Post by Snap on Mar 28, 2020 21:13:18 GMT
Character Information
Character Name: Snap
Character Level: 35
Current EXP: 69,230/70,799
Aura: Deep Purple/Red Roaring/Bursting Aura (+14% strength, 3/battle lower impossible/hard to deflect, 5% HP regen)
Specialization: Rage 3 (+15% str, -15% fatigue on physicals)
Max Gravity: x5
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Power Level: 642,000 (758,000)
HP: 150,000
Strength: 200,000 (258,000) [+29%]
Ki: 0
Agility: 21,000
Durability: 100,000
Fatigue Limit: 195
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Zeni: 124,851 Z
TP: 330
Saga Tokens: 15
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Racial Traits:
Determination - Reduce all fatigue costs by 10% while below 50% health or above half fatigue, can stack for 20% reduced fatigue costs.
Learn fast or die young - (-20% TP requirement for techs)
Character Traits:
Out Of Battle: Everybody is Invited to the Huge Quest - +10% SP gains for everyone involved with Snap’s gravity and master training threads (including himself).
In Battle: Thick Muscles - Immune to Gouge
Unique: Behold My Perfect Body! - If Snap uses no T0 or T1 defenses against a Tech, no status effects from that Tech are applied to him.
Soba Epic Reward: You may have 1 incoming attack be treated as Negated (regardless of its aimers) during a turn where you attempt to 'Run Away.'
Mount Everest of Space Reward: +10 fatigue limit.
Alignment: Virtuous +65 (1/2 Pure of heart)
Alliance: The League of Perfect Bodies
Planets Visited:
Earth, Konats, Yardrat, Imecka, Kanassa
Blackwallow Beer used
Dragonscale used
Slightly Poisonous Liquid used
Mind Expansion used
Techniques
Tier 0:
Absolute Zero - User lowers the temperature around them, affecting all opponents. Any bonus actions granted by a higher Agility are lost. If the user also has a Ki stat at 150% or more of an opponent's Agility, that opponent also loses 1 additional action. Lasts 2 turns. Once per battle. (Costs 15 Fatigue)
Bald! Bald! Bald! - The user leans over and reflects light off of their bald head (or similar shiny object), blinding their opponent. The user’s next attack goes up by one on the “hard to dodge” scale. Three times per battle.
Buff Form (Max Power) - 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.
*#Defensive Hand Wave - The user utilizes a similar technique to Omega Hand Wave but instead of attacking an opponent directly, they erase a purely ki-based attack completely. Once per battle. Affected by t0 cooldown. Only works on T3 or less Ki techs. (Costs 15 Fatigue)
Hasshu-Ken - 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. (Costs 5 Fatigue)
*Instant Transmission - (Defense) Ability to instantly transport yourself to another planet once a week.
Can also dodge any T3 or lower attack once per battle at no cost.
Alternatively, you can also combine with any attack tier 3 or below once in battle to cause the attack to increase 1 level on all Aimers (Hard to Barrier, Block, Dodge, Deflect, Kiai, and Clash). Requires Sense
Affected by T0 Cooldown when used Defensively
Magic Materialization - Used to bring in extra equipment and/or items. Can switch one item of equipment or bring in one new battle item per use. Note that the limitation of 1 of each type of item still applies. (Costs 2 Fatigue)
*Mind Reading - (Defense) Allows the user to Dodge 1 Technique once per battle at no Fatigue cost. This cannot be used against an opponent who has Telepathy, unless you also have Telepathy. You must still be able to Dodge the Incoming Technique. Affected by T0 Cooldown
Multi-Form - The user can create clones of themselves to aid in battle.
Upon use, the user can pay a % of their stats (i.e. paying 20% reduces the Final Total of each stat by 20%) up to 50%. This creates 2 Clones that each have the stats paid upon use of this technique. They can access all of your T1-T3 Techniques, and each have 2 actions. Once per battle. (Costs 10 Fatigue)
Protective Bubble - 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. (Costs 4 Fatigue)
Sense - 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.
Sonic Sway - 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. (Costs 3 Fatigue)
Strongman Pose - The user poses like a strongman. +12% to strength for the rest of the battle. Cannot be used with Ginyu poses. Costs 2 actions. Once per battle.
Super Leader - 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 - 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.
Telepathy - A brief and quick picture of an incoming attack is played before your mind and gives you just enough time to react. All Defense requirements on the 'Hard To' scales are reduced by 1.
Takes no Actions, Once per battle.
*Zanzoken - This technique helps the user dodge by leaving an after-image. Increases user's agility by 50% for this turn and makes the next attack used Hard to Dodge. Can be used twice in a turn as Double Zanzoken; Doubling agility and makes the next attack Almost Impossible to Dodge, but the second use costs 10 Fatigue (for a total of 15). Takes no Action, Twice Per Battle. Affected by T0 Cooldown, but can be used 2x in a turn before triggering Cooldown. (Costs 5 Fatigue)
Bald! Bald! Bald! - The user leans over and reflects light off of their bald head (or similar shiny object), blinding their opponent. The user’s next attack goes up by one on the “hard to dodge” scale. Three times per battle.
Buff Form (Max Power) - 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.
*#Defensive Hand Wave - The user utilizes a similar technique to Omega Hand Wave but instead of attacking an opponent directly, they erase a purely ki-based attack completely. Once per battle. Affected by t0 cooldown. Only works on T3 or less Ki techs. (Costs 15 Fatigue)
Hasshu-Ken - 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. (Costs 5 Fatigue)
*Instant Transmission - (Defense) Ability to instantly transport yourself to another planet once a week.
Can also dodge any T3 or lower attack once per battle at no cost.
Alternatively, you can also combine with any attack tier 3 or below once in battle to cause the attack to increase 1 level on all Aimers (Hard to Barrier, Block, Dodge, Deflect, Kiai, and Clash). Requires Sense
Affected by T0 Cooldown when used Defensively
Magic Materialization - Used to bring in extra equipment and/or items. Can switch one item of equipment or bring in one new battle item per use. Note that the limitation of 1 of each type of item still applies. (Costs 2 Fatigue)
*Mind Reading - (Defense) Allows the user to Dodge 1 Technique once per battle at no Fatigue cost. This cannot be used against an opponent who has Telepathy, unless you also have Telepathy. You must still be able to Dodge the Incoming Technique. Affected by T0 Cooldown
Multi-Form - The user can create clones of themselves to aid in battle.
Upon use, the user can pay a % of their stats (i.e. paying 20% reduces the Final Total of each stat by 20%) up to 50%. This creates 2 Clones that each have the stats paid upon use of this technique. They can access all of your T1-T3 Techniques, and each have 2 actions. Once per battle. (Costs 10 Fatigue)
Protective Bubble - 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. (Costs 4 Fatigue)
Sense - 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.
Sonic Sway - 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. (Costs 3 Fatigue)
Strongman Pose - The user poses like a strongman. +12% to strength for the rest of the battle. Cannot be used with Ginyu poses. Costs 2 actions. Once per battle.
Super Leader - 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 - 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.
Telepathy - A brief and quick picture of an incoming attack is played before your mind and gives you just enough time to react. All Defense requirements on the 'Hard To' scales are reduced by 1.
Takes no Actions, Once per battle.
*Zanzoken - This technique helps the user dodge by leaving an after-image. Increases user's agility by 50% for this turn and makes the next attack used Hard to Dodge. Can be used twice in a turn as Double Zanzoken; Doubling agility and makes the next attack Almost Impossible to Dodge, but the second use costs 10 Fatigue (for a total of 15). Takes no Action, Twice Per Battle. Affected by T0 Cooldown, but can be used 2x in a turn before triggering Cooldown. (Costs 5 Fatigue)
Tier 1:
All of them
Tier 2:
Backstab - Physical. (+10% Fatigue) | (16% strength damage) Taking advantage of a foe who isn't paying you the attention they should is the easiest way to severely harm them. This may only be used after the first turn and only if you do not have any attacks to defend against (even if you would choose not to.) Wounds
Special: This may be used on turn one if you have Agi advantage and initiated the death battle.
Bionic Headbutt - Physical. (+12% Fatigue) | (15% strength damage) User flies directly at their opponent as their body stays perfectly straight, ramming their head into the opponent’s body. Hard to Deflect.
Cross Arm Dive - Physical. (+11% Fatigue) | (14% strength damage) Physical. While falling from a great height, the user crosses their arms over their face and chest in order to plow into the enemy. Hard to Deflect or Kiai.
Daikaiten Kick - Physical. (+13% Fatigue) | (14% strength damage) Utilizing momentum from a quick, ki-powered spin, the user kicks at their opponent. Hard to Deflect or Barrier.
Gigantic Press - Physical. (+14% Fatigue) | (15% strength damage) The user charges into their opponent full force after shielding their body in a barrier of energy. Hard to Deflect. Fracture.
Javelin Kick - Physical. (+10% Fatigue) | (11% agility damage) A series of kicks that are meant to be more Swift than powerful. The next physical attack used this turn is increased one on the 'Hard to Dodge' scale. Useable once per turn.
Kidney Strike - Physical. (+9% Fatigue) | (10% strength damage) The user aims for the kidneys of a foe (or what would pass as one in a target), and inflicts a hard strike or stab. Hard to Negate/Overwhelm, Disable, Scramble.
#Flex Series - Sudden Flex - Physical. (+10% Fatigue) | (11% strength damage) The user flexes their muscles as hard as possible, the sheer force damages nearby enemies. Deals full damage to the target and 25% to enemies. Area of Effect, Hard to Dodge.
Wahaha No Ha - Energy. (+9% Fatigue) | (10% ki damage) The user takes in a deep breath and laughs as they charge energy into their mouths to let out a powerful wave of energy. Hard to Clash or Kiai.
Wolf Fang Fist - Physical. (+12% Fatigue) | (12% strength damage) 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.
Special: This may be used on turn one if you have Agi advantage and initiated the death battle.
Bionic Headbutt - Physical. (+12% Fatigue) | (15% strength damage) User flies directly at their opponent as their body stays perfectly straight, ramming their head into the opponent’s body. Hard to Deflect.
Cross Arm Dive - Physical. (+11% Fatigue) | (14% strength damage) Physical. While falling from a great height, the user crosses their arms over their face and chest in order to plow into the enemy. Hard to Deflect or Kiai.
Daikaiten Kick - Physical. (+13% Fatigue) | (14% strength damage) Utilizing momentum from a quick, ki-powered spin, the user kicks at their opponent. Hard to Deflect or Barrier.
Gigantic Press - Physical. (+14% Fatigue) | (15% strength damage) The user charges into their opponent full force after shielding their body in a barrier of energy. Hard to Deflect. Fracture.
Javelin Kick - Physical. (+10% Fatigue) | (11% agility damage) A series of kicks that are meant to be more Swift than powerful. The next physical attack used this turn is increased one on the 'Hard to Dodge' scale. Useable once per turn.
Kidney Strike - Physical. (+9% Fatigue) | (10% strength damage) The user aims for the kidneys of a foe (or what would pass as one in a target), and inflicts a hard strike or stab. Hard to Negate/Overwhelm, Disable, Scramble.
#Flex Series - Sudden Flex - Physical. (+10% Fatigue) | (11% strength damage) The user flexes their muscles as hard as possible, the sheer force damages nearby enemies. Deals full damage to the target and 25% to enemies. Area of Effect, Hard to Dodge.
Wahaha No Ha - Energy. (+9% Fatigue) | (10% ki damage) The user takes in a deep breath and laughs as they charge energy into their mouths to let out a powerful wave of energy. Hard to Clash or Kiai.
Wolf Fang Fist - Physical. (+12% Fatigue) | (12% strength damage) 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.
Tier 3:
Complete Shot - Physical. (+18% Fatigue) | (24% strength damage) A high powered physical attack, augmented by the user’s ki. Fracture, Cripple Leg.
Dragon Rush - Physical. (+20% Fatigue) | (24% strength damage) Utilizing a burst of ki energy, the user thrusts themselves fist first at the opponent, aiming to pierce through them physically. Hard to Block. Wounds.
Gigantic Blaze - Energy. (+16% Fatigue) | (24% ki damage) A large burst of energy emitted from below the opponent. Hard to Dodge.
Hundred Fists - Physical. (+18% Fatigue) | (22% strength damage) 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. Hard to Deflect, Dodge or Block.
Neo Wolf Fang Fist - Physical. (+18% Fatigue) | (24% strength damage) A finishing strike to the renowned Wolf Fang Fist. Costs 2 less Fatigue for each opponent beyond the first targeted with Wolf Fang Fist during this turn. If you targeted 3 Opponents, this also costs 1 less action. Split Attack- Can target 1 Opponent for 24% Str damage, or up to 3 Opponents for 12% Str Damage.
One Inch Punch - Physical. (+17% Fatigue) | (21% strength damage) When your opponent is only one inch away from you, you can land a devastating punch. Restricting 2, Dims.
S.S. Deadly Bomber - Energy. (A crimson energy ball with a translucent orb of red energy around it that homes in on its target.
Homing. Can be charged up to 2x, each Charge increasing Base Damage by 5%. If Charged, gains Hard to Deflect.
Ultra Punch - Physical. (+21% Fatigue) | (19% strength damage) Starting from a distance, the user rushes his opponent at full speed and aims a punch directly between their eyes. Hard to Dodge or Block. Cannot be Deflected. Breaks Bones.
Dragon Rush - Physical. (+20% Fatigue) | (24% strength damage) Utilizing a burst of ki energy, the user thrusts themselves fist first at the opponent, aiming to pierce through them physically. Hard to Block. Wounds.
Gigantic Blaze - Energy. (+16% Fatigue) | (24% ki damage) A large burst of energy emitted from below the opponent. Hard to Dodge.
Hundred Fists - Physical. (+18% Fatigue) | (22% strength damage) 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. Hard to Deflect, Dodge or Block.
Neo Wolf Fang Fist - Physical. (+18% Fatigue) | (24% strength damage) A finishing strike to the renowned Wolf Fang Fist. Costs 2 less Fatigue for each opponent beyond the first targeted with Wolf Fang Fist during this turn. If you targeted 3 Opponents, this also costs 1 less action. Split Attack- Can target 1 Opponent for 24% Str damage, or up to 3 Opponents for 12% Str Damage.
One Inch Punch - Physical. (+17% Fatigue) | (21% strength damage) When your opponent is only one inch away from you, you can land a devastating punch. Restricting 2, Dims.
S.S. Deadly Bomber - Energy. (A crimson energy ball with a translucent orb of red energy around it that homes in on its target.
Homing. Can be charged up to 2x, each Charge increasing Base Damage by 5%. If Charged, gains Hard to Deflect.
Ultra Punch - Physical. (+21% Fatigue) | (19% strength damage) Starting from a distance, the user rushes his opponent at full speed and aims a punch directly between their eyes. Hard to Dodge or Block. Cannot be Deflected. Breaks Bones.
Tier 4:
Dragon Fist - Physical. (+29% Fatigue) | (36% strength damage) The user goes to strike their opponent, releasing a dragon-shaped wave of energy to surround and destroy them. Cannot be Blocked or Deflected. Crush.
I'm Gonna Smack the Goofy Outcha - Physical. (+31% Fatigue) | (38% strength damage) The user pulls their arm back as far as they can, then releases a devastating series of open-hand slaps to their opponent. If this technique reduces an opponent to fatal HP, the target is only knocked out.
$Max Power Haymaker - Physical. (+23% Fatigue) | (40% strength damage) The user turns their arm bright red by gathering an intense amount of energy, then punches their opponent with all of their might. Can be charged up to 3x, increasing Base Damage by 7% each charge. If charged, also Hard to Deflect.
Special Beam Cannon - Ki. (+30% Fatigue) | (37% ki damage) The user charges energy into the tips of their index and middle fingers as it’s pressed against the forehead. It launches with one beam of energy and another spiraling around it. It can drill through objects and people easily. Cannot be Negated/Overwhelmed. Wounds. If this attack targeted by Wall of Defense, the Defender will take 50% of its damage, and the original target is required to defend against this with half of its damage. (as a Split Attack)
Flex Series - I Cast Fist! - Physical. (35% fatigue) | (40% strength damage) The user holds up their clenched fist and shouts, “I cast fist!” The user’s intense flexing causes an explosion not unlike an atomic bomb to immediately blast out from their hand. Deals 100% damage to all other field participants. If charged, gains Hard to Barrier. Area of effect, hard to dodge.
$Flex Series - Omega Hand Wave - Physical. (+41% Fatigue) | (40% strength damage) The user casually waves their hand in the general direction of the opponent. A gentle flex of the arm muscles supplemented by the Muscle Dimension tears the target apart on a molecular level. Deals full damage to the target and 25% to enemies. Area of Effect, Hard to Dodge, Cannot be Kiai'd, Stun 3, Wound.
I'm Gonna Smack the Goofy Outcha - Physical. (+31% Fatigue) | (38% strength damage) The user pulls their arm back as far as they can, then releases a devastating series of open-hand slaps to their opponent. If this technique reduces an opponent to fatal HP, the target is only knocked out.
$Max Power Haymaker - Physical. (+23% Fatigue) | (40% strength damage) The user turns their arm bright red by gathering an intense amount of energy, then punches their opponent with all of their might. Can be charged up to 3x, increasing Base Damage by 7% each charge. If charged, also Hard to Deflect.
Special Beam Cannon - Ki. (+30% Fatigue) | (37% ki damage) The user charges energy into the tips of their index and middle fingers as it’s pressed against the forehead. It launches with one beam of energy and another spiraling around it. It can drill through objects and people easily. Cannot be Negated/Overwhelmed. Wounds. If this attack targeted by Wall of Defense, the Defender will take 50% of its damage, and the original target is required to defend against this with half of its damage. (as a Split Attack)
Flex Series - I Cast Fist! - Physical. (35% fatigue) | (40% strength damage) The user holds up their clenched fist and shouts, “I cast fist!” The user’s intense flexing causes an explosion not unlike an atomic bomb to immediately blast out from their hand. Deals 100% damage to all other field participants. If charged, gains Hard to Barrier. Area of effect, hard to dodge.
$Flex Series - Omega Hand Wave - Physical. (+41% Fatigue) | (40% strength damage) The user casually waves their hand in the general direction of the opponent. A gentle flex of the arm muscles supplemented by the Muscle Dimension tears the target apart on a molecular level. Deals full damage to the target and 25% to enemies. Area of Effect, Hard to Dodge, Cannot be Kiai'd, Stun 3, Wound.
Master Moves:
Korin: Zanzoken, Sense, Mind Reading, Neo Wolf Fang Fist
Dende: Potential Unlock, Speaking Namekian, Magic Materialization
Pybara (Soba): Instant Transmission
Master Oodun (Soba): Dimension Strike
Transformations
Description: Snap unsuppresses his power, expanding his intense purple and red aura out around his body.
Transformation 2 (Mystic Mode): 4 Fatigue per turn, Strength 60%, Ki 40%, Agility 40%, Durability 40%
Description: Snap's aura is swallowed by the Muscle Dimension as he makes a direct connection with it. In exchange, his strength skyrockets.
Transformation 3 (Strongman One Million): 6 Fatigue per turn, Strength 90%, Ki 60%, Agility 60%, Durability 60%
Description: Snap's skin is replaced by cosmic silver and he becomes absolutely serene.
Items and Weapons
Total Bonuses from equipment: +23% strength, +12% agility, +3% ki, +22% durability
Weapon: Mighty Fists - (+10% Strength) Riot Shield - Weapon Add-on: The Block action has its damage reduction increased by 15%.
Head: Dirty Baseball Cap - (+10% Durability)
Hand: Thief's Glove - +6% Agility | May use 1 Action to steal 1 Combat Item from an opponent. 1/battle
Chest: Knockoff Warrior's Gi - +3% strength, +3% ki, +2% agility, +2% durability (Fire decals Chest add-on: Can be on the same item as the go faster stripe. When you use Zanzoken, target foe gets a stack of overheat)
Waist: Belt of giant's strength - waist slot. +5% strength, +5% durability. (4th Diamond add-on: A sparkling crystal of unshakable strength. The stone of April. When added to a weapon: All friendlies on the field gain 2% of your total SP as a bonus spread across all of their stats. When added to armor: When blocking you reduce all damage taken by an additional 10%)
Legs: Red Velvet Slacks - +5% durability
Feet: Sneakers - +5% strength, +4% agility (Yardrat Weave add-on: +10 Max Fatigue)
Accessory: Santa's Present Bag Replica - Increases Battle Inventory by 1. Once per battle may retrieve a random item from any combatant's Battle Inventory on the battlefield. If any other combatant(s) has Santa's Present Bag Replica equipped, this effect automatically takes from their bag instead if applicable.
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Battle Items:
Senzu Bean - Restores 50% Health and Fatigue. All Status effects removed.
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)
Leeching Elixir - Physical Attacks restore 25% of damage dealt as Health for 3 turns, starting on the turn used.
Dried Up Bean - Restores 20% Health and Fatigue
Energy Shield - Allows the user to negate one tier 3 or below attack for free. Single use.
Fangs' Blood - When consumed, regenerate 10% hp every round for 5 rounds. Consumable, can only use once.
Tiny Piano - Battle Item - When used, add 10% of your Durability to your Agility for one Dodge this turn.
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Inventory:
Legs: Comfortable Slacks - +4% agility, +2% durability
Senzu Bean
Denki corp Z-22 - One of the shortest lived, worst received, fire arms in the history of the planet Earth. Why'd it fail? You can't help but feel it's got something to do with the fact you're not even sure how to hold it. +15% ki. There is a 30% chance after every ki attack that the Z-22 explodes, unequipping it for the remainder of battle.
Old Coupon - An old coupon clipped from a magazine. Can be exchanged for a one-off training session with a master of opposing alignment (Consumable | Other requirements must first be met)
Tactical Analysis Unit #19
A piece of Bot's time
Plum (battle buddy)
-Vanilla Cheesecake Update Consumable | A tasty, albeit plain and boring, shown of the humble cheesecake beginnings | +(25-(Tier*5))% to SP, XP, TP and Zeni for 1 thread.
Fangs' Blood - When consumed, regenerate 10% hp every round for 5 rounds. Consumable, can only use once.
Time Patrol Emblem - Not sure what this does
(has capsule pouch and shirt pocket)
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Property:
Speeding Bullet (training room 1 slot: +10% SP) (Gravity Chamber 1 slot) (Imecka) 2/5 add-on slots
Mansion (Earth) (Gravity Chamber)
CC Mark III Luxury Ship (training room: +10% SP) (Gravity Chamber) (Earth) 2/5 add-on slots