Post by fenrir on Feb 9, 2020 12:15:48 GMT
Character Information
Character Name: Fenrir
Character Level: 6
Current EXP: 1507/2100
Power Level: 9,638
HP: 2,025
Strength: 919
Ki: 1,650
Agility: 1,400
Durability: 1,350
Zeni: 2,982
Racial Traits:
Zenkai: Boost to battle gains depending on HP remaining after fight:
Health Remaining Bonus
<100% +10%
<80% +20%
<60% +30%
<40% +40%
<20% +50%
0% (Dead) +25%
Saiyan Pride: If health drops below 20% in battle, user regains 50% fatigue and receives a temporary 15% boost to all stats for 2 turns.
Alignment: Indecisive
Specialization: N/A
Alliance: N/A
Techniques
Tier 0: Can be purchased from the Technique Shop
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.
Tier 2: Double Sunday - 13% Fatigue - 16% Ki - User charges two spheres of energy in their hands and releases them as two separate waves. Can be aimed at a single opponent for 16% or used to attack two opponents simultaneously for 8% Ki damage each. Hard to deflect.
Tier 3: Can be purchased from the Technique Shop
Tier 4: Final Flash - 30% Fatigue - 38% Ki -Energy. A powerfully charged wave of energy emphasizing charging prowess.
Cannot be blocked.
Can be Charged 1 action to increase Damage to 43% Ki and add Hard to Negate/Overwhelm.
Can be Charged 2 actions to increase Damage to 48% and increase to Cannot be Negate/Overwhelmed.
Can be charged 3 actions to increase Damage to 55%.
Charges may persist through turns.
Master Moves: Must be learned from Master Training (see each master's training page for details)
Items and Weapons
Weapon:
Head: Battleworn Saiyan Army Scouter w/ Tuffle Scouter Upgrade: An old scouter that has definitely seen better days (Slot: Head | +5% Durability | Allows use of Sense technique | Activation brings +5% ki in combat for 5 turns | Doubles as Dragonball Radar)
Hand:
Chest:
Waist:
Legs: Weighted Greaves (-3% to all stats, +5% SP Gains)
Feet:
Accessory:
Inventory: Mystical Healing Liquid
Property: Relic Space Pod: An extremely old spacecraft (Holds 1 person | No add-on slots | 5 day travel time)