Post by tambourine on Aug 25, 2019 16:18:31 GMT
Character Information
Character Name: Captain Ginyu
Character Level: 12
Current EXP: 7,793/7,799
Power Level: 32,872 (38,786)
HP: 6,162 (7,209)
Strength: 4,110 (4,644) [+13%]
Ki: 4,110 (5,096) [+24%]
Agility: 4,108 (4,847) [+18%]
Durability: 4,108 (4,806) [+17%]
Total SP: 16,436
Zeni: 6,664
TP: 3
Racial Traits:
Cannon Fodder: +10% Durability
Powerful Heritage: +10% Ki
Alignment: Immoral | -53 Alignment Points
Specialization: N/A
Aura:
LVL 10 Color Green: (+3% Strength, Ki, Agility, & Durability)
Alliance: N/A
Character Traits:
Out of Battle:
When RPing with the Ginyu Force, Ginyu and these players gain an additional 10% XP.
In Battle:
If Ginyu uses Body Change in battle, when switching bodies he may keep the higher of each stat rather than taking his opponent’s.
Special/Unique:
Ginyu Force, PTO
Body Change has no use limit per battle.
Techniques
Tier 0:
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.
Very Hard to Dodge, can't be deflected or blocked. Treated as having damage equal to 20% of your ki for defense purposes. Twice Per Battle.
Ginyu Pose #4: (0% Fat) 10% to Fatigue threshold (Once per battle, 2 Actions to perform)
Tier 1:
Power Up - (+5% Fatigue for every turn active) (+15% ki and strength)
Speed Burst - (+5% Fatigue) (+15% defense score)
Basic Energy Attack - (2-4% Fatigue) | (2-4% Ki Damage): Can choose between 2-4 fatigue when using this attack and it does an equal amount of damage.
Basic Melee Attack - (2-4% Fatigue) | (2-4% Str Damage): Can choose between 2-4 fatigue when using this attack and it does an equal amount of damage.
Basic Weapon Attack - (5% Fatigue) | (3% Str Damage): Inflicts Cut, Pierce or Broken Bone based on the weapon.
Respite: -10% Fatigue | Max of 2 per turn
Disarm - (5% Fatigue) | (3% Str Damage): If hits, opponent cannot benefit from their weapon next turn. Useable 3/battle
Block: Reduces Damage by 50% on T1s for 2% Fatigue, 40% on T2s for 4% Fatigue, 30% on T3s for 6% Fatigue, and 20% on T4s for 8% Fatigue. Always available.
Deflection: Requires at least 50% of your opponent’s ki attack score. ½ Ki + ½ Agility. Reduces damage by 50%. It takes 50% the fatigue of an attack to deflect.
Parry: Requires at least 50% of your opponent’s str attack score. ½ Dura + ½ Agility. Reduces damage by 50%. It takes 50% the fatigue of an attack to parry.
Dodging: Requires at least 75% of your opponent’s attack score (Str or Ki) in agility. It takes ¾ the fatigue of an attack to evade. (Negates all damage by dodging)
Negation: Negate an incoming energy or physical attack with one of your own. Your damage must meet or exceed the incoming attack's damage. Str Techs can only be Negated with Str Techs, and Ki Techs can only be Negated with Ki Techs.
Overwhelm: Overwhelm an incoming energy or physical attack with one of your own. Your damage must at least have double the incoming attack's damage. Str Techs can only be Negated with Str Techs, and Ki Techs can only be Negated with Ki Techs. Allows you to defend and attack with the technique used.
Speed Burst - (+5% Fatigue) (+15% defense score)
Basic Energy Attack - (2-4% Fatigue) | (2-4% Ki Damage): Can choose between 2-4 fatigue when using this attack and it does an equal amount of damage.
Basic Melee Attack - (2-4% Fatigue) | (2-4% Str Damage): Can choose between 2-4 fatigue when using this attack and it does an equal amount of damage.
Basic Weapon Attack - (5% Fatigue) | (3% Str Damage): Inflicts Cut, Pierce or Broken Bone based on the weapon.
Respite: -10% Fatigue | Max of 2 per turn
Disarm - (5% Fatigue) | (3% Str Damage): If hits, opponent cannot benefit from their weapon next turn. Useable 3/battle
Block: Reduces Damage by 50% on T1s for 2% Fatigue, 40% on T2s for 4% Fatigue, 30% on T3s for 6% Fatigue, and 20% on T4s for 8% Fatigue. Always available.
Deflection: Requires at least 50% of your opponent’s ki attack score. ½ Ki + ½ Agility. Reduces damage by 50%. It takes 50% the fatigue of an attack to deflect.
Parry: Requires at least 50% of your opponent’s str attack score. ½ Dura + ½ Agility. Reduces damage by 50%. It takes 50% the fatigue of an attack to parry.
Dodging: Requires at least 75% of your opponent’s attack score (Str or Ki) in agility. It takes ¾ the fatigue of an attack to evade. (Negates all damage by dodging)
Negation: Negate an incoming energy or physical attack with one of your own. Your damage must meet or exceed the incoming attack's damage. Str Techs can only be Negated with Str Techs, and Ki Techs can only be Negated with Ki Techs.
Overwhelm: Overwhelm an incoming energy or physical attack with one of your own. Your damage must at least have double the incoming attack's damage. Str Techs can only be Negated with Str Techs, and Ki Techs can only be Negated with Ki Techs. Allows you to defend and attack with the technique used.
Tier 2:
Ginyu Force Special Combo: (12% Fat | 13% Str) Physical. User rushes towards their opponent with a flying knee, followed up by a powerful barrage of punches before ending the combination with a heavy spinning kick. Very Hard to Dodge.
Tier 3:
Milky Cannon: (18% Fat | 28% Ki) A powerful beam of energy launched from one hand.
Tier 4:
N/A
Master Moves:
Death Beam: (11% Fat | 15%) A piercing beam of energy, fired with high precision. Hard to dodge. If Blocked this deals 70% instead of 60%.
Barrage Death Beam: (21% Fat | 23% Ki) A barrage/quickly fired series of Death Beams. Very Hard to Dodge or Deflect. Pierces.
Death Ball: (18% Fat | 22% Ki) A huge ball of energy, charged over a single finger, that can destroy planets. Cannot be Blocked, Hard to Dodge. Disables.
Death Fork: (20% Fat | 22% Str) Physical. With a quick burst of speed, the user rams their opponent head first, using the horns on their head to gouge the target. Very Hard to Dodge or Deflect. Pierces. Evil Only. Requires a weapon or a natural piercing implement.
Items and Weapons
Weapon: Energy Core (+6% Ki | Fatigue Threshold +5%)
Head: Scouter (+2% Ki | Use of the Sense Technique as if you possessed it.)
Hand: Ice Imbued Gloves (+10% Strength)
Chest: Cryo Armor (+4% Ki | +4% Durability | Ignore Stun Once per battle)
Waist: Space Leather Belt - (+5% Agility) A belt made of leather from space creatures! Rather slick and light too. Pretty cool.
Legs: Arcosian Battle Greaves (+10% Agility)
Feet:
Accessory:
Total Equipment Boosts: +10% Strength, +12% Ki, +15% Agility, +4% Durability, +5% Fatigue Threshold, Use of Sense Technique.
Inventory:
Depleted Personal Teleporter: Technology capable of teleporting you anywhere in the universe, though it only has enough charge for one more use (can teleport you instantly to any planet (Not Otherworld) | Update Consumable)
September 2019 Activity Check: 9th Sapphire - Weapon or Armour Add-On - A sparkling crystal blue stone, the stone of September. When added into a weapon: the first action used to charge a technique instead uses no action. When added onto an armor: the users healing techniques restore an additional 5% when healing others.
Cursed Moonstone: Accessory add-on. This stone is said to be a piece of the moon from one of the many times it exploded. Staring at it, you can feel a beast stir within you... once per battle you can spend an action to activate the moon stone to gain a 5% damage bonus on all physical attacks for three rounds. Further, if wolf fang fist is used while this is active, it receives a 20% damage bonus instead.
Charisma Shot: A strange liquid in a syringe, said to make one extremely charismatic- unknown if it actually works or is just a placebo. Consumable: Can be used on an update to allow claiming of an additional Mission that week. (Unique Item Hunt)
Property: N/A