Post by eijiro on Oct 19, 2018 13:48:37 GMT
Eijiro
Character Name: Eijiro
Alias/Nickname:
- Birth Name: Heian Jokoto
- Orochimaru
- White Snake
Character Level: 1
Current EXP: 0/99
Alignment: Evil
Specialization: N\A
Alliance: N/A
Power Level: 1,000
HP: 200
Strength: 125
Ki: 125
Agility: 150
Durability: 100
Zeni: 0z
TP: 0
SP: 0
Race\Racial Traits: Human/Shinjin
- Expedient Delivery: Able to travel anywhere (including otherworld) instantly. Once per week, can take up to 2 others with you.
- Righteousness: In battle, all damage against opponents of the opposite alignment is increased by +20% (if neutral, damage against any non-neutral character is increased by +10%
Character Trait:
- In Battle: Divine Indignation - Because of Eijiro's resentment towards anyone who is foolish enough to challenge him shall feel his Holy Righteousness and suffer the consequences. Characters of All Alignments get +4% damage per attack. Stacks with Righteousness.
- Out of Battle: Carnal Pleasures: Because of his underlying joy in manipulating those at his side. All allied players including Eijiro receive +5% SP and +5% Zenni Gains whenever RPing with him.
Items & Gear
Clothes | Head: Dirty Baseball Cap: South City Dragons logo - "Champions 759!" [+10% Durability Bonus] Hand: Chest: Waist: Legs: Feet: |
Accessories | Weapons: (N/A) Inventory: Old Coupon: An old coupon clipped from a magazine. Can be exchanged for a one-off training session with a master of opposing alignment [one use | other requirements must first be met.] |
Property: | N\A |
Techniques
Tier - 0
Each technique cost 1 Actions
- N/A
Tier - 1
Each technique cost 1 Actions
- Power Up - (+5% Fatigue for every turn active) (+10% ki and strength)
- Speed Burst - (+5% Fatigue) (+10% defense score)
- Punch (2% Strength) - A simple punch.
- Charged Punch (3% Strength) - A punch thrown with greater force than normal. Example: Haymaker
- Kick (3% Strength) - A basic kick.
- Charged Kick (4% Strength) - A kick thrown with more force than normal Example: Donkey kick.
- Basic Energy Wave (5% Ki) - A simple, but potent energy wave.
- Basic Energy Beam (5% Ki) - A simple, but potent beam of energy.
- Basic Energy Ball (5% Ki) - A simple ki ball.
- Negation: You can cancel out an opponent’s ki blast with your own (requires the same ki score or higher).
- Overwhelm: You can overwhelm an opponent’s attack with your own (requires 200% attack score)
- Counter Attack: Requires at least 80% of your opponent’s attack score in agility.
- Evasion: Requires at least 75% of your opponent’s attack score in agility. (Negates all damage by dodging)
- Block: Requires at least 50% of your opponent’s attack score. ½ Durability + ½ Agility. Reduces damage by ½.
- Deflection (2% Fatigue): Requires at least 60% of your opponent’s ki attack score. ½ Str + ½ Agility. Reduces damage by ¾.
- Parry: Requires 60% of your opponent’s physical score. Reduces damage by ¾ to a minimum of 1%. Uses ½ agility + ½ strength. (May only be used on physicals)
- Wall of Defense: You rush to take the 100% brunt force damage of an attack targeted at an ally.
Weapon Techniques
- Swing(6% Str) -A Bladed or Blunt weapon attack where the user swings their weapon at their opponent like a bat.
- Thrust(7% Str) -A Blunt weapon attack where the user dives at their opponent with their weapon.
- Disarm(7% 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. Can only perform three times in battle.
Tier - 2
Each technique cost 2 Actions
- Lightning Strike-(11% Strength): Using the innate power that the Galaxy Guard and Galactic Patrol is able to draw out, the user can strike with greatly increased force, and inflict the Stun Status upon a foe if the attack hits. Usable three times per combat.
- All at this Time
Tier - 3
Each technique cost 3 Actions
- N/A
Tier - 4
Each technique cost 4 Actions
- N/A
Master Techniques
Please See Tiers for Further Details
- N/A