Post by Emperor Pilaf on Jan 19, 2019 11:56:22 GMT
36835
Basics
Location/Traveling: Earth
Travel Method:
Dead or Alive: Alive
Level: 8 (2901/3,599) --> 9 (4256/4,499), 2
Alignment: Evil
Specialization: Ki mostly
Aura: N/A (Yet)
Gains
-(Social/Birth) Timelines Collide 618z, 124 XP, 337 SP, 1 TP
-(Mission) Investigating the lab 2,597z, XP: 519, SP: 1,958 TP: 5
-(Social) Break in West City 1,061z, 212 XP, 636 SP, 2 TP
-(Gift) Halloween give away 2,000 zeni, 500 XP, 1000 sp, and 5 tp (Also Bandages' bandage)
TOTAL GAINS: 6276z, 1355 XP, 3931 SP, 15 TP
Purchases
Learning
Equipment
Stats
Strength: 9113 (4113 + 5000)
Ki: 9496 (4113 + 5383)
Agility: 9113 (4113 + 5000)
Durability: 9113 (4113 + 5000)
HP: 18,226
PL: 73,670
SP: 0 (16452 + 3931 - 20383)
TP: 20 (5 + 15)
Zeni: 12749 (6473 + 6276)
Notes
Character Traits:
-While RPing with Mai or Shu, Pilaf and these players get an additional 10% zeni and 10% XP.
-Pilaf can find two dragonballs a week without need of a Dragon Radar. This applies to all Dragon Balls except Super. Other restrictions apply.
Racial Traits:
-Corruption: Evil Only techniques can be imbued with up to +10% more of the user’s attacking stat at an equal fatigue cost.
-Tainted Touch: Once per battle, can apply any status effect to any chosen attack.
Items
Weapon:
Head: Scouter (Red)
Hand:
Chest:
Waist:
Legs:
Feet:
Accessory: Cursed Amulet
Inventory: Architect's Blueprints, Safe, Important Documents, Sour Ensenji Extract (Gained Bandages' bandage)
Property: Capsule Corporation Jet-Liner 949, Mansion
Moves
Tier 0: N/A
Tier 1:
Power Up - (+5% Fatigue for every turn active) (+15% ki and strength)
Speed Burst - (+5% Fatigue) (+15% defense score)
Punch (2%) - A simple punch. Uses Strength instead of Ki.
Charged Punch (3%) - A punch thrown with greater force than normal. Example : Haymaker Uses Strength instead of ki
Kick (3%) - A basic kick; uses strength. Uses strength instead of ki.
Charged Kick (4%) - A kick thrown with more force than normal Example: Donkey kick. Uses strength instead of ki.
Basic Energy Wave (5%) - A simple, but potent energy wave.
Basic Energy Beam (5%) - A simple, but 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:
Ice Ray (6% Ki, The user fires two waves of extremely cold air which freezes the opponent to some degree. This causes the muscles and biochemical response times to slow. Two turns of “frozen” status that reduces agility and Strength by 30%, does 6% damage)
Demon’s Eye Blast (5% Ki, A discharge of electricity designed to paralyze the opponent. -10% agility for 1 turn if successful)
Evil Impulse (4% Ki, A point-blank energy blast that gets stronger as you grow eviler. 8% Ki if Chaotic)
Finish Buster (9% 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)
Tier 3:
Guilty Flash (18% Ki, A widespread burst of evil energy that acts somewhat like a shotgun. The user must be in close range to use this. Does 29% Ki damage to characters who have a good/heroic alignment.
Telekinetic Slam (15% Ki, User envelopes their opponent in a telekinetic field and, as the name suggests, slams them into something. Hard to dodge, cannot be deflected. Breaks Bones.)
Tier 4: N/A
Master Moves: N/A
Basics
Location/Traveling: Earth
Travel Method:
Dead or Alive: Alive
Level: 8 (2901/3,599) --> 9 (4256/4,499), 2
Alignment: Evil
Specialization: Ki mostly
Aura: N/A (Yet)
Gains
-(Social/Birth) Timelines Collide 618z, 124 XP, 337 SP, 1 TP
-(Mission) Investigating the lab 2,597z, XP: 519, SP: 1,958 TP: 5
-(Social) Break in West City 1,061z, 212 XP, 636 SP, 2 TP
-(Gift) Halloween give away 2,000 zeni, 500 XP, 1000 sp, and 5 tp (Also Bandages' bandage)
TOTAL GAINS: 6276z, 1355 XP, 3931 SP, 15 TP
Purchases
Learning
Equipment
Stats
Strength: 9113 (4113 + 5000)
Ki: 9496 (4113 + 5383)
Agility: 9113 (4113 + 5000)
Durability: 9113 (4113 + 5000)
HP: 18,226
PL: 73,670
SP: 0 (16452 + 3931 - 20383)
TP: 20 (5 + 15)
Zeni: 12749 (6473 + 6276)
Notes
Character Traits:
-While RPing with Mai or Shu, Pilaf and these players get an additional 10% zeni and 10% XP.
-Pilaf can find two dragonballs a week without need of a Dragon Radar. This applies to all Dragon Balls except Super. Other restrictions apply.
Racial Traits:
-Corruption: Evil Only techniques can be imbued with up to +10% more of the user’s attacking stat at an equal fatigue cost.
-Tainted Touch: Once per battle, can apply any status effect to any chosen attack.
Items
Weapon:
Head: Scouter (Red)
Hand:
Chest:
Waist:
Legs:
Feet:
Accessory: Cursed Amulet
Inventory: Architect's Blueprints, Safe, Important Documents, Sour Ensenji Extract (Gained Bandages' bandage)
Property: Capsule Corporation Jet-Liner 949, Mansion
Moves
Tier 0: N/A
Tier 1:
Power Up - (+5% Fatigue for every turn active) (+15% ki and strength)
Speed Burst - (+5% Fatigue) (+15% defense score)
Punch (2%) - A simple punch. Uses Strength instead of Ki.
Charged Punch (3%) - A punch thrown with greater force than normal. Example : Haymaker Uses Strength instead of ki
Kick (3%) - A basic kick; uses strength. Uses strength instead of ki.
Charged Kick (4%) - A kick thrown with more force than normal Example: Donkey kick. Uses strength instead of ki.
Basic Energy Wave (5%) - A simple, but potent energy wave.
Basic Energy Beam (5%) - A simple, but 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:
Ice Ray (6% Ki, The user fires two waves of extremely cold air which freezes the opponent to some degree. This causes the muscles and biochemical response times to slow. Two turns of “frozen” status that reduces agility and Strength by 30%, does 6% damage)
Demon’s Eye Blast (5% Ki, A discharge of electricity designed to paralyze the opponent. -10% agility for 1 turn if successful)
Evil Impulse (4% Ki, A point-blank energy blast that gets stronger as you grow eviler. 8% Ki if Chaotic)
Finish Buster (9% 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)
Tier 3:
Guilty Flash (18% Ki, A widespread burst of evil energy that acts somewhat like a shotgun. The user must be in close range to use this. Does 29% Ki damage to characters who have a good/heroic alignment.
Telekinetic Slam (15% Ki, User envelopes their opponent in a telekinetic field and, as the name suggests, slams them into something. Hard to dodge, cannot be deflected. Breaks Bones.)
Tier 4: N/A
Master Moves: N/A