Post by Serkie on Feb 14, 2020 14:47:58 GMT
Character Information
Character Name: Serkie
Age: Thinks he is 20
Height: 9ft
Character Level: 11
Current EXP: 6,065
Power Level: 59,832
HP: 11,219 (11,667)
Strength: 7,479 (7,404)
Ki: 7,479(7,778)
Agility: 7,479 (7,404)
Durability: 7,479 (7,778)
Zeni: 20,203 Z
Racial Traits: ◦Absorption: Able to absorb a defeated foe in battle. Receives +10% of the absorbed foe's PL.
◦My Own Master: Upon absorbing another character, you may acquire a single technique they know for free.
Alignment: Indecisive
Specialization: N/A
Alliance: N/A
Techniques
Tier 0: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Sense | 0 | 0 | The ability to sense the power levels of others, negating the need for a scouter. Does not give the user an exact number like a scouter would, but does give an accurate feel for comparing another person’s power their own. Grants a passive 10% decrease to all defense requirements, unless your opponent also has Sense. Cannot be used on Cyborg or Energy Dependent androids. Passive. |
Tier 1:
Technique | Fatigue | Damage | Details |
Basic Energy Attack | -2 | 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. Restores 2 fatigue when used rather than costing fatigue. |
Basic Melee Attack | -2 | 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. Restores 2 fatigue when used rather than costing fatigue. |
Barrier | 50% of Incoming Attack's Fatigue | N/A | Divide your ki stat by the opponent’s attacking stat, and multiply by 100. This is the % of damage prevented from the incoming attack, to a maximum of 70%. Always takes 2 Actions |
Block | Varies | N/A | 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. |
Deflect | Varies | N/A | Reduce incoming damage by (2+Tier of incoming attack)% of your Strength. You may spend total actions equal to the tier of the attack that you're defending against, multiplying the reduction by the number of actions spent. The first action spent costs 2 Fatigue, and each successive action costs 1 more, stacking.Deflect is a single action, and costs 1 Fatigue. |
Disarm | 5 | 3% Str | 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 | 75% of Incoming Attack's Fatigue Cost | N/A | Allows the user to evade incoming attack in order to avoid all damage. Requires 75% of your opponent's attacking stat in agility. |
Kiai | Varies | N/A | Kiai reduces the incoming damage of an attack by (Lower of your Str/Ki / Higher of your Str/Ki) * 60%. If the reduction is 45% or higher, you may choose one of the following: -Ignore 1 Status Effect on the Incoming Attack -Reduce Kiai's Fatigue Cost by 2*Tier of the Incoming Attack -Reduce its Action Cost by 1 If the above triggers, and your Agility is within 10% of your lower of Strength or Ki, you may choose 2. Always Takes 2 Actions. Costs 5/10/15/20 Fatigue, depending on Incoming Attack's Tier. |
Negate | N/A | N/A | Allows the user to negate an incoming physical or ki attack with one of their own, as long as the damage of your attack exceeds the incoming attack. Can only Negate Physical Techs with Physical Techs, and Energy Techs with Energy Techs. |
Overwhelm | N/A | N/A | Allows the user to overwhelm an incoming physical or ki attack with one of their own, defending the attack and attacking with your own, as long as the damage of your attack is twice or more of the incoming attack. Can only Overwhelm Physical Techs with Physical Techs, and Energy Techs with Energy Techs. |
Power Up | 5 | N/A | +10% ki and strength. Costs 5 Fatigue for every turn active. Takes an action to activate, but no action to maintain. |
Respite | -10 | N/A | Restores 10 Fatigue. Maximum of 2 uses per turn. |
Self Harm | N/A | See Tech | The user has the option to hurt themselves. Deal 10% of either Ki or Strength to yourself as damage. |
Speed Burst | 5 | N/A | +10% to Agility for one turn (can be used before defending an attack). |
Wall of Defense | N/A | N/A | 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. |
Tier 2: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Double Energy Wave | 11 | 14% | Energy. Two waves of energy launched from the hands at a single target. Hard to Negate/Overwhelm. |
Honoo | 10 | 15% | Energy. A fire-breathing technique. Burns. |
Wolf Fang Fist | 12 | 12% | Physical. A series of rapid melee strikes. 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. |
Flame Cannon | 12 | 15% | Energy. An energy attacck that Serkie made charging his ki into a burning beam of energy that he made similar to how he uses his fire breathing technique just made outside the body instead of inside. Holding his hands up palms together Serkie slowly moves them apart as a ball of firey energy. That Serkie can then launch forwards as a beam firey energy. is able to be charged once gaining a 3% boost to damage and when charged causes Overheat |
Tier 3: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Buster Cannon | 19 | 21% | Energy. Charging energy in both palms, the user releases a powerful wave of ki toward the enemy. Cannot be Negated/Overwhelmed or Kiai'd. |
Burning Storm | 16 | 22% | Energy. A one-handed barrage, utilizing several one-handed Buster Cannon waves. Hard to Dodge or Barrier |
Complete Shot | 18 | 24% | Physical. A high powered physical attack, augmented by the user’s ki. Fracture, Cripple Leg |
Tier 4: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Thunder Flash Attack | 33 | 40% | Hard to Deflect or Barrier. Inflicts Burn and Stun 1. |
Master Moves: Must be learned from Master Training (see each master's training page for details)
Technique | Fatigue | Damage | Details |
Dondon Ray | 11 | 14% | Energy. A beam of explosive energy utilized by the crane school. Hard to Dodge or Deflect |
Tribeam | 10 | 15% | The user puts their hands together in front of them in the form of a triangle. The centre of which can be used to ‘zoom in’ as it charges energy. Can sacrifice up to 10% HP to increase damage up to 25% Ki. |
Crane Style Assassin Strike | 29 | 35% | Fracture, Cripple Arm, Stun 1, Hard to Kiai, Barrier or Clash. If the foe's T0 Cooldown is active you may upgrade one aimer/status to its advanced form. |
Items and Weapons
Weapon: Blasting Gauntlets (+5% Strength +5% Ki)
Head: Blasting gauntlets
Hand:
Chest: weighted shirt+Jolly Lord's Coat (-3% stats +10SP)
Waist:
Legs: Tough denim jeans (+6% Durability)
Feet: Leather Boots (+5% Ki, +4% Durability)
Accessory: Ectocloak (+5% agility. Once per battle when targetted by a t3 or lower physical attack with an impossible to aimer, you can activate the cloak at no action cost to become intangible. Completely avoiding the attack.)
Inventory: After-dinner mint - Something to cleanse the palate after a hearty meal. Allows you to absorb 20% of a defeated opponent’s Power Level upon absorption instead of the normal 10%. Battle Consumable
Slime-Hatchery - After death you can revive instantly as a new hatchling | -5% all stats with use | Must have created the hatchery prior to death | Consumable] A disgustingly slimy pod, what good could this do?
Property: Wheelo's Fortress: Heavy ship holds 10 people 20 addon slots. While on Earth alliance members gain +10% SP
Gravity Chamber can train up to 40g gravity
Training Room +10% SP gains