Post by Deleted on Dec 9, 2018 18:36:54 GMT
Character Information
Character Name: Kiro
Character Level: 19
Current EXP: 17133
Aura: Purple (+6% Ki)
Str: 2000
Ki: 22697
Agi: 10469
Dur: 16000
HP: 24000
PL: 102332
SP: 0
TP: 69 (55 + 54- 40)
Zeni: 42488 (23223 + 19265 - 0)
Racial Traits:
- Zenkai: Boost to battle gains depending on HP remaining after a fight.
Health Remaining Bonus
<100% +10%
<80% +20%
<60% +30%
<40% +40%
<20% +50%
- Evolved for battle: Your Saiyan genes have evolved over millennia for battle. Allows an extra action every other turn in battle.
Character Traits:
- Out Of Battle:
Friendly - When roleplaying with good or neutral aligned fighters, every member earns a bonus of 10% to their SP gains. - In Battle:
Energy Proficiency - Kiro can charge any ki attack for an additional action, adding twice its tier in damage (2% Ki for T1, 4% Ki for T2, etc), and costing additional Fatigue equal to its tier.
- Unique:
Warrior Blood - When fighting in a 1v1 match, Kiro's Ki is increased by 10%.
Specialization: Energizer I
Alliance: -
Techniques
Tier 0:
Barrier - A basic energy shield. If the user has 80% of their opponent’s ki stat, the damage is fully nullified; Otherwise, it cuts the damage in half. Takes the same amount of actions to use as the attack you're defending against. (Since you cannot attack with the barrier up, and are solely concentrating on defending) Can only be used on tiers 1-3. Can only use twice per battle.
Suppression - Self-explanatory.
Zanzoken:
Solar Flare:
Sensing [Scouter]
Tier 1:
Power Up - (+5% Fatigue for every turn active) (+15% ki and strength)
Charged Punch (3%) - A punch thrown with greater force than normal.
Punch (2%) - A simple punch. Uses Strength instead of Ki.
Speed Burst - (+5% Fatigue) (+15% defense score)
Kick (3%) - A basic kick; uses strength. Uses strength instead of ki.
Charged Kick (4%) - A kick thrown with more force than normal.
Basic Energy Wave (5%) - A simple, but potent energy wave.
Basic Energy Beam (5%) - A simple, but a potent beam of energy.
Basic Energy Ball (5%) - 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. It takes ¾ the fatigue of an attack to evade. (Negates all damage by dodging)
Block: Requires at least 50% of your opponent’s attack score. ½ Durability + ½ Agility. Reduces damage by ½. It takes ½ the fatigue of an attack to block it.
Deflection: Requires at least 60% of your opponent’s ki attack score. ½ Str + ½ Agility. Reduces damage by ¾. It takes ¾ the fatigue of an attack to deflect.
Parry: Requires 60% of your opponent’s physical score. Reduces damage by ¾ to a minimum of 1%. Uses ½ agility + ½ strength. It costs 2% fatigue to parry a tier 1 attack, 4% to parry a tier 2 attack, and 6% to parry a tier 3 attack. Tier 4 attacks cannot be parried. (May only be used on physicals)
Respite: -10% Fatigue
Tier 2:
Double Sunday: (13 Fat and 16% Ki) User charges two spheres of energy in their hands and releases them as two separate waves. Can be aimed at a single opponent or used to attack two opponents simultaneously for 6% Ki damage each. Hard to deflect. This is required to learn "Weekend".
Finish Buster: (14 Fat and 15% Ki) A large orb of energy charged over the user’s head and then thrown at the target. The explosion from this attack is extremely large and is hard to dodge. This is required to learn Heat Dome.
Galick Gun: (10% Fat 13% Ki) The user pulls both hands to the side, one behind the other, and charge a wave of energy. Can be charged for an extra action to do 18% damage.
Crusher Ball: (10% Fat and 13% Ki) A body sized ball of energy that has high explosive damage. If Blocked or Deflected, this deals 60% of its damage instead of 50%.
Tier 3:
Hellzone Grenade: (20 Fat and 22% Ki) - The user fires many blasts which seem to miss, surrounding the opponent on all sides. The user then causes them to collapse towards the opponent. Very Hard to dodge, negate or overwhelm.
Weekend: (18 Fat and 24% Ki) - Must know "Double Sunday". User charges two spheres of energy in their hands and releases them as two separate waves which then track their target. May be used to attack a single opponent or aimed at two enemies simultaneously for 11% damage each. Very hard to dodge.
Riot Javelin: (18% and 22% Ki) A powerful condensed sphere of energy, which can pierce through targets. It will explode if the target is too tough to pierce. Unaffected by any Damage Reduction. Can be charged an action to deal 26% Ki Damage. Pierces.
Hell’s Inferno: (18% Fat and 22% Ki) The user puts both hands in front of their body as they shoot out a large spiraling flame that melts the ground in its wake. Inflicts Burn unless Dodged. Very Hard to Dodge.
Tier 4:
Master Moves:
Thunder Shock Surprise: T4
Dirty Halo: T3
Kamehameha: T2
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: -
Chest: Weighted Shirt and Extra Weight.
Waist: -
Legs: -
Feet: -
Accessory: -
Inventory:
- Puar's Petunia: A Petunia flower that smells really nice (Eat it in a battle to recover 5% of your health. Takes one action to use & can only use once per battle)
- Relic Space Pod: An extremely old spacecraft (Holds 1 person | No add-on slots | 5 day travel time)
Property: Mansion w/ Training Room