Post by Prudhix on Dec 24, 2020 14:54:10 GMT
Character Name:
Prudhix
Character Race:
Bio-Android
Character Level: 4
Current EXP: 900/999
Power Level: 5,000
HP: 900
Strength: 580
Ki: 660
Agility: 660
Durability: 600
SP 0
TP 4
Zeni: 7,200 Z
Racial Traits:
My own Master: Upon absorbing another character, you may acquire a single technique they know for free.
One of Many: Upon Creation, you may choose up to 3 other races. You qualify as these races for all things which have a racial requirement. This does not give you the Racial Traits of the races you’ve chosen. 1: Changlings. 2: Sayians. 3: Humans
Alignment: Immoral
Specialization:
Alliance:
Techniques
Tier 0:
Technique | Fatigue | Damage | Details |
Sense | N/A | 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:
Technique | Fatigue | Damage | Details |
Finger Beam | 10 | 15% Ki | Energy. A concentrated beam of energy fired from the tip of the finger. |
Tier 3:
Technique | Fatigue | Damage | Details |
Hellzone Grenade | 20 | 23% Ki | Energy. The user fires many blasts which seem to miss, surrounding the opponent on all sides. The user then causes them to collapse towards the opponent. Cannot be Dodged. If Scattershot was Dodged last round, this Cannot be Negated/Overwhelmed. |
Tier 4:
Technique | Fatigue | Damage | Details |
Row 2 column 1 | Row 2 column 2 | Row 2 column 3 | Row 2 column 4 |
Master Moves: Must be learned from Master Training (see each master's training page for details)
Technique | Fatigue | Damage | Details |
Row 2 column 1 | Row 2 column 2 | Row 2 column 3 | Row 2 column 4 |
Items and Weapons
Weapon: Frost Fall: Weapon: This strange Arcosian weapon consists of a ring of worked metal with a crystal set in the center. The Crystal pierces the ring at four major points and forms an intricate blade that could easily pass for strange folk art that looks, vaguely, like a snow flake.
If a foe blocks a melee attack while frost fall is equipped you may spend 2 fatigue to inflict restraining 2 for it's normal duration. This can only occur once every three rounds.
Head: Scouter +2% Ki | Use of the Sense Technique as if you possessed it
Hand:
Chest: Cryo Armor +4% ki | +4 Durability | Itnore Stun Once per battle
Waist:
Legs:
Feet:
Accessory:
Inventory:
Unstable DNA – Additional Temporary DNA in your system. Allows you to take an additional Race under One of Many to learn a single technique or train with a single master that would otherwise be unavailable to you. Update Consumable
Slime-Hatchery – After death you can revive instantly as a new hatchling | -5% all stats with use | Must create hatchery prior to death | Consumable | A disgustingly slimy pod, what good could this do?
Analysis Unit # 19: "Seeker" - Update Item - Lower the wordcount of a Search Thread by 1,000. 4 Week Cooldown.
Jolly Lord's Coat: Chest Add-on: A large red coat trimmed in white fur. You feel impossibly warm and jolly while wearing it. So jolly, in fact, you might be able to warp time...
+3% durability. While equipped the first time absolute zero hits you in a battle, you may ignore it. While equipped, your travel times are reduced by a day.
2 rare candies
Seed of potential: This strange, blue, senzu bean seems to glow with potential power (Consumable | +20% all gains to one thread)
Sudden blizzard: Consumable. An oversized plain white snowflake. When consumed the consumer becomes the center of a blizzard, making all of their attacks hard to dodge. However, the consumers body temperature also plummets dangerously low, inflicting a building restricting on them. After four rounds, all effects end.
Heart Brannock: Update consumable. A strange, hand held device capable of taking an X-ray measurement of your heart. When used on your update, you can double or negate a karma reward from a mission completed that week!
Elven labor force: House add-on. Requires, and makes the sweat shop no longer take a slot. Reduce the cost of forging items by 2%. This triples to 6% during December only.
Property: (ships, land, houses)
Additional Addons: