Post by Bass on Aug 2, 2021 17:59:39 GMT -8
{}
Name: Gene
Nickname: Kitchen Tyrant
Species: Monster
Age: 38
Gender: Female
Played By: NPC.
Faction: The Momentum Corporation
Suggested WMAT Bracket: Master Division, Limited Team Division
Appearance:
Appearance write-up here.
Face Claim: Me Art.
Artist: Me.
Personality:
Yadda yadda yadda.
Loves: Cooking.
Likes: TBD.
Dislikes: TBD.
Name: Gene
Nickname: Kitchen Tyrant
Species: Monster
Age: 38
Gender: Female
Played By: NPC.
Faction: The Momentum Corporation
Suggested WMAT Bracket: Master Division, Limited Team Division
Appearance:
Appearance write-up here.
Face Claim: Me Art.
Artist: Me.
Personality:
Yadda yadda yadda.
Loves: Cooking.
Likes: TBD.
Dislikes: TBD.
{}
History:
Yadda yadda yadda.
History:
Yadda yadda yadda.
{}
Skills & Statistics
Fighting: 50
Energy Control: 25
Reflexes: 30
Resilience: 50
Accuracy: 1d100+50(Fighting)+10(Class) / 1d100+25(Energy Control)+10(Class)
Defense: 65 (50[Base]+30[Reflexes] -15[Class])
HP: 160 (50[Base]+40[Class]+50[Resilience] +30 (Katchin Armor))
KI: 100
DR: 19 (+10[Class] +2(Resilience) +4(Indomitable) +3(Katchin Armor))
Base PL: 13,000~18,000
Class: Protector
Student of a Thousand Arts
Requirements: Beastman, Human, or Monster
Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play.
Effort Points: N/A
Zeni: N/A
Mastery Points: 160/160
Masteries Unlocked:
Class Mastery III (60 MP)
Potential Mastery V (30 MP)
Focus Mastery V (Fighting, Fighting, Fighting, Fighting, Reflexes) (15 MP)
Ability Mastery IV (40 MP)
Technique Mastery I (5 MP)
Traits:
Flawless Counter
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Flurry of Blows
Activation: Passive
Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Limit: --
Classes: Martial Artist, Protector, Techie
Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25.
Indomitable
Requirements: Resilience Skill of 35
Activation: None (Passive)
Effect: Increase your DR by 4.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
Regeneration
Requirements: Resilience Skill of 40
Activation: Passive
Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you.
Limit: Power Up may only apply Salve up to 3 times per thread.
Class Features:
Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Last Stand - If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Dauntless - You gain +3 Temporary HP at the end of each of your turns; this Temporary HP stacks with all other sources of Temporary HP.
Retribution - Once per battle, as an At-Will Action, reduce your natural DR to 0 for the remainder of the current thread(you may not gain DR from any sources for the remainder of the current thread.) For three turns, your attacks deal additional damage equal to the DR lost on the turn Retribution was used.
Skills & Statistics
Fighting: 50
Energy Control: 25
Reflexes: 30
Resilience: 50
Accuracy: 1d100+50(Fighting)+10(Class) / 1d100+25(Energy Control)+10(Class)
Defense: 65 (50[Base]+30[Reflexes] -15[Class])
HP: 160 (50[Base]+40[Class]+50[Resilience] +30 (Katchin Armor))
KI: 100
DR: 19 (+10[Class] +2(Resilience) +4(Indomitable) +3(Katchin Armor))
Base PL: 13,000~18,000
Class: Protector
Student of a Thousand Arts
Requirements: Beastman, Human, or Monster
Effect: When ranking up techniques, subtract 1 MP from the cost. In addition, you receive one enhanced basic technique at the start of play.
Effort Points: N/A
Zeni: N/A
Mastery Points: 160/160
Masteries Unlocked:
Class Mastery III (60 MP)
Potential Mastery V (30 MP)
Focus Mastery V (Fighting, Fighting, Fighting, Fighting, Reflexes) (15 MP)
Ability Mastery IV (40 MP)
Technique Mastery I (5 MP)
Traits:
Flawless Counter
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Flurry of Blows
Activation: Passive
Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Limit: --
Classes: Martial Artist, Protector, Techie
Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25.
Indomitable
Requirements: Resilience Skill of 35
Activation: None (Passive)
Effect: Increase your DR by 4.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
Regeneration
Requirements: Resilience Skill of 40
Activation: Passive
Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you.
Limit: Power Up may only apply Salve up to 3 times per thread.
Class Features:
Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit.
Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR.
Last Stand - If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread.
Dauntless - You gain +3 Temporary HP at the end of each of your turns; this Temporary HP stacks with all other sources of Temporary HP.
Retribution - Once per battle, as an At-Will Action, reduce your natural DR to 0 for the remainder of the current thread(you may not gain DR from any sources for the remainder of the current thread.) For three turns, your attacks deal additional damage equal to the DR lost on the turn Retribution was used.
{}
Technique Slots: 6/6
[3] ENERGY SHIELD | Kinetic Absorption
An important technique in The Burrito Bass's kitchen, Gene has the phenomenal talent of being able to really take an impact. It certainly may just save the restaurant if a bomb goes off!.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 30 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 10 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[3] AEGIS | Primeval Instinct
An uncanny, monstrous technique reflecting the tenacity dinosaurs showcase when butting heads. Less of a technique and more of simply being incredibly stalwart when actively psyching oneself up.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain 15 Temporary HP and 10 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[3] BARRIER | Al Dente Zest
Skin. Perfect skin, though Gene has notoriously and infamously asserted that it's organic zest despite objections by friends and colleagues. Though it is to be noted that she has a durable skin similar to many ocean mammals. Thick-skinned, able to take a hit, such and so forth. That being said it takes an active effort for her to block an attack with the less bony parts of her body.
Type: Defensive
Action: Bonus Action
Effect: You gain 25 Temporary HP and are immune to status effects inflicted by attacks.
Duration: Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[3] LIGHTNING AURA | Seared Meat
By tensing her body, Gene can exert her internal processes. Given her large size, this effect causes her internal temperature to suddenly skyrocket, causing any who would come into close contact to suffer surface burns.
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 5 turns.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[2] EIGHT ARMS | Tenderize
Decades of experience as a professional chef gave Gene all the skills she needs to systematically soften someone up, one punch at a time. It's just a matter of them getting on her nerves enough to get viewed as a slab of steak.
Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[2] GIANT FORM | Kaiju
In order to better integrate into civilized Earthling society, Gene had to change. As a Monster, her physiology was far more unstable and adaptive than most other Earthling species, allowing it to change to her needs to some extent. At will she can with effort revert these changes back to her original stature, but with enough damage that becomes impossible to sustain.
Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Inventory:
Universal Targe | Big Pan
Advised by the Momentum Corporations legal team, so long as weapons weren't lethal they were permitted in the 151st World Martial Arts Tournament. With nothing better to bring, the gigantic pan she was provided to cook with when The Burrito Bass opened sufficed; especially since she'd merely be using it to defend from attacks. The thing was easily five by five feet.
Type: Weapon - Shield
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn.
Limit: 2 uses per thread.
Katchin Armor | Chef's Apron
Given the intensity of The Burrito Bass's kitchen, it's less of a cooking apron and more like a blacksmiths apron. Made of tough dinosaur leather, it can certainly absorb a hit or two.
Type: Outfit - Armor
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Limit: None.
Personal Shield Generator | Boss Chef Plaque
A simple 6 by 6 inch oval plaque designating Gene as The Burrito Bass's Boss Chef. Of course, the twist is that it's made out of Katchin.
Type: Supplementary - Technology
Zeni Value: 10000
Zeni Cost: 40000
Activation: Reactive At-Will
Effect: Using this item grants you +10 Temporary HP.
Limit: Twice per thread
Field Responder Pack Burrito Bass Secret Sauce Packs
Kept an ultimate secret to even the most invasive corporate spies, Burrito Bass Secret Sauce is the one kick trick to jumping back into battle. Anyone with a brain could take an educated guess, probably, but they'd struggle to get confirmation. Needless to say a shot of this stuff reinvigorates the body!
Type: Restorative - Medical
Zeni Value: 20000
Zeni Cost: 80000
Activation: Standard Action
Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Limit: 1 use per thread.
Technique Slots: 6/6
[3] ENERGY SHIELD | Kinetic Absorption
An important technique in The Burrito Bass's kitchen, Gene has the phenomenal talent of being able to really take an impact. It certainly may just save the restaurant if a bomb goes off!.
Type: Defense
Action: Bonus Action - Reactive
Effect: You gain 30 DR against all attacks on your turn. Remember that DR subtracts from total damage taken per attacker on a turn, not from each attack they make.
Cost: 10 ki
Limit: Once per thread.
Ranks: Rank 2 tech costs 10 ki and Rank 3 increase DR gained to 30.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[3] AEGIS | Primeval Instinct
An uncanny, monstrous technique reflecting the tenacity dinosaurs showcase when butting heads. Less of a technique and more of simply being incredibly stalwart when actively psyching oneself up.
Type: Defensive
Action: Bonus Action - Reactive
Effect: You gain 15 Temporary HP and 10 DR; this Temporary HP and DR stacks with other sources of Temporary HP/DR, but is removed after this turn’s incoming attacks are resolved.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 15 Temporary HP. Rank 3 gives you 10 DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[3] BARRIER | Al Dente Zest
Skin. Perfect skin, though Gene has notoriously and infamously asserted that it's organic zest despite objections by friends and colleagues. Though it is to be noted that she has a durable skin similar to many ocean mammals. Thick-skinned, able to take a hit, such and so forth. That being said it takes an active effort for her to block an attack with the less bony parts of her body.
Type: Defensive
Action: Bonus Action
Effect: You gain 25 Temporary HP and are immune to status effects inflicted by attacks.
Duration: Until temp HP is gone.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[3] LIGHTNING AURA | Seared Meat
By tensing her body, Gene can exert her internal processes. Given her large size, this effect causes her internal temperature to suddenly skyrocket, causing any who would come into close contact to suffer surface burns.
Type: Utility
Action: Bonus Action
Effect: Starting on your next turn after activation, all melee attacks that hit you during the duration deal 1 damage back to the attacker per damage die rolled. For example: A 1d8 Strike would deal 1 damage back and a 6d6+4 barrage would deal 6 damage back. This damage bypasses all DR.
Duration: 5 turns.
Cost: 15 ki
Limit: Once per thread.
Ranks: Rank 2 lasts 4 turns and Rank 3 lasts 5 turns.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[2] EIGHT ARMS | Tenderize
Decades of experience as a professional chef gave Gene all the skills she needs to systematically soften someone up, one punch at a time. It's just a matter of them getting on her nerves enough to get viewed as a slab of steak.
Type: Utility
Action: At-Will
Requirements: Requires Fighting skill of 35.
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 ki
Limit: Twice per thread.
Ranks: Rank 2 tech costs 5 ki. Rank 3 tech can be used three times per thread.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
[2] GIANT FORM | Kaiju
In order to better integrate into civilized Earthling society, Gene had to change. As a Monster, her physiology was far more unstable and adaptive than most other Earthling species, allowing it to change to her needs to some extent. At will she can with effort revert these changes back to her original stature, but with enough damage that becomes impossible to sustain.
Type: Utility
Action: Bonus Action
Effect: While in Giant Form you gain 35 Temporary HP. However, your Defense is decreased by 15 in Giant Form. Each of your melee attacks deal an extra 1d4 damage. While in Giant Form you can make any melee Strike, Advanced, or Finisher an area attack(targets up to 3 combatants) for an additional 5 ki, irreducible, per attack. Cannot be used while Multi-Form is active.
Duration: Until Temporary HP is depleted.
Cost: 15 ki
Limit: Once per battle.
Ranks: At Rank 2, you gain 35 Temporary HP. At Rank 3, the damage bonus is upgraded to 1d6.
Learn: Rank 1 takes 3 weeks to learn. Additional ranks do not take time but cost 2 MP.
Inventory:
Universal Targe | Big Pan
Advised by the Momentum Corporations legal team, so long as weapons weren't lethal they were permitted in the 151st World Martial Arts Tournament. With nothing better to bring, the gigantic pan she was provided to cook with when The Burrito Bass opened sufficed; especially since she'd merely be using it to defend from attacks. The thing was easily five by five feet.
Type: Weapon - Shield
Zeni Value: 40000
Zeni Cost: 120000
Activation: Bonus Action - Reactive
Effect: Increase your DR by 10 this turn; additionally, select one non-Special Status Effect. You may not be inflicted with the chosen Status Effect on this turn.
Limit: 2 uses per thread.
Katchin Armor | Chef's Apron
Given the intensity of The Burrito Bass's kitchen, it's less of a cooking apron and more like a blacksmiths apron. Made of tough dinosaur leather, it can certainly absorb a hit or two.
Type: Outfit - Armor
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Limit: None.
Personal Shield Generator | Boss Chef Plaque
A simple 6 by 6 inch oval plaque designating Gene as The Burrito Bass's Boss Chef. Of course, the twist is that it's made out of Katchin.
Type: Supplementary - Technology
Zeni Value: 10000
Zeni Cost: 40000
Activation: Reactive At-Will
Effect: Using this item grants you +10 Temporary HP.
Limit: Twice per thread
Field Responder Pack Burrito Bass Secret Sauce Packs
Kept an ultimate secret to even the most invasive corporate spies, Burrito Bass Secret Sauce is the one kick trick to jumping back into battle. Anyone with a brain could take an educated guess, probably, but they'd struggle to get confirmation. Needless to say a shot of this stuff reinvigorates the body!
Type: Restorative - Medical
Zeni Value: 20000
Zeni Cost: 80000
Activation: Standard Action
Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Limit: 1 use per thread.