Post by Nase on Mar 8, 2020 15:48:02 GMT -8
Name: Nase
Species: Android-Tuffle hybrid
Age: 21
Gender: Male
Played by: Fun-atic
Appearance 1: Nase is a darker-skinned humanoid with long dark brown hair and sharp yellow eyes. His normal attire consists of a long, black coat with yellow accents on it with dark palm-less gloves to match. He wears a white t-shirt underneath with long black pants and boots. He is 6 feet and a fourth tall, and he is around 220 pounds due to 'enhancements'. He is usually seen with a scowl on his face and very messy hair, usually sticking out in every direction. He usually doesn't show any sense of humour besides making fun, and only ever smiles towards close friends of his (if he's even capable of making friends anymore). His undershirt is lightly wrinkled and the collar of his shirt is popped over the sides of his neck, where hints of metal can be seen. Underneath his gloves, he has steel-like metal surrounding medium-sized holes in his hands, which also have a hatch-like open and closing function covering them. His boots are steel-toe and show wear from many kicks around the toes and heels.
Face claim: Ookurikara from Touken Ranbu
"What... Were you expecting something else?"
Personality: Nase is a very closed off person, who naturally acts gloomy and cold to anyone he doesn't already know. He's more of an outsider, as he feels like if he does not fit in with the more humanoid races, and he feels the more exotic races are 'too alien' for him to fully understand, even though does technically lean further to that side of the spectrum. He's a very calm person when outside of battles, and willingly spars with others if he believes he has a chance to win. Though he is normally aloof, he is easily angered by those who act overly stubborn and defiant, but he can act stubborn himself if he's in a bad enough mood. He finds enjoyment in exploring and battling others, but he doesn't normally go far enough in them to risk death or serious harm. He has a strong sense of justice and would even risk getting severely hurt to save someone else's life.
Skills & Statistics
Fighting: 40
Energy Control: 30
Reflexes: 25
Resilience: 30
Power Level: 19,845
Effort Points: 93,907
Mastery Points: 0
Accuracy:
Melee: (1d100 + 40) +5
KI: (1d100 + 30) +5
Damage Modifier: 0 + 2 + 2(+3 if melee)
Defense: 50 + 10 + 25
HP: 50 + 10 + 30
KI: 100
DR: 2 +1
KI Cost Reduction: +1
Class: Martial Artist 1
Class Features:
Martial Mastery
-You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1.
Solid Foundation
-You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5.
Flexible Technician
-Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type.
Traits:
Racial Trait - Drain Type Android
-Whenever you successfully land a hit on an opponent, regain 2 ki.
Class Trait - Dynamic Entry
-You may perform 1 Attack on your first combat turn of a thread.
General Trait - Warning Shot
-You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”.
General Trait - Might
-Your Physical attacks deal +3 bonus damage.
Referred by: Javito
{}History:
Nase, before becoming a half android, was a young Earth-born Tuffle who lived with his mother and father far in the northern planes. While he was there, his family lived mostly alone, as his parents decided to desert the ISLET army in the southern islands and hide in favour of a more peaceful life. Because of this, Nase went through the majority of his childhood without many friends, but he didn't ever feel very lonely because of this. Instead of interacting people, Nase would usually spend his time listening to broadcasted fights over the radio in his home. With this as his main form of entertainment, he instantly became infatuated with the idea of becoming a travelling fighter, which his parents didn't wish for, but still respected. He was raised without being taught how to fight properly, but his natural fighting spirit caused him to teach himself how to battle anyway. His self-learnt training lead to the point that when he left his family to explore more of the world, he fully believed in his prowess in case a battle happened. Originally, he travelled around the land near his home, trying to find any sort of life or excitement near where he lived. At first, this search lead to no avail, causing him to give up for a while and try and return home. Unfortunately for him, he did eventually receive his wish for excitement.
After becoming disillusioned with adventuring, he went to return to his home and recoup for a while, just to see it has been destroyed. Devastated by the destruction of his home, he ran desperately towards the house to check for any survivors, while smoke continued to billow out of ki burns in the walls and crashed in ceiling. Tearing away at the previously lived in rubble, he quickly found both of his parents buried under the refuse, both half-dead from the impact. Panicking and basically by himself, he tried his best to help them, but it was too late for the two of them. Almost too late. As Nase was starting to tear up from his mother's death, he felt a presence move next to him. Nase's father, who had encouraged his adventure more than his mother, slowly sat up and put his arm on his shoulder. First, shocked by his resilience, then thankful that he was still alive, Nase rushed to hug his father, and it was returned weakly by his injured parent. His father pulled away from him and noticed the tears forming in his eyes. Nase's father wiped it from his eye and told his son to be strong, as they had much more to do.
After having a proper burial of his mother, Nase was then taken by his father through the remains of his house into the basement, where his father said he something to show him. On the way down the long flight of stairs, Nase started to try and rationalize what had happened. He tried to think if it could have been done by ISLET, or TSE, as an act of revenge. Or what might be even worse, a separate group entirely that they haven't even heard of yet. As he continued to think, his father cut him off saying that it wasn't necessary to find out. Nase, surprised at this, asks him why he doesn't care to know, and he says that if he did know, he would be too angry at them to continue living for anything other than revenge. Before Nase could respond to that, his father turned away again and continued to the bottom of the stairs. Nase's father moved slowly to the light switch, whether due to his injuries catching up to him or for dramatic effect was unknown, but eventually, he made it there with the help of his son. Once the room they had entered was lit, Nase was shocked with what he had found in under his house.
The room was some sort of laboratory, with large green pods and large pieces of machinery strewn all around the area. All of these pieces lead to one large machine, with scratched out writing on the side of it. The writing that was there before was almost indiscernible, and all that could be read from it now was "Ne- MA-N- MUTA-". Nase quickly asked what was going on and his father, crouched over in pain, told him it was the machine that was going to make sure this doesn't happen to Nase again. Confused, he asked again and his father walked forward towards the machines, clutching his stomach. He said that the machines were a device that would restore a person's body as to upgrade it using mechanical parts. His father noted that it was low-tech in Tuffle standards, but otherwise, it was the real deal. Nase, disoriented by the damage of everything around him, didn't fully understand what his father was saying, but he heard the word " Restore" and immediately became overjoyed. Nase said that it was a great idea and that with this, he might be able to live past his injuries. Before he could finish, his father raised his hand to his face to stop him. He explained that the machine wasn't for him, but instead for Nase's transformation.
Once again confused, Nase questioned his father why he couldn't use it, seeing that his body was already failing him. He responded by telling Nase that the machine was made for him, in the case that anything of this magnitude ever happened. He also said that it requires a larger than normal amount of ki reserves to operate, and seeing that Nase was born with such a gift, it was natural for him to use it. He continued to say that it would enhance his body in ways that would allow him to absorb ki from others to defend himself and most importantly, the ability to manipulate ki in general. Though this sounded amazing to him, Nase knew that it wasn't right. He told his father that if he didn't use the machine as well, Nase wouldn't use it at all. The man cupped his adult son's face in his hand and told him that it was alright and that he needed to do this if he ever wanted to leave the northern lands. Wiping another tear from his eyes, he nodded and walked over to the machine which opened with a burst of steam when he neared it. Entering the small green pod, he noticed a gas mask looking thing fall from the ceiling which he then put on to his face. It was a perfect fit.
As he laid back onto the wall of the machine, a green liquid started coming in around him. He looked towards his father for confirmation, who stood up next to a control panel. He gave a weak thumbs-up, as a form of indication that this was supposed to happen. The green liquid continued to fill the chamber until it reached above his head and he started to float. He closed his eyes, as whatever the liquid was going to do, he didn't want seeping into his brain. As the liquid finished filling, a monitor flipped open on his father's side with a sensor coming out as well. Nase feeling an overwhelming twitching from the liquid around him, slowly began to open his eyes to see his father, take a metallic blade from the monitor and slash his own hand with it. Nase tries to yell for him to stop, but his hand is already bleeding. He slams hit down onto the machine causing it to fully activate and begin with the procedure. As machinery started coming out of the sides of the chamber, Nase's father slumped down onto the ground, much to his son's dismay.
It took about an hour for the needles and implanters in the chamber to stop operating Nase's semi-unconscious body. While the liquid did seem to be a form of suppressant for his nerves, he did still feel the stinging pain of the needles every once in a while. As Nase lazily floated, eyes half-open, his consciousness slowly woke up when a loud ding sounded from the machine. He raised his head and looked around as the green fluid slowly filtered around Nase. He landed back onto the ground and the mask went back up into the ceiling as it finally all drained out. The chamber's doors opened up again and the newly modified figure slowly walked out of it. Metallic clunks sounded as the transformed figure fully stepped out of its creation pod. Nase felt... weird. He flexed his fingers slowly and felt an increase in power coming off of him. Remembering the times he had seen martial arts off of T.V, he slammed his arms against his sides and flexed his muscles, causing a faint, clear aura to form around his body. Feeling the energy he was releasing around him, he started swinging his arms around him without any proper skill. He started enjoying himself for a second, until he saw his father through his fingers, still slumped over the console he used to upgrade Nase. His mood slumped again and he slowly walked towards his now-deceased parent and placed his arm slowly onto his shoulder. He then heard a slight metal noise come from his hand. Immediately pulling his arm back, he noticed a small hole in the palm of both of his hands. Nase thought to himself that it might be the tool used to absorb ki his father spoke to him about. His... father... Closing the hatches again by flashing his arms, he puts back on his jacket and gloves, preparing himself to create a second grave.
After finally paying respects to both parents he left the remains of his home and started his journey towards the mainlands. As he went he thought to himself trying to think of a reason to go there at all. Was it to find who was the cause of the deaths? To try and move on and find a new life outside of his past? He doesn't know, but all he knows is, there's nothing for him left in this wasteland.
RP Sample:
As he advanced through the heavy snow of the tundras around him, Nase began to mutter to himself. He continuously cursed himself over and over again for not looking for any proper winter gear from the remainders of his home before leaving. His loud footsteps, echoing in his head, only helped to sour his already bad mood, until he began hitting himself in the head in frustration. He continued to grumble to himself about his forgetfulness and stupidity until his mind started to drift back to what happened to make him leave in the first place.
"Then again," thought Nase, "I don't know if I'd be able to go back there anyway."
Continuing onward through his disappointment, he noticed a large amount of crates strewn along the path he was walking in. Slowly becoming suspicious of what could be ahead of him, Nase began to slowly walk forward, exchanging his walk for a more cautious creep. As he examined the area for whoever could have left them lying in the snow, he saw what seemed to be a campfire not too far into the distance. Knowing that it couldn't have been made a long time since it was made, he started moving as stealthily as possible towards a crate closer behind.
After finally reaching the wooden container, he slowly leaned over to see two demonic namekians eating a large fish over a spit. Remembering all of the times he's heard of attacks that demons usually launch against others, he thought to himself that he should probably them take out before they could cause more havoc to others. He began to slowly increase his power, causing a faint aura to form around him and his hair to slowly begin to hover over his eyes. He glared down at his targets and noticed that neither of them had sensed his presence as of yet. Perfect. Readying a ball of ki into his hand, he pointed his now open palm at the shorter alien that was sitting ahead of him, which was about to fall asleep. As the jade-green energy ball pulsed in his hand, Nase readied himself to fire, but got caught off guard by something... Unexpected. Right as he was about to release his attack, the ki blast shrunk involuntarily until it was roughly only the size of a golf ball.
"Huh?"
Confused with the sudden decrease, he hesitated for a second, just in time for a fast-approaching shadow to tackle him into the snow. A super-charged green blast was then shot into the sky, causing both Namekians to wake up from their sleep. Looking at his sudden attacker, Nase met eyes with a very sharp-eyed girl wearing a fluffy white parka and heavy gloves that went up her sleeves. She seemed upset with him for some reason, which only made him even more disoriented. Through gritted teeth, she began to whisper-shout at her captive opponent.
"What in the world do you think you're doing?!"
Having had enough of being crushed under a random teenager, Nase pushed her off with his foot and began to cuss back at her in retaliation.
"What do you mean?" he asked her in a less than hushed tone, "What's your problem? Those are those evil namekians, aren't they? The ones that can kill people? I was taking them out before they could do anything el-"
Before he could continue, it looked like the girl had lost interest in what he was saying as she slammed her hand against his mouth to shut him up. She forced her face closer to his and once again began to quietly yell at Nase.
"Quiet down, will you? They might hear you!"
Looking slightly above the crate, she saw the clan members in the distance slowly falling back asleep, assuming that the noise was just a wild animal or something. Sighing with relief, the girl turned back to Nase, removing her hand. The girl started again, this time with a calmer tone in her voice.
"Those namekians are too powerful for you to fight," She spoke as if she had a lot of experience on the matter. "Even if you could hurt the one you were aiming at with your ki, the other one would have killed you in a second. You wouldn't even stand a chance."
First being treated like a child, and now being called a weakling, Nase lashed back at his so-called saviour.
"And what?" he said with an air of doubt about him, "You could?"
"No, you idiot!" She caught herself, realizing she rose her voice a bit too loud. She waited a moment and then continued.
"There's more of them hiding behind that rock!"
Nase slowly looked past the crate and saw a rock with green legs poking out from behind them.
"That's why I'm warning you. If you try and pick a fight with these namekians, you're going to die trying. Just leave them to the Pig Demon Duchies to take care of."
She stood up fully and began to slowly walk backwards, signalling to Nase to follow her away. Hesitating for a moment, he took the girl's hand and walked away from the now sleeping aliens with an upset grimace on his face. As they kept walking, Nase checked his hand and noticed that the hatch in his hand had opened up involuntarily from when he had tried to shoot ki. It quickly shut again when he closed his fingers around it, and he shoved his hands into the pockets of his jacket.
"(I'm going to need to get used to this soon.)"
"What the hell was that?" The curious girl's question startled Nase for a moment before he turned to her taking out his hand closest to her. He opened his fingers and summoned his ki into the palm of his hand. In a moment, the hatch opened up and he started to glow with a faint green aura around him.
"I'm... what you would call an Artificial Human. (Even though, I'm not a human)."
Looking back to his new 'companion', he noticed that she wasn't even paying attention to what he was saying. He was going to try and get her attention when she dashed past him pointing, almost knocking him over.
"There it is! Finally, I thought I lost this place."
Looking over, he saw a decently sized temple sticking out from the fresh snow with a large group of people standing around it. As well as... flying around it. Nase, filled with awe, confusion and fear, Nase stood in full shock while the girl just looked at him in confusion.
"What?" the girl asked mockingly, "You don't know how to fly?"
"What? You... You can-"
Before he could finish his sentence, the girl he was speaking to started levitating right next to him. Jumping back from shock, he began to freak out as the girl began to laugh at him. She landed soon after and pointed again at the rest of the people flying and walking into the temple.
"You've heard of the demon namekians, but not of the crane school? What kind of weirdo are you Mister?"
Being treated like a little kid this whole had started to get to Nase, and he felt that he needed to stop taking it lightly.
"Hey, I know about the demons because I was taught to be careful of them if they ever showed up! I only didn't know about this temple because I was never taught how to fight. I didn't even know there were over people here. Also, don't call me mister! Makes me feel old."
Smiling a little less smugly, the girl placed one hand on her hip shifted her footing.
"Well, your power level certainly shows that... or the lack there off? What... Anyway, you need to get out more then. So, what can I call you then?"
He thought for a moment and the answered while crossing his arms.
"You... You can call me Nase. Either way, I don't have time for all of this, I have to go somewhere."
Shaking his head, he walked off with his hands in his pockets. The girl, confused, began to follow him and tried to catch up to him.
"Hey, where you going? I thought you were just going to try and attack those namekians back there?"
Not turning around, he responded to her offhandedly, continuing his departure.
"No, they were just in the way, I'm actually on my way to the Pilaf Land, It's just going to take a while to get there."
He continued walking for a little bit before seeing his feet being lifted off of the ground.
"Huh?! Wha- What's going on?"
He looked up and saw the girl holding him by the jacket collar. He began flailing around randomly as the girl began to swing him slightly from left to right.
"Hey! Put me down!"
"You really need to learn how to defend yourself, you know? Anyway, why don't I just help you there if you're just gonna walk the whole way?"
(Huh? She's just going to bring me to the central lands? I don't even know her?)
Sceptical of this random flying girl, he still lightly resisted, turning his face from the girl.
"And what's in it for you? What do you want from me? My money?"
She just lifted him higher and started flying off into the freezing air, past the Crane Style temple and into the horizon, much to Nase's annoyance.
"Come on, Robot boy! We're going today!"
"Hey, Hey! Slow down!"
...
After a long flight of Nase being dragged across the countryside, the two finally reached the edge of the central lands. After being flown the length of a country against his will, he wasn't prepared when he was suddenly dropped onto his feet 3 feet in the air. Having just enough time to fall into a dive roll, Nase barely avoided faceplanting from the drop. He was about to yell out at the girl for letting him go like that, but when he turned to do so, she was already half-way into the horizon. She turned her head and stuck her tongue out at him, starting to yell out for him to hear.
"Hey, I like that Zeni-stealing idea you had earlier. Hope you don't mind me using it!"
Laughing for a little bit, she zoomed off holding the wallet of her old amusement, leaving Nase all alone without any money. Or so she thought. He shoved his arm into his sleeve and pulled out a wad of cash from under his arm.
"1000 Zeni. I can work with this."
He shoved it back into his sleeve and started walking into the city.
"Too bad I don't know where the hell I am..."
Nase, before becoming a half android, was a young Earth-born Tuffle who lived with his mother and father far in the northern planes. While he was there, his family lived mostly alone, as his parents decided to desert the ISLET army in the southern islands and hide in favour of a more peaceful life. Because of this, Nase went through the majority of his childhood without many friends, but he didn't ever feel very lonely because of this. Instead of interacting people, Nase would usually spend his time listening to broadcasted fights over the radio in his home. With this as his main form of entertainment, he instantly became infatuated with the idea of becoming a travelling fighter, which his parents didn't wish for, but still respected. He was raised without being taught how to fight properly, but his natural fighting spirit caused him to teach himself how to battle anyway. His self-learnt training lead to the point that when he left his family to explore more of the world, he fully believed in his prowess in case a battle happened. Originally, he travelled around the land near his home, trying to find any sort of life or excitement near where he lived. At first, this search lead to no avail, causing him to give up for a while and try and return home. Unfortunately for him, he did eventually receive his wish for excitement.
After becoming disillusioned with adventuring, he went to return to his home and recoup for a while, just to see it has been destroyed. Devastated by the destruction of his home, he ran desperately towards the house to check for any survivors, while smoke continued to billow out of ki burns in the walls and crashed in ceiling. Tearing away at the previously lived in rubble, he quickly found both of his parents buried under the refuse, both half-dead from the impact. Panicking and basically by himself, he tried his best to help them, but it was too late for the two of them. Almost too late. As Nase was starting to tear up from his mother's death, he felt a presence move next to him. Nase's father, who had encouraged his adventure more than his mother, slowly sat up and put his arm on his shoulder. First, shocked by his resilience, then thankful that he was still alive, Nase rushed to hug his father, and it was returned weakly by his injured parent. His father pulled away from him and noticed the tears forming in his eyes. Nase's father wiped it from his eye and told his son to be strong, as they had much more to do.
After having a proper burial of his mother, Nase was then taken by his father through the remains of his house into the basement, where his father said he something to show him. On the way down the long flight of stairs, Nase started to try and rationalize what had happened. He tried to think if it could have been done by ISLET, or TSE, as an act of revenge. Or what might be even worse, a separate group entirely that they haven't even heard of yet. As he continued to think, his father cut him off saying that it wasn't necessary to find out. Nase, surprised at this, asks him why he doesn't care to know, and he says that if he did know, he would be too angry at them to continue living for anything other than revenge. Before Nase could respond to that, his father turned away again and continued to the bottom of the stairs. Nase's father moved slowly to the light switch, whether due to his injuries catching up to him or for dramatic effect was unknown, but eventually, he made it there with the help of his son. Once the room they had entered was lit, Nase was shocked with what he had found in under his house.
The room was some sort of laboratory, with large green pods and large pieces of machinery strewn all around the area. All of these pieces lead to one large machine, with scratched out writing on the side of it. The writing that was there before was almost indiscernible, and all that could be read from it now was "Ne- MA-N- MUTA-". Nase quickly asked what was going on and his father, crouched over in pain, told him it was the machine that was going to make sure this doesn't happen to Nase again. Confused, he asked again and his father walked forward towards the machines, clutching his stomach. He said that the machines were a device that would restore a person's body as to upgrade it using mechanical parts. His father noted that it was low-tech in Tuffle standards, but otherwise, it was the real deal. Nase, disoriented by the damage of everything around him, didn't fully understand what his father was saying, but he heard the word " Restore" and immediately became overjoyed. Nase said that it was a great idea and that with this, he might be able to live past his injuries. Before he could finish, his father raised his hand to his face to stop him. He explained that the machine wasn't for him, but instead for Nase's transformation.
Once again confused, Nase questioned his father why he couldn't use it, seeing that his body was already failing him. He responded by telling Nase that the machine was made for him, in the case that anything of this magnitude ever happened. He also said that it requires a larger than normal amount of ki reserves to operate, and seeing that Nase was born with such a gift, it was natural for him to use it. He continued to say that it would enhance his body in ways that would allow him to absorb ki from others to defend himself and most importantly, the ability to manipulate ki in general. Though this sounded amazing to him, Nase knew that it wasn't right. He told his father that if he didn't use the machine as well, Nase wouldn't use it at all. The man cupped his adult son's face in his hand and told him that it was alright and that he needed to do this if he ever wanted to leave the northern lands. Wiping another tear from his eyes, he nodded and walked over to the machine which opened with a burst of steam when he neared it. Entering the small green pod, he noticed a gas mask looking thing fall from the ceiling which he then put on to his face. It was a perfect fit.
As he laid back onto the wall of the machine, a green liquid started coming in around him. He looked towards his father for confirmation, who stood up next to a control panel. He gave a weak thumbs-up, as a form of indication that this was supposed to happen. The green liquid continued to fill the chamber until it reached above his head and he started to float. He closed his eyes, as whatever the liquid was going to do, he didn't want seeping into his brain. As the liquid finished filling, a monitor flipped open on his father's side with a sensor coming out as well. Nase feeling an overwhelming twitching from the liquid around him, slowly began to open his eyes to see his father, take a metallic blade from the monitor and slash his own hand with it. Nase tries to yell for him to stop, but his hand is already bleeding. He slams hit down onto the machine causing it to fully activate and begin with the procedure. As machinery started coming out of the sides of the chamber, Nase's father slumped down onto the ground, much to his son's dismay.
It took about an hour for the needles and implanters in the chamber to stop operating Nase's semi-unconscious body. While the liquid did seem to be a form of suppressant for his nerves, he did still feel the stinging pain of the needles every once in a while. As Nase lazily floated, eyes half-open, his consciousness slowly woke up when a loud ding sounded from the machine. He raised his head and looked around as the green fluid slowly filtered around Nase. He landed back onto the ground and the mask went back up into the ceiling as it finally all drained out. The chamber's doors opened up again and the newly modified figure slowly walked out of it. Metallic clunks sounded as the transformed figure fully stepped out of its creation pod. Nase felt... weird. He flexed his fingers slowly and felt an increase in power coming off of him. Remembering the times he had seen martial arts off of T.V, he slammed his arms against his sides and flexed his muscles, causing a faint, clear aura to form around his body. Feeling the energy he was releasing around him, he started swinging his arms around him without any proper skill. He started enjoying himself for a second, until he saw his father through his fingers, still slumped over the console he used to upgrade Nase. His mood slumped again and he slowly walked towards his now-deceased parent and placed his arm slowly onto his shoulder. He then heard a slight metal noise come from his hand. Immediately pulling his arm back, he noticed a small hole in the palm of both of his hands. Nase thought to himself that it might be the tool used to absorb ki his father spoke to him about. His... father... Closing the hatches again by flashing his arms, he puts back on his jacket and gloves, preparing himself to create a second grave.
After finally paying respects to both parents he left the remains of his home and started his journey towards the mainlands. As he went he thought to himself trying to think of a reason to go there at all. Was it to find who was the cause of the deaths? To try and move on and find a new life outside of his past? He doesn't know, but all he knows is, there's nothing for him left in this wasteland.
RP Sample:
As he advanced through the heavy snow of the tundras around him, Nase began to mutter to himself. He continuously cursed himself over and over again for not looking for any proper winter gear from the remainders of his home before leaving. His loud footsteps, echoing in his head, only helped to sour his already bad mood, until he began hitting himself in the head in frustration. He continued to grumble to himself about his forgetfulness and stupidity until his mind started to drift back to what happened to make him leave in the first place.
"Then again," thought Nase, "I don't know if I'd be able to go back there anyway."
Continuing onward through his disappointment, he noticed a large amount of crates strewn along the path he was walking in. Slowly becoming suspicious of what could be ahead of him, Nase began to slowly walk forward, exchanging his walk for a more cautious creep. As he examined the area for whoever could have left them lying in the snow, he saw what seemed to be a campfire not too far into the distance. Knowing that it couldn't have been made a long time since it was made, he started moving as stealthily as possible towards a crate closer behind.
After finally reaching the wooden container, he slowly leaned over to see two demonic namekians eating a large fish over a spit. Remembering all of the times he's heard of attacks that demons usually launch against others, he thought to himself that he should probably them take out before they could cause more havoc to others. He began to slowly increase his power, causing a faint aura to form around him and his hair to slowly begin to hover over his eyes. He glared down at his targets and noticed that neither of them had sensed his presence as of yet. Perfect. Readying a ball of ki into his hand, he pointed his now open palm at the shorter alien that was sitting ahead of him, which was about to fall asleep. As the jade-green energy ball pulsed in his hand, Nase readied himself to fire, but got caught off guard by something... Unexpected. Right as he was about to release his attack, the ki blast shrunk involuntarily until it was roughly only the size of a golf ball.
"Huh?"
Confused with the sudden decrease, he hesitated for a second, just in time for a fast-approaching shadow to tackle him into the snow. A super-charged green blast was then shot into the sky, causing both Namekians to wake up from their sleep. Looking at his sudden attacker, Nase met eyes with a very sharp-eyed girl wearing a fluffy white parka and heavy gloves that went up her sleeves. She seemed upset with him for some reason, which only made him even more disoriented. Through gritted teeth, she began to whisper-shout at her captive opponent.
"What in the world do you think you're doing?!"
Having had enough of being crushed under a random teenager, Nase pushed her off with his foot and began to cuss back at her in retaliation.
"What do you mean?" he asked her in a less than hushed tone, "What's your problem? Those are those evil namekians, aren't they? The ones that can kill people? I was taking them out before they could do anything el-"
Before he could continue, it looked like the girl had lost interest in what he was saying as she slammed her hand against his mouth to shut him up. She forced her face closer to his and once again began to quietly yell at Nase.
"Quiet down, will you? They might hear you!"
Looking slightly above the crate, she saw the clan members in the distance slowly falling back asleep, assuming that the noise was just a wild animal or something. Sighing with relief, the girl turned back to Nase, removing her hand. The girl started again, this time with a calmer tone in her voice.
"Those namekians are too powerful for you to fight," She spoke as if she had a lot of experience on the matter. "Even if you could hurt the one you were aiming at with your ki, the other one would have killed you in a second. You wouldn't even stand a chance."
First being treated like a child, and now being called a weakling, Nase lashed back at his so-called saviour.
"And what?" he said with an air of doubt about him, "You could?"
"No, you idiot!" She caught herself, realizing she rose her voice a bit too loud. She waited a moment and then continued.
"There's more of them hiding behind that rock!"
Nase slowly looked past the crate and saw a rock with green legs poking out from behind them.
"That's why I'm warning you. If you try and pick a fight with these namekians, you're going to die trying. Just leave them to the Pig Demon Duchies to take care of."
She stood up fully and began to slowly walk backwards, signalling to Nase to follow her away. Hesitating for a moment, he took the girl's hand and walked away from the now sleeping aliens with an upset grimace on his face. As they kept walking, Nase checked his hand and noticed that the hatch in his hand had opened up involuntarily from when he had tried to shoot ki. It quickly shut again when he closed his fingers around it, and he shoved his hands into the pockets of his jacket.
"(I'm going to need to get used to this soon.)"
"What the hell was that?" The curious girl's question startled Nase for a moment before he turned to her taking out his hand closest to her. He opened his fingers and summoned his ki into the palm of his hand. In a moment, the hatch opened up and he started to glow with a faint green aura around him.
"I'm... what you would call an Artificial Human. (Even though, I'm not a human)."
Looking back to his new 'companion', he noticed that she wasn't even paying attention to what he was saying. He was going to try and get her attention when she dashed past him pointing, almost knocking him over.
"There it is! Finally, I thought I lost this place."
Looking over, he saw a decently sized temple sticking out from the fresh snow with a large group of people standing around it. As well as... flying around it. Nase, filled with awe, confusion and fear, Nase stood in full shock while the girl just looked at him in confusion.
"What?" the girl asked mockingly, "You don't know how to fly?"
"What? You... You can-"
Before he could finish his sentence, the girl he was speaking to started levitating right next to him. Jumping back from shock, he began to freak out as the girl began to laugh at him. She landed soon after and pointed again at the rest of the people flying and walking into the temple.
"You've heard of the demon namekians, but not of the crane school? What kind of weirdo are you Mister?"
Being treated like a little kid this whole had started to get to Nase, and he felt that he needed to stop taking it lightly.
"Hey, I know about the demons because I was taught to be careful of them if they ever showed up! I only didn't know about this temple because I was never taught how to fight. I didn't even know there were over people here. Also, don't call me mister! Makes me feel old."
Smiling a little less smugly, the girl placed one hand on her hip shifted her footing.
"Well, your power level certainly shows that... or the lack there off? What... Anyway, you need to get out more then. So, what can I call you then?"
He thought for a moment and the answered while crossing his arms.
"You... You can call me Nase. Either way, I don't have time for all of this, I have to go somewhere."
Shaking his head, he walked off with his hands in his pockets. The girl, confused, began to follow him and tried to catch up to him.
"Hey, where you going? I thought you were just going to try and attack those namekians back there?"
Not turning around, he responded to her offhandedly, continuing his departure.
"No, they were just in the way, I'm actually on my way to the Pilaf Land, It's just going to take a while to get there."
He continued walking for a little bit before seeing his feet being lifted off of the ground.
"Huh?! Wha- What's going on?"
He looked up and saw the girl holding him by the jacket collar. He began flailing around randomly as the girl began to swing him slightly from left to right.
"Hey! Put me down!"
"You really need to learn how to defend yourself, you know? Anyway, why don't I just help you there if you're just gonna walk the whole way?"
(Huh? She's just going to bring me to the central lands? I don't even know her?)
Sceptical of this random flying girl, he still lightly resisted, turning his face from the girl.
"And what's in it for you? What do you want from me? My money?"
She just lifted him higher and started flying off into the freezing air, past the Crane Style temple and into the horizon, much to Nase's annoyance.
"Come on, Robot boy! We're going today!"
"Hey, Hey! Slow down!"
...
After a long flight of Nase being dragged across the countryside, the two finally reached the edge of the central lands. After being flown the length of a country against his will, he wasn't prepared when he was suddenly dropped onto his feet 3 feet in the air. Having just enough time to fall into a dive roll, Nase barely avoided faceplanting from the drop. He was about to yell out at the girl for letting him go like that, but when he turned to do so, she was already half-way into the horizon. She turned her head and stuck her tongue out at him, starting to yell out for him to hear.
"Hey, I like that Zeni-stealing idea you had earlier. Hope you don't mind me using it!"
Laughing for a little bit, she zoomed off holding the wallet of her old amusement, leaving Nase all alone without any money. Or so she thought. He shoved his arm into his sleeve and pulled out a wad of cash from under his arm.
"1000 Zeni. I can work with this."
He shoved it back into his sleeve and started walking into the city.
"Too bad I don't know where the hell I am..."
{}
Technique Slots: 4/7
Bonus Slots: 0/3
Starting Tech: Neutron Star (Special Technique)
Techniques List:
.STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
Enhanced: Upgrades to 1d12 damage.
.ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 1d12
Effects: None
Cost: 2 ki
Enhanced: Upgrades to 2d6+2 damage.
.GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
Enhanced: The natural roll of the damage dice on Grapple bypasses all DR (max of 2d6).
.GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents.
Cost: 10 ki
Limit: Once per turn.
Enhanced: Guard now only costs 7 ki.
.ABSORB
You take foreign energy into your body and use it to replenish your own.
Type: Utility
Action: At-Will - Reactive
Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki.
Cost: None
Limit: Once per thread.
Ranks: Rank 2 can regain 30 ki. Rank 3 can regain 40 ki.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
"I need to get my energy from somewhere."
.KIAI
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increases the critical fail range to natural 60.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
"STEP OFF!"
.PARALYZE
You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%.
Cost: 5 ki
Limit: Twice per battle.
Ranks: Rank 2 is 80% chance to Stun. At Rank 3 it also deals 1d6 damage to target inflicted and said damage bypasses DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
"And stay down..."
.KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 4 ki per Melee Energy Blast(Replaces Energy Blast’s Cost)
Ranks: Rank 2 increases the critical strike range of Energy Blasts by +10(they now crit on 85+ rolls) and Rank 3 reduces the cost of techniques with Imbued by -3 ki.
Learn: Additional ranks do not take time but cost 2 MP.
"Just hold still for a little while."
.FOCUS ENERGY
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
Enhanced: Your Energy Attacks have an additional +15% chance to inflict Status Effects this turn.
.DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3. This is considered a Movement Technique.
Cost: 7 ki
Limit: None
Enhanced: The first use of Dragon Dash on your turn gives +10 attack and +5 damage. Additional uses on the same turn stack +3 more damage.
.POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
Enhanced: Once per battle, you may choose to have a single Power Up regain double the amount of Ki.
.RAPID MOVEMENT
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Rapid Movement is considered a Movement Technique.
Cost: 15 ki
Limit: Once per turn.
Enhanced: Using Rapid Movement versus a Critical Hit now prevents that attack from automatically hitting, requiring it to meet or beat your Defense value as if it were not a critical hit; Critical Hits affected by this still deal additional damage and are affected by any effects that specify Critical Hits.
.SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
Enhanced: Whenever you use Sense, you gain 1 DR and +1 Damage with all attacks on that turn. This increases by +1 DR and +1 Damage for every 3 turns you’ve taken in the current battle.
.SUPPRESSION⭐
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
.FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so commonplace that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Enhanced: Flight now costs only 10 Ki in battle and it's out of battle effect is increased to 50%.
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special Techniques List:
.NEUTRON STAR
Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast
Type: (Energy, Ranged, Single)
Action: Standard Action
Base Damage: 3d10
Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects.
Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit.
Cost: 15 ki
Learn: 2 weeks
"I still don't know how this works."
.Perfected Neutron Star
Definition: Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then stays for a second before it's fired as a straight beam attack made to pierce through materials up to and including tempered steel. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it.
Type: (Energy, Ranged, Finisher)
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects.
Minor Effect: Shocking: This technique has a 40% chance to inflict Stun on hit.
Cost: 35 ki
Learn: 2 weeks
May be used once per thread
(Shortened as Neutron Star or Perfect Star)
Technique Slots: 4/7
Bonus Slots: 0/3
Starting Tech: Neutron Star (Special Technique)
Techniques List:
.STRIKE
You unleash a single powerful melee attack or a flurry of quick ones.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d8
Effects: None
Cost: None
.ENERGY BLAST
You fire a crackling bolt of ki that explodes when it makes impact.
Type: Ranged Energy Attack
Action: Standard Action
Damage: 1d12
Effects: None
Cost: 2 ki
.GRAPPLE
You grab your opponent and put them in a crushing hold.
Type: Melee Physical Attack
Action: Standard Action
Damage: 1d6
Effects: This technique has a 40% chance to inflict Immobilize on its target.
Cost: 3 ki
.GUARD
You hunker down against incoming attacks to survive them.
Type: Defensive
Action. Bonus Action - Reactive
Effect: You gain 10 DR on your turn against all opponents.
Cost: 10 ki
Limit: Once per turn.
.ABSORB
You take foreign energy into your body and use it to replenish your own.
Type: Utility
Action: At-Will - Reactive
Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 20 Ki.
Cost: None
Limit: Once per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
"I need to get my energy from somewhere."
.KIAI
You unleash a concussive burst of ki to knock away an incoming attacker or their energy attack.
Type: Defense
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 15 ki
Limit: Once per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
"STEP OFF!"
.PARALYZE
You stun your target with raw mystical force, a powerful aura, or a precise pressure point attack.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Stun status effect on your target and the effect lasts for +1 turn. Increases the duration by an additional +1 turn if you have Edge on them. The max chance to inflict with any effect is 95%.
Cost: 5 ki
Limit: Twice per battle.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
"And stay down..."
.KI BLADE
Combining martial prowess with ki manipulation, you form a weapon out of your ki and use it to fight.
Type: Utility
Action: --
Prerequisite: Requires a Fighting skill of 20.
Effect: You may use your Energy Blast Basic Technique as if it were a Melee Energy attack, gaining Accuracy Bonuses from your Fighting skill.
Cost: 4 ki per Melee Energy Blast(Replaces Energy Blast’s Cost)
Learn: Additional ranks do not take time but cost 2 MP.
"Just hold still for a little while."
.FOCUS ENERGY
You infuse extra ki into an attack, boosting its potency right before you release it.
Type: Utility
Action: Bonus Action
Effect: Increase your Accuracy with Energy Attacks on this turn by +15.
Cost: 10 ki
Limit: None
.DRAGON DASH
Your aura burns around you as you rush forth to launch a violent assault.
Type: Utility
Action: Bonus Action
Effect: Increase your Damage with Melee Attacks used on this turn by +3. This is considered a Movement Technique.
Cost: 7 ki
Limit: None
.POWER UP
Your aura bursts around you as your power increases and you draw out your ki.
Type: Utility
Action: Bonus Action
Effect: You regain 25 Ki at the time of use and increase your Current Power Level by 25% for 2 turns.
Duration: 2 turns
Cost: None
Limit: Once per turn. Max of 100 ki restored.
.RAPID MOVEMENT
You use your ki to enhance your speed and allow yourself to escape attacks easier.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain +25 Defense against unresolved attacks targeting you this turn. This is reduced to +10 Defense when used against a Special Technique of the “Finisher” type. Rapid Movement is considered a Movement Technique.
Cost: 15 ki
Limit: Once per turn.
.SENSE
You reach out with a sixth sense and can feel the energy of others around you.
Type: Utility
Action: Bonus Action - Reactive
Effect: You gain +5 Defense versus all unresolved attacks targeting you this turn; additionally, you gain +5 Accuracy with all attacks used this turn.
Cost: None
Limit: Once per turn.
.SUPPRESSION⭐
You compress your ki down inside of you and lower your power level.
Type: Utility
Action: At-Will / Reactive At-Will to Release
Effect: You may use this technique to reduce your Current Power level to a value of your choice. While your Power Level is suppressed, you cannot use Power Up or Transformations. The first time you Release your suppressed Power Level in battle, your opponents may not use their Sense basic technique for 1 turn.
Cost: None
Limit: None
Enhanced: You regain 3 ki at the end of your turn if you are suppressed to 50% of your Base Power Level or less. After unlocking your first transformation, this goes into effect so long as you remain untransformed.
.FLIGHT
Alternatively called ‘Sky Dance Art’ or Flight technique, this secret technique of the Crane style allows the user to push ki out of their body to hover, levitate, or fly through the air. It typically allows the user to fly into their opponent’s from any direction and lay a full body barrage in addition to its practical benefits- but Bukujutsu was once so commonplace that some martial arts enthusiasts forget to place it where it belongs, alongside the Kamehameha.
Type: Defensive
Action: Bonus Action - Reaction
Effect: Once per battle, avoid a non-critical attack automatically or turn a critical hit into a normal hit.
Out of Battle: This technique may lower travel time/word/EP requirements by 25%.
Cost: 15 Ki
Learn: Automatic when you hit Class Level 2. Automatic at Class Level 1 for Prodigy and Martial Artists.
Special Techniques List:
.NEUTRON STAR
Nase absorbs a large amount of energy from the surrounding area into the palm of his hand. It is then formed into a large, green ki blast. He then flexes his hand out and the attack condenses into a more concentrated beam which is then released as a high powered blast
Type: (Energy, Ranged, Single)
Action: Standard Action
Base Damage: 3d10
Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects.
Minor Effect: Wounding: This technique has a 40% chance to inflict Wound on hit.
Cost: 15 ki
Learn: 2 weeks
"I still don't know how this works."
.Perfected Neutron Star
Definition: Based off of a Tuffle's accident with ki manipulation, Perfect Star is the finalized form of the Nase's laser attack that incorporates both incredible range and damage. The user of this finisher summons a large amount of ki energy into their hand and then shrinks it down to a sphere the size of a fingernail. The ki then stays for a second before it's fired as a straight beam attack made to pierce through materials up to and including tempered steel. The concentrated beam that is released also has the capability to curve slightly as to trick enemies into believing it has missed, right before it is angled into them. This attack truly is a testament to faking it until you make it.
Type: (Energy, Ranged, Finisher)
Action: Standard Action
Base Damage: 5d8+10
Major Effect: Piercing: This technique treats its target as if their DR were reduced by 5 when calculating this technique’s damage dealt. In addition, this technique bypasses all Temporary HP. This stacks with other DR reducing effects.
Minor Effect: Shocking: This technique has a 40% chance to inflict Stun on hit.
Cost: 35 ki
Learn: 2 weeks
May be used once per thread
(Shortened as Neutron Star or Perfect Star)
{}
INVENTORY:
Auxiliary Core - A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation.
Type: Supplementary - Technology
Zeni Value: 10,000
Zeni Cost: 40,000
Activation: Passive
Effect: Increase your Base Power Level by 10%.Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Limit: Only one Auxiliary Core may be equipped at a time.
Arcane Orb - A crystalline sphere used by mystics to see the future and weave spells from afar.
Type: Supplementary - Magic
Zeni Value: 30000
Zeni Cost: 80000
Activation: At-Will
Effect: Select up to two of your Energy Blast basic techniques that missed their target during your previous turn. The target of those techniques take direct damage equal to half the Energy Blasts' damage.
Limit: Twice per thread.
Hidden Weapon- Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed.
Type: Weapon - Hidden
Zeni Value: 30000
Zeni Cost: 80000
Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number.
Limit: 2 uses per thread.
Minor Panacea- Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation.
Type: Restorative - Cleansing
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns.
Limit: 1 use per thread.
Elder Student’s Gi- This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo.
Type: Outfit - Gi
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects:
You gain +5 Defense this turn (applied before incoming attack resolution),
You gain +10 Accuracy with all Basic Techniques this turn,
Or you gain +10 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Capture Net- This capsule contains an expanding net that is released shortly after being thrown.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Personal Shield Generator- Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer.
Type: Supplementary- Technology
Zeni Value: 10000
Zeni Cost: 40000
Activation: Reactive At-Will
Effect: Using this item grants you +10 Temporary HP.
Limit: 2 uses per thread.
Intermediate Belt- A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt
Zeni Value: 20000
Zeni Cost: 80000
Activation: Passive
Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3.
Limit: Only one belt may be equipped at once.
Scrying Staff- Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Limit: 3 uses per thread.
Fresh Vegetable Patch- An entire small city block's equivalent area of garden and the produce from it. It's packed with nutrients and deliciousness!
Type: Out of Battle Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: This Product, when eaten, provides the user with a bonus PL equal to 10% of the total EP which they have gained in the entire previous week. The user may eat this mushroom at their chosen time, and the Mushroom of Might can be combined with the Wheat of Might item, Mushroom of Might item, and the 'fresh vegetable patch' item to create the 'Meal of Might' which provides the bonus PL equal to 50% to the total EP which has been gained in the entire previous week.
Gummi Shenron Candy-
Type: Out of Thread Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: The user adds a 25% gains boost to everyone in the thread you choose to use it in.
Dragon Ball Hard Candy-
Type: Out of Battle Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Increases your gains in one thread by 25%. This item is consumed after it has been redeemed.
1 Halloween Costume-
Type:
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Choose the effects of one racial trait which you do not possess. You may utilize it in a thread which you are in.
1 Figurine of the Player's Choice of character
1 Spirit Person Prickly Pear Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Prickly Pear, which causes Cripple.
1 Spirit Person Stormapple Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Stormapple, which causes Shock.
1 Spirit Person Cheeseberry Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Cheeseberry, which causes Stun.
1 Spirit Person Iceberry Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Iceberry, which causes Freeze.
A book of coupons - an item that allows the user to skip up to 4 weeks worth of IRL time used to learn new techniques.
Cosplay props-
Type: Out of Battle Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect:
A 7-star Treasure Map - an item that allowed the user to create a mission to look for a dragon ball shard which becomes successful after writing a 7-star mission's amount of words (14,000 WC).
A coupon to upgrade a stronghold by 2 levels.
1 2-star Mission Voucher - The Deja Vu Document may be used to repeat one mission of the equivalent star rating that the user has already completed once before.
2 6-star Mission Vouchers - The Deja Vu Document may be used to repeat one mission of the equivalent star rating that the user has already completed once before.
1 7-star Mission Voucher - The Deja Vu Document may be used to repeat one mission of the equivalent star rating that the user has already completed once before.
Flying Nimbostratus (Dark Kinto-Un) – Identical in stats to the Kinto-Un/Flying Nimbus item, but works for 'evil', 'greedy', or 'bad-hearted' individuals.
The Legendary Flying Nimbus Is actually a species of semi-sentient spiritual energy encased in a cloud. Generally, the white Nimbus clouds only carry those pure of heart, while the dark grey or Nimbus Clouds have no compulsions against anyone.
Type: Vehicle - Single User
Zeni Value: 150,000
Zeni Cost: 570,000
Activation: Out of Battle
Effect: The possessor of a Flying Nimbus has a 50% discount in time, EP, and words towards traveling. Additionally, it has the following add-ons built in:
Drakul's Cloak -A jet black cloak that resembles a bat at its edges and has a high rising collar.
Type: Supplementary – Magical Accessory
Zeni Value: --
Zeni Cost: --
Activation: N/A / Free Action
Effect: Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle.
Limit: N/A
Lucos Saber – An eerie weapon which smells of copyright infringement and which is a hilt before it is activated and then becomes a blazing sword of light.
Type: Weapon – Light Sword
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’, as well as a 50% chance to afflict 'Burn'. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.)
Limit: 3 uses per thread.
2 Dragon Ball Shards
Zeni Owned: 403,500
INVENTORY:
Auxiliary Core - A power supply created by Gero Enterprises that can be easily integrated into living things and androids alike, used to boost power output and Ki generation.
Type: Supplementary - Technology
Zeni Value: 10,000
Zeni Cost: 40,000
Activation: Passive
Effect: Increase your Base Power Level by 10%.Twice per battle, you may perform a special technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread.
Limit: Only one Auxiliary Core may be equipped at a time.
Arcane Orb - A crystalline sphere used by mystics to see the future and weave spells from afar.
Type: Supplementary - Magic
Zeni Value: 30000
Zeni Cost: 80000
Activation: At-Will
Effect: Select up to two of your Energy Blast basic techniques that missed their target during your previous turn. The target of those techniques take direct damage equal to half the Energy Blasts' damage.
Limit: Twice per thread.
Hidden Weapon- Whether blade or blaster, this weapon was designed to be easily concealed and utilized quickly for surprising attacks that catch its targets flat-footed.
Type: Weapon - Hidden
Zeni Value: 30000
Zeni Cost: 80000
Activation: Bonus Action
Effect: Strikes and Energy Blasts performed on this turn treat their targets as though their Reflex Skill was 0 for the purposes of calculating their Defense against those attacks; additionally, treat the target of those attacks as if their Natural DR were reduced by half, rounded up to the nearest whole number.
Limit: 2 uses per thread.
Minor Panacea- Once thought the stuff of legends across many cultures, this universal cure-all was recently developed by Capsule Corporation.
Type: Restorative - Cleansing
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Choose any one non-Special Status Effect. Remove any instances of that Status Effect from this item’s target; additionally, the target may not be afflicted with the chosen Status Effect for 2 turns.
Limit: 1 use per thread.
Elder Student’s Gi- This Gi has been carefully maintained by each student who has worn it, with each imbuing a bit of their Ki into its weaving throughout their usage. It is given to only experienced students within a Dojo.
Type: Outfit - Gi
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects:
You gain +5 Defense this turn (applied before incoming attack resolution),
You gain +10 Accuracy with all Basic Techniques this turn,
Or you gain +10 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Capture Net- This capsule contains an expanding net that is released shortly after being thrown.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Immobilize status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Personal Shield Generator- Typically worn somewhere discrete on the body, this small generator can be used to produce a temporary energy shield around its wearer.
Type: Supplementary- Technology
Zeni Value: 10000
Zeni Cost: 40000
Activation: Reactive At-Will
Effect: Using this item grants you +10 Temporary HP.
Limit: 2 uses per thread.
Intermediate Belt- A belt worn by intermediate martial artists and enthusiasts, indicating rank within a particular school.
Type: Supplementary - Belt
Zeni Value: 20000
Zeni Cost: 80000
Activation: Passive
Effect: When using your Strike basic technique, you may choose to pay 3 Ki to give it a damage modifier of +3.
Limit: Only one belt may be equipped at once.
Scrying Staff- Across the ages, those with aptitudes for the various Arcane Arts have been known to employ various means of divination through crystal balls, pools of water, or magical mirrors. The Scrying Staff is an enchanted staff with a divination tool located at its tip, used by the chosen champions of Wizards to assist in enacting their wills from afar.
Type: Weapon - Staff
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action
Effect: Your Sense technique may be used as a Reactive At-Will action on your next turn. For each Strike you perform on this turn that successfully hits its target, you may use Sense 1 additional time on your next turn; the Effects of multiple Sense uses through this Effect stack.
Limit: 3 uses per thread.
Fresh Vegetable Patch- An entire small city block's equivalent area of garden and the produce from it. It's packed with nutrients and deliciousness!
Type: Out of Battle Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: This Product, when eaten, provides the user with a bonus PL equal to 10% of the total EP which they have gained in the entire previous week. The user may eat this mushroom at their chosen time, and the Mushroom of Might can be combined with the Wheat of Might item, Mushroom of Might item, and the 'fresh vegetable patch' item to create the 'Meal of Might' which provides the bonus PL equal to 50% to the total EP which has been gained in the entire previous week.
Gummi Shenron Candy-
Type: Out of Thread Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: The user adds a 25% gains boost to everyone in the thread you choose to use it in.
Dragon Ball Hard Candy-
Type: Out of Battle Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Increases your gains in one thread by 25%. This item is consumed after it has been redeemed.
1 Halloween Costume-
Type:
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Choose the effects of one racial trait which you do not possess. You may utilize it in a thread which you are in.
1 Figurine of the Player's Choice of character
1 Spirit Person Prickly Pear Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Prickly Pear, which causes Cripple.
1 Spirit Person Stormapple Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Stormapple, which causes Shock.
1 Spirit Person Cheeseberry Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Cheeseberry, which causes Stun.
1 Spirit Person Iceberry Candy-
Type: Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect: Depending on the flavor of this candy, it may be consumed to add an additional special effect to you special technique for a turn with a 100% effective rate. This candy is Iceberry, which causes Freeze.
A book of coupons - an item that allows the user to skip up to 4 weeks worth of IRL time used to learn new techniques.
Cosplay props-
Type: Out of Battle Consumable
Zeni Value: --
Zeni Cost: --
Activation: --
Effect:
A 7-star Treasure Map - an item that allowed the user to create a mission to look for a dragon ball shard which becomes successful after writing a 7-star mission's amount of words (14,000 WC).
A coupon to upgrade a stronghold by 2 levels.
1 2-star Mission Voucher - The Deja Vu Document may be used to repeat one mission of the equivalent star rating that the user has already completed once before.
2 6-star Mission Vouchers - The Deja Vu Document may be used to repeat one mission of the equivalent star rating that the user has already completed once before.
1 7-star Mission Voucher - The Deja Vu Document may be used to repeat one mission of the equivalent star rating that the user has already completed once before.
Flying Nimbostratus (Dark Kinto-Un) – Identical in stats to the Kinto-Un/Flying Nimbus item, but works for 'evil', 'greedy', or 'bad-hearted' individuals.
The Legendary Flying Nimbus Is actually a species of semi-sentient spiritual energy encased in a cloud. Generally, the white Nimbus clouds only carry those pure of heart, while the dark grey or Nimbus Clouds have no compulsions against anyone.
Type: Vehicle - Single User
Zeni Value: 150,000
Zeni Cost: 570,000
Activation: Out of Battle
Effect: The possessor of a Flying Nimbus has a 50% discount in time, EP, and words towards traveling. Additionally, it has the following add-ons built in:
Drakul's Cloak -A jet black cloak that resembles a bat at its edges and has a high rising collar.
Type: Supplementary – Magical Accessory
Zeni Value: --
Zeni Cost: --
Activation: N/A / Free Action
Effect: Grants an additional use of 'Flight' in battle, and allows you to add the signature effect 'Leeching' to a special technique twice per battle.
Limit: N/A
Lucos Saber – An eerie weapon which smells of copyright infringement and which is a hilt before it is activated and then becomes a blazing sword of light.
Type: Weapon – Light Sword
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: Strikes that you perform on this turn are treated as if they were Critical Hits for the purposes of triggering Effects that require critical hits; additionally, your Strikes on this turn deal +3 damage and have a 50% chance to afflict their target with ‘Wound’, as well as a 50% chance to afflict 'Burn'. (Note: This does not make your strikes deal critical damage or automatically hit, only triggers Effects that list a Critical Hit as a prerequisite.)
Limit: 3 uses per thread.
2 Dragon Ball Shards
Zeni Owned: 403,500