Post by Rik on Nov 12, 2019 9:44:21 GMT -8
{}
Name: Riku "Rik" Masumura
Species: Android
Age: ??
Gender: Male
Name: Riku "Rik" Masumura
Species: Android
Age: ??
Gender: Male
{}
Appearance:
Personality:
Rik follows the code of Bushido despite the changes time has wrought upon the world. He is naturally courageous and loyal, and is cultivating the rest of the virtues to the best of his ability. Rik seems serious at first and is reluctant to let people through his shell. Those who persevere gain an extremely loyal companion. Rik keeps a tight rain on his temper; it makes it hard to analyze an opponent for weakness when you can't think straight.
Rik enjoys wordplay and practical jokes with people he knows (once people are able to get behind the stoic exterior). He takes his fighting very seriously and is always looking to hone his art. He still is constantly amazed by things in this much different modern world; though his appearance suggests he should be part of it (as an android) he is still coming to terms with his new reality.
History:
In his first life, Riku Masumura was a noted samurai and a deadly swordsman. He served his lord faithfully and was his champion for 3 years before his daimyo decided to revolt against the rightful emperor. Riku remained loyal to his lord and was in the forefront of every battle, win or lose. He guided the strategy that allowed the daimyo to gain enough victories to start attracting recruits; he also slowed the inexorable press of the emperor's crushing counter attack to allow his lord to flee.
He himself fled the final battlefield with several of the emperor's samurai in pursuit. He made it to some mountains where he managed to lose most of his pursuers and kill the rest. He pressed on through the mountains and was caught in a fierce fall blizzard. He found a crevice to lodge himself in, little more than a shallow depression in the rock that he could wedge himself in and avoid the worst of the biting wind. He heard distant shouts of pursuit and knew that his time was limited but he was too tired to flee any further. He slapped the rump of his horse and drew his swords. He would die on his feet with a blade in his hands. His horse caught an arrow in the side as it tried to flee, and it started screaming and kicking out at the wall... the mountain roared back and buried Riku in ice and snow freezing him in a flash. The wheel of ages turned, leaving him in stasis for centuries...
RP Sample: Light burned his eyes as he opened them... there was a cacophony of voices in his ear as well. His skin burned like fire as he started shivering... and a thunderous drum beat sounded in his ears... after another few moments there it was again.. so loud... his heart, he realized. He felt something pull at him and he felt his chest expand and take in air... it tasted sweet and yet burned his longs. Still the voices spoke words as they guided him towards something, his legs numbly trying to respond; he could not understand... he tried to speak, "I am Riku Masumura... where is Daimyo Jiku?" his voice was brely above a whisper and sounded rough... unused. He tried to focus his eyes as the light became slightly less blinding... he could make out blurry shapes on either side of him, strangely dressed people and a strange carriage... He was placed on a soft padded bed and strapped down. He lay there, too weak to resist as he was loaded into the carriage his rough voice once again whispered, "Where are you taking me? Who are you people?" Tiredness overwhelmed his and his eyes pulled shut of their own accord.
Flashes and impressions are all that penetrated the next hours... people poking and prodding at him, talking in their strangely familiar yet not language. His eyes were more focused now, he was able to see an old man in a white coat of strange cut and design... was this man their daimyo? He was certainly barking orders like one. He turned to look at Rik, his eyes strangely possessive, and he whispered to him with a polished voice, speaking the first words in a language that Riku recognized. His voice was smooth and polished, yet halting, almost as if he wasn't used to speaking this tongue, "With you, I will marry the warriors of the past to the technology of the future... when you awake you will be a new kind of warrior..."
Riku strained against the straps on the table, though his limbs seemed to hardly respond, "You can understand me... who are you? Where am I? What is going on?"
The man just gestured towards one of the others in the room and said something in their gibberish language before turning his eyes back to him, "Don't worry, warrior. We are going to fix the damage the years encased in ice have done to you... you will be better than you were before you were frozen... Sleep well."
He felt something pierce his arm and tried to struggle weakly... Years in the ice? What in the gods is he talking about? His voice was slightly stronger as he spoke in a low voice, "What in the hells are you going to do to m...." The room started to feel far away and he felt like he was floating. He saw the man pick up a knife and turn towards him before he could hold on no more.
Appearance:
Rik appears to be a well proportioned man in his late 20's while he is dressed and hooded. Lowering his hood reveals part of his cybernetic implants which help provide his HUD and system data in real time. His dark hair can cover it if he let's it hang down, but most of the time he wears it up, prepared for trouble. Under his coat/cloak the dark grey metal is much more in evidence and most of his torso has been covered or replaced with metal plating. Rik also carries his katana and wakizashi on his hip at all times.
Personality:
Rik follows the code of Bushido despite the changes time has wrought upon the world. He is naturally courageous and loyal, and is cultivating the rest of the virtues to the best of his ability. Rik seems serious at first and is reluctant to let people through his shell. Those who persevere gain an extremely loyal companion. Rik keeps a tight rain on his temper; it makes it hard to analyze an opponent for weakness when you can't think straight.
Rik enjoys wordplay and practical jokes with people he knows (once people are able to get behind the stoic exterior). He takes his fighting very seriously and is always looking to hone his art. He still is constantly amazed by things in this much different modern world; though his appearance suggests he should be part of it (as an android) he is still coming to terms with his new reality.
History:
In his first life, Riku Masumura was a noted samurai and a deadly swordsman. He served his lord faithfully and was his champion for 3 years before his daimyo decided to revolt against the rightful emperor. Riku remained loyal to his lord and was in the forefront of every battle, win or lose. He guided the strategy that allowed the daimyo to gain enough victories to start attracting recruits; he also slowed the inexorable press of the emperor's crushing counter attack to allow his lord to flee.
He himself fled the final battlefield with several of the emperor's samurai in pursuit. He made it to some mountains where he managed to lose most of his pursuers and kill the rest. He pressed on through the mountains and was caught in a fierce fall blizzard. He found a crevice to lodge himself in, little more than a shallow depression in the rock that he could wedge himself in and avoid the worst of the biting wind. He heard distant shouts of pursuit and knew that his time was limited but he was too tired to flee any further. He slapped the rump of his horse and drew his swords. He would die on his feet with a blade in his hands. His horse caught an arrow in the side as it tried to flee, and it started screaming and kicking out at the wall... the mountain roared back and buried Riku in ice and snow freezing him in a flash. The wheel of ages turned, leaving him in stasis for centuries...
RP Sample: Light burned his eyes as he opened them... there was a cacophony of voices in his ear as well. His skin burned like fire as he started shivering... and a thunderous drum beat sounded in his ears... after another few moments there it was again.. so loud... his heart, he realized. He felt something pull at him and he felt his chest expand and take in air... it tasted sweet and yet burned his longs. Still the voices spoke words as they guided him towards something, his legs numbly trying to respond; he could not understand... he tried to speak, "I am Riku Masumura... where is Daimyo Jiku?" his voice was brely above a whisper and sounded rough... unused. He tried to focus his eyes as the light became slightly less blinding... he could make out blurry shapes on either side of him, strangely dressed people and a strange carriage... He was placed on a soft padded bed and strapped down. He lay there, too weak to resist as he was loaded into the carriage his rough voice once again whispered, "Where are you taking me? Who are you people?" Tiredness overwhelmed his and his eyes pulled shut of their own accord.
Flashes and impressions are all that penetrated the next hours... people poking and prodding at him, talking in their strangely familiar yet not language. His eyes were more focused now, he was able to see an old man in a white coat of strange cut and design... was this man their daimyo? He was certainly barking orders like one. He turned to look at Rik, his eyes strangely possessive, and he whispered to him with a polished voice, speaking the first words in a language that Riku recognized. His voice was smooth and polished, yet halting, almost as if he wasn't used to speaking this tongue, "With you, I will marry the warriors of the past to the technology of the future... when you awake you will be a new kind of warrior..."
Riku strained against the straps on the table, though his limbs seemed to hardly respond, "You can understand me... who are you? Where am I? What is going on?"
The man just gestured towards one of the others in the room and said something in their gibberish language before turning his eyes back to him, "Don't worry, warrior. We are going to fix the damage the years encased in ice have done to you... you will be better than you were before you were frozen... Sleep well."
He felt something pierce his arm and tried to struggle weakly... Years in the ice? What in the gods is he talking about? His voice was slightly stronger as he spoke in a low voice, "What in the hells are you going to do to m...." The room started to feel far away and he felt like he was floating. He saw the man pick up a knife and turn towards him before he could hold on no more.
{}
Skills & Statistics
Fighting: 50
Energy Control: 25
Reflexes: 50
Resilience: 30
Accuracy: 1d100+(Fighting) / 1d100+(Energy Control)
Defense: 50+50 Reflexes+10 Class= 110
HP: 50+ 30 Resilience - 10 Class = 70
KI: 100
DR: 3
Traits:
Quick-Draw
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Class: Strategist
Racial Trait: Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Class Features:
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation.
Skills & Statistics
Fighting: 50
Energy Control: 25
Reflexes: 50
Resilience: 30
Accuracy: 1d100+(Fighting) / 1d100+(Energy Control)
Defense: 50+50 Reflexes+10 Class= 110
HP: 50+ 30 Resilience - 10 Class = 70
KI: 100
DR: 3
Traits:
Quick-Draw
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: May only At-Will activate up to 2 Weapons per turn.
Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Class: Strategist
Racial Trait: Infinite Core Type
Requirements: Android
Effect: You regain 2 Ki at the end of every turn and cannot be afflicted with Exhausted from hitting 0 Ki.
Class Features:
Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type.
Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn.
Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation.
{}
Starting Non-Basic Technique Chosen: Circle of the Moon
Enhanced Basic from Pot 5: Enhanced Sense
Technique Slots: 7/7
Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single)
Action: Standard Action
Base Damage: 3d10
Major Effect: Temper
Minor Effect: Immobilize
Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage)
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 Ki
Learn: 2 weeks
SOLAR FLARE (Rank 3)
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI (Rank 3)
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.
BARRIER (Rank 3)
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 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.
SONIC SWAY
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
HYPNOSIS (Rank 3)
Your opponent gazes into your eyes and is enthralled by telepathic power.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki.
Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
Starting Non-Basic Technique Chosen: Circle of the Moon
Enhanced Basic from Pot 5: Enhanced Sense
Technique Slots: 7/7
Circle of the Moon
Rik studies his opponent before he explodes into blurring motion and makes a sweeping slash at their weakest point to hinder their ability to defend themselves
Type: (Physical, Melee, Single)
Action: Standard Action
Base Damage: 3d10
Major Effect: Temper
Minor Effect: Immobilize
Cost: 15 ki
Boar rushes down the mountain
Rik lets out a ki enhanced yell and bursts forth as he launches into an all out furious barrage of sword strokes and kicks designed to hinder his opponent from returning an attack or being able to defend themselves proficiently.
Type: (Physical, Melee, Barrage)
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 Ki
Learn: 2 weeks
SOLAR FLARE (Rank 3)
You use your ki to amplify the light around you into a blinding flash.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 increases duration of Blind(caused by Solar Flare) by +1 turn. At Rank 3 it also deals 1d6 damage to target inflicted and bypasses all DR.
Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
KIAI (Rank 3)
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.
BARRIER (Rank 3)
You create a shroud of protective ki around your body to soften blows and protect against harmful effects.
Type: Defensive
Action: Bonus Action
Effect: You gain 15 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.
SONIC SWAY
You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills.
Type: Defense
Action: Standard Action - Reactive
Effect: You avoid all attacks that roll a natural 10 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.)
Cost: 15 ki
Limit: Once per battle.
Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less.
Learn: Rank 1 takes 1 weeks to Learn: Additional ranks do not take time but cost 2 MP.
HYPNOSIS (Rank 3)
Your opponent gazes into your eyes and is enthralled by telepathic power.
Type: Utility
Action: Bonus Action
Effect: You have a 70% chance to inflict the Immobilize status on your target and the effect lasts for +2 turn. The max chance to inflict with any effect is 95%.
Cost: 5 ki.
Limit: Twice per thread.
Ranks: Rank 2 is 80% chance to Immobilize. Rank 3 of the technique also inflicts the Special Status Effect “Heavy” on its target if it is successful. "Heavy" possesses the same duration as Immobilize inflicted by Hypnosis and may not stack with itself; while "Heavy", all actions taken by the target cost an additional -5 ki, even if that action wold not usually cost ki.
Learn: Rank 1 takes 1 week to learn. Additional ranks do not take time but cost 2 MP.
{}
Dragonball Hard Candy:
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target.
Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Limit: Only one Lucky Trinket may be equipped at a time.
Expert Training Gear
Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: You gain an additional 50% PL from thread rewards while wearing this outfit.
Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Tranquilizer Dart
Typically used for capture missions, this dart floods a target's body with a mild but effective sedative.
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 Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Buckler
A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver.
Type: Weapon - Shield
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action - Reactive
Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals it’s damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR.
Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Champion’s Gi
This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit.
Type: Outfit - Gi
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Weighted Clothing
Sometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose.
Type: Outfit - Weights
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive / Bonus Action
Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events.
Limit: None.
Dragonball Hard Candy:
Star Sword
From ore found in the deepest earth, you made a sword with the help of one of the planet's greatest smiths and created a sword fit for the stars. This weapon might be a legend in the making.
Type: Weapon - Sword
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target.
Limit: 3 uses per battle.
Lucky Trinket
Be it a Rabbit's Foot, a lucky coin, or some other token- this item is known to be particularly lucky for some reason.
Type: Supplementary - Magic
Zeni Value: 10000
Zeni Cost: 40000
Activation: Passive
Effect: Increase your Defense by 5 and your Critical Strike range by 3 while this item is equipped. (Instead of scoring a critical hit on a roll of 95-100, you would now score a critical hit on 92-100.)
Limit: Only one Lucky Trinket may be equipped at a time.
Expert Training Gear
Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike.
Type: Outfit - Training
Zeni Value: 30000
Zeni Cost: 80000
Activation: Passive
Effect: You gain an additional 50% PL from thread rewards while wearing this outfit.
Limit: May only apply this bonus in Spars, Battles, Bounties, and Events wherein combat has taken place.
Tranquilizer Dart
Typically used for capture missions, this dart floods a target's body with a mild but effective sedative.
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 Stun status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Buckler
A highly technical Buckler employed by Soldiers throughout the universe as a last-ditch defensive maneuver.
Type: Weapon - Shield
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action - Reactive
Effect: When you activate ‘Buckler’, select one unresolved attack targeting you this turn. That attack deals it’s damage to ‘Buckler’ rather than you; if the damage of the target attack would not reduce ‘Buckler’s’ Temporary HP to 0, that attack’s Effects are not applied to you. ‘Buckler’ has 20 Temporary HP and 4 DR.
Limit: 2 uses per thread; Buckler’s Temporary HP and DR are not added to your own and do not replenish between uses in the same thread. If damage exceeds Buckler’s Temporary HP, you receive the remainder of the damage.
Champion’s Gi
This Gi is ancient and shockingly well maintained for its age; it was worn by a Champion of Antiquity and is rumoured to grant its wearer a fraction of that Champion’s Fighting Spirit.
Type: Outfit - Gi
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: At the beginning of your turn, you may choose 1 of the following Effects: You gain +10 Defense this turn(applied before incoming attack resolution), you gain +15 Accuracy with all Basic Techniques this turn, or you gain +15 Accuracy with a single Special Technique used this turn.
Limit: 1 bonus applied per turn.
Weighted Clothing
Sometimes, simple training weights are not enough-- a warrior must occasionally burden themselves with dramatic weighting to see the growth they desire, and these weighted clothing were made just for that purpose.
Type: Outfit - Weights
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive / Bonus Action
Effect: Decrease your base PL by -30% at the beginning of each Spar, Battle, and Event. You may deactivate this outfit’s PL reduction as a Bonus Action; Deactivating this PL reduction instead increases your Base PL by +5% for each turn that your PL was reduced by this outfit, to a maximum of +30% Base PL. This bonus lasts for the remainder of the thread. If you complete a Spar, Battle, or Event without Deactivating the Base PL reduction, you gain an additional +1 MP for Spars or Non-Deadly Events and +2 MP for Battles or Deadly Events.
Limit: None.