Post by Bardock on Feb 26, 2022 18:27:22 GMT
Character Information
Character Name: Bardock
Character Level: 4
Current EXP: 692
Power Level: 4,000
> HP: 1,050
> Strength: 600
> Ki: 600
> Agility: 80
> Durability: 700
Zeni: 2,573 Z
Racial Traits -
>> EVOLVED FOR BATTLE: Your Saiyan genes have evolved over millennia for battle. Allows an extra action on even turns in battle.
>> 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 Status Effects on the "Techniques" page.) Can stack with “Power Up” or "Max Power." Cannot be combined with "Absolute Focus" or any Transformations normally. Oozaru 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.
Character Traits -
OOB "Latent Potential": While Bardock may not have the same raw talent as some, his drive for power and dedication helps to release some of the power deep within him. Effect: +5% SP, +5% XP
IB "Psionic Bloom": A dying Kanassan warrior passed his psionic capabilities to Bardock in an attempt to show him the error of the Saiyan's ways and plant a seed of empathy. Bardock still resists these powers, but they will sprout one way or another. Effect: Bardock starts with the T0 "Telepathy" technique. Kanassan Master Techniques cost 2/3/4 less for T2/T3/T0-4 respectively.
Unique "Controlled Burn": Bardock plays smart with energy, offloading a larger upfront cost to his power-ups for a long-term benefit. Effect: Fatigue upkeep on any stat-boosting techniques or transformations is reduced by 1. Consequently, the initial cost to activate any such techniques is increased by 2.
Alignment: Indecisive (+0/-0)
Specialization: N/A
Alliance: N/A
Techniques
Tier 0: Can be purchased from the Technique Shop
Technique | Fatigue | Damage | Details |
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 50% and Ignores 2 Status Effects. Costs 10 Fatigue and 2 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 60%) -Ignore 2 Additional Statuses 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. If Durability is 2x or higher than damage of the incoming attack, select one of the following effects: - Increase DR by 10%, cannot break cap. - Increase Fatigue cost by 2 but increase DR by 15% (This can break cap) - Reduce Fatigue cost by 2 (to a minimum of 0) - Increase the requirements of one Aimer of your next attack by 10% - Ignore 1 Status Effect If Durability is 4x or higher than damage of the incoming attack, you may select two. (This may be the same one twice). |
Deflect | 20 | N/A | You must have Strength equal or greater than the damage of the incoming attack. Reduces incoming damage by 65%. 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 -Increase the DR by 5%. 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 user their weapon on their next turn. |
Dodge | 20 | N/A | Your 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 two. |
Kiai | 15 | 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.) |
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 | 2 | N/A | +10% KI and STR. Costs 2 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 |
Dynamite Kick | 11 | 12% STR/KI | A super powerful kick that explodes on contact. Dual-Stat Tech. |
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: Nothing Yet
Head - BATTLEWORN SCOUTER: An old scouter that has definitely seen better days. +5% Durability. Can activate for +5% for 5 turns. Provides sense technique.
Hand: Nothing Yet
Chest: Nothing Yet
Waist: Nothing Yet
Legs: Nothing Yet
Feet: Nothing Yet
Accessory - LOW CLASS BADGE: +5% Durability in combat
Inventory: (dragon balls, senzu beans)
Property -
RELIC SPACE POD: An extremely old spacecraft (Holds 1 person | No add-on slots | Light travel speed)