Post by Kress on Jan 12, 2021 8:16:39 GMT
Character Information
Character Name: Kress
Character Level: 11
Current EXP: 5,594
Statistic | Base Value | Modifiers (w/Weights) | Final Value (w/Weights) |
Strength | 4,768 | +24% (-6%|+18%) | 5,912 (5,626) |
Ki | 4,768 | +30% (-6%|+24%) | 6,198 (5,912) |
Agility | 3,939 | +/-0% (-6%|-6%) | 3,939 (3,703) |
Durability | 3,240 | +18% (-6%|+12%) | 3,823 (3,629) |
HP | 4,860 | NA | 5,735 (5,444) |
Power Level | 33,430 | NA | 39,744 (37,740) |
Zeni: 3,880 Z
TP: 29
Racial Traits:
Saiyan Tail : Intact
- Zenkai: Boost to death battle gains depending on HP remaining after fight:
Health Remaining Bonus <100% 10% <80% 20% <60% 30% <40% 40% <20% 50% 0% (Dead) 25% - Oozaru: (20% to Strength, Ki & Durability | MUST have tail | must have a Full Moon or Power Ball active | 2 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.
- Out Of Battle: Focused Learner - Kress spent most of her life on a backwater planet where staying fed, staying hidden, and getting by in the wilderness mattered more than pure power. She has learned to survive and adapt to her situation, picking up new skills quickly, but she doesn't get much from needless fighting. Kress receives +10% SP and +10% XP +5% XP in Missions and PRP threads but suffers -5% SP and -5% XP in KO Battles and Spars. Death Battles are unmodified. (This is not because I don't want to write with other people; it's because I want to focus on battles with consequences.)
- In Battle: Gorilla Warfare - The vast bulk of Kress's battle experience is from fighting large groups of foes with significantly lower Power Level than her, often while suffering the stamina drain of Oozaru form. In this sort of situation, long engagements are the worst-case scenario, allowing Kress's enemies to wear her down in a battle of attrition. To avoid this, she learned to frontload herself in combat, going all-out to quickly dispatch individual fighters at the expense of wearing herself out.
Kress receives a 10% bonus to Strength and Ki in combat. However, all T2, T3 and T4 Techniques cost an additional 10% Fatigue to use, rounded to the nearest whole number. Additionally, Respite restores 9 Fatigue instead of 10. - Unique: Battle-Hardened Oozaru - Kress has spent far more time as a giant monkey than most Saiyans, allowing her to gain a greater understanding of the transformation and become comfortable using it. She adds +5% to her Oozaru form stat bonuses.
Alignment: Indecisive
Specialization: Once you reach Level 10 and beyond, your character can take up a Specialization. List that here.
Alliance: (if part of one)
Techniques
Tier 0: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Ki Blade | 2 | +3% Ki | The user forms a blade on any limb the user chooses, adding 3% Ki to any Physical Tech. Costs no action, but increases fatigue of that technique by 2. |
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 | 10 | N/A | You must have Ki equal or greater than the damage of the incoming attack. Reduces incoming damage by 60% and Ignores 1 Status Effect. Costs 10 Fatigue and 3 Actions. If your Ki is 2x or more of the attack's damage, choose 1: -Reduce Fatigue Cost by 5 -Reduce Action Cost by 1 -Increase DR by 10% (to 70%) -Ignore 1 Additional Status If your Ki is 4x or more of the attack's damage, choose 2. (can be the same one) |
Block | 2/4/6/8 | 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 | 20 | N/A | You must have Strength equal or greater than the damage of the incoming attack. Reduces incoming damage by 70%. Costs 20 Fatigue and 1 Action. If your Str is 2x or more of the attack's damage, choose 1: -Reduce Fatigue Cost by 5 -Reduce Action Cost by 1 -Ignore 1 Additional Status If your Str is 4x or more of the attack's damage, choose 2. (can be the same one (but cannot choose Action cost twice)) |
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 use their weapon on their next turn. |
Dodge | 20 | N/A | Your Agility must be at least 1.5x the Damage of the attack in order to Dodge. Costs 20 Fatigue and 3 Actions. With a Dodge, you reduce incoming damage of a T1-T3 by 100%, and ignore All Status Effects. You reduce the incoming damage of a T4 by 75%, and ignore half of any Status Effects on it. If your Agi is 3x or more of the attack's damage, choose 1: -Reduce Fatigue cost by 5 -Reduce Action Cost by 1 -Increases the DR against a T4 by 25% and ignores the other half of Status Effects. If your Agility is 6x or more of the attack's damage, choose 2. (can be the same one) |
Kiai | 15 | N/A | The higher of your Base Strength or Ki cannot be more than 2x the other in order to Kiai. Costs 15 Fatigue and 2 Actions . Reduces damage by 65% and negates 1 Status. If the higher is not more than 1.5x the other, you may choose 1 of the Following: -Reduce Fatigue Cost by 5 -Reduce Action Cost by 1 -Increase DR by 10% (to 75%) -Ignore 1 Additional Status If your Base Str and Ki are equal, you may choose two. |
Clash | N/A | N/A | Allows the user to clash with an incoming physical or ki attack with one of their own of that tier or higher, reducing the damage of the incoming attack by the damage of your own. If you completely negate theirs and there is damage left over, the remaining damage is treated as an attack of that tier which must be defended against. Can only Clash Physical Techs with Physical Techs, and Energy Techs with Energy Techs. |
Power Up | 2 | N/A | +10% ki and strength. Costs 2 Fatigue for every turn active. Takes an action to activate, but no action to maintain. |
Respite | NA | N/A | Restores 10 Fatigue. Maximum of 2 uses per turn. (Special: Kress restores 9 Fatigue due to Gorilla Warfare Trait.) |
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 |
Galick Gun | 11 | 14% Ki | Energy. The user pulls both hands to the side, one behind the other, and charges a wave of energy. Can be charged 1x, increasing Base Damage by 3%. If charged, gains Hard to Barrier. |
Tier 3: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Tier 4: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
Master Moves: Must be learned from Master Training (see each master's training page for details)
Technique | Fatigue | Damage | Details |
Exciting Year (T4 - Raditz) | 25 | 40% | Physical. An all out physical assault ending in a heel drop to the enemies shoulder! Hard to Dodge, Deflect or Kiai | Fracture, Cripple Arm, Cut. For every 5 Physical techs used by the attacker prior to this, one of the above effects may be upgraded to the next tier. After this is used, the effect is reset. |
Power Ball (T0 - Raditz) | 5 | NA | This creates an artificial moon that Saiyans can use to trigger Oozaru. Destroyed if targeted with two T2 Energy attacks or a single T3 (or higher) Energy attack |
Items and Weapons
Weapon:
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: Saiyan Strikers (Slot: Hands |
Chest: High-Class Saiyan Armor (Slot: Chest | +9% Ki | +6% Durability)
-Add-On: Regal Cape (Slot: Chest Add-On | +5% Ki | +3% Durability | Once per battle, a tech taught on Planet Vegeta/Sadala can be used for 2 actions less (to a minimum of 0))
Waist: Faux Saiyan Tail Belt (Slot: Waist | +4% Strength | +4% Durability | Oozaru Fatigue Cost Reduced By 1)
Legs: Weighted Greaves (Slot: Legs | -3% All Stats | +5% SP Gains)
-Add-On: Extra Weight (Slot: Weighted Armor Add-On | -3% All Stats | +5% SP Gains)
Feet:
Accessory: Elite Class Badge (Slot: Accessory | +10% Strength)
Inventory: Low Class Badge, Warrior Class Badge
Property:
Relic Space Pod - An extremely old spacecraft (Holds 1 person | No add-on slots | Light travel speed)
Warrior's Barracks - A modest home on Sadala (1/3 Add-on Slots Used)
-Training Room (+10% SP Gains)