Post by Captain Ginyu on Jun 29, 2019 12:50:13 GMT
Character Information
Character Name: Captain Ginyu
Current Location: M2
Character Level: 53
Current EXP: 185,326/189,599
Power Level: 854,272 (1,507,992)
HP: 160,176 (300,619) [+3%]
Strength: 106,784 (175,126) [+64%]
Ki: 106,784 (185,804) [+74%]
Agility: 106,784 (196,583) [+84%]
Durability: 106,784 (196,483) [+82%]
Fatigue Threshold: 0/215
Spent SP: 426,336
Saved SP: 1
Zeni: 61,913
TP: 81
Saga Tokens: 0
Racial Traits:
Rugged Bodies: +25% Fatigue Threshold
Exceptional Talents: +15% to a single Stat (Ki)
{Character Traits (Spoiler)}Out Of Battle: When RPing with the Ginyu Force, Ginyu and these players gain an additional 10% XP.
In Battle: Ginyu Poses #1 - #5 only take Captain Ginyu 1 action to perform instead of 2.
Unique: Ginyu has access to the following unique technique:
Body Change: (+20% Fat) The user swaps bodies with his opponent. All stats are swapped over, including HP, for 4 turns. If your opponent dies in battle while the bodies are swapped, you keep their body as long as they are dead, including their stats. Once the opponent comes back to life, the bodies return to normal.
This Technique can only be Dodged.
This technique cannot have aimers added to it.
Body Change is treated as a T3 ki attack dealing 25% of the user's ki for calculation.
Only useable in 1v1 Battles.
Twice Per Battle
In Battle: Ginyu Poses #1 - #5 only take Captain Ginyu 1 action to perform instead of 2.
Unique: Ginyu has access to the following unique technique:
Body Change: (+20% Fat) The user swaps bodies with his opponent. All stats are swapped over, including HP, for 4 turns. If your opponent dies in battle while the bodies are swapped, you keep their body as long as they are dead, including their stats. Once the opponent comes back to life, the bodies return to normal.
This Technique can only be Dodged.
This technique cannot have aimers added to it.
Body Change is treated as a T3 ki attack dealing 25% of the user's ki for calculation.
Only useable in 1v1 Battles.
Twice Per Battle
RP-Rewarded Abilities:
Travel Time permanently reduced by 3 days for you, to a minimum of 24 hours.
Alignment: Villainous (-284/-399)
Specializations:
Level 10: Transmuter I
Benefit A: You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn.
Benefit D: You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. This has a Cooldown of 3 Turns.
Level 20: Transmuter II
Benefit A: You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn.
Benefit D: You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. This has a Cooldown of 2 Turns.
Level 30: Transmuter III
Benefit A: You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn.
Benefit D: You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. This has a Cooldown of 1 Turn.
Level 40: Transmuter IV
Benefit A: You may increase All Stats from your Transformation by 5% more at the cost of 1 more Fatigue per turn.
Benefit D: You may change 1 Basic Status Effect to a different one on a T2-T4 Tech. Once per turn.
+10 Max Fatigue Threshold.
Level 50: Relentless I
Benefit A: Fatigue gained reduced by 5%.
Benefit C: Every 4 turns in Battle, restore 10 Fatigue.
Alliance: N/A
Aura
LVL 10 Color: Violet (+3% Str/Ki/Agi/Dura)
LVL 15 Burn: Xenophobic - A familiar, yet unfamiliar burn. (Deal 5% more damage to opponents who don't share a race with you, but 5% less to those who do. Hybrids count for 2.5% for each race instead.)
LVL 20 Special Color: Purple (+6% Str/Ki/Agi/Dura, +3% Max HP in Battle)
LVL 25 Effect: Glimmer (Power Up grants +25% instead of +10% to Strength and Ki.)
Current Gravity Level Mastered: x90
Locations Unlocked: Earth, New Namek, Frieza I, Kanassa.
Techniques
{Tier 0 Techniques (Spoiler)}Absolute Zero: (+15 Fat) 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. - Must learn on Frieza I.
Act 1 Interlude - Secret Weapon: (+4 Fat per effect) When performing an offensive technique, Captain Ginyu can finetune it's capabilities by adding properties from other techniques to the one he uses.
Add 1 additional Status Effect to the first offensive technique used on this turn, provided it's an Effect Captain Ginyu actually has in his arsenal. Ginyu can only apply a maximum of the highest stack of that effect he has (If he wants to apply Restricting and his highest stack of that is Restricting 2, apply Restricting 2). Cannot apply Status Effects to Techniques of a Tier that the effect can't be applied to. Cannot add Aimers with this technique. Costs 1 Action. 2 turn cooldown. Signature Technique.
Act 3 Interlude - Mission Critical: (+20 Fat) Captain Ginyu is capable of tapping into the full power of his soul and temporarily pushing his fighting capabilities far beyond their normal levels, no matter what body he is in. A last ditch effort to put his enemies down, he will use this only when he thinks it's his very last option.
When used, offers 0% to all stats. However as each of the following are met, they each add 10% to each stat:
Fight must be turn 5 or later.
T4 must be on cool down.
At least 4 T0s must have been used.
Opponent must have 1.5x your current health or more.
You have less than half Fatigue remaining.
At the end of the 2 turns, the surge of power goes away and he suffers from a unique and permanent debuff known as the Stressed status effect. Depending on the number of triggers activated before, this has different effects:
Permanent -5% to all stats for each trigger activated (to a max of -25% if all 5 were activated).
If 2 were Active: Captain Ginyu's Aura no longer provides a stat bonus.
If 4 were Active: Captain Ginyu's Aura and Specs no longer provide a stat bonus.
If 5 were Active: Captain Ginyu's Aura, Specs, and Transformations (if any) no longer provide a stat bonus.
Ginyu can keep these buffs going for a 3rd turn, at the cost of techniques costing more Fatigue based on their Tier (T2 = +2% more Fatigue, etc) and Fatigue restoration is halved.
Once per battle, costs 2 Actions. Signature Technique.
Emperor's Roar: (+10 Fat) Let out the inner power that lurks within you, ascending beyond your strength for a short time... at a cost!
Gain a bonus equal to the difference between your current transformation (if any) and your next transformation bonus for 3 rounds. If you have no higher Transformations, this will confer an additional +25% to all stat instead. After the 3 rounds are over, for the next 3 rounds following, Respites will only recover 5 Fatigue instead of 10, and Basic Attacks will recover 1 Fatigue instead of 2. 1/Battle - Kuriza.
Four Witches: (+4 Fat) This technique causes the user to grow an extra set of arms from his torso, granting two extra actions per turn.
Lasts two turns, but can be sustained for up to 2 additional turns, with a cost of 4 Fatigue per turn. - Shen.
Full Counter: (+10 Fat) Used to Augment a Clash. If your Clash is enough to fully Negate an incoming tech, you may use a tech of the opposite type (Physical/Ki) for 1 less action, and it gains 3 Basic Aimers of your choice. (These cannot be used to upgrade existing Aimers, nor can they be upgraded). 1/battle - Guinness.
Ginyu Pose #1: (+0 Fat) 10% to Agility for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #2: (+0 Fat) 10% to Strength for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #3: (+0 Fat) 10% to Ki for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #4: (+0 Fat) +10 to Fatigue threshold (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #5: (+0 Fat) 10% to Durability for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Hasshu-Ken: (+5 Fat) 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.
Ki Blade: (+2 Fat) The user forms a blade on any limb the user chooses, adding 3% Ki to any Physical Tech. Costs no action, but increases fatigue of that technique by 2.
Max Power: (+2 Fat) The user pumps up their body, increasing their physical or energy output.
+10% to Strength OR Ki. +10% Durability.
Takes 2 Fatigue and 1 Action to activate, but can be sustained without an action like Power Up.
Cannot be Active at the same time as Powerup. - Roshi.
Mimicry: (+Varying Fat) This allows the user to mimic one of the opponent’s techniques as long as the user meets all prerequisites. Mimicked techs can be learned as normal, but cost 5 less TP. Twice per battle. - Vasha.
Mood Maker: (+5 Fat) Grants +10% to Strength or Ki, or 5% Each (ally's choice) 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)
Nova Strike: (+10 Fat) Gathering your energy, you surround yourself in a barrier that covers your entire body, allowing you to defend yourself while you attack! Only useable against a T3 or lower Energy Attack. Allows you to use a Barrier for no Action Cost against that attack, with now Extra Effects, paired with a T2+ Physical Tech, which gains Hard to Dodge. 1/Battle - Kuriza.
Power Signature Lock: (+10 or +15 Fat) By understanding your opponent's unique power signature, you can make your attacks much harder to avoid by tailoring the attack right to them. Can be used to augment a T2-T4 Technique to gain 1 'Hard to Dodge' Aimer for 10 Fatigue. Can use up both uses for 15 Fatigue to gain 'Cannot be Dodged' instead. 2/Battle - Must learn on M2.
Protective Bubble: (+4 Fat) 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.
Solar Flare: (+5 Fat) 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.
Sonic Sway: (+3 Fat) 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.
Super Leader: (0 Fat) 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.
Suppression: (0 Fat) 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.
Time Freeze: (+5 Fat) 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. 3/Battle. - Shisami.
Villainous Mode: (+0 Fat) When backed into a corner a spell cast on you by Towa FORCIBLY drags out some of your latent potential, surrounding you in an aura of dark magic and turning you into a berserk combat monster! Activates when an opponent's attack takes you to or below 30% HP. Damage taken from self harm is ignored when calculating activation HP.
All stats +50%
You can not block, dodge or barrier.
Effect ends if healed above 40%.
Once per Battle. Evil Only. - Lady Towa.
Act 1 Interlude - Secret Weapon: (+4 Fat per effect) When performing an offensive technique, Captain Ginyu can finetune it's capabilities by adding properties from other techniques to the one he uses.
Add 1 additional Status Effect to the first offensive technique used on this turn, provided it's an Effect Captain Ginyu actually has in his arsenal. Ginyu can only apply a maximum of the highest stack of that effect he has (If he wants to apply Restricting and his highest stack of that is Restricting 2, apply Restricting 2). Cannot apply Status Effects to Techniques of a Tier that the effect can't be applied to. Cannot add Aimers with this technique. Costs 1 Action. 2 turn cooldown. Signature Technique.
Act 3 Interlude - Mission Critical: (+20 Fat) Captain Ginyu is capable of tapping into the full power of his soul and temporarily pushing his fighting capabilities far beyond their normal levels, no matter what body he is in. A last ditch effort to put his enemies down, he will use this only when he thinks it's his very last option.
When used, offers 0% to all stats. However as each of the following are met, they each add 10% to each stat:
Fight must be turn 5 or later.
T4 must be on cool down.
At least 4 T0s must have been used.
Opponent must have 1.5x your current health or more.
You have less than half Fatigue remaining.
At the end of the 2 turns, the surge of power goes away and he suffers from a unique and permanent debuff known as the Stressed status effect. Depending on the number of triggers activated before, this has different effects:
Permanent -5% to all stats for each trigger activated (to a max of -25% if all 5 were activated).
If 2 were Active: Captain Ginyu's Aura no longer provides a stat bonus.
If 4 were Active: Captain Ginyu's Aura and Specs no longer provide a stat bonus.
If 5 were Active: Captain Ginyu's Aura, Specs, and Transformations (if any) no longer provide a stat bonus.
Ginyu can keep these buffs going for a 3rd turn, at the cost of techniques costing more Fatigue based on their Tier (T2 = +2% more Fatigue, etc) and Fatigue restoration is halved.
Once per battle, costs 2 Actions. Signature Technique.
Emperor's Roar: (+10 Fat) Let out the inner power that lurks within you, ascending beyond your strength for a short time... at a cost!
Gain a bonus equal to the difference between your current transformation (if any) and your next transformation bonus for 3 rounds. If you have no higher Transformations, this will confer an additional +25% to all stat instead. After the 3 rounds are over, for the next 3 rounds following, Respites will only recover 5 Fatigue instead of 10, and Basic Attacks will recover 1 Fatigue instead of 2. 1/Battle - Kuriza.
Four Witches: (+4 Fat) This technique causes the user to grow an extra set of arms from his torso, granting two extra actions per turn.
Lasts two turns, but can be sustained for up to 2 additional turns, with a cost of 4 Fatigue per turn. - Shen.
Full Counter: (+10 Fat) Used to Augment a Clash. If your Clash is enough to fully Negate an incoming tech, you may use a tech of the opposite type (Physical/Ki) for 1 less action, and it gains 3 Basic Aimers of your choice. (These cannot be used to upgrade existing Aimers, nor can they be upgraded). 1/battle - Guinness.
Ginyu Pose #1: (+0 Fat) 10% to Agility for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #2: (+0 Fat) 10% to Strength for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #3: (+0 Fat) 10% to Ki for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #4: (+0 Fat) +10 to Fatigue threshold (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Ginyu Pose #5: (+0 Fat) 10% to Durability for the rest of Battle. (Once per battle, 2 Actions to perform) - Must learn on Frieza I.
Hasshu-Ken: (+5 Fat) 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.
Ki Blade: (+2 Fat) The user forms a blade on any limb the user chooses, adding 3% Ki to any Physical Tech. Costs no action, but increases fatigue of that technique by 2.
Max Power: (+2 Fat) The user pumps up their body, increasing their physical or energy output.
+10% to Strength OR Ki. +10% Durability.
Takes 2 Fatigue and 1 Action to activate, but can be sustained without an action like Power Up.
Cannot be Active at the same time as Powerup. - Roshi.
Mimicry: (+Varying Fat) This allows the user to mimic one of the opponent’s techniques as long as the user meets all prerequisites. Mimicked techs can be learned as normal, but cost 5 less TP. Twice per battle. - Vasha.
Mood Maker: (+5 Fat) Grants +10% to Strength or Ki, or 5% Each (ally's choice) 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)
Nova Strike: (+10 Fat) Gathering your energy, you surround yourself in a barrier that covers your entire body, allowing you to defend yourself while you attack! Only useable against a T3 or lower Energy Attack. Allows you to use a Barrier for no Action Cost against that attack, with now Extra Effects, paired with a T2+ Physical Tech, which gains Hard to Dodge. 1/Battle - Kuriza.
Power Signature Lock: (+10 or +15 Fat) By understanding your opponent's unique power signature, you can make your attacks much harder to avoid by tailoring the attack right to them. Can be used to augment a T2-T4 Technique to gain 1 'Hard to Dodge' Aimer for 10 Fatigue. Can use up both uses for 15 Fatigue to gain 'Cannot be Dodged' instead. 2/Battle - Must learn on M2.
Protective Bubble: (+4 Fat) 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.
Solar Flare: (+5 Fat) 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.
Sonic Sway: (+3 Fat) 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.
Super Leader: (0 Fat) 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.
Suppression: (0 Fat) 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.
Time Freeze: (+5 Fat) 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. 3/Battle. - Shisami.
Villainous Mode: (+0 Fat) When backed into a corner a spell cast on you by Towa FORCIBLY drags out some of your latent potential, surrounding you in an aura of dark magic and turning you into a berserk combat monster! Activates when an opponent's attack takes you to or below 30% HP. Damage taken from self harm is ignored when calculating activation HP.
All stats +50%
You can not block, dodge or barrier.
Effect ends if healed above 40%.
Once per Battle. Evil Only. - Lady Towa.
{Tier 1 Techniques (Spoiler)}Basic Energy Attack: (-2 Fat/2% Ki) A simple energy attack that comes in many forms. Very weak but an excellent way to keep up the pressure while you try to recover from the strain of battle. Energy. Restores 2 fatigue when used rather than costing fatigue.
Basic Melee Attack: (-2 Fat/2% Str) A simple melee attack that can take a number of different styles. Very weak but an excellent way to keep up the pressure while you try to recover from the strain of battle. Physical. Restores 2 fatigue when used rather than costing fatigue.
Barrier: (+10 Fat) You must have Ki equal or greater than the damage of the incoming attack.
Reduces incoming damage by 60% and Ignores 1 Status Effect. Costs 10 Fatigue and 3 Actions.
If your Ki is 2x or more of the attack's damage, choose 1:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Increase DR by 10% (to 70%)
-Ignore 1 Additional Status
If your Ki is 4x or more of the attack's damage, choose 2. (can be the same one)
Block: (2/4/6/8 Fat) 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.
Clash: (0 Fat/0 Dmg) Allows the user to clash with an incoming physical or ki attack with one of their own of that tier or higher, reducing the damage of the incoming attack by the damage of your own. If you completely negate theirs and there is damage left over, the remaining damage is treated as an attack of that tier which must be defended against. Can only Clash Physical Techs with Physical Techs, and Energy Techs with Energy Techs.
Deflect: (20 Fat) You must have Strength equal or greater than the damage of the incoming attack.
Reduces incoming damage by 70%. Costs 20 Fatigue and 1 Action.
If your Str is 2x or more of the attack's damage, choose 1:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Ignore 1 Additional Status
If your Str is 4x or more of the attack's damage, choose 2.
(can be the same one (but cannot choose Action cost twice))
Disarm: (+5 Fat) 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: (+20 Fat) Your Agility must be at least 1.5x the Damage of the attack in order to Dodge. Costs 20 Fatigue and 3 Actions.
With a Dodge, you reduce incoming damage of a T1-T3 by 100%, and ignore All Status Effects.
You reduce the incoming damage of a T4 by 75%, and ignore half of any Status Effects on it.
If your Agi is 3x or more of the attack's damage, choose 1:
-Reduce Fatigue cost by 5
-Reduce Action Cost by 1
-Increases the DR against a T4 by 25% and ignores the other half of Status Effects.
If your Agility is 6x or more of the attack's damage, choose 2. (can be the same one)
Kiai: (+15 Fat) The higher of your Base Strength or Ki cannot be more than 2x the other in order to Kiai.
With a Kiai, you may be able to reduce incoming damage by 65%, and ignore 1 Status Effect, for 15 Fatigue and 2 Actions.
If the higher is not more than 1.5x the other, you may choose 1 of the Following:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Increase DR by 10% (to 75%)
-Ignore 1 Additional Status
If your Base Str and Ki are equal, you may choose two.
Power Up: (+2 Fat) +10% ki and strength. Costs 2 Fatigue for every turn active.
Takes an action to activate, but no action to maintain.
Respite: (0 Fat) Restores 10 Fatigue. Maximum of 2 uses per turn.
Self Harm: (0 Fat/10% Str or Ki) The user has the option to hurt themselves.
Speed Burst: (+5 Fat) +10% to agility for one turn (can be used before defending an attack).
Wall of Defense: (0 Fat) 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. For an AoE, you may use this to protect a single ally.
Basic Melee Attack: (-2 Fat/2% Str) A simple melee attack that can take a number of different styles. Very weak but an excellent way to keep up the pressure while you try to recover from the strain of battle. Physical. Restores 2 fatigue when used rather than costing fatigue.
Barrier: (+10 Fat) You must have Ki equal or greater than the damage of the incoming attack.
Reduces incoming damage by 60% and Ignores 1 Status Effect. Costs 10 Fatigue and 3 Actions.
If your Ki is 2x or more of the attack's damage, choose 1:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Increase DR by 10% (to 70%)
-Ignore 1 Additional Status
If your Ki is 4x or more of the attack's damage, choose 2. (can be the same one)
Block: (2/4/6/8 Fat) 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.
Clash: (0 Fat/0 Dmg) Allows the user to clash with an incoming physical or ki attack with one of their own of that tier or higher, reducing the damage of the incoming attack by the damage of your own. If you completely negate theirs and there is damage left over, the remaining damage is treated as an attack of that tier which must be defended against. Can only Clash Physical Techs with Physical Techs, and Energy Techs with Energy Techs.
Deflect: (20 Fat) You must have Strength equal or greater than the damage of the incoming attack.
Reduces incoming damage by 70%. Costs 20 Fatigue and 1 Action.
If your Str is 2x or more of the attack's damage, choose 1:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Ignore 1 Additional Status
If your Str is 4x or more of the attack's damage, choose 2.
(can be the same one (but cannot choose Action cost twice))
Disarm: (+5 Fat) 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: (+20 Fat) Your Agility must be at least 1.5x the Damage of the attack in order to Dodge. Costs 20 Fatigue and 3 Actions.
With a Dodge, you reduce incoming damage of a T1-T3 by 100%, and ignore All Status Effects.
You reduce the incoming damage of a T4 by 75%, and ignore half of any Status Effects on it.
If your Agi is 3x or more of the attack's damage, choose 1:
-Reduce Fatigue cost by 5
-Reduce Action Cost by 1
-Increases the DR against a T4 by 25% and ignores the other half of Status Effects.
If your Agility is 6x or more of the attack's damage, choose 2. (can be the same one)
Kiai: (+15 Fat) The higher of your Base Strength or Ki cannot be more than 2x the other in order to Kiai.
With a Kiai, you may be able to reduce incoming damage by 65%, and ignore 1 Status Effect, for 15 Fatigue and 2 Actions.
If the higher is not more than 1.5x the other, you may choose 1 of the Following:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Increase DR by 10% (to 75%)
-Ignore 1 Additional Status
If your Base Str and Ki are equal, you may choose two.
Power Up: (+2 Fat) +10% ki and strength. Costs 2 Fatigue for every turn active.
Takes an action to activate, but no action to maintain.
Respite: (0 Fat) Restores 10 Fatigue. Maximum of 2 uses per turn.
Self Harm: (0 Fat/10% Str or Ki) The user has the option to hurt themselves.
Speed Burst: (+5 Fat) +10% to agility for one turn (can be used before defending an attack).
Wall of Defense: (0 Fat) 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. For an AoE, you may use this to protect a single ally.
{Tier 2 Techniques (Spoiler)}Continuous Energy Bullet: (+13 Fat/16% Ki) A series of ki Blasts that swarm an enemy, but generally most of them tend to miss? Energy. Split Attack - This can target a single foe for 16%, or two separate foes for 8%.
Cosmic Illusion Blast: (+10 Fat/15% Ki) A ball of ki that sticks to your opponent and then explodes. Energy. Deals no damage on the turn used, but deals its full damage on the following turn.
Crusher Ball: (+10 Fat/13% Ki) A body sized ball of energy that has high explosive damage. Energy. Hard to Block.
Dazzling Prologue: (+13 Fat/12% Str) A flashy and showboating-like maneuver that befits Captain Ginyu himself, this is a weak and highly telegraphed move that involves him flying towards his foe with his leg stretched out for a kick while he spins his body around in the air. As this is often an opening strike, this can be easily followed up with another attack. Physical. The next damage dealing technique used immediately after this one in the same turn costs 1 less Action to perform. Cannot be Blocked, Conditional 1. 3 turn cooldown. - Custom.
Death Raid: (+11 Fat/13% Str) Covering yourself in energy to make you move even faster, you rush forward, slamming your fist or forearm directly into your opponent's gut! Physical. Dim, Gouge, Stun 1 - Kuriza.
Demon's Eye Blast: (+8 Fat/11% Ki) A discharge of electricity designed to paralyze the opponent. Energy. Restricting 1.
Double Energy Wave: (+13 Fat/14% Ki) User fires two separate waves of energy. Energy. Split, Hard to Deflect.
Dynamite Kick: (+12 Fat/14% Str/Ki) A super powerful kick that explodes on contact. Physical. Dual-Stat Tech.
Evil Impulse: (+11 Fat/14% Ki) A point-blank energy blast that gets stronger as you grow more Evil. Energy. Gains Hard to Dodge at Evil. Gains 2% Base Damage at Evil Incarnate. - Negative Karma Only.
Explosive Combination: (+14 Fat/13% Str/Ki) A combination of physical and ki attacks. Physical. Hard to Deflect. Dual-Stat Tech.
Eye Lasers: (+7 Fat/11% Ki) A quick, cheap burst of energy from the eyes. Energy. Hard to Dodge.
Finish Buster: (+14 Fat/15% Ki) A large orb of energy charged over the user’s head and then thrown at the target. Energy. Hard to Dodge. Targets all other opponents for 25% of its damage.
Full Power Energy Ball: (+12 Fat/11% Ki) A charged shot of energy that is hard to stop. Energy. Hard to Deflect or Barrier. Can be charged 1x, increasing Base Damage by 3%. If charged, gains Hard to Block. - Must learn on Frieza I.
Gigantic Press: (+14 Fat/15% Str) The user charges into their opponent full force after shielding their body in a barrier of energy. Physical. Hard to Deflect. Fracture.
Ginyu Force Special Combo: (+10 Fat/15% Str) 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. Physical. May pay 4 Fatigue on use to add up to 2 Basic Aimers to this attack, for 2 Fatigue each. Aimers added this way cannot be improved further, nor can they improve other Aimers. Special: If an ally uses this attack against an opponent as well, all instances of Ginyu Force Special Combo during that defense round have all select aimers. - Shisami.
God Split Cut: (+10 Fat/11% Ki) A field of purple energy around the user’s hand, creating a blade powerful enough to bifurcate anyone. Energy. Cannot be Blocked. Cuts. - Vasha.
Honoo: (+10 Fat/15% Ki) A fire-breathing technique. Energy. Burns. - Lady Towa.
Ice Ray: (+13 Fat/10% Ki) The user fires two waves of extremely cold air which freezes the opponent to some degree. Energy. Weakening 2, Restricting 2.
Javelin Kick: (+10 Fat/11% Agi) A series of kicks that are meant to be more Swift than powerful. Physical. The next physical attack used this turn is increased one on the 'Hard to Dodge' scale. Usable once per turn.
Kiai-Ho: (+10 Fat/11% Ki) This is an invisible blast generated from the body, eyes, hands, etc. Energy. Hard to Dodge, Stealthy.
Mach Kick: (+11 Fat/12% Agi) The user rains down kicks upon his opponent at extremely high speeds. Physical. Hard to Dodge, Hard to Block. Once per turn.
Masenko: (+12 Fat/13% Ki) 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. Energy. Hard to Barrier or Dodge.
Recoome Boom: (+10 Fat/13% Str) The user calls out the name of the attack and elbows the opponent on their head, knocking them down to the ground. Physical. Hard to Barrier. - Must learn on Frieza I.
Red Comet Attack: (+10 Fat/14% Ki) The user creates a normal Crusher Ball and throws it at the opponent. Energy. If the opponent Dodges the attack, a teammate who knows Mach Kick may use it for 1 less action on their turn. - Must learn on Frieza I, Requires Crusher Ball.
Shadow Crane Strike: (+10 fat/13% Ki) 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. Energy. Hard to Dodge. Increases Agi for 10% for 2 turns after use. - Shen.
Tri Beam: (+10 Fat/15% Ki) The user puts their hands together in front of them in the form of a triangle. The center of which can be used to ‘zoom in’ as it charges energy. Energy. Can sacrifice up to 10% HP to increase damage up to 25% Ki. - Shen.
Twin Cannon: (+12 Fat/15% Ki) A combination of energy waves, between you and an ally. Energy. If an Ally uses this technique after you've used it during the same turn order, it costs them 1 less Action to use. - Must learn on Frieza I.
Volleyball Fist - Set: (+11 Fat/11% Str) The user, capitalizing on a stunned opponent, dives low to deliver a punch to send them airborne. Physical. If target is affected by Stun, this is Hard to Dodge or Deflect. Any Stun inflicted on the opponent is extended by 1 round. This attack cannot be used again until Volleyball Fist: Spike is used.
Wolf Fang Fist: (+12 Fat/12% Str) A series of rapid melee strikes. Physical. Split Attack- Can Target 1 Opponent for 12% Str, or up to 2 Opponents for 6% Str. May Target 3 opponents for 6% Str if you know Neo Wolf Fang Fist.
Cosmic Illusion Blast: (+10 Fat/15% Ki) A ball of ki that sticks to your opponent and then explodes. Energy. Deals no damage on the turn used, but deals its full damage on the following turn.
Crusher Ball: (+10 Fat/13% Ki) A body sized ball of energy that has high explosive damage. Energy. Hard to Block.
Dazzling Prologue: (+13 Fat/12% Str) A flashy and showboating-like maneuver that befits Captain Ginyu himself, this is a weak and highly telegraphed move that involves him flying towards his foe with his leg stretched out for a kick while he spins his body around in the air. As this is often an opening strike, this can be easily followed up with another attack. Physical. The next damage dealing technique used immediately after this one in the same turn costs 1 less Action to perform. Cannot be Blocked, Conditional 1. 3 turn cooldown. - Custom.
Death Raid: (+11 Fat/13% Str) Covering yourself in energy to make you move even faster, you rush forward, slamming your fist or forearm directly into your opponent's gut! Physical. Dim, Gouge, Stun 1 - Kuriza.
Demon's Eye Blast: (+8 Fat/11% Ki) A discharge of electricity designed to paralyze the opponent. Energy. Restricting 1.
Double Energy Wave: (+13 Fat/14% Ki) User fires two separate waves of energy. Energy. Split, Hard to Deflect.
Dynamite Kick: (+12 Fat/14% Str/Ki) A super powerful kick that explodes on contact. Physical. Dual-Stat Tech.
Evil Impulse: (+11 Fat/14% Ki) A point-blank energy blast that gets stronger as you grow more Evil. Energy. Gains Hard to Dodge at Evil. Gains 2% Base Damage at Evil Incarnate. - Negative Karma Only.
Explosive Combination: (+14 Fat/13% Str/Ki) A combination of physical and ki attacks. Physical. Hard to Deflect. Dual-Stat Tech.
Eye Lasers: (+7 Fat/11% Ki) A quick, cheap burst of energy from the eyes. Energy. Hard to Dodge.
Finish Buster: (+14 Fat/15% Ki) A large orb of energy charged over the user’s head and then thrown at the target. Energy. Hard to Dodge. Targets all other opponents for 25% of its damage.
Full Power Energy Ball: (+12 Fat/11% Ki) A charged shot of energy that is hard to stop. Energy. Hard to Deflect or Barrier. Can be charged 1x, increasing Base Damage by 3%. If charged, gains Hard to Block. - Must learn on Frieza I.
Gigantic Press: (+14 Fat/15% Str) The user charges into their opponent full force after shielding their body in a barrier of energy. Physical. Hard to Deflect. Fracture.
Ginyu Force Special Combo: (+10 Fat/15% Str) 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. Physical. May pay 4 Fatigue on use to add up to 2 Basic Aimers to this attack, for 2 Fatigue each. Aimers added this way cannot be improved further, nor can they improve other Aimers. Special: If an ally uses this attack against an opponent as well, all instances of Ginyu Force Special Combo during that defense round have all select aimers. - Shisami.
God Split Cut: (+10 Fat/11% Ki) A field of purple energy around the user’s hand, creating a blade powerful enough to bifurcate anyone. Energy. Cannot be Blocked. Cuts. - Vasha.
Honoo: (+10 Fat/15% Ki) A fire-breathing technique. Energy. Burns. - Lady Towa.
Ice Ray: (+13 Fat/10% Ki) The user fires two waves of extremely cold air which freezes the opponent to some degree. Energy. Weakening 2, Restricting 2.
Javelin Kick: (+10 Fat/11% Agi) A series of kicks that are meant to be more Swift than powerful. Physical. The next physical attack used this turn is increased one on the 'Hard to Dodge' scale. Usable once per turn.
Kiai-Ho: (+10 Fat/11% Ki) This is an invisible blast generated from the body, eyes, hands, etc. Energy. Hard to Dodge, Stealthy.
Mach Kick: (+11 Fat/12% Agi) The user rains down kicks upon his opponent at extremely high speeds. Physical. Hard to Dodge, Hard to Block. Once per turn.
Masenko: (+12 Fat/13% Ki) 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. Energy. Hard to Barrier or Dodge.
Recoome Boom: (+10 Fat/13% Str) The user calls out the name of the attack and elbows the opponent on their head, knocking them down to the ground. Physical. Hard to Barrier. - Must learn on Frieza I.
Red Comet Attack: (+10 Fat/14% Ki) The user creates a normal Crusher Ball and throws it at the opponent. Energy. If the opponent Dodges the attack, a teammate who knows Mach Kick may use it for 1 less action on their turn. - Must learn on Frieza I, Requires Crusher Ball.
Shadow Crane Strike: (+10 fat/13% Ki) 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. Energy. Hard to Dodge. Increases Agi for 10% for 2 turns after use. - Shen.
Tri Beam: (+10 Fat/15% Ki) The user puts their hands together in front of them in the form of a triangle. The center of which can be used to ‘zoom in’ as it charges energy. Energy. Can sacrifice up to 10% HP to increase damage up to 25% Ki. - Shen.
Twin Cannon: (+12 Fat/15% Ki) A combination of energy waves, between you and an ally. Energy. If an Ally uses this technique after you've used it during the same turn order, it costs them 1 less Action to use. - Must learn on Frieza I.
Volleyball Fist - Set: (+11 Fat/11% Str) The user, capitalizing on a stunned opponent, dives low to deliver a punch to send them airborne. Physical. If target is affected by Stun, this is Hard to Dodge or Deflect. Any Stun inflicted on the opponent is extended by 1 round. This attack cannot be used again until Volleyball Fist: Spike is used.
Wolf Fang Fist: (+12 Fat/12% Str) A series of rapid melee strikes. Physical. Split Attack- Can Target 1 Opponent for 12% Str, or up to 2 Opponents for 6% Str. May Target 3 opponents for 6% Str if you know Neo Wolf Fang Fist.
{Tier 3 Techniques (Spoiler)}Accel Dance: (+18 Fat/22% Ki) The user releases several dozen blasts of energy from long range in an effort to overwhelm their opponent’s defenses. Energy. Hard to Dodge or Deflect. Dim.
Act 2 Orchestral - Milky Bomber: (+25 Fat/25% Ki) A dual-handed purple energy wave modeled after his Milky Cannon technique, Captain Ginyu will cup his hands together and launch them forward after charging up his energy. Energy. Hard to Deflect, Weakening 2, Cripple Arm, Charge, Gouge when Charged. - Custom, Requires Milky Cannon.
Act 2 Scene - Cursed Warrior: (+25 Fat/25% Str) Captain Ginyu will seek to weaken the opponent’s ki attacks by striking at critical points on the body. He will target joints and other weak points in the arms with accurate jabs of his fingers to hamper their arm movements and make it harder for them to channel ki. Physical. Hard to Barrier, Dulling 2, Dim, Cripple Arm. - Custom.
Big Bang Attack: (+18 Fat/22% Ki) A powerful energy attack that creates an enormous explosion upon contact and leaves a huge mushroom cloud. The user extends an arm toward their opponent, with their palm open. Energy. Hard to Clash or Kiai. Other opponents are targeted for 50% damage.
Bionic Punisher: (+14 Fat/20% Ki) A more powerful variant of a classic, potent beams of energy are fired from the eyes. Energy. Cannot be Dodged. - Requires Eye Lasers.
Cat Scratch Fever: (+18 Fat/20% Str) A barrage of claw like punches that rend and tear at foes! Physical. Weakening/Dulling/Restricting/Plaguing 1. If any of the above effects are on the target due to a different tech, all durations are refreshed if this lands. - Guinness
Complete Shot: (+18 Fat/24% Str) A high powered physical attack, augmented by the user’s ki. Physical. Fracture, Cripple Leg.
Death Fork: (+20 Fat/22% Str) With a quick burst of speed, the user rams their opponent head first, using the horns on their head to gouge the target. Physical. Hard to Kiai or Barrier. Wounds. - Evil Only.
Death Ball: (+17 Fat/21% Ki) A huge ball of energy, charged over a single finger. Energy. Hard to Dodge or Clash, Cripple Arm, Fracture. - Kuriza. (-15 TP)
Destructive Wind: (+17 Fat/18% Ki) A funnel of energy charged air fired with a swing of the hand. Energy. Hard to Dodge and Deflect. Stealthy. - Requires Kiai-Ho.
Destructo Disk: (+19 Fat/21% Ki) A disc of energy capable of bisecting an opponent. Energy. Cannot be Deflected. If Blocked/Deflected, Cripple Arm. If undefended, Wounds.
Double Tsuibikidan: (+20 Fat/26% Ki) User charges two spheres of energy in their hands and releases them as two separate waves which then track their target. Energy. Split | Hard to Dodge. - Requires Double Energy Wave.
Dragon Rush: (+20 Fat/24% Str) Utilizing a burst of ki energy, the user thrusts themselves fist first at the opponent, aiming to pierce through them physically. Physical. Hard to Block. Wounds.
Dynamite Pressure: (+16 Fat/18% Str/Ki) The user raises their hand and charges it with purple energy before striking their target with a devastating, ki-enhanced, strike which paralyzes their opponent. Physical. Stun 1. Hard to Block. Dual Stat.
Evil Wind: (+15 Fat/11% Str/Ki) The user swings their arm hard enough to create a pressure vacuum before filling that void with a little energy. The end result is a gust of slicing wind! Energy. Ignores all DR from sources other than T1's, Sever Limb, Cannot Be Blocked. - Towa, Requires Kiai-Ho.
Explosive Demon Wave: (+16 Fat/22% Ki) A high powered wave fired from the user’s off hand, using the other hand as a brace to aim. Energy. Hard to Dodge, Hard to Barrier.
Fast Hundred Fists: (+18 Fat/22% Agi) 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. Physical. Hard to Deflect, Dodge or Block. Can only be used once every other turn. - Must learn on Frieza I.
Fierce God Slicer: (+17 Fat/22% Ki) The user emits a blade of violet energy from his hand to slash and stab their opponent. It seems to be enhanced by the form's ki aura. Energy. Cannot be Blocked. If User's Ki is less then Defender's Durability, Cuts. If User's ki is more than Defender's Durability, Cripples Arm. - Vasha.
Guilty Flash: (+17 Fat/25% Ki) A widespread burst of evil energy that acts somewhat like a shotgun. Energy. Base Damage increases by 2% against characters who have a positive Karma. Base Damage increases by 2% if the targeted opponent struck you with a Physical attack this turn. - Negative Karma Only.
Heat Phalanx: (+21 Fat/22% Str/Ki) A burning uppercut, devastating if you get caught unprepared by it or its opener. Physical. Hard to Deflect or Dodge. If a Physical Attack hit your opponent before it this round, Impossible to Deflect instead. Overheat.
Hell's Inferno: (+18 Fat/22% Ki) The user puts both hands in front of their body as they shoot out a large spiralling flame that melts the ground in its wake. Energy. Burns. Hard to Dodge or Kiai.
Hillbilly Fireworks: (+18 Fat/20% Ki) The user charges their power until their entire body is surrounded by a glowing field of energy, which then explosively disperses, sending shards of energy shrapnel across the battlefield. Energy. Hard to Dodge. Hits 1 target for full damage, and all other targets (enemies and allies) for 75% Damage. Cuts.
Milky Cannon: (+18 Fat/28% Ki) A powerful sphere of energy launched from one hand. Energy.
Neo Tri Beam: (+15 Fat/25% Ki) 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. Energy. Can sacrifice up to 20% Health to increase damage up to 45% Ki. - Requires Tri Beam.
One Inch Punch: (+17 Fat/21% Str) When your opponent is only one inch away from you, you can land a devastating punch. Energy. Restricting 2, Dims.
Purple Comet Attack: (+15 Fat/20% Str) The users fly quickly around each other and creates a powerful vortex, whatever that large purple vortex hits is heavily damaged. Physical. Can be charged up to 3 actions, gaining 5% base damage per charge. If charged, gains Hard to Dodge. You may only charge it up to 2x, but an ally (if they know this tech) can donate actions from their next turn to charge it instead, up to 2 actions from the ally. - Must learn on Frieza I.
Purple Spiral Flash: (+19 Fat/23% Ki) The user flies quickly as they make a fast spinning purple coloured spiral. From there, the user fires off an enormous amount of energy blasts at the target. Energy. If an Ally uses this technique after you've used it during the same turn order, it costs them 1 less Action to use. Hard to Deflect or Barrier. - Must learn on Frieza I.
Recoome Eraser Gun: (+15 Fat/23% Ki) The user simply leans over, and after charging large amounts of energy into his throat he fires it from his open mouth, as he yells or appears to yell or scream. Energy. Targets all other Enemies for 25% Damage. Can be charged up to 2x, each Charge increasing Base Damage by 5%. If Charged, this targets all other enemies for 50% Damage instead of 25%. - Must learn on Frieza I.
Super Masenko: (+16 Fat/24% Ki) Used and fired in the same manner as the Masenko, but over-charged with energy, creating a much larger wave. Energy. Split Attack - Can be fired at 1 Target for 24% Ki, or two targets for 12% Ki each. - Requires Masenko.
Ultra Punch: (+21 Fat/19% Str) Starting from a distance, the user rushes his opponent at full speed and aims a punch directly between their eyes. Physical. Hard to Dodge or Block. Cannot be Deflected. Breaks Bones.
Act 2 Orchestral - Milky Bomber: (+25 Fat/25% Ki) A dual-handed purple energy wave modeled after his Milky Cannon technique, Captain Ginyu will cup his hands together and launch them forward after charging up his energy. Energy. Hard to Deflect, Weakening 2, Cripple Arm, Charge, Gouge when Charged. - Custom, Requires Milky Cannon.
Act 2 Scene - Cursed Warrior: (+25 Fat/25% Str) Captain Ginyu will seek to weaken the opponent’s ki attacks by striking at critical points on the body. He will target joints and other weak points in the arms with accurate jabs of his fingers to hamper their arm movements and make it harder for them to channel ki. Physical. Hard to Barrier, Dulling 2, Dim, Cripple Arm. - Custom.
Big Bang Attack: (+18 Fat/22% Ki) A powerful energy attack that creates an enormous explosion upon contact and leaves a huge mushroom cloud. The user extends an arm toward their opponent, with their palm open. Energy. Hard to Clash or Kiai. Other opponents are targeted for 50% damage.
Bionic Punisher: (+14 Fat/20% Ki) A more powerful variant of a classic, potent beams of energy are fired from the eyes. Energy. Cannot be Dodged. - Requires Eye Lasers.
Cat Scratch Fever: (+18 Fat/20% Str) A barrage of claw like punches that rend and tear at foes! Physical. Weakening/Dulling/Restricting/Plaguing 1. If any of the above effects are on the target due to a different tech, all durations are refreshed if this lands. - Guinness
Complete Shot: (+18 Fat/24% Str) A high powered physical attack, augmented by the user’s ki. Physical. Fracture, Cripple Leg.
Death Fork: (+20 Fat/22% Str) With a quick burst of speed, the user rams their opponent head first, using the horns on their head to gouge the target. Physical. Hard to Kiai or Barrier. Wounds. - Evil Only.
Death Ball: (+17 Fat/21% Ki) A huge ball of energy, charged over a single finger. Energy. Hard to Dodge or Clash, Cripple Arm, Fracture. - Kuriza. (-15 TP)
Destructive Wind: (+17 Fat/18% Ki) A funnel of energy charged air fired with a swing of the hand. Energy. Hard to Dodge and Deflect. Stealthy. - Requires Kiai-Ho.
Destructo Disk: (+19 Fat/21% Ki) A disc of energy capable of bisecting an opponent. Energy. Cannot be Deflected. If Blocked/Deflected, Cripple Arm. If undefended, Wounds.
Double Tsuibikidan: (+20 Fat/26% Ki) User charges two spheres of energy in their hands and releases them as two separate waves which then track their target. Energy. Split | Hard to Dodge. - Requires Double Energy Wave.
Dragon Rush: (+20 Fat/24% Str) Utilizing a burst of ki energy, the user thrusts themselves fist first at the opponent, aiming to pierce through them physically. Physical. Hard to Block. Wounds.
Dynamite Pressure: (+16 Fat/18% Str/Ki) The user raises their hand and charges it with purple energy before striking their target with a devastating, ki-enhanced, strike which paralyzes their opponent. Physical. Stun 1. Hard to Block. Dual Stat.
Evil Wind: (+15 Fat/11% Str/Ki) The user swings their arm hard enough to create a pressure vacuum before filling that void with a little energy. The end result is a gust of slicing wind! Energy. Ignores all DR from sources other than T1's, Sever Limb, Cannot Be Blocked. - Towa, Requires Kiai-Ho.
Explosive Demon Wave: (+16 Fat/22% Ki) A high powered wave fired from the user’s off hand, using the other hand as a brace to aim. Energy. Hard to Dodge, Hard to Barrier.
Fast Hundred Fists: (+18 Fat/22% Agi) 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. Physical. Hard to Deflect, Dodge or Block. Can only be used once every other turn. - Must learn on Frieza I.
Fierce God Slicer: (+17 Fat/22% Ki) The user emits a blade of violet energy from his hand to slash and stab their opponent. It seems to be enhanced by the form's ki aura. Energy. Cannot be Blocked. If User's Ki is less then Defender's Durability, Cuts. If User's ki is more than Defender's Durability, Cripples Arm. - Vasha.
Guilty Flash: (+17 Fat/25% Ki) A widespread burst of evil energy that acts somewhat like a shotgun. Energy. Base Damage increases by 2% against characters who have a positive Karma. Base Damage increases by 2% if the targeted opponent struck you with a Physical attack this turn. - Negative Karma Only.
Heat Phalanx: (+21 Fat/22% Str/Ki) A burning uppercut, devastating if you get caught unprepared by it or its opener. Physical. Hard to Deflect or Dodge. If a Physical Attack hit your opponent before it this round, Impossible to Deflect instead. Overheat.
Hell's Inferno: (+18 Fat/22% Ki) The user puts both hands in front of their body as they shoot out a large spiralling flame that melts the ground in its wake. Energy. Burns. Hard to Dodge or Kiai.
Hillbilly Fireworks: (+18 Fat/20% Ki) The user charges their power until their entire body is surrounded by a glowing field of energy, which then explosively disperses, sending shards of energy shrapnel across the battlefield. Energy. Hard to Dodge. Hits 1 target for full damage, and all other targets (enemies and allies) for 75% Damage. Cuts.
Milky Cannon: (+18 Fat/28% Ki) A powerful sphere of energy launched from one hand. Energy.
Neo Tri Beam: (+15 Fat/25% Ki) 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. Energy. Can sacrifice up to 20% Health to increase damage up to 45% Ki. - Requires Tri Beam.
One Inch Punch: (+17 Fat/21% Str) When your opponent is only one inch away from you, you can land a devastating punch. Energy. Restricting 2, Dims.
Purple Comet Attack: (+15 Fat/20% Str) The users fly quickly around each other and creates a powerful vortex, whatever that large purple vortex hits is heavily damaged. Physical. Can be charged up to 3 actions, gaining 5% base damage per charge. If charged, gains Hard to Dodge. You may only charge it up to 2x, but an ally (if they know this tech) can donate actions from their next turn to charge it instead, up to 2 actions from the ally. - Must learn on Frieza I.
Purple Spiral Flash: (+19 Fat/23% Ki) The user flies quickly as they make a fast spinning purple coloured spiral. From there, the user fires off an enormous amount of energy blasts at the target. Energy. If an Ally uses this technique after you've used it during the same turn order, it costs them 1 less Action to use. Hard to Deflect or Barrier. - Must learn on Frieza I.
Recoome Eraser Gun: (+15 Fat/23% Ki) The user simply leans over, and after charging large amounts of energy into his throat he fires it from his open mouth, as he yells or appears to yell or scream. Energy. Targets all other Enemies for 25% Damage. Can be charged up to 2x, each Charge increasing Base Damage by 5%. If Charged, this targets all other enemies for 50% Damage instead of 25%. - Must learn on Frieza I.
Super Masenko: (+16 Fat/24% Ki) Used and fired in the same manner as the Masenko, but over-charged with energy, creating a much larger wave. Energy. Split Attack - Can be fired at 1 Target for 24% Ki, or two targets for 12% Ki each. - Requires Masenko.
Ultra Punch: (+21 Fat/19% Str) Starting from a distance, the user rushes his opponent at full speed and aims a punch directly between their eyes. Physical. Hard to Dodge or Block. Cannot be Deflected. Breaks Bones.
{Tier 4 Techniques (Spoiler)}Annihilation Wave: (+27 Fat/36% Ki) An attack that detonates on contact to create a massive geyser of energy. The geyser is incredibly large. Energy. Hard to Clash, Hits 1 Target for full damage, and all other enemies for 75% Damage.
Blue Hurricane: (+29 Fat/40% Agi) A technique where the user levitates in place and begins to rotate as fast as they can, kicking up a massive twister that gives the technique it's name. Physical. Split Attack - Can Target 1 Foe for 40% Agi, or 4 Foes for 20% Agi. Cannot be Dodged or Blocked. Cut. The following turn, the user is afflicted by Stun 2. - Shisami.
Crane Style Assassin Strike: (+29 Fat/35% Str) Also known as the Manchu Han Imperial Feast. Physical. Hard to Kiai, Barrier or Clash. Fracture, Cripple Arm, Stun 1. If the foe's T0 Cooldown is active you may upgrade one aimer/status to its advanced form. - Shen.
Devilmite Beam: (+30 Fat/Varying% Ki) An energy attack charged with the arms crossed before pointing both hands at the victim and firing a neon pink spiraling beam. The attack is special in that the lower the targets alignment, the greater the damage is. Energy. For each step below Pure of Heart, Devilmite Beam inflicts 5% more damage, for 20% at Neutral. For each step Below, it inflicts 10% more damage, for 60% at Evil Incarnate. Cannot be Blocked, Hard to Deflect, Barrier and Kiai. - Mission Reward, Can only learn in H.F.I.L.
Dragon Fist: (+29 Fat/36% Str) The user goes to strike their opponent, releasing a dragon-shaped wave of energy to surround and destroy them. Physical. Cannot be Blocked or Deflected. Crush.
Fierce God Scythe: (+28 Fat/37% Ki) The user is able to use an enhanced version of the technique, they emit a Scythe of violet energy from his hand to slash and stab their opponent. It seems to be enhanced by the form's ki aura. Energy. Cannot be Blocked. Wounds. Deals 1% more base damage per Tier of Transformation active. - Vasha, Must know Fierce God Slicer.
Final Explosion: (+All Fat/120% Ki) A much more powerful version of Self Destruct. The user packs far more power into their bodies before they explode. The user immediately dies after using this attack, even if some effect would normally prevent them from dying. Energy. Hits all combatants on the field. Can not be blocked. - Requires Self Destruct.
Genocide Attack: (+31 Fat/40% Ki) The user raises a hand, forming a scintillating well of energy that fires off countless blasts against anything in range. Energy. AoE- Targets all other field participants for full damage. Wounds, Hard to Dodge.
Gigantic Spike: (+30 Fat/39% Str) The user rams into the opponent just like he was using a Gigantic Press, but then grabs the head of his opponent and slam it into the ground. Physical. Cannot be Clashed. Breaks Bones.
Grand Smasher: (+29 Fat/38% Ki) A powerful orb of energy fired from an open palm. The sphere explodes on contact. Energy. Cannot be Blocked. Stun 2.
Heat Dome: (+27 Fat/38% Ki) A large wave of energy, an expansion of the Finish Buster. The highly condensed energy causes far more heat than normal from most attacks. Energy. Cannot be Dodged, Burn. - Requires Finish Buster.
Incinerate: (+25 Fat/40% Ki) Bringing both hands up you unlesash a barrage of strange, oscilating, ki blasts. Whatever they touch is consumed! Energy. Hard to Barrier, Deflect or Kiai. Burns. Can sacrifice a consumable on-use for no action. You can gain the full benefits of the consumable, or apply the health recovery as a final damage multiplier, losing all other effects. - Guinness
Kill Driver: (+29 Fat/40% Ki) The user creates a thrumming ring of ki and launches it at his opponents, the force of it is great enough to cut through most foes. Energy. Wounds. Against Oozaru, Super Namekian or Buff Form, it deals 45% Ki damage and is Hard to Dodge.
Lightning Arrow: (+30 Fat/39% Ki) The user creates many orbs of energy above the area or opponent, and then rains them all down at once. Energy. Split Attack. Can target 1 Enemy for 39% Ki, or up to 3 Enemies for 20% Ki. Hard to Dodge. Stun 1.
Mystic Shooter: (+31 Fat/30% Ki) A barrage of energy discs, capable of removing limbs. Energy. Cannot be Blocked, Hard to Dodge, Kiai or Deflect. Severs Arms and Legs. - Requires Destructo Disk.
Negative Karma Ball: (+25 Fat/30% Ki) A crackling, red and black sphere of energy formed of the hatred and malice of all of those around. Energy.
Can be charged for up to 3 actions, in one of two ways:
-Can be charged using an action for +7% base damage per action
-Can be stolen from other combatants, adding 2% of the ki from a Neutral fighter, increasing by 2%, to a maximum of 10% from an Evil Incarnate. One action charged this way affects all combatants on the field. Those drained pay fatigue for the attack equal to the Ki drained. - Lady Towa, Evil & Lower Only.
Planet Burst: (+34 Fat/37% Ki) A massive orb of energy charged over the head with the palm flat. Energy. Cannot be Blocked or Kiai'd. Hits Primary target for full damage and all other enemies for 75% of the damage.
Recoome Death Driver: (+29 Fat/38% Str) Physical. The user holsters their opponent by their waist and dive-bombs them into the ground face-first. Broken. Crush. Cannot be Deflected. - Shisami.
Red Magma: (+25 Fat/30% Str/Ki) The user surrounds himself in a light red aura and rushes at the opponent, attempting to slam into them. Physical. Hard to Dodge or Kiai, Cannot be Blocked. Dual-Stat Attack.
Self Destruct: (+All Fat/100% Ki) The user blows themselves up after concentrating large amount of energy inside their bodies. This kills the user and severely damages anyone near them for a short radius. Energy. Cannot be Blocked, Hard to Deflect, Kiai, Barrier, and Clash.
Super Ghost Kamikaze Attack: (+27 Fat/32% Ki) The user breathes out ghost-like copies of themselves. These spectres generally have no legs and simply float. If touched by anything they will violently explode, causing large amounts of damage. Energy. Split Attack - Can target 1 enemy for 32%, or up to 4 enemies for 16%. Cannot be Blocked, Hard to Deflect.
Thunder Flash Attack: (+33 Fat/40% Ki) The user places both their arms together and in front of their body as their fists are clenched. From there, the user shoots a stream of fiery inferno at their target. Energy. Hard to Deflect or Barrier. Inflicts Burn and Stun 1.
Ultra Fighting Miracle Bomber: (+30 Fat/34% Str/Ki) When preparing it, the user forms a large amount of their energy around their body. The energy explodes out of them in a massive blast, inflicting a large amount of damage and destroying everything within the attack's radius. Energy. Hard to Dodge, Clash or Kiai. Targets all opponents for 75% Damage. Dual-Stat Attack. - Must learn on Frieza I.
Volleyball Fist - Spike: (+31 Fat/36% Str) The finish to the Volleyball Fist attack, utterly devastating, despite being unusual.Physical. If "Volleyball Fist: Set" was used last round and opponent is still stunned from its effect, this gains Cannot Dodge or Deflect. Broken. Crush. After this hit, all Stun is removed from the target.
Zeni Shot: (+25 Fat) Physical. If landed on opponent, it gives you Zeni as listed below. Can ONLY be used in Death Battles, and can only be used once per battle. For Defense, Treated as an attack with 30% of the chosen stat to earn Zeni. (Tier+1)*1000 Zeni earned.
Blue Hurricane: (+29 Fat/40% Agi) A technique where the user levitates in place and begins to rotate as fast as they can, kicking up a massive twister that gives the technique it's name. Physical. Split Attack - Can Target 1 Foe for 40% Agi, or 4 Foes for 20% Agi. Cannot be Dodged or Blocked. Cut. The following turn, the user is afflicted by Stun 2. - Shisami.
Crane Style Assassin Strike: (+29 Fat/35% Str) Also known as the Manchu Han Imperial Feast. Physical. Hard to Kiai, Barrier or Clash. Fracture, Cripple Arm, Stun 1. If the foe's T0 Cooldown is active you may upgrade one aimer/status to its advanced form. - Shen.
Devilmite Beam: (+30 Fat/Varying% Ki) An energy attack charged with the arms crossed before pointing both hands at the victim and firing a neon pink spiraling beam. The attack is special in that the lower the targets alignment, the greater the damage is. Energy. For each step below Pure of Heart, Devilmite Beam inflicts 5% more damage, for 20% at Neutral. For each step Below, it inflicts 10% more damage, for 60% at Evil Incarnate. Cannot be Blocked, Hard to Deflect, Barrier and Kiai. - Mission Reward, Can only learn in H.F.I.L.
Dragon Fist: (+29 Fat/36% Str) The user goes to strike their opponent, releasing a dragon-shaped wave of energy to surround and destroy them. Physical. Cannot be Blocked or Deflected. Crush.
Fierce God Scythe: (+28 Fat/37% Ki) The user is able to use an enhanced version of the technique, they emit a Scythe of violet energy from his hand to slash and stab their opponent. It seems to be enhanced by the form's ki aura. Energy. Cannot be Blocked. Wounds. Deals 1% more base damage per Tier of Transformation active. - Vasha, Must know Fierce God Slicer.
Final Explosion: (+All Fat/120% Ki) A much more powerful version of Self Destruct. The user packs far more power into their bodies before they explode. The user immediately dies after using this attack, even if some effect would normally prevent them from dying. Energy. Hits all combatants on the field. Can not be blocked. - Requires Self Destruct.
Genocide Attack: (+31 Fat/40% Ki) The user raises a hand, forming a scintillating well of energy that fires off countless blasts against anything in range. Energy. AoE- Targets all other field participants for full damage. Wounds, Hard to Dodge.
Gigantic Spike: (+30 Fat/39% Str) The user rams into the opponent just like he was using a Gigantic Press, but then grabs the head of his opponent and slam it into the ground. Physical. Cannot be Clashed. Breaks Bones.
Grand Smasher: (+29 Fat/38% Ki) A powerful orb of energy fired from an open palm. The sphere explodes on contact. Energy. Cannot be Blocked. Stun 2.
Heat Dome: (+27 Fat/38% Ki) A large wave of energy, an expansion of the Finish Buster. The highly condensed energy causes far more heat than normal from most attacks. Energy. Cannot be Dodged, Burn. - Requires Finish Buster.
Incinerate: (+25 Fat/40% Ki) Bringing both hands up you unlesash a barrage of strange, oscilating, ki blasts. Whatever they touch is consumed! Energy. Hard to Barrier, Deflect or Kiai. Burns. Can sacrifice a consumable on-use for no action. You can gain the full benefits of the consumable, or apply the health recovery as a final damage multiplier, losing all other effects. - Guinness
Kill Driver: (+29 Fat/40% Ki) The user creates a thrumming ring of ki and launches it at his opponents, the force of it is great enough to cut through most foes. Energy. Wounds. Against Oozaru, Super Namekian or Buff Form, it deals 45% Ki damage and is Hard to Dodge.
Lightning Arrow: (+30 Fat/39% Ki) The user creates many orbs of energy above the area or opponent, and then rains them all down at once. Energy. Split Attack. Can target 1 Enemy for 39% Ki, or up to 3 Enemies for 20% Ki. Hard to Dodge. Stun 1.
Mystic Shooter: (+31 Fat/30% Ki) A barrage of energy discs, capable of removing limbs. Energy. Cannot be Blocked, Hard to Dodge, Kiai or Deflect. Severs Arms and Legs. - Requires Destructo Disk.
Negative Karma Ball: (+25 Fat/30% Ki) A crackling, red and black sphere of energy formed of the hatred and malice of all of those around. Energy.
Can be charged for up to 3 actions, in one of two ways:
-Can be charged using an action for +7% base damage per action
-Can be stolen from other combatants, adding 2% of the ki from a Neutral fighter, increasing by 2%, to a maximum of 10% from an Evil Incarnate. One action charged this way affects all combatants on the field. Those drained pay fatigue for the attack equal to the Ki drained. - Lady Towa, Evil & Lower Only.
Planet Burst: (+34 Fat/37% Ki) A massive orb of energy charged over the head with the palm flat. Energy. Cannot be Blocked or Kiai'd. Hits Primary target for full damage and all other enemies for 75% of the damage.
Recoome Death Driver: (+29 Fat/38% Str) Physical. The user holsters their opponent by their waist and dive-bombs them into the ground face-first. Broken. Crush. Cannot be Deflected. - Shisami.
Red Magma: (+25 Fat/30% Str/Ki) The user surrounds himself in a light red aura and rushes at the opponent, attempting to slam into them. Physical. Hard to Dodge or Kiai, Cannot be Blocked. Dual-Stat Attack.
Self Destruct: (+All Fat/100% Ki) The user blows themselves up after concentrating large amount of energy inside their bodies. This kills the user and severely damages anyone near them for a short radius. Energy. Cannot be Blocked, Hard to Deflect, Kiai, Barrier, and Clash.
Super Ghost Kamikaze Attack: (+27 Fat/32% Ki) The user breathes out ghost-like copies of themselves. These spectres generally have no legs and simply float. If touched by anything they will violently explode, causing large amounts of damage. Energy. Split Attack - Can target 1 enemy for 32%, or up to 4 enemies for 16%. Cannot be Blocked, Hard to Deflect.
Thunder Flash Attack: (+33 Fat/40% Ki) The user places both their arms together and in front of their body as their fists are clenched. From there, the user shoots a stream of fiery inferno at their target. Energy. Hard to Deflect or Barrier. Inflicts Burn and Stun 1.
Ultra Fighting Miracle Bomber: (+30 Fat/34% Str/Ki) When preparing it, the user forms a large amount of their energy around their body. The energy explodes out of them in a massive blast, inflicting a large amount of damage and destroying everything within the attack's radius. Energy. Hard to Dodge, Clash or Kiai. Targets all opponents for 75% Damage. Dual-Stat Attack. - Must learn on Frieza I.
Volleyball Fist - Spike: (+31 Fat/36% Str) The finish to the Volleyball Fist attack, utterly devastating, despite being unusual.Physical. If "Volleyball Fist: Set" was used last round and opponent is still stunned from its effect, this gains Cannot Dodge or Deflect. Broken. Crush. After this hit, all Stun is removed from the target.
Zeni Shot: (+25 Fat) Physical. If landed on opponent, it gives you Zeni as listed below. Can ONLY be used in Death Battles, and can only be used once per battle. For Defense, Treated as an attack with 30% of the chosen stat to earn Zeni. (Tier+1)*1000 Zeni earned.
{Transformation Techniques (Spoiler)}Alien Transformation Tree 2 Chosen.
Transformation: +25% to Strength, Ki, Agility & Durability. Costs 2 Fatigue per turn active. (Tier 1)
Mutation I: Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Transformation. (Tier 2)
Mutation II: Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Transformation. (Tier 3)
Efficiency Form: Automatically recover 10 Fatigue per turn active. (Tier 4)
Transformation: +25% to Strength, Ki, Agility & Durability. Costs 2 Fatigue per turn active. (Tier 1)
Mutation I: Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Transformation. (Tier 2)
Mutation II: Passive +20% to Strength, Ki, Agility and Durability Transformation Bonus in-battle. Does not take Fatigue to maintain. Stacks with Transformation. (Tier 3)
Efficiency Form: Automatically recover 10 Fatigue per turn active. (Tier 4)
Items and Weapons
Weapon: Ice Spear (+10% Strength in battle. Once per battle you can lower your opponents Dodge score by 10% for one round.)
Weapon Add-On: Mark of the Super Namekian - A Mark that the Namekians tried to expunge from their history, but it seems one was still present. Any Addon - Namekians: Allows Super Namekian to stack with Transformations or Buff Form. Non-Namekian: You may use Max Power and Power Up together.
Head: Scouter: Head Slot (+2% Ki | Use of the Sense Technique as if you possessed it.)
Head Add-On: Customize Headwear (+5% Agility)
Hand 1: Bio-Forged Gauntlets - Gauntlets formed from your own tissues, gives your hands some serious protection! +8% Strength or Ki. Once selected, the stats can not be changed. For every other bio item you have equipped, increase damage reduction when blocking by 2%, to a max of 10%. Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. (+8% Ki)
Hand 1 Add-On: Customize Hand (+5% Agility)
Hand 2: Bio-Forged Gauntlets - Gauntlets formed from your own tissues, gives your hands some serious protection! +8% Strength or Ki. For every other bio item you have equipped, increase damage reduction when blocking by 2%, to a max of 10%. Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. (+8% Strength)
Hand 2 Add-On: Customize Hand (+5% Agility)
Chest: P.T.O General Armor - Enhanced armour that once belonged to Frieza, in his youth. (+10% Durability | Allows the user to freely trade up to 3 actions with an ally in battle once every other turn. Can sacrifice actions to give ally more, or take actions from ally.)
Chest Add-On: Crane School Emblem - Testament that you have endured Shen's diabolical training regiment. (+8% Durability; Increase Fatigue Threshold by 10)
Waist: Plantweave Belt (+3% Ki | +3% Agility | Heal 1% Health per round)
Waist Add-On: Nano-Weave Adjustments (+10% Durability)
Legs: Arcosian Battle Greaves (+10% Agility)
Legs Add-On: Vasha's Tabbard - The pink tabbard Vasha wears on her lower body. For reasons entirely unknown to you she refers to it as a butt cape, she gave it to you after the whole super nova thing. [+8% Durability; T3 techniques reduce their fatigue cost by 1 and T4 techniques reduce their fatigue cost by 3. Legs Add-on]
Feet: Cloud Walker's Boots (Agility +10% in battle. Once per battle you can further increase your Agility by 15% for one round.)
Feet Add-On: Yardrat Weave (+10 Max Fatigue)
Accessory: Central City Remembrance Medallion - Never forget! (While equipped +10 Fatigue Threshold. +5% SP Gains when on Earth.)
Accessory Add-On: Focus Sigil: Any Add-On Slot. A mysterious symbol associated with Captain Ginyu's race. (Sacrifice additional Actions in a turn to make Body Change stronger. Every 1 additional Action sacrificed on the turn Body Change is used increases the Ki stat percentage of Body Change by +5%. Body Change's Ki percentage caps out at 50%.
Total Equipment Boosts: +18% Str, +13% Ki, +38% Agi, +36% Dur, +30 Fatigue Threshold, +5% SP Gains when on Earth, Buff Form decreases Agility by -10% instead of -25%, T3 Techniques used has Fatigue drained by 1 less, T4 techniques used has Fatigue drained by 3 less, Health regenerates by +1% per round.
{Inventory (Spoiler)}
Weighted Turban: Head Slot (-3% All Stats | +5% SP Gains)
Extra Weight: Weighted Armor Add-On (+5% SP Gains) [-3% to all Stats]
Flight Goggles (+3% Ki | +7% Agility | You may choose 1 T3 or less tech per round that must be defended with a T1 Defense. Twice per Battle.)
Sturdy Staff: Weapon Slot (+6% Strength)
Mystical Stave: Weapon Slot (+6% Ki)
Bio-Forged Tail: Weapon Slot. A tail created by manipulating your own tissues and then attached via a complicated symbiosis process. While equipped, you are able to make an additional T1 melee attack each round as a free action, this attack costs no fatigue. Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. This can only be purchased once.
Weighted Shirt: Chest Slot (+5% SP Gains) [-3% to all stats]
Extra Weight: Weighted Armor Add-On (+5% SP Gains) [-3% to all Stats]
Cryo Armor: Chest Slot (-4% Ki | -4% Dur | Ignore Stun 1 once per battle.
Mercenary's Suit: Chest Slot (+2% Strength, +2% Ki, +3% Agility, +3% Durability)
Bruiser's Belt: Waist Slot (+1% Agility | +1% Durability)
Customize Waist: Waist Add-On Slot (+5% Agility)
Ki Combat Armguards: Hand Slot (+2% Ki | +1% Durability)
Blasting Gauntlets: Hand and Weapon Slots (+5% Strength | +5% Ki)
Comfortable Slacks: Legs Slot (+4% Agility | +2% Durability | If also wearing Dirty Cape, +10% Fatigue Threshold)
Sneakers: Feet Slot (+5% Strength | +4% Agility)
Customize Feet: Feet Add-On Slot (+5% Agi)
Time Breaker Armor: Chest Slot. Armor bearing the symbol of the time breakers! (+8% Durability. Attacks from canon characters deal 5% less damage to you.)
Customize Legs: Legs Add-On (+5% Agility)
Bio-Forged Cod Piece: Waist Slot. Armor formed from your own tissues, placed strategically to protect your junk. +5% Durability. If worn with bio-forged armor, reduce base Parrying requirements to 70% instead of 75%! Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. (+5% Durability)
Bio Suit: Accessory - A suit made from manipulating your own tissues. 5% to two stats of your choice. Once selected, the stats can not be changed. Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. if you ever drop below 50% hp in battle, you lose one of the two stats. If you're defeated, you lose both. The lost stats regenerate at 5% after one month following a battle. For example, if you are defeated, this would offer its full benefits again after two months. This can only be purchased once. (+5% Ki, +5% Dur)
Cell's Android Locater: Accessory Slot. An odd machine that looks not unlike a dragon radar. When equipped, Androids can be detected with Sense.
Meteor Greaves: Weapon Slot [6% Strength, Physical Attacks w/ Fracture gain Hard to Block.]
Sheriff's Badge: Accessory - Attacks against enemies with evil alignments deal 7% more damage. 10% more if the enemy is Chaotic. (-7% Damage against evil alignment enemies. -10% Damage against Chaotic alignment enemies)
Gold Mail: Chest Slot (+10% durability in battle. You may use Multiform in battle even if you don’t know it. If you do know it, Multiform uses only 5 Fatigue.)
Phoenix Feather Cap: Head Slot (+10% ki in battle. While worn, healing you receive is increased by 25%.)
Ogre Club: +4% Strength in battle.
x2 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 convience.
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.
Cold Signet Ring: Accessory. A ring bearing the signet of the Cold family among their own kind. Given to you by Kuriza so that you knew he was serious about making you a general.
Techniques with 'Death' in the name deal an additional 5% Damage. Additionally, in Death Battles, Death Beam has its base damage increased by 1%.
Jolly Lord's Coat: Chest Add On. A large red coat trimmed in white fur. You feel impossibly warm and jolly while wearing it. So jolly, in fact, you might be able to warp time... +3% durability. While equipped the first time absolute zero hits you in a battle, you may ignore it. While equipped, your travel times are reduced by a day.
AAC I9: Accessory. The Arcosian Arms Company Ice 9 side arm is an experimental weapon still in the trial stage. When activating a technique the user may spend an additional action to cause that technique to inflict the restricting condition equal to it's tier. This effect can only occur once every 3 rounds.
Golden Ink Well: An inkwell used by (semi) legendary author, Akira Tori... something (Slot: Accessory | +5% SP when writing alone)
Kusanagi: Weapon Slot. A very light and simple looking blade with perfect balance. It cuts the wind with ease! One t1 melee attack per turn can use Agility. If you use Zanzoken to make an attack undodgable, that attack gains cut. If the attack would be a t4, it becomes wound instead of cut.
Participant's Ribbon: Chest Add-On - A ribbon from the world tournament, bearing the emblem of the world martial arts association, the EDF, and the word participant. Even though these were merely used to distinguish who was and was not competing for staff, you can't bring yourself to throw it away. When battling a foe who is ALSO wearing a participants ribbon, you increase your battle gains by 4%.
Shirt Pocket: Increases Battle Inventory by 1.
Capsule Pouch: Increases Battle Inventory by 2.
Puar's Petunia: A Petunia flower that smells really nice (Eat it in a battle to recover 5% of your health. Takes one action to use and can only use once per battle)
Kame Turtle's Lucky Coin: A shiny coin with a picture of Kame Turtle's face on it (Allows you to dodge any attack in a death match | Can only use one time) Used.
DinoCap#201: Capsule Corp Feast - DinoCap #201 is a capsule that holds an entire feast! (Used in battle it recovers 50% of your Health but you cannot do anything else the rest of that turn)
Talespinner's Cuff: Allows you to wear two pieces of arm gear in one slot. Allows you to wear two pieces of arm gear in one slot. Takes a Battle Item slot.
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.
Tiny Piano: Battle Item: When used, add 10% of your Durability to your Agility for one Dodge this turn.
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. Stolen.
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.
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 its action requirement by 1 to use, but leaves the foe completely in the dark about what the item is until used.
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.
Chicken Leg: Restores 10% Health.
Milk: Restores 10% Fatigue.
Dinosaur Tail: Restores 20% Health.
Offbrand Soda: Restores 20% Fatigue.
x3 Bandages: Removes the Cut, Pierce and Burn Status Effects. Can stack up to 3 for a single Battle Item.
P.E.D.s: Increases your Strength by 15% for 3 turns, starting on the turn used.
Dying Hope: (Consumable) A potent and bitter liquor fermented by the deserters of Freiza I, handily in a well-shaped hip flask formerly owned by a certain captain. Restores 5 Fatigue a turn for 4 turns. Does not consume a battle inventory slot.
Old Man Pills: This old machine needs his medication too ya know. Consumable: Reduces all damage taken from all sources by 10% for 4 rounds. Heals 10% HP and fatigue. One time use.
Frieza's Stop Watch: Battle Item. This stop watch is made in obvious Frieza force design.....but the numbers are all mixed up? You note that the 5 minute mark is actually around 54 minutes from 0... activated at no action cost in battle to give the user two additional actions. These actions can be used for any purpose, but are lost at the end of the turn. Can not be stacked with any T0 that gives additional actions.
Deconstructed Barricade: Battle Item - Double your damage Reduction on Block 2/battle.
Olbanum Burner: Battle Item. As an action you can light this censer, allowing the scent of the incense to waft over the battlefield. For the next three rounds you recover 10% fatigue. You are immune to stun for the duration of the fatigue recovery.
Royal Cryo Cola: Restores 10% Health and Fatigue, and Removes 1 Status Effect.
Terminal Pride: (Battle Item) You're not entirely sure what this thing is, but the crystal pulses with a light not unlike the shade of old blood. In the quiet of the night it is almost as though it whispers of the glory that should have been yours; upon the battlefield though it veritably screams it.
Increase all stats by 10% and regain 15 Fatigue; may only be used below 50% Health. 1/battle.
Galactic Positioning System: Update consumable. This GPS was taken from one of the Saiyan pods left behind after the battle. it's got enough power left to look through their travel history once before it dies. Who knows how long it will take for someone to figure out how to recharge it? Can be used on an update to immediately find one planet without searching. Can only use once. Used to find Earth.
Seeker: (Update Item) Lower the wordcount of a Search Thread by 1,000. 4 Week Cooldown.
Anniversary Card: (Consumable) You almost forgot, but luckily the local Dragonmart had something! Immediately gain 25 TP on your next update. x1 Used.
Bent Space Time: Update consumable. Space is warped and time is bendable. When used on an update, you are able to exist simultaneously in two locations for the next 30 days. Does not allow you to be dead and alive at the same time.
Astral Crystal: A magical crystal that lets you spar with a someone on another planet once a week via your mind.
Gold Nugget: Can sell for 5,000z Sold.
Deployment Orders: May be used to travel to any planet at Heavy Ship Speed 1/month. You must remain on this world for two weeks or this item's cooldown is permanently increased by 1 month.
PTO Travel Pass: Able to travel to any world of your choice 1/month at Heavy Ship Speed.
Express Judgement Pass: Reduces the time on your death counter by one week. Only works once. Used.
Yemma's Fruit: +15% to all stats. Used.
Requisition Orders - Update Consumable - Acquire one item from any store worth 7,500z or less. Used.
Dragonball Radar: Allows the holder to search for 2 Earth Dragonballs per Week instead of 1.
Namekian Dragon Ball Radar: Allows the user to search for 2 Dragon Balls per week instead of 1 (only works on the Namekian Dragon Balls)
Sacred Herb of the Dragon Clan: A special herb that only grows on Namek (Permanently increases the user’s Ki stat by +2% when used | Update Consumable) Stolen.
Blackwallow Beer: +30% SP to a single thread, once per account. Used.
Dragonstar Fruit: +30% SP to a single thread, once per account.
Arcosian Injection: +30% SP to a single thread, once per account.
Space Hamster Sandwich: +30% SP to a single thread, once per account.
Improved Dragonball Radar: Reduces Wordcount requirement for Dragonball Quests by 500 | Works for both Earth and Namek Dragon Balls.
Rare Candies: Gain 1 Level, setting you to the minimum XP for that level (Maximum of 10 uses per character, EVER) [10/10 Used]
Planner's Pride: You had a plan and you stuck to it. Everyone else only WISH they could've thought that far ahead. Immediately gain a 1% bonus to all stats on an update. Must be used before 4/28/20. Consumable. Used.
Roast Turkey Leg: A large, golden brown, turkey leg. Judging by the smell, it's been roasted to perfection. (Consumable | +1,000 SP) Used.
Ma's Mashed Potatoes: Mashed potatoes made with milk, sour cream, and just a little bit of turkey grease. (Consumable | +2,000 XP) Used.
Harlequin Cake Slice: (Consumable) A slice of cake that appears in many colors, yet shifts these tones even as you regard it. Wether through some magical application of culinary esoterica or simply a rather bizzare choice of dragon entreaty it probably tastes as good as it looks.
Used when turning in a thread for grading; assign +15%, +10% and +5% to your Zenni, XP and SP. Each value and stat may only be assigned once.
Snow Globe: House Add-On. An antique snow globe that's said to be shaped like the universe. +2% battle gains. +8% during October, November, or 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. 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. Used.
Hung Stocking: House Add-On. A stocking, hung by the chimney with care. Reduce zenni spent on equipment and consumables in the shop by 2%. This triples to 6% during December only.
Equipment:
Weighted Turban: Head Slot (-3% All Stats | +5% SP Gains)
Extra Weight: Weighted Armor Add-On (+5% SP Gains) [-3% to all Stats]
Flight Goggles (+3% Ki | +7% Agility | You may choose 1 T3 or less tech per round that must be defended with a T1 Defense. Twice per Battle.)
Sturdy Staff: Weapon Slot (+6% Strength)
Mystical Stave: Weapon Slot (+6% Ki)
Bio-Forged Tail: Weapon Slot. A tail created by manipulating your own tissues and then attached via a complicated symbiosis process. While equipped, you are able to make an additional T1 melee attack each round as a free action, this attack costs no fatigue. Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. This can only be purchased once.
Weighted Shirt: Chest Slot (+5% SP Gains) [-3% to all stats]
Extra Weight: Weighted Armor Add-On (+5% SP Gains) [-3% to all Stats]
Cryo Armor: Chest Slot (-4% Ki | -4% Dur | Ignore Stun 1 once per battle.
Mercenary's Suit: Chest Slot (+2% Strength, +2% Ki, +3% Agility, +3% Durability)
Bruiser's Belt: Waist Slot (+1% Agility | +1% Durability)
Customize Waist: Waist Add-On Slot (+5% Agility)
Ki Combat Armguards: Hand Slot (+2% Ki | +1% Durability)
Blasting Gauntlets: Hand and Weapon Slots (+5% Strength | +5% Ki)
Comfortable Slacks: Legs Slot (+4% Agility | +2% Durability | If also wearing Dirty Cape, +10% Fatigue Threshold)
Sneakers: Feet Slot (+5% Strength | +4% Agility)
Customize Feet: Feet Add-On Slot (+5% Agi)
Time Breaker Armor: Chest Slot. Armor bearing the symbol of the time breakers! (+8% Durability. Attacks from canon characters deal 5% less damage to you.)
Customize Legs: Legs Add-On (+5% Agility)
Bio-Forged Cod Piece: Waist Slot. Armor formed from your own tissues, placed strategically to protect your junk. +5% Durability. If worn with bio-forged armor, reduce base Parrying requirements to 70% instead of 75%! Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. (+5% Durability)
Bio Suit: Accessory - A suit made from manipulating your own tissues. 5% to two stats of your choice. Once selected, the stats can not be changed. Due to being part of your body, it can not be stolen, but can be targeted by De-materialization or other effects that rob you of equipment temporarily. if you ever drop below 50% hp in battle, you lose one of the two stats. If you're defeated, you lose both. The lost stats regenerate at 5% after one month following a battle. For example, if you are defeated, this would offer its full benefits again after two months. This can only be purchased once. (+5% Ki, +5% Dur)
Cell's Android Locater: Accessory Slot. An odd machine that looks not unlike a dragon radar. When equipped, Androids can be detected with Sense.
Meteor Greaves: Weapon Slot [6% Strength, Physical Attacks w/ Fracture gain Hard to Block.]
Sheriff's Badge: Accessory - Attacks against enemies with evil alignments deal 7% more damage. 10% more if the enemy is Chaotic. (-7% Damage against evil alignment enemies. -10% Damage against Chaotic alignment enemies)
Gold Mail: Chest Slot (+10% durability in battle. You may use Multiform in battle even if you don’t know it. If you do know it, Multiform uses only 5 Fatigue.)
Phoenix Feather Cap: Head Slot (+10% ki in battle. While worn, healing you receive is increased by 25%.)
Ogre Club: +4% Strength in battle.
x2 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 convience.
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.
Cold Signet Ring: Accessory. A ring bearing the signet of the Cold family among their own kind. Given to you by Kuriza so that you knew he was serious about making you a general.
Techniques with 'Death' in the name deal an additional 5% Damage. Additionally, in Death Battles, Death Beam has its base damage increased by 1%.
Jolly Lord's Coat: Chest Add On. A large red coat trimmed in white fur. You feel impossibly warm and jolly while wearing it. So jolly, in fact, you might be able to warp time... +3% durability. While equipped the first time absolute zero hits you in a battle, you may ignore it. While equipped, your travel times are reduced by a day.
AAC I9: Accessory. The Arcosian Arms Company Ice 9 side arm is an experimental weapon still in the trial stage. When activating a technique the user may spend an additional action to cause that technique to inflict the restricting condition equal to it's tier. This effect can only occur once every 3 rounds.
Golden Ink Well: An inkwell used by (semi) legendary author, Akira Tori... something (Slot: Accessory | +5% SP when writing alone)
Kusanagi: Weapon Slot. A very light and simple looking blade with perfect balance. It cuts the wind with ease! One t1 melee attack per turn can use Agility. If you use Zanzoken to make an attack undodgable, that attack gains cut. If the attack would be a t4, it becomes wound instead of cut.
Participant's Ribbon: Chest Add-On - A ribbon from the world tournament, bearing the emblem of the world martial arts association, the EDF, and the word participant. Even though these were merely used to distinguish who was and was not competing for staff, you can't bring yourself to throw it away. When battling a foe who is ALSO wearing a participants ribbon, you increase your battle gains by 4%.
Battle Items/Battle Consumables:
Shirt Pocket: Increases Battle Inventory by 1.
Capsule Pouch: Increases Battle Inventory by 2.
Puar's Petunia: A Petunia flower that smells really nice (Eat it in a battle to recover 5% of your health. Takes one action to use and can only use once per battle)
DinoCap#201: Capsule Corp Feast - DinoCap #201 is a capsule that holds an entire feast! (Used in battle it recovers 50% of your Health but you cannot do anything else the rest of that turn)
Talespinner's Cuff: Allows you to wear two pieces of arm gear in one slot. Allows you to wear two pieces of arm gear in one slot. Takes a Battle Item slot.
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.
Tiny Piano: Battle Item: When used, add 10% of your Durability to your Agility for one Dodge this turn.
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.
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 its action requirement by 1 to use, but leaves the foe completely in the dark about what the item is until used.
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.
Chicken Leg: Restores 10% Health.
Milk: Restores 10% Fatigue.
Dinosaur Tail: Restores 20% Health.
Offbrand Soda: Restores 20% Fatigue.
x3 Bandages: Removes the Cut, Pierce and Burn Status Effects. Can stack up to 3 for a single Battle Item.
P.E.D.s: Increases your Strength by 15% for 3 turns, starting on the turn used.
Dying Hope: (Consumable) A potent and bitter liquor fermented by the deserters of Freiza I, handily in a well-shaped hip flask formerly owned by a certain captain. Restores 5 Fatigue a turn for 4 turns. Does not consume a battle inventory slot.
Old Man Pills: This old machine needs his medication too ya know. Consumable: Reduces all damage taken from all sources by 10% for 4 rounds. Heals 10% HP and fatigue. One time use.
Frieza's Stop Watch: Battle Item. This stop watch is made in obvious Frieza force design.....but the numbers are all mixed up? You note that the 5 minute mark is actually around 54 minutes from 0... activated at no action cost in battle to give the user two additional actions. These actions can be used for any purpose, but are lost at the end of the turn. Can not be stacked with any T0 that gives additional actions.
Deconstructed Barricade: Battle Item - Double your damage Reduction on Block 2/battle.
Olbanum Burner: Battle Item. As an action you can light this censer, allowing the scent of the incense to waft over the battlefield. For the next three rounds you recover 10% fatigue. You are immune to stun for the duration of the fatigue recovery.
Royal Cryo Cola: Restores 10% Health and Fatigue, and Removes 1 Status Effect.
Terminal Pride: (Battle Item) You're not entirely sure what this thing is, but the crystal pulses with a light not unlike the shade of old blood. In the quiet of the night it is almost as though it whispers of the glory that should have been yours; upon the battlefield though it veritably screams it.
Increase all stats by 10% and regain 15 Fatigue; may only be used below 50% Health. 1/battle.
Update Items/Update Consumables:
Seeker: (Update Item) Lower the wordcount of a Search Thread by 1,000. 4 Week Cooldown.
Bent Space Time: Update consumable. Space is warped and time is bendable. When used on an update, you are able to exist simultaneously in two locations for the next 30 days. Does not allow you to be dead and alive at the same time.
Mission Rewards:
Astral Crystal: A magical crystal that lets you spar with a someone on another planet once a week via your mind.
Deployment Orders: May be used to travel to any planet at Heavy Ship Speed 1/month. You must remain on this world for two weeks or this item's cooldown is permanently increased by 1 month.
PTO Travel Pass: Able to travel to any world of your choice 1/month at Heavy Ship Speed.
Grind Enhancements:
Dragonball Radar: Allows the holder to search for 2 Earth Dragonballs per Week instead of 1.
Namekian Dragon Ball Radar: Allows the user to search for 2 Dragon Balls per week instead of 1 (only works on the Namekian Dragon Balls)
Space Hamster Sandwich: +30% SP to a single thread, once per account.
Improved Dragonball Radar: Reduces Wordcount requirement for Dragonball Quests by 500 | Works for both Earth and Namek Dragon Balls.
Harlequin Cake Slice: (Consumable) A slice of cake that appears in many colors, yet shifts these tones even as you regard it. Wether through some magical application of culinary esoterica or simply a rather bizzare choice of dragon entreaty it probably tastes as good as it looks.
Used when turning in a thread for grading; assign +15%, +10% and +5% to your Zenni, XP and SP. Each value and stat may only be assigned once.
Holiday Items:
Snow Globe: House Add-On. An antique snow globe that's said to be shaped like the universe. +2% battle gains. +8% during October, November, or 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. Duringvthe week of december 25th, the tree doubles all bonuses if all festive add ons.
Hung Stocking: House Add-On. A stocking, hung by the chimney with care. Reduce zenni spent on equipment and consumables in the shop by 2%. This triples to 6% during December only.
Property:
{Earth Properties (Spoiler)}CC Jet-Line 949: Heavy (+100% Travel Time | 6 Persons | 5 Addon Slots)
Fortress: 10 Addon Slots
Gravity Chamber: Ship / Property Add-On | 1 slot | Allows Gravity Training up to 40G
Gravity Amplifier: Ship / Property Add-On | 2 slots | Requires and Replaces Gravity Chamber | Increases level up to 90G
Training Room: Ship / Property Add-On | 1 Slot | +10% to SP Gains
Important Documents: Ship / Property Add-On | 1 Slot | +5% to Zeni Gains
Work Office: Ship / Property Add-On | 1 Slot | +10% to Zeni Gains
Basement Sweatshop: Property Add-On | 1 Slot | +15% Zeni Gains
Personal Accountant: Property Add-On | 1 Slot | +25% Zeni Gains
Safe: Ship / Property Add-On | 1 Slot | Only lose 50% if Zeni is stolen in a Death Battle.
Architect's Blueprints: Consumable | Reduces Price for ONE Building/Ship/Addon by half on Earth.
Fortress: 10 Addon Slots
Gravity Chamber: Ship / Property Add-On | 1 slot | Allows Gravity Training up to 40G
Gravity Amplifier: Ship / Property Add-On | 2 slots | Requires and Replaces Gravity Chamber | Increases level up to 90G
Training Room: Ship / Property Add-On | 1 Slot | +10% to SP Gains
Important Documents: Ship / Property Add-On | 1 Slot | +5% to Zeni Gains
Work Office: Ship / Property Add-On | 1 Slot | +10% to Zeni Gains
Basement Sweatshop: Property Add-On | 1 Slot | +15% Zeni Gains
Personal Accountant: Property Add-On | 1 Slot | +25% Zeni Gains
Safe: Ship / Property Add-On | 1 Slot | Only lose 50% if Zeni is stolen in a Death Battle.
Architect's Blueprints: Consumable | Reduces Price for ONE Building/Ship/Addon by half on Earth.
{Frieza 1 Properties (Spoiler)}Acquired Ship: Light (Standard Travel Time | 2 Persons | 1 Addon Slot)
Cold Empire Capital Ship: Heavy (6 Persons | 5 Addon Slots)
High Society Home: 10 Addon Slots
Frozen Gardens: Property Add-On | 1 Slot | +1 TP for every 2,500 WC in PRPs (Not Missions, Spars or Battles) (Attached to High Society Home)
Training Room: Ship / Property Add-On | 1 Slot | +10% to SP Gains
Training Center: Property Add-On | 1 Slot | Requires and Replaces Training Room | +20% Bonus to SP Gains (Attached to High Society Home)
Important Documents: Ship / Property Add-On | 1 Slot | +5% to Zeni Gains (Attached to High Society Home)
Work Office: Ship / Property Add-On | 1 Slot | +10% to Zeni Gains (Attached to High Society Home)
Gravity Chamber: Ship / Property Add-On | 1 slot | Allows Gravity Training up to 40G
Gravity Amplifier: Ship / Property | 2 slots | Requires and Replaces Gravity Chamber | Increases level up to 90G (Attached to Cold Empire Capital Ship)
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. (Attached to High Society Home)
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 experience gained from non combat threads by 2%. This bonus becomes 8% during the months of November, December and January. (Attached to High Society Home)
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. (Attached to High Society Home)
Meta Rebirth Chamber: Consumable Property | 1 Slot | You are instantly reborn when killed at the Planet this is installed (Attached to High Society Home)
Cold Empire Capital Ship: Heavy (6 Persons | 5 Addon Slots)
High Society Home: 10 Addon Slots
Frozen Gardens: Property Add-On | 1 Slot | +1 TP for every 2,500 WC in PRPs (Not Missions, Spars or Battles) (Attached to High Society Home)
Training Room: Ship / Property Add-On | 1 Slot | +10% to SP Gains
Training Center: Property Add-On | 1 Slot | Requires and Replaces Training Room | +20% Bonus to SP Gains (Attached to High Society Home)
Important Documents: Ship / Property Add-On | 1 Slot | +5% to Zeni Gains (Attached to High Society Home)
Work Office: Ship / Property Add-On | 1 Slot | +10% to Zeni Gains (Attached to High Society Home)
Gravity Chamber: Ship / Property Add-On | 1 slot | Allows Gravity Training up to 40G
Gravity Amplifier: Ship / Property | 2 slots | Requires and Replaces Gravity Chamber | Increases level up to 90G (Attached to Cold Empire Capital Ship)
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. (Attached to High Society Home)
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 experience gained from non combat threads by 2%. This bonus becomes 8% during the months of November, December and January. (Attached to High Society Home)
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. (Attached to High Society Home)
Meta Rebirth Chamber: Consumable Property | 1 Slot | You are instantly reborn when killed at the Planet this is installed (Attached to High Society Home)
{M2 Properties (Spoiler)}1st Class Dwelling: 10 Addon Slots.
Important Documents: Ship / Property | 1 Slot | +5% to Zeni Gains (Attached to 1st Class Dwelling)
Work Office: Ship / Property | 1 Slot | +10% to Zeni Gains (Attached to 1st Class Dwelling)
Training Room: Ship / Property | 1 Slot | +10% to SP Gains (Attached to 1st Class Dwelling)
Enhanced Ship AI: Ship | 0 Slots | Ship can travel without passengers | Designate on Update where it's traveling to. (Attached to Cold Empire Capital Ship)
Gravity Maximizer: Property | 3 slots | Requires and Replaces Gravity Amplifier | Increases level up to 1,000 G (Attached to 1st Class Dwelling)
Important Documents: Ship / Property | 1 Slot | +5% to Zeni Gains (Attached to 1st Class Dwelling)
Work Office: Ship / Property | 1 Slot | +10% to Zeni Gains (Attached to 1st Class Dwelling)
Training Room: Ship / Property | 1 Slot | +10% to SP Gains (Attached to 1st Class Dwelling)
Enhanced Ship AI: Ship | 0 Slots | Ship can travel without passengers | Designate on Update where it's traveling to. (Attached to Cold Empire Capital Ship)
Gravity Maximizer: Property | 3 slots | Requires and Replaces Gravity Amplifier | Increases level up to 1,000 G (Attached to 1st Class Dwelling)
{Space Properties (Spoiler)}Cargo Bay: Ship Add-On | 0 Slots | Can carry 'Property Only' Add-ons on the ship to transport to other Planets. (Attached to Cold Empire Capital Ship)
Ion Engines: Ship Add-On | 1 Slot | Reduces Travel Time by 1 Day.
HSTF Engines: Ship Add-On | 2 Slots | Requires and Replaces Ion Engines | Reduces Travel Time by 2 Days. (Attached to Cold Empire Capital Ship)
Ion Engines: Ship Add-On | 1 Slot | Reduces Travel Time by 1 Day.
HSTF Engines: Ship Add-On | 2 Slots | Requires and Replaces Ion Engines | Reduces Travel Time by 2 Days. (Attached to Cold Empire Capital Ship)