Post by Ceriac on Jun 15, 2020 19:06:01 GMT
Character Information
Character Name: Kintsuki
Character Level: 17
Current EXP: 18,295
Power Level: 730,000
HP: 22,500
Strength: 5,000
Ki: 30,000
Agility: 15,000
Durability: 15,000
Zeni: 73,254 Z
Racial Traits: Oozaru: (20% to Strength, Ki & Durability | MUST have tail | must have a Full Moon or Power Ball active | 10% fatigue per turn) Oozaru cannot be shut down and ends only if user runs out of fatigue at any point, the Power Ball or Moon are destroyed, or if the user loses their tail (see the break system in “systems and rules”). Can stack with “Power Up”. Cannot be combined with “Muscular Form” or Transformation - can only be combined with Transformations (boosts are added, not multiplied) once special missions are completed, learning to control and tame the beastly form (1 mission per transformation unlocked). If combined with a transformation, fatigue costs are also added together.
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%
Character Traits
Enemy of Light:
+5% SP for every positive karma rank an enemy possesses in a death battle when he wins.
Strong Tail:
Resist the first stack of "Cripple Tail" or the first stack of "Sever Tail". (Which ever is inflicted first.)
Power of the Ape:
Increase Str/Ki/Durability by an additional 10% after the first transformation is unlocked and the mission to combine Oozaru with the first transformation has been done
+5% SP for every positive karma rank an enemy possesses in a death battle when he wins.
Strong Tail:
Resist the first stack of "Cripple Tail" or the first stack of "Sever Tail". (Which ever is inflicted first.)
Power of the Ape:
Increase Str/Ki/Durability by an additional 10% after the first transformation is unlocked and the mission to combine Oozaru with the first transformation has been done
Specialization: Relentless TA: 1
Alliance: (if part of one)
Techniques
Tier 0: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Mood Maker | 5 | N/A | 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) |
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 |
Finger Beam | 10 | 15% | Energy. A concentrated beam of energy shot from the finger |
Evil Impulse | 11 | 14% | Energy. A point-blank energy blast that gets stronger as you grow more Evil. Gains Hard to Dodge at Evil. Gains 2% Base Damage at Evil Incarnate. |
Kiai-Ho | 10 | 11% | his is an invisible blast generated from the body, eyes, hands, etc. Hard to Dodge, Stealthy |
Tier 3: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Riot Javelin | 19 | 23% | A powerful condensed sphere of energy, which can pierce through targets. It will explode if the target is too tough to pierce. Unaffected by any Passive Damage Reduction. Hard to Barrier. Can be charged up to 2x, each Charge increasing Base Damage by 5%. If Charged, increases aimer to Cannot be Barrier'd. |
Guilty Flash | 17 | 25% | 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. |
Tier 4: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Genocide Attack | 31 | 40% | Energy. The user raises a hand, forming a scintillating well of energy that fires off countless blasts against anything in range. AoE- Targets all other field participants for full damage. Wounds, Hard to Dodge. |
Annihilation Wave | 27 | 36% | An attack that detonates on contact to create a massive geyser of energy. The geyser is incredibly large. Hard to Clash, Hits 1 Target for full damage, and all other enemies for 75% Damage. |
Master Moves: Must be learned from Master Training (see each master's training page for details)
Technique | Fatigue | Damage | Details |
Power Ball | 5 | 0% | This creates an artificial moon that Saiyans can use to trigger Oozaru. |
Peeler Storm | 25 | 28% agi/ki | The user steeps themself in a strange violet aura before seeming to vanish, moving across the battlefield at high speed. Their movements leave behind momentary ribbons of energy that can slice through seemingly anything. Cannot be blocked or deflected. Wounds. |
Serious Bomb | 30 | Varies | The user places a hand forward, drawing forth red streams of energy from their foe that travel behind the user and coalesce into a large orb of power. This attack deals 40% of the total damage a foe has taken over the course of the fight to that point. Can not be clashed / blocked. Can only be used 1/ battle |
Infinite Explosion | 18 | 20% | With a sweep of your hand you cause an explosion to happen at your foes location! This technique may be sustained, with the fatigue cost falling by 2 every time it's used, but the damage falling by 4 each time. The first time the attack is used it can target three enemies, the second time it targets 2, and every subsequent use targets only a single enemy. This attack regains it's potency after 2 rounds not using it. Hard to dodge. Can not be deflected |
Extreme Speed | 28 | 32% | Physical.The only thing stopping you from going faster is the annoying dust that gets in your eye. Cover yourself with your aura and GO! Hard to Dodge or Deflect. Increase Agi by 30% while this T4 is on Cooldown. Dual Stat Special: If you are the first in initiative order, this gains 'Cannot Be Dodged' instead. |
Double Sunday | 13 | 16% | User charges two spheres of energy in their hands and releases them as two separate waves. Split | Once per battle, each Split may clash with a separate attack. |
Weekend | 20 | 28% | With a swing of your hand you fire several Double sunday blasts. Split | Once per battle, each Split may clash with a separate attack. |
Oozaru State | 4 | N/A | Gain your Oozaru Transformation bonuses even without a Full Moon (or Powerball). If you are already in Oozaru (or using its power) you can increase all of its transformation’s stats by 5%. |
Savage Mauling | 10 | 15% | If opponent has a Battle Item/Consumable which restores HP and/or Fatigue, you regain 10% HP and/or 10 Fatigue, respectively, and one of their items is reduced by those values for the remainder of combat. |
Adaptive Savagery | 18 | 23% | After taking a foes attack, you adapt and press on! Gains 1 Aimer for T1 defenses used against the attacker’s techs last turn, up to 2. (ex. if an attack was Deflected, this gains Hard to Deflect). This effect cannot cause an aimer to rise to ‘Cannot be.’ If in Oozaru form, using its power or in Oozaru State, one of the two aimers is raised to ‘Cannot Be. |
Gigantic Roar | 30 | 35% | Hard to Barrier, Clash or Kiai. Deals 100% damage to 1 Target and 50% to other Enemies. Charge (Can be charged up to 3x for 1 action each, each Charge adds 7% base Ki damage. At 2 Charges, this deals 75% damage to all other opponents instead. If in Oozaru form, using its power or in Oozaru State, this starts with 1 Charge. |
Hammer Blow | 9 | 15% | The user clasps both their hands together in the air and brings their fists down together to land a single, solid blow on their opponent’s head. Hard to Deflect if used after another Physical Attack. |
Flame Ballet | 21 | 21% | Hard to Clash, Dodge, Deflect. Burns. Special: If the target is already suffering from Burn, this extends Burn's duration by 2 turns. |
Kankousen | 15 | 24% | Damage from this attack can only be healed by a senzu bean. Cuts. |
Execution Beam | 30 | 35% | Cannot be Clashed, Hard to Kiai, Dodge or Deflect. If this Kills its target, the user may regain 10% of their MaxHP or half the Fatigue spent on this attack. Special: The user may also double their T4 Cooldown to double the effect chosen. |
Hellish Rebuke | 10 | 10% | Increases base damage by a further 10% if the user suffered damage from an undefended attack of T2 or higher this turn |
Master's Rebuke | 10 | 15% | Deals 20% increased damage to Battle Buddies & Followers |
Soul Steal | 15 | 21% | Cannot be Clashed, user heals for 25% of the damage inflicted |
Spell of Calamity | 39 | 50% | Deals 100% Damage to all other combatants. Hard to Clash, Hard to Deflect |
Items and Weapons
Weapon: Frost Fall
Head: Battleworn Saiyan Army Scouter: 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)
Hand: Elegant Wristband w Yardrat weave: +2% all stats, +10% max fatigue
Chest: time breaker emblem: T4's learned from Mira or Towa reduce their base fatigue cost by 4
Waist: Faux Sayian tail Belt: +4% Strength | +4% Durability | Oozaru Fatigue cost reduced by 1
Legs: Weighted Greaves: -3% All Stats | +5% SP Gains
Feet:
Accessory: Chains of Insanity w Moonstone Piece: your Alignment is reduced by 1 full step each month it is worn. Once per battle, you may reduce your Current and MaxHP by 5, 10, 15, 20 or 25% (Neutral, Immoral, Evil, Chaotic, Evil Incarnate, respectively) and 33% of this amount is added to your Strength, Ki, and Agility. Once removed, your Alignment returns back to its previous level at the rate of one full step each month until it returns to its original level.
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.
Inventory: Well Made Face Mask, Dinosaur Meat x2, Offbrand soda x2, Maykayan rage
Property: Relic Space Pod: An extremely old spacecraft (Holds 1 person | No add-on slots | 5 day travel time)