Post by Hale on Sept 22, 2020 17:08:04 GMT
Character Information
First Form
Character Name: Hale
Character Level: 1
Current EXP: 0/90
Aura: LOCKED
Specialization: LOCKED
Max Gravity: x1
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Power Level: 1000 (1000)
HP: 187
Strength: 187
Ki: 63
Agility: 125
Durability: 125
Fatigue Limit: 125%
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Zeni: 200Z
TP:
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Racial Traits:
Transformer: 1/2 normal Transformation upkeep
Imperial Stamina: The first time you activate a transformation in any battle, you recover 50 Fatigue.
Character Traits:
Alignment: Virtuous +0
Alliance: None
Planets Found: Frieza I
Techniques
Tier 0:
None
Tier 1:
Basic Energy Attack - Energy. (-2 Fatigue|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 - Physical. (-2 Fatigue|2% Str) A simple melee 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.
Barrier - (50% of blocked damage as Fatigue|N/A) Divide your ki stat by the opponents 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 - (2/4/6/8 Fatigue based on Attack Tier|N/A) Reduce 25% of incoming damage. May be increased via effects to a maximum of 50%. Always takes 1 action.
Deflect - (Fatigue Varies|N/A) Reduce incoming damage by 4+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.
Disarm - (5% Fatigue|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 use their weapon on their next turn.
Dodge - (75% of Incoming attack's base Fatigue Cost|N/A) Allows the user to evade incoming attacks in order to avoid all damage. Requires an Agility exceeding the opponents damage by a certain amount. Tier 1: You agility must be 25 times higher than the attack's damage. Tier 2: You agility must be 3.33 times higher than the attack's damage. Tier 3: You agility must be 3 times higher than the attack's damage. Tier 4: You agility must be 2.5 times higher than the attack's damage.
Kiai - (5/10/15/20 Fatigue based on attack tier|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 you get the maximum DR of 60%, choose 2 effects instead of 1. Always takes 2 Actions.
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 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 - (2 Fatigue|N/A) +10% Ki and Strength. Costs 2 Fatigue for every turn active. Takes an action to activate, but no action to maintain.
Respite - (N/A|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 Fatigue|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 incoming attack, taking the hit for them. User takes 100% of the damage instead of their ally. For an AoE, you may use this to protect a single ally.
Basic Melee Attack - Physical. (-2 Fatigue|2% Str) A simple melee 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.
Barrier - (50% of blocked damage as Fatigue|N/A) Divide your ki stat by the opponents 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 - (2/4/6/8 Fatigue based on Attack Tier|N/A) Reduce 25% of incoming damage. May be increased via effects to a maximum of 50%. Always takes 1 action.
Deflect - (Fatigue Varies|N/A) Reduce incoming damage by 4+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.
Disarm - (5% Fatigue|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 use their weapon on their next turn.
Dodge - (75% of Incoming attack's base Fatigue Cost|N/A) Allows the user to evade incoming attacks in order to avoid all damage. Requires an Agility exceeding the opponents damage by a certain amount. Tier 1: You agility must be 25 times higher than the attack's damage. Tier 2: You agility must be 3.33 times higher than the attack's damage. Tier 3: You agility must be 3 times higher than the attack's damage. Tier 4: You agility must be 2.5 times higher than the attack's damage.
Kiai - (5/10/15/20 Fatigue based on attack tier|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 you get the maximum DR of 60%, choose 2 effects instead of 1. Always takes 2 Actions.
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 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 - (2 Fatigue|N/A) +10% Ki and Strength. Costs 2 Fatigue for every turn active. Takes an action to activate, but no action to maintain.
Respite - (N/A|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 Fatigue|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 incoming attack, taking the hit for them. User takes 100% of the damage instead of their ally. For an AoE, you may use this to protect a single ally.
Tier 2:
Ginyu Force Special Combo - Physical. (11 Fatigue|14% Str) 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.
Tier 3:
None
Tier 4:
None
Master Techniques:
None
Custom Techniques:
None
Transformations
LOCKED
Items and Weapons
None
Weapon:
Head: Repaired PTO Scouter: An older model scouter that's been repaired more times than you can count (Slot: Head | +5% Durability | Allows use of Sense technique | Activation brings +5% ki in combat for 5 turns)
Hand:
Chest:
Waist:
Legs:
Feet:
Accessory:
Total Gains: +0%
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Battle Items:
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Inventory:
Henchmen “R” Us: A voucher for the infamous store of the same name. Trade it in to get a free Follower of your choice! (Free follower | Update Consumable)
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Property: