Post by Arley on Nov 26, 2023 20:36:57 GMT
Character Information
Character Name: Arley Alessia
Character Level: 25
Current EXP: 31,795
PL: 323,204
HP: 48,480
Str: 32,320
Ki: 32,320
Agi: 64,662
Dur: 32,320
Total SP: 161,602
Aura: Battle Focus (+6% Agility)
Aura Parts Unlocked but Undone: Burn, Advanced Color, Effect
Racial Traits:
The Yamcha Effect:All damage against characters with a lower power level than you is increased by +15%.
Learn Fast or Die Young: -20% TP requirement for techs.Character Traits:
Out of Battle - Quartermaster's Friend
It'd be a real shame to stumble across something useful and have to stand at the mercy of a signed Requisition form Eta Beta Pi #3... better then to make friends with the quartermasters and prove you can help maintain both demand and supply of your essentials.
Arley can manufacture consumables she has previously purchased at half the listed cost on their respective planetary stores.
In Battle - Blindside Broadside
Its bad enough to have someone evade your assault, but it's even worse when the hoppity-skip right into your blindspot.
Upon succesfully dodging an attack Arley's next attack gains one aimer of choice. 1/round.
Unique - Field Operative
It never hurts to be prepared, but there's better things to carry than a pack full of curatives... it's real simple soldier, just don't get hit. Blind them, gouge them, lay down a hail of fire or blow 'em to hell and back; if you're needing to bring your dinner and some magical damn bean to every battle then let me tell you, you're doing something wrong. I swear, am I the only one who thinks this way?
Arley's Battle Inventory is increased by 2 slots, however she cannot bring any items that restore HP, Fatigue or recover statuses. Arley gains a unique item which cannot be stolen and occupies its own unique Battle Inventory slot - Her EDF Medikit.
The Medikit has 2 charges and regains one charge (Max 4) each time an item in her battle inventory other than this is used. Arley can spend a charge to restore 10% of her maximum Health, recover 5 fatigue or remove one negative status afflicting her. If Arley's Health drops below 0 and she has charges remaining these are spent at no action for 5% health per charge until she is above 0.
Unique - Armed & Ready
In a world of super powered threats it behooves one to ensure they have an answer to near anything; using a system of small capsules and their already impressive reflexes Arley rapidly swaps from weapon to weapon in an effort to keep up with the hailstorm of energy that her enemies can produce with seeming ease.
Whenever Arley uses a consumable they may select one weapon they own and add it to their battle inventory, filling the emptied slot. When using an attack Arley may substitute her own weapon's effects for that of one in her battle inventory. If the technique is T3 or above she may instead use one effect in addition to her equipped one, however this may not occur more than once a turn and if it was a T4 the used weapon cannot be reused until the T4 cooldown expires. Battle Items work the same, but swap themselves out for the chosen weapon instead. Weapons with /battle limits retain these restrictions.
In a world of super powered threats it behooves one to ensure they have an answer to near anything; using a system of small capsules and their already impressive reflexes Arley rapidly swaps from weapon to weapon in an effort to keep up with the hailstorm of energy that her enemies can produce with seeming ease.
Whenever Arley uses a consumable they may select one weapon they own and add it to their battle inventory, filling the emptied slot. When using an attack Arley may substitute her own weapon's effects for that of one in her battle inventory. If the technique is T3 or above she may instead use one effect in addition to her equipped one, however this may not occur more than once a turn and if it was a T4 the used weapon cannot be reused until the T4 cooldown expires. Battle Items work the same, but swap themselves out for the chosen weapon instead. Weapons with /battle limits retain these restrictions.
Alignment: Indecisive (+0, -0)
Alignment Qualifiers: Pure of Heart 1/2
Specialization:
Lvl 10 -
Lvl 20 -
Total Spec Gains:
Alliance: EDF
Techniques
[PTabbedContent=Techniques]
[PTab=Tier 0]
Drunken Fist | 2 Fatigue/Turn | N/A | N/A | Whether by imbibing alcohol or just mimicking the motions of the swaying drunk, you can augment your techniques to be more wild and unpredictable. | While active, you may augment your techniques with certain aimers due to your unpredictability. For an additional 1 Fatigue per tier (so a T3 would cost 3 Fatigue) you may add one base aimer (Hard to) to a tech if it doesn't already have that specific aimer. Aimers added this way cannot be augmented further. Takes 2 Fatigue and 1 action to activate, but may be sustained for no actions like Power Up | Roshi |
Mind Reading | N/A | N/A | N/A | Defense Allows the user to Dodge 1 Technique once per battle at no Fatigue cost. This cannot be used against an opponent who has Telepathy, unless you also have Telepathy. You must still be able to Dodge the Incoming Technique. Affected by T0 Cooldown | Korin | |
Zanzouken | 5 (15 for Double Z) | Increases user's agility by 50% for this turn and makes the next attack used Hard to Dodge. Can be used twice in a turn as Double Zanzoken; Doubling agility and makes the next attack Impossible to Dodge, but the second use costs 10 Fatigue (for a total of 15). Takes no Action, Twice Per Battle Affected by T0 Cooldown, but can be used 2x in a turn before triggering Cooldown | Korin | |||
Kansas City Shuffle | Varies | Life in the prison gave you an unparalleled degree of subterfuge and violence, allowing you to make the most of a bad situation. | Can be used to Augment a T2-T4 Tech for No Action. When used, the Augmented tech loses all Effects. The next T2-T4 tech used afterward gains all of the Effects taken from the first tech. Costs 1 Fatigue per Effect moved. 1/Battle | Val'thor (Epic) | ||
Absolute Focus | 4 to Initiate/1 to Sustain | A mental technique capable of employment by seasoned martial artists only! The user clears their mind of all thought and focuses all of their senses on the task at hand, shutting out all outside thought and stimuli, drastically increasing their response time and slightly increasing the amount of power that a user can employ. | While active, the user gains +20% to strength and ki, and reduces defense requirements by 10%. Power up can not be used while active. | Grandpa Gohan Neutral Only | ||
Triple Zanzouken | 15 | The user employs the after image technique each time his feet hit the ground, leaving behind three after images in rapid succession to confuse the enemy! | Can only be used after using Double Zanzoken in a turn. The next T3 or lower attack that targets you (and only you) is automatically avoided. Splash Damage cannot be avoided, and Techniques with multiple hits will still need to be avoided separately. Additionally, this adds 1 use to the 'Zanzoken' technique. Requires 1 use of Zanzoken to use. | Grandpa Gohan | ||
Mimicry | Varies | Varies | Varies | This allows the user to mimic one of the opponent’s techniques as long as the user meets all prerequisites. Mimicked techs can be learned as normal, but cost 5 less TP. Twice per battle. | Vasha | |
Master Mimicry | Varies | Varies | Varies | Imitation is the most sincere form of flattery, and immitation is really easy when you're just trying to immitate glowing light that blows stuff up. | Once per battle you can use a T2-T3 technique from any master you've reached mastery with, but it deals tier % less damage, costs tier% more fatigue, and is defended against as a tier lower. | Ledgic |
Punishing Counter | 5 or 15 | With a sudden burst of energy, you can use a weaker attack to suddenly overcome a stronger one, and open up the enemy to a followup assault! | Doubles the effective damage of a T2 used to Clash. If 10 more Fatigue is paid, and if the Clash resulted in Overflow damage the opponent needs to defend against, you may use a T3 afterward this turn for 1 less action. 2/Battle | Thermite (Cerulean) | ||
Nova Strike | 10 | Gathering your energy, you surround yourself in a barrier that covers your entire body, allowing you to defend yourself while you attack! | Only useable against a T3 or lower Energy Attack. Allows you to use a Barrier for no Action Cost against that attack, with now Extra Effects, paired with a T2+ Physical Tech, which gains Hard to Dodge. 1/Battle | Kuriza | ||
Emperor's Roar | 10 | Let out the inner power that lurks within you, ascending beyond your strength for a short time... at a cost! | Gain a bonus equal to the difference between your current transformation (if any) and your next transformation bonus for 3 rounds. If you have no higher Transformations, this will confer an additional +25% to all stat instead. After the 3 rounds are over, for the next 3 rounds following, Respites will only recover 5 Fatigue instead of 10, and Basic Attacks will recover 1 Fatigue instead of 2. 1/Battle | Kuriza | ||
Instant Transmission | N/A | Defense Ability to instantly transport yourself to another planet once a week. Can also dodge any T3 or lower attack once per battle at no cost. Alternatively, you can also combine with any attack tier 3 or below once in battle to cause the attack to increase 1 level on all Aimers (Hard to Barrier, Block, Dodge, Deflect, Kiai, and Clash). Requires Sense Affected by T0 Cooldown when used Defensively | Pybara | |||
Rewind | 10 | Regain the use of one technique with a "/Battle" use limit. 1/Battle. | Pybara | |||
Become the Bullet | 10 | Your instincts are sharpened, your reflexes reach a new level of awareness that borders on the supernatural. | When paired with a Dodge action, your Agi is treated as 25% higher for the purposes of evasion. Additionally, your next attack following is Hard-to-Dodge. Takes One Action. Alternatively, you can use Two Actions, and the following attack uses Agility for the attacking stat, and its final damage is increased by 5%. | Dillinger | ||
Quick Shot | 5 | Training with Dillinger has shown you how to gather small amounts of energy very quickly, and how to use it to your advantage. | Gain 2 Bonus actions for Ki techniques only. Takes no Action. | Dillinger | ||
Full Counter | 10 | Used to Augment a Clash. If your Clash is enough to fully Negate an incoming tech, you may use a tech of the opposite type (Physical/Ki) for 1 less action, and it gains 3 Basic Aimers of your choice. (These cannot be used to upgrade existing Aimers, nor can they be upgraded). 1/battle | Guiness | |||
Patient Hunter | 2 to Initiate/ 2 to Sustain | Increases action cost of T2 and higher Techniques by 1. T2 and higher Techniques gain an aimer of your choice, chosen when used, and increase their base damage by 2% per Tier. Costs 2 Fatigue a turn. | Great White Hunter | |||
Reload | 10 | Augments one of Brynner's master moves. When used, after the Tech (and any Ammo) is/are used, refills your Ammo back up to 6. Causes T0 CD | Brynner | |||
Protective Bubble | 4 | User forms a weak sphere of energy around their body, Nullifying any two Tier 1 or one Tier 2 technique. Uses 1 action. Twice per Battle | ||||
[/PTab]
[PTab=Tier 2]
Soikadan | 12 Fatigue | 15% Ki | Energy | A small sphere of energy that nonetheless packs a wallop, and its confusing, darting motions makes it difficult to avoid. | Hard to Dodge. Special: T1 attacks used after this tech on this turn or next turn may be done for 0 Fatigue, and deal 4% Ki damage. | Roshi |
Lightning Strike | 10 Fatigue | 12% Strength | Physical | Using the innate power that the Galaxy Guard and Galactic Patrol is able to draw out, the user can strike with greatly increased force. | Stun 1. Charge If Charged: Costs 11 Fatigue instead of 10, but has Stun 3. | Thresh |
Death Raid | 11 Fatigue | 13% Strength | Physical | Covering yourself in energy to make you move even faster, you rush forward, slamming your fist or forearm directly into your opponent's gut! | Dim, Gouge, Stun1 | Kuriza |
Called Shot | 14 Fatigue | 13% Dual | Energy | Cripple. The type of Cripple may be selected each use. | Great White Hunter | |
Revolver | 11 Fatigue | 13% Ki | Energy | Making a "gun" with two fingers and the thumb on one hand, the user fires energy blasts from it. | Hard to Dodge. Generates 6 Charges of Ammo. When you use a Basic Energy Attack, you can optionally have it deal 8% ki damage, but cost 2 fatigue. Revolver can't be used again until all charges of Ammo are used. | Brynner |
Magnum | 11 Fatigue | 17% Ki | Energy | The user makes a "gun" with one hand and supports the firing wrist with their other hand | Can use 1 Charge of Ammo on use to increase base damage by 3%. | Brynner |
Palm Energy Infusion | 12 Fatigue | 13% Dual | Physical | A straight forward palm strike, backed up by a bit of energy. | Gains 'Hard to Dodge' if used after a Physical Move. Gains 'Hard to Deflect' if used after an Energy Move. | Guiness |
Strong Jersey | 11 Fatigue | 10% Str | Physical | The user charges the opponent at blinding speed with his elbow | Hard to Dodge, Hard to Barrier, Hard to Kiai | Freiza I |
God Split Cut | 10 Fatigue | 11% Ki | Energy | A field of purple energy around the user’s hand, creating a blade powerful enough to bifurcate anyone. | Cannot be blocked. Cuts. | Vasha |
Pot Shot | 10 Fatigue | 13% Ki | Energy | A sudden, quick attack that's often unexpected. | After this technique is used, it gains 1% Base Damage each turn it is not used, up to a base damage of 16%. | Dillinger |
Javelin Kick | 10 Fatigue | 11% Agility | Physical | A series of kicks that are meant to be more Swift than powerful. | Physical. The next physical attack used this turn becomes Hard to Dodge. Useable once per turn. | |
Mach Kick | 11 Fatigue | 12% Agility | Physical | The user rains down kicks upon his opponent at extremely high speeds. | Hard to Dodge, Hard to Block. Once per turn. | |
Backstab | 10 Fatigue | 16% Strength | Physical | Taking advantage of a foe who isn't paying you the attention they should is the easiest way to severely harm them. | This may only be used after the first turn and only if you do not have any attacks to defend against (even if you would choose not to.) Wounds Special: This may be used on turn one if you have Agi advantage and initiated the death battle. | |
Kamehameha | 13 Fatigue | 16% Ki | Energy | The eternal classic | Can be charged 1x, increasing Base Damage by 3%. If charged, gains Hard to Negate/Overwhelm | Grandpa Gohan Non-Neutral |
[PTab=Tier 3]
Cobra Twist | 16 Fatigue | 20% Strength | Physical | An application of many martial arts, sadly mostly useless against children due to their short limbs. | Hard to Block or Deflect. Fracture and Cripple Arm | Roshi |
Turtle School Four Virtues | 18 Fatigue | 24% Strength | Physical | This attack must be defended against as 3 separate T3 attacks, each dealing 12% Str Damage. If the attacks are split between two targets, this costs 2% less fatigue. If the attacks are split between three targets, this costs 5% less fatigue. Hard to Dodge. but Dodging only takes 1 Action for each attack | Grandpa Gohan | |
Zanzouken Strike | 13 Fatigue | 25% Strength | Physical | A technique that maximizes the potential of the After Image Technique, catching an opponent by surprise. | Can only be used after a use of Zanzoken. Hard to deflect and barrier. If used after Double Zanzoken: This is Hard To on all Aimers If used after Triple Zanzoken: This attack cannot be Defended against by T1 Defenses. | Grandpa Gohan |
Thunder Shock Storm | 18 Fatigue | 22% Ki | Energy | Releasing ki to the sky, your energy colludes with the natural elements, and unleashes a storm of raw lightning from above! | Hard to Block, Deflect or Dodge, Stun 1 | Can be sustained indefinitely to use up to 2/turn. If Sustained, treat as a T2 for 2 actions, 12 Fatigue, 13% Ki and full effects. If at any point it is not Sustained, the main T3 version will need to be used again to start the sustain. | Korin |
Hunter's Snare | Special | 25% Str or 25% Ki | Physical if Str/ Energy if Ki | Attack is "placed" for 10 Fatigue and 2 actions. On any later turn the user may spend 5 Fatigue and 1 Action to trigger the attack. Restricting 2, Only one Snare may be placed at any given time. | Great White Hunter | |
Repeater | 15 Fatigue | 22% Ki | Energy | The user forms a "gun" on one hand, the other hand moving after every shot to work an invisible lever | Hard to Dodge or Deflect. Can use up to 2 Charges of Ammo, with each Charge upgrading the Aimers on this attack to 'Cannot Be.' This can increase Aimers added through other effects as well. | Brynner |
Shining Sword Attack | 16 Fatigue | 26% Mixed | Physical | The user swings their sword with a vertical slash, then continues by slashing the opponent at lighting fast speed. Before shooting their free hand underneath their arm, and blasting the opponent with a Ki blast. | Multi Attack: Deals 13% Str Damage with Hard to Block and 13% Ki Damage with Hard to Barrier. | Ledgic |
Dirty Fireworks | 17 Fatigue | 23% Ki | Energy | Hard to Dodge. Fracture. Overheat. | Ledgic | |
Inexorable Fate | 19 Fatigue | 25% Ki | Energy | Homing. If Homing is triggered gains Hard to Dodge and Homing. If the second Homing triggers gains Cannot be Dodged | Pybara | |
Heavenly Arrow | 19 Fatigue | 22% Ki | Energy | You're able to project your god cutter as a slicing energy blast! | Hard to Dodge or Deflect. Split, Cut. If Undefended, inflicts Wound instead. | Vasha |
Dismantle | 19 Fatigue | 21% Strength | Physical | A series of strikes targetting a foes joints | Cannot be Barrier'd. This effect cannot be reduced. Struck targets have their first Respite halved for 2 turns. Unlimited Energy androids only get 10 Fatigue instead of 20, and Built to Last is deactivated for these 2 turns instead. | Guiness |
Hikui Strike | 20 Fatigue | 17% Dual | Physical | The user begins to spin their weapon, building heat within it before unleashing a sudden strike forward, hot enough to sear the very air around them | Cannot be deflected, hard to kiai or block, Overheat. If the opponent has at least 1 Stack of Overheat, this is Burn instead. Dual-Stat Attack. | Annin |
Sniper Shot | 17 Fatigue | 23% KI | Energy | Wounds. Can be charged for 1 Action, increasing damage to 28% Ki, or 2 actions, increasing damage to 33% Ki. If used on the 1st round in a Battle where you've Ambushed another, this increases its Base Damage by 5%. If Charged, also gains Hard to Dodge. | Dillinger | |
Dynamite Pressure | 16 Fatigue | 18% Dual | Physical | The user raises their hand and charges it with purple energy before striking their target with a devastating, ki-enhanced, strike which paralyzes their opponent. | Stun 1. Hard to Block. Dual Stat | |
SS Deadly Bomber | 21 Fatigue | 25% Ki | Energy | A crimson energy ball with a translucent orb of red energy around it that homes in on its target. Homing | Can be charged up to 2x, each Charge increasing Base Damage by 5%. If Charged, gains Hard to Deflect. | |
Hawk Arrow | 17 Fatigue | 23% Agility | Physical | Hard to dodge. If the opponent doesn't know Javelin kick, this gains hard to clash. If you have bonus actions due to agi, you may give up your bonus agility action on your next turn to charge this as per the charge rules. If charged in this way, this increases the dodge and clash aimers one step. If you lose your agility actions after charging, this consumes one of your normal actions. | ||
Fast 100 Fists | 18 Fatigue | 22% Agility | Physical | Hard to Deflect, Dodge or Block. Can only be used once every other turn | Freiza I |
[PTab=Tier 4]
Thunder Shock Suprise | 45 Fatigue | 50% Ki | Energy | The user shoots a lightning blast towards the target using both hands, and traps the opponent within an electric field. | Hard to Dodge, Deflect, Block or Barrier. Stun 3. | Roshi |
Ultra Divine Strike | 25 Fatigue | 32% Dual | Physical | You can choose to pay 2 Fatigue for each separate stack of status effect on you to cleanse them upon use of this technique, up to 4. For 2 more (each), you can add those statuses to this technique for this use. | Korin | |
Killshot | 30 Fatigue | 25% Ki + Special Scaling | Energy | Killshot gains 5% extra base damage per status effect on the target up to a maximum of 5 effects. If fully stacked gains Stealthy. | Great White Hunter | |
Phantom Blade Lock | 29 Fatigue | 38% Strength | Physical | Wounds. Can not be blocked. if you clash an incoming attack that requires a melee weapon with this, you can choose to forego any damage that would have been dealt to the foe and instead remove their weapon while this T4 is on cooldown | Ledgic | |
Super God Rending Wild Dance | 31 Fatigue | 36% Ki | Energy | Ignores non-T1 DR. Plaguing 3. Any opponents struck by Heavenly Arrow on the last or this upcoming defense are treated as secondary targets for 75% of this attack's damage. If opponent is afflicted by Cut from Heavenly Arrow, this gains Hard to Dodge. If opponent is afflicted by Wound from Heavenly Arrow, this gains Cannot be Dodged. | Vasha | |
Renzoku Energy Dan | 24 Fatigue | 39% Ki | Energy | An upgrade to Continuous Energy Blasts that fires far more blasts over a much more controlled area, giving it a great deal more potency. Can't be dodged. | Multi Attack- This attack must be defended as 3 T4 Blasts, each dealing 13% damage. For 2 actions, create another T4 Blast, dealing 13% damage for 9 Fatigue. Dodges only take 1 Action per Blast to avoid. | Annin |
Hikui Slash | 29 Fatigue | 25% Dual | Physical | Flames run down the arms of the attacker, surrounding their weapon in a bouquet of fire. Holding their weapon high overhead, they bring it down upon their opponent. | Cannot be Deflected or Blocked, Hard to Kiai or Barrier. Burns. If the opponent has no stacks of Overheat when this is used, Burn lasts an additional turn. Dual-Stat Attack | Annin |
One Thousand Pheonix Feathers | 29 Fatigue | 36% Ki | Energy | A pair of flaming wings appear behind the user for a moment before they buffet forward, sending a wide spray of fiery feathers forward. | Cannot be Barrier'd, Hard to Kiai or Dodge. Must be defended against as 4 T1 attacks, each doing 9% damage. Overheats, Cuts. | Annin Neutral Only |
Incinerate | 25 Fatigue | 40% Ki | Energy | Hard to Barrier, Deflect or Kiai. Burns. Can sacrifice a consumable on-use for no action. You can gain the full benefits of the consumable, or apply the health recovery as a final damage multiplier, losing all other effects. | Guiness | |
Death Razor | 30 Fatigue | 39% Ki | Energy | The user creates a long cutting wave of energy in the same manner as a death beam. | Cannot be Deflected, Hard to Block, Ignores all DR, Split (1 Target for full, or up to 4 for 50% damage). | Kuriza |
Sudden Fission | 25 Fatigue | 40% Ki | Energy | If used to Clash, instead of the Overflow damaging an opponent, instead heal for the Overflow amount & the foe suffers one status of your choice the Clashed attack had. | Pybara | |
Red Magma | 25 Fatigue | 30% Dual | Physical | The user surrounds himself in a light red aura and rushes at the opponent, attempting to slam into them. | Hard to Dodge or Kiai, Cannot be Blocked. Dual-Stat Attack. | |
Full Power SS Deadly Bomber | 29 Fatigue | 40% Ki | Energy | A stronger version and the most powerful attack in Super #13's arsenal. It doesn’t track targets but is instead designed to decimate everything in its path. | Hits Target for full damage, and all other Enemies for 50% of the Damage. Can be charged up to 3x, each Charge increasing Base Damage by 7%. If Charged, increase AoE damage to 75%. | |
[/PTabbedContent]
Items and Weapons
[PTabbedContent=Equipment]
[PTab=Battle Equipment
(CURRENTLY EQUIPPED)]
Item Slot | Item Name | Effects/Bonuses | Addon Name | Addon Effect/Bonuses |
Main Weapon | Lead Pipe | +6% Strength | Basic Melee Attack can inflict Stun | 3x/ Battle | | ||
Head | Flight Goggles | +3% Ki | +7% Agility | You may choose 1 T3 or less tech per round that must be defended with a T1 Defense. Twice per Battle | ||
Chest | Flight Suit | +4% Ki | +7% Agility | Immune to the first stack of Cut If wearing Flight Goggles/Wrist Guards/Boots: Immune to Cut | Zangya's Vest | 2/battle, you may make any T2 or T3 Agi Tech gain a stacks of 'Windy' instead. Windy reduces Dodge by 5 |
Hands | Flight Wrist Bands | +5% Strength | +5% Durability | Immune to the first stack of Fracture | ||
Waist | Azure's WMAT Championship Belt | +10% Agility, +10% Battle Gains | ||
Legs | Arcosian Battle Greaves | +10% Agility | ||
Boots | Flight Boots | +4% Strength | +6% Durability | Can use Speed Burst with no Fatigue Cost. Twice per Battle | ||
Accessory | Central City Rememberence Medal | + 10% fatigue threshold. +5% sp gains when on earth. |
[/PTab={background-color:#FFFFFF}]
[PTab=Training Equipment]
Item Slot | Item Name | Effects/Bonuses | Addon Name | Addon Effect/Bonuses |
Weapon | ||||
Head | ||||
Chest | ||||
Hands | ||||
Legs | ||||
Feet | ||||
Accessory | None | None | None | None |
[/PTab={background-color:#FFFFFF}]
[PTab=Miscellaneous]
Battle Inventory Slot | Item Name | Item Effect | Uses per Battle | Consumable? | Uses Remaining |
1/ | Freiza's Stopwatch | No action cost in battle to give the user two additional actions. These actions can be used for any purpose, but are lost at the end of the turn. Can not be stacked with any t0 that gives additional actions | 1 | No | N/A |
2/ | Guardian's Grimheart | If you take fatal damage in a battle and this item is in your battle inventory it is immediately activated; your HP is set to 1, all status effects on you end and you regain 20 Fatigue. 1/battle | 1 | No | N/A |
3/ | Stim Shot | Increases your Strength, Ki and Agility by 5% until the battle ends. | 1 | Yes | N/A |
4/ | P.E.Ds | Increases your Strength by 15% until the battle ends. | |||
5/ | Adrenaline Shot | Increases your Agility by 15% until the battle ends. | |||
Shirt Pocket/ | Mystic Extract | Increases your Ki by 15% until the battle ends. | 1 | Yes | 1 |
Capsule Pouch 1/ | Icy Antibodies | You become Immune to Status Effects for the next 3 turns, starting on the turn used | 1 | Yes | 1 |
Capsule Pouch 2/ | Lazarus Crystal | In Battle, if you are killed, you are instead revived at 10% health. | 1 | Yes | 1 |
Capsule Case | N/A | Slot Not Yet Unlocked - Unavailable | N/A | N/A | N/A |
Field Operative | EDF Medical Kit | Increase Charges by 1 whenever a Consumable or Battle Item is used by wearer. Spend 1 Charge to either recover 10% Max HP, 5 Fatigue or Remove 1 Status. If Arley reaches 0 HP and this item has charges, spend charges to restore 5% Max HP per Charge until she is above 0 HP. Cannot be Stolen. | 2 Charges (Max. 4) | No | N/A |
Ongoing Effect Name | Effect Details | Source | Duration |
Turtle Style Mastery | May Use Kamehameha as a Neutral Character for +1 Action | Grandpa Gohan | Indefinate |
Bounty Licence | Able to perform bounties and locate the Prison | Bounty Licence | Indefinate |
[/PTab={background-color:#FFFFFF}]
[PTab=Unused Gear & Items]
Item Name | Gear Effect & Bonuses | Slot |
Item Name | Item Effect | Consumable | Quantity |
[/PTab={background-color:#FFFFFF}]
[/PTabbedContent]
[PTabbedContent=Property]
[PTab=Earth]
Trailer - Training Room, Basement Sweatshop
[/div][/PTab={background-color:#FFFFFF}]
[PTab=Namek]
None
[/PTab={background-color:#FFFFFF}]
[PTab=Sadala]
None
[/PTab={background-color:#FFFFFF}][PTab=Frieza I]None[/PTab={background-color:#FFFFFF}][/PTabbedContent]
[PTab=Ships]
Gotta Check
[/PTab={background-color:#FFFFFF}]
[/PTabbedContent]
Worlds Visited
Earth
Freiza 1
Midgard
Yardrat
Imecka
M2
Konats
Uniques Held
None | None | None | None | None |
N/A | N/A | N/A | Consumable | N/A |