ki
Fatigue: 32%
Damage %: 33% (+X% Base Damage Based on Number of Times Charged, Up to 3X Charged for +21% Base Damage)
Actions: 4-7
Description: The World Serpent is here. Charging ki energy, a magic circle of Nordic symbols appears in front of the user. Once the attack has been fully charged, it is fired, it takes the shape of an immense dragon/serpent, twisting and turning, it chases down the enemy, homing in on their energy signature. It’s goal is to open its maw wide and swallow the enemy whole, and then once the enemy has been swallowed, the energy beam will implode and explode with the enemy as the center of the explosion.
Charging, Can be Charged up to 3x for +7% Base Damage at the cost of 1 Action.
Cannot be Dodged. If Charged, replace this with Homing.
Cannot be Barrier'd
Restricting 2
Overheat
Technique: Mind Reading
Effect: Defense
Allows the user to Dodge 1 Technique once per battle at no Fatigue cost. This cannot be used against an opponent who has Telepathy, unless you also have Telepathy.
You must still be able to Dodge the Incoming Technique.
Affected by T0 Cooldown
Fatigue Cost: N/A
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Technique: Lightning Aura
Effect: 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. Can not be active at the same time as Fire aura.
Fatigue Cost: 5% fatigue / 1 action to activate and 5% to maintain per turn, action free to maintain
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Technique: Sense
Effect: 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.
Fatigue Cost: N/A, Passive
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Tech Name: Thunder Shock Surprise
Tech Cost: 50% Fatigue, 4 Actions
Tech Damage: 50% Ki
Tech Description/Effect: The user shoots a lightning blast towards the target using both hands, and traps the opponent within an electric field. Very hard to dodge, Cannot be blocked. Stun 3.
Effect: Stun 3: Opponent loses 3 Actions Next Turn
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Tech Name:Zanzoken
Tech Cost: 15% Fatigue, 1 Action
Tech Damage: N/A
Tech Description/Effect: This technique helps the user dodge by leaving an after-image. Can only be used twice per battle; increases user's agility by 50% for this turn and makes the next attack used hard to dodge.
Effect: N/A
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Tech Name: Original KaMeHaMeHa
Tech Cost: 10% Fatigue, 2 Actions
Tech Damage: 12% - 17% Ki
Tech Description/Effect: A kamehameha launched with Master Roshi's method. Can be charged an extra action to deal 17% Ki Damage. Hard to deflect / overwhelm. Can be used in place of Kamehameha to qualify for Super Kamehameha.
Effect: N/A
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Tech Name: Solar Flare
Tech Cost: 5% Fatigue, 1 Action
Tech Damage: N/A
Tech Description/Effect: 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. Very Hard to block, can not be dodged. Twice per battle.
Effect: N/A
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Tech Name: KaMeHaMeHa
Tech Cost: 12% Fatigue, 2 Actions
Tech Damage: 15% - 20% Ki
Tech Description/Effect: 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 an extra action to do 20% Ki Damage.
Effect: N/A
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Tech Name: Dirty Halo
Tech Cost: 18% Fatigue, 3 Actions
Tech Damage: 20% Ki
Tech Description/Effect: 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.
Weapon:
Mega Asteroid Breaker, +10% Ki | Can increase the Fatigue and Damage % of a Tech to a maximum to its Tier
Add-On: Luminous Gem (+6% Damage)
Head:
Winter Scarf (+5% Agility | Wearer is immune to the effects of Absolute Zero, and the Agility loss from Cryokinesis.)
Add On: Customize Headwear, Effect: +5% to Agility
Hand 1:
Gloves of the Martyr (+15% Ki, +5% Durability)
Add-On:Spiked Gloves (+4% Durability | Physical Attacks deal +1% Damage)
Hand 2:
Tale Spinner's Cuff: Bio-Forged Gauntlets (+10% Ki)
Add-On: Customize Hands, Effect: +5% to Agility
Chest:
Mercenary Suit: +2% Strength | +2% Ki | +3% Agility | +3% Durability
Add-On: Go Faster Stripe: A cool line of off color paint running right down the center of your armor! May use Zanzoken an additional time in battle.
Fire Decals: Can be on the same item as the Go Faster Stripe. When you use Zanzoken, target foe gets a stack of overheat.
Waist:
Space Leather Belt (+5% agility)
Add-On: Customize Waist, Effect: +5% to Agility
Legs:
Bio-Forged Leggings (+8% Agility | -5% Fat Cost for Dodging)
Add-On: Customize Legs, Effect: +5% to Agility
Feet:
Bio-Forged Boots (+10% agility | Base Dodge Req 70%)
Add-On:Brightly Shining Shoes (+4% Agility | Ki Attacks deal +1% Damage)
Accessory:
Sheriff’s Badge (Attacks against enemies with evil alignments deal 7% more damage. 10% more if the enemy is Chaotic)
Add-On:Central City Remembrance Medallion (+10% Fatigue Threshold | +5% SP when on Earth)
Inventory:
- Architect’s Blueprints (Homes/Upgrades at 50% Off.)
- Puar's Petunia(x1): A Petunia flower that smells really nice. Eat it in battle to recover 5% of your health. Takes one action to use & can only use once per battle.
- Toy Scouter: Is this a toy? Can be used to scan Power Levels, you think. [+1% Durability]
- Santa Hat: Equips to Head Slot +10% Durability in Battle
- Astral Crystal: A magical crystal that lets you spar with a someone on another planet once a week via your mind.
- 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.
- Energy Shield, Allows the user to negate one tier 3 or below attack for free. Single use (x3)
- Capsule Pouch, Increases Battle Inventory by 2
- Mystical Stave (+6% Ki)
- Extra Room, +1 Add-On Slot
- Sneakers: +5% Strength | +4% Agility
- Comfortable Slacks, +4% Agility | +2% Durability | If Also wearing Dirty Cape, +10% Fatigue Threshold
- Gravity Chamber (Ship / Property | 1 slot | Allows Gravity Training up to 40G)
- Personal Accountant, +25% Z Gains
- Senzu Bean, Restores 50% Health and Fatigue. All Break Effects and Status effects removed. (x3)
- Dried Up Bean, Restores 20% Health and Fatigue (x2)
- CC Cola, Restores 10% Health and Fatigue (x1)
- Stim Shot, Increases your Strength, Ki and Agility by 5% for 3 turns, starting on the turn used. (x2)
- Bandages' bandage: A piece of bandages the mummies bandages. They seem to move and squirm in your hand with a will all their own. The longer you hold it, the more certain you are that voices whisper to you of paths to power. Consumable. When consumed, the next mission you do, up to hard missions, reduces its word requirement by 25% without negative effect to your rewards.
- Bansho Fan - Weapon: Allows you to use an Action to reduce your opponent’s Agility by 40% for 1 turn. Once Per Battle. You may use Kiai once per battle if you do not know it, or an additional time if you do.
- Scouter (+2% Ki, Use of SENSE)
- Analysis Unit #19 - Combat Item
One of Gero's many experiments into data collection machines, culminating in the bug used to gather data for Cell's creation. It might be missing a few updates but the old crow's still got a few running features, it simply lacks the firmware to do more than one.
"Tactical" - Combat Item - Increase one aimer on the next attack by 1 step. 3/battle
- Turtle School Emblem [+8% Durability; Techniques with "Kamehameha" in their name deal 5% more damage.]
- Tiny Cymbal - Battle Item - When used, add 10% of your Durability to your Ki for one Barrier this turn.
- Essence of balance: Consumable. If the scion of balance had his way, things would be much different- and much cooler. When used, target opponents gear loses all of it's +stats effects for two rounds.
- Bottle Rocket: Battle Item. A small firework on a pole, when lit they travel quite some distance before exploding with a loud pop. Activated as an action to inflict 5% Strength damage once per battle. Treated as a T2 for defense purposes. Hard to Dodge.
- 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.
- Mighty Fists [+10% Strength; Equip to 'Weapon' or 'Hands' slot, may be changed freely.]
- 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.
Christmas Giveaway:
2 rare candies! Yum!
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.
Gingerbread House Kit: House Add-On. Christmas is never truly complete without the painstaking task of building your own Gingerbread House, only to eat it before the holidays finish. Though such an act usually left one suffering after eating something that had been sitting out in the house for several weeks. During the months of November, December and January increase SP gains by 8%, for all other months this add-on only grants a 2% bonus to SP gains.
Christmas Mantel Train Village: House Add On - A small village handed down from your Grandparent's parents, complete with fake snow and a still running train and track. It brings back memories of times when things were simpler and less stressful. When added to a property, increases experienced gained from non combat threads by 2%. This bonus becomes 8% during the months of November, December and January.
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.
Jolly Wreath: House add-on. A wreath made by interweaving evergreen branches around a wire and finished with a festive red and green bow. When installed, the user gains a 10% TP bonus during the months of October, November, and December.
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
Seed of Potential: This strange, blue, senzu bean seems to glow with potential power (Consumable | +20% all gains to one thread)
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 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. Duringvthe week of december 25th, the tree doubles all bonuses if all festive add ons.
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.
A Christmas Gift: Update consumable. A gift, wrapped in red wrapping paper decorated with seven orange colored orbs, each orb bearing a number of stars. The tag says it's from a "content bot", whatever the hell that is. When used on an update you may claim a single item, from any store, with a value of 6,000 z or less.
Weighted Equipment:
- Weighted Shirt, Effect: -3% All Stats | +5% SP Gains
- Weighted Gloves, Effect: -3% All Stats | +5% SP Gains
- Weighted Gloves, Effect: -3% All Stats | +5% SP Gains
- Weighted Accessory, Effect: -3% All Stats | +5% SP Gains
- Extra Weight, Effect: +5% SP Gains | -3% All Stats | Can only be added to Weighted Armor
- Extra Weight, Effect: +5% SP Gains | -3% All Stats | Can only be added to Weighted Armor
- Extra Weight, Effect: +5% SP Gains | -3% All Stats | Can only be added to Weighted Armor
- Extra Weight, Effect: +5% SP Gains | -3% All Stats | Can only be added to Weighted Armor
- Extra Weight, Effect: +5% SP Gains | -3% All Stats | Can only be added to Weighted Armor
- Extra Weight, Effect: +5% SP Gains | -3% All Stats | Can only be added to Weighted Armor
GAIN BOOSTERS:
- Empty Nip (+10% Zeni to any one thread)
- Blackwallow Beer Cost: 2,700z +30% SP to a single thread, once per account.
Notes
Total Gains: +15% SP (Training Room +10%, Accessory (When on Earth) +5%), +55% Zeni, +2% XP Gains
Ship:
Relic Space Pod: An extremely old spacecraft. [Holds 1 person, 5 day travel time]
CC Jet-Line 949 Heavy (+100% Travel Time | 6 Persons | 6 Addon Slots)(5 Slots, +1 Light Ship Modification)
- Training Room - +10 % SP Bonus Gains
- N/A
- N/A
- N/A
- N/A
- N/A
Property/Upgrades:
Fortress (10 Add-On Slots)
- Important Documents(Coupons) (+5% Z Gains)
- Work Office (+10% Z Gains)
- Basement Sweatshop (+15% Z Gains)
- Personal Accountant (+25% Z Gains)
- Training Room (+10% SP Gains)
- Christmas Mantel Train Village: +2% EXP Non Battle Threads (+8% in November, December and January)
- Safe - Only lose 50% Zeni when robbed.
- Jewelcrafting Station, Combine two Gems into a single Gem, adding bonuses. Only one combined Gem per weapon/weapon pair
- Gravity Amplifier - Ship / Property | 2 slots | Requires and Replaces Gravity Chamber | Increases level up to 90G