Post by Paragis on Jun 7, 2021 0:10:23 GMT
Paragis
Character Level: 16
Current EXP: 12,205
Str: 8000
Ki: 8000
Agi: 6000
Dur: 5784
HP:8,676
PL:55,56
Zeni: 26,613 Z
Racial Traits:
Divine Might: Your Physical or Energy attacks are treated as one step higher on the Hard to Negate/Overwhelm (to a maximum of Hard To) - Chosen at battle start.
Evolved for battle: Your Saiyan genes have evolved over millennia for battle.
Allows an extra action on even turns in battle
Alignment: Indecisive
Specialization: Once you reach Level 10 and beyond, your character can take up a Specialization. List that here.
Alliance: TBD
Techniques
[PTabbedContent][PTab=Tier 0]Put stuff here[/PTab][PTab=Tier 1]Basic Energy Attack
-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
-2:Fatigue
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: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:Fatigue
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:Fatigue
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: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 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
15:Fatigue
N/A
Both your Strength and Ki must be at least equal to the damage of the incoming attack in order to Kiai.
With a Kiai, you may be able to reduce incoming damage by 60%, and ignore 1 Status Effect, for 15 Fatigue and 2 Actions.
If your Strength and Ki are each 2x or more of the attack's damage (only 1.5x needed if your Base Strength and Ki are equal)
you may choose 1 of the Following:
-Reduce Fatigue Cost by 5
-Reduce Action Cost by 1
-Increase DR by 5%
-Ignore 1 Additional Status
if your Strength and Ki are each at least 4x or more of the attack's damage (only 3x needed if your Base Strength and Ki are equal) then you may choose 2. (can be the same one.)
Dodge
20:Fatigue
N/A
our Agility must be at least equal to 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 a Status Effects on it.
or
You reduce the incoming damage of a T4 by 50%, and ignore all 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 1 more Status Effect.
If your Agility is 5x or more of the attack's damage, choose 2. (can be the same one)
Clash
N/A:Fatigue
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
5:Fatigue
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:Fatigue
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:Damage
+10% to Agility for one turn (can be used before defending an attack).
Wall of Defense[/PTab][/PTabbedContent]
Techique | Fatigue | Damage | Detail |
T3/Heat Phalanx | 21 | 22% Str/Ki | Physical. A burning uppercut, devastating if you get caught unprepared by it or its opener. Hard to Deflect or Dodge. If a Physical Attack hit your opponent before it this round, Impossible to Deflect instead. Overheat. |
T2/Gigantic Press | 14 | 15% Str | |
Row 4 column 1 | Row 4 column 2 | Row 4 column 3 | Row 4 column 4 |
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 |
Rapid Sword Slash | 12 | 13% Str | Physical. The user slashes at their opponent multiple times over and over before delivering one final mighty slash. Hard to Kiai. Cuts. |
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 |
Items and Weapons
Weapon:
Head:
Hand:
Chest:
Waist:
Legs:
Feet:
Accessory:
Inventory: Deity Mantle: Chest slot. A simple shaw, that carried with it hints of otherworldly power. +5% Durability
Property: An extremely old spacecraft (Holds 1 person | No add-on slots | Light travel speed)
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