Post by Cipher on Jul 25, 2018 9:21:17 GMT -5
CHARACTER BIO
NAME: Cipher
RACE: Saiyan Hybrid
AGE: 25
GENDER: Female
HEIGHT/WEIGHT: 5’6”, 135 lbs
APPEARANCE:
Cipher is a tailed young woman with black locks of hair that reach the middle of her back and fair skin; light as porcelain. Her eyes are an eerie crimson with flecks of gold. Cipher has a tendency to wear casual outfits, usually consisting of things like jackets, jean shorts, cardigans, etc; most of the time all of her clothing are weighted.
MOTIVATIONS:
Since exposing herself to the galaxy, Cipher’s original motivations for seeking out her master’s killer have become secondary in priority. As much as she seeks revenge, she acknowledges that the event brought her the motivation she needed to become stronger. This has developed a new doctrine in her mind, especially since meeting Shiva and his demonic counterparts alongside Raijin. She strives to become a perfect being through acquiring power. Cipher upholds her role as a Valkyrie mainly as a means of being on the frontlines fighting others. Conflict and chaos aspire growth and moulds the galaxy, and she wishes to temper herself under its flames. The wolf feeds on weaker prey in order to live, and she believes that to be the nature of the universe. Victory is but an illusion unless one's own superiority is proven. In achieving her destiny of perfect power, only then does she believe she will obtain true freedom. Passion, strength, power, victory—liberation.
QUIRKS:
A half-blooded Saiyan, she is in possession of the characteristic Simian, prehensile tail which she can use for grabbing things for convenience sake. Time and time again, she has been informed that it is rare for a Saiyan to have a tail in the current day and age, and prides herself on her seemingly unmarred lineage. That is not the only thing she has inherited from her lineage. Cipher retains the brutish battle lust nearly all saiyans are known for. Paired with her remote demeanour, short-temper and apathy, it makes her increasingly difficult to approach. Following an approximate three month disappearance where she went off the radar, the Saiyan returned to activity seemingly absent her right arm, an incident she can only vaguely remember and seems guarded about.
After receiving aid from her friend and teammate Audrey, Cipher now is in possession of a cybernetic arm. Even for a Saiyan her eating habits can be considered excessive, which may correlate directly to how much she fights and trains.
BONDS:
Cipher doesn't have a large network of friends. As a half-blooded Saiyan with a rough past, it is hard for her to establish bonds and even care much about friendship. However, she does still recognize her immediate family, which consists of her mother, father, and baby brother. Moreover, she has a significant other in the form of the android, Audrey, of whom she values even over herself.
BACKSTORY:
Cipher, a Saiyan Hybrid raised on Earth, owes her ability to control her ki to her father. Though he was originally a callous mercenary for hire, a full-blooded Saiyan, her father retired from that line of work after having a change of heart upon returning to Earth a time ago. The change came about through his meeting with a fiery woman, who would eventually be known as Cipher's mother.
Fighting was always part of her life, partially thanks to her blood, but mostly because of her father. As a result of her heritage, she had a bad temper and was ill-disposed towards peaceful ventures and resolutions. With a penchant to fight other kids, she was always considered a tomboy. Building model cars, washing her maternal uncle’s own real one, and sitting on his lap and chasing down the last bit of hard liquor by the time she was twelve were the prime examples in her early childhood.
Cipher’s rough personality and tendency to get involved with bad crowds and gangs was mostly because of her blood, along with the bad neighbourhood she lived in. With her father in retirement, they lacked a lot of funds and couldn’t get out of poverty. When her uncle was stabbed to death by a criminal, it was eye-opening for her. She needed to do what she had to do in the dog-eat-dog world she lived in.
After graduating school, she immediately set out on her own. She almost perished to the elements before an old martial artist noticed her in the dingy alleys bordering his dojo. His name didn’t matter, for she and others always called him the Old Man. He took her in and proposed she get away from her poor lifestyle by practicing martial arts. Reluctant at first but gradually becoming more in tune with the arts, she had a knack for combat. He trained her mind as much as he taught her skills and told her of ways she could make it using what she was good at.
Under his guidance, she channelled her skill with martial arts into lucrative gigs, from teaching to a small fling as a wrestler. They worked, and she made a living off of it and stayed away from her criminal background, at least until she showed up at the dojo one day to find the Old Man dead, murdered in cold blood. Since that day, she has sworn vengeance.
CALL TO ACTION:
Whatever organization or lone culprit defeated her master must have been powerful to do so; cheap tricks would not have worked against him. In order to achieve her goal, she must amass strength. To become the stronger, Cipher wagers that she must garner as much strength as possible by challenging strong opponents, and in doing so, she must indulge the universes current conflicts to hone herself like a blade.
TRAITS:
Blitz (Quiet Rage)
Blur (Precognition)
Alacrity (Instinct)
Avarice (Force Grip)
Talented (Combat Prodigy)
FIGHTING STYLE:
BERSERKER (BRUTAL)
Ever since the death of her mentor, Cipher harboured an unquenchable rage within her heart. She channels this ire through a style of fighting that pays homage to Norse warriors called Berserkers. These champions were said to fight in a trance-like fury, honing their very anger itself into a blade against their enemies.
Effect. Power — Energy Control +5
Effect. Impact — At-Will. Add dmg dice to one attack on turn
TECHNIQUES:
CODE ZERO: KNIGHT OF HONOR
The number zero is nothing, and in turn it can become anything. The very word cipher is synonymous with zero and the inspiration behind the name of her technique. Cipher grabs onto something, be it a sword, a bat, a scrap of metal, or even fighter jet, and infuses it with malicious power; it gains the property of “becoming her weapon”. In essence, this ability allows Cipher to turn inanimate objects she touches into weapons that can scathe even the strongest in the universe. Doing so will corrupt the item, coating it in red and black energy.
Type. Single
Activate. Standard Action
Base Damage. Rolls 2 damage dice
Major Effect. Charging
Minor Effect. Cripple
Cost. 15 ki
FINAL FLASH
Cipher draws her hands back and pools a massive amount of energy into them. She charges the attack more by bringing her hands in front of her and creating a crackling ball of ki. At will, she then fires a gigantic energy wave attack that is covered in ribbons of electricity. This attack is potent enough to coast off of the planet itself and far into deep space, annihilating anything in its path.
Type. Barrage
Activate. Standard Action
Base Damage. Rolls 3 damage dice
Major Effect. Charging
Minor Effect. --
Cost. 20 ki
FOR SOMEONE’S GLORY (AURA GUARD)
Cipher intensifies her aura around her body to form a protective sheen. It grants immunity to foreign maladies and acts as a buffer between herself and attacks. It manifests on her body as a black fog.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action for the duration you negate the damage bonus from critical hits and are immune to non-special status effects. Does not remove status effects.
Duration. 2 turns
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech lasts for 3 turns.
UNIVERSAL PUSH/PULL (PSYCHIC POWERS)
Using her raw energy control, Cipher is able to exert her influence over polarization. In turn, she can adopt a form of psychokinesis that allows her to fling around people and objects to her choosing. Additionally, the proficiency required allows her to commune via her thoughts.
Type. Utility
Activate. Ar-Will / Standard Action
Prerequisite. Requires an Energy Control skill of 30.
Effect. As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
Ranks. Rank 2 the Telekinetic Attack damage tier now only 1 ranks lower. Rank 3 the Telekinetic Attack now adds 10 accuracy instead.
EYE OF THE MIND (SONIC SWAY)
Cipher avoids damage based on the use of a sophisticated sixth sense—a combination of intuition and incredible instinct. Though her experience helps with this feat, it is a talent inherent to her, a sort of natural instinct that cannot be taught.
Type. Defense
Action. Bonus Action - Reactive
Effect. As a bonus action you avoid the damage taken from any damage die that rolls a natural 8 or lower. Considered a Movement technique.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 3 tech costs 10 ki. Rank 3 tech costs 5 ki.
MAGIC MATERIALIZATION
Cipher makes something out of nothing, be it an item in her possession or something she simply is in need of at the time.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action create a item that goes into a gear slot for the duration. It replaces an item currently in the slot if it's occupied. Cannot materialize artifacts.
Duration. Until battle end. Materialized item disappears afterward and the original item in its spot is returned.
Cost. 20 ki. Cost reduced by 5 ki if you own the item and it's in your inventory.
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 ki. Rank 3 tech costs 10 ki.
PRESCIENCE (DIVINATION)
Tapping into her psychic powers, Cipher uses a specialized form of divination in order to quickly see seconds into the future. In doing so she is able to avoid attacks she normally wouldn’t be able to.
Type. Defense
Prerequisite. Must know Psychic Powers.
Action. Bonus Action
Effect. As a bonus action you see the future. From it you gain 15 bonus defense for for the duration.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech lasts 3 turns.
Learn. After learning this tech, Psychic Powers no longer takes a slot.
SYNETHESIA (WILD SENSE)
Cipher merges her senses into one, allowing her to easily recognize when and where an opponent intends to attack and take evasive precautions against it.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement technique.
Duration. Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost. 20 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 ki. Rank 3 tech costs 10 ki.
SHADOW STEP (AFTERIMAGE)
Using a varying cadence in her movement and her sheer speed, Cipher is able to move in such a confusing and swift way it leaves an afterimage in her wake—or even multiple should she will it.
Type. Defense
Activate. Bonus Action – Reactive
Effect. As a bonus action you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement technique.
Cost. 25 ki.
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.
FORCE BARRIER (ENERGY SHIELD)
Cipher erects a barrier of raw telekinetic force to serve as a buffer between herself and incoming attacks.
Type. Defense
Activate. Bonus Action – Reactive
Effect. As a bonus action you gain 15 toughness.
Cost. 15 ki.
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.
DEFLECT
Infusing an armament or limb with energy, Cipher uses her speed and reaction time to deflect incoming attacks.
Type. Defense
Activate. Bonus Action – Reactive
Effect. As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.)
Cost. 20 ki.
Limit. Twice per battle.
Ranks. Rank 2 tech costs 15 ki. Rank 3 tech costs 10 ki.
DEATH XIII (PAPARAPAPA)
The apparition behind her cursed sword Murasame. Cipher has bound the demon to her very soul, allowing it to commune with her and be summoned at a whim. Otherwise, it can only be seen by herself and those she allows it to be perceived by. She can even allow — and it some cases even when not providing permission — it to possess her should she deem it advantageous. The entity finds similar to a ghost, and can even cause real damage inside dreams.
Type. Utility
Prerequisite. Requires Magic Materialization.
Activate. Bonus Action to summon / At-will to order sidekick
Effect. As a bonus action you teleport a minion to your side to aide you. As an at-will action on your turn the minion can deal d6 direct damage to a target. If the minion rolls a 1 or 2 on the the d6 they run out of ki and can no longer deal damage. Alternatively, as an at-will action you can order your minion to sacrifice themselves and negate 5 damage from an attack that hits you. This removes them from the fight. Considered a Sidekick.
Cost. 15 ki.
Limit. Once per battle (summoning). One sidekick active at a time.
Ranks. Rank 2 tech costs 10 ki and Rank 3 costs 5 ki.
Learn. After learning this technique, Magic Materialization no longer takes a slot.
old conversion stuff —
CHARACTER BUILD
LINK TO V1 CHARACTER SHEET: HERE
FIGHTING STYLE: Brutal
V1 - MP REFUNDED: 96 (Total = 105 with current MP in hand)
V2 BUY MASTERIES:
Potential: Lv.10 = 55 MP
Ability: Lv.5 = 40 MP
Technique: Lvl.1 = 4 MP
DISTRIBUTE SKILL POINTS:
Fighting: 30
Energy Control: 50
Reflexes: 00
Resilience: 30
PICK TRAITS:
Surge
Sap
Indomitable
Talented
Resist
PICK TRANSFORMATION PERKS: N/A
CREATE SUPER ATTACKS:
Charging/Crippling Single
PICK TECHNIQUES:
Lightning Aura
Clash
Energy Shield
Wild Sense
Kaioken (Legendary Wish)
RANK SUPER ATTACKS/TECHNIQUES:
(-1 MP per rank due to Dojo)
-2 MP for Eraser Cannon Lvl 1 – 3. (Making Signature Attack, no longer takes a slot)
-2 MP for Clash Lvl 1 – 3.
-2 MP for Wild Sense Lvl 1 – 3.
V1 - ZENI GAINED:
20,000 starting zeni
All Equipment into Zeni = 260,000
72 Shards + 2 Raw mats. 2,500 x 74 = 185,000
Total – 465,000
BASES/FACILITIES RETAINED:
Freighter
Mining Drones
(Facilities are equipped to the shared Planet)
DRAGONBALLS RETAINED: N/A
- Dragonball Radar
ARTIFACT RETAINED: Hatchiyack Serum
BUY AND EQUIP:
Convoy (-35,000)
War Cruiser (-54,000)
Dojo (-36,000)
Battle Armor (-27,000)
Arcane Orb (-18,000) | Equip
Dampening Field (-13,500) | Equip
Senzu Bean (-13,500) | Equip
Weighted Clothing (-27,000) | Equip
Kai Weights (-18,000)
Trinket (-13,500)
(total: -255,500)
V2 - MP REMAINING: 0
V2 - ZENI REMAINING: 209,500
NAME: Cipher
RACE: Saiyan Hybrid
AGE: 25
GENDER: Female
HEIGHT/WEIGHT: 5’6”, 135 lbs
APPEARANCE:
Cipher is a tailed young woman with black locks of hair that reach the middle of her back and fair skin; light as porcelain. Her eyes are an eerie crimson with flecks of gold. Cipher has a tendency to wear casual outfits, usually consisting of things like jackets, jean shorts, cardigans, etc; most of the time all of her clothing are weighted.
MOTIVATIONS:
Since exposing herself to the galaxy, Cipher’s original motivations for seeking out her master’s killer have become secondary in priority. As much as she seeks revenge, she acknowledges that the event brought her the motivation she needed to become stronger. This has developed a new doctrine in her mind, especially since meeting Shiva and his demonic counterparts alongside Raijin. She strives to become a perfect being through acquiring power. Cipher upholds her role as a Valkyrie mainly as a means of being on the frontlines fighting others. Conflict and chaos aspire growth and moulds the galaxy, and she wishes to temper herself under its flames. The wolf feeds on weaker prey in order to live, and she believes that to be the nature of the universe. Victory is but an illusion unless one's own superiority is proven. In achieving her destiny of perfect power, only then does she believe she will obtain true freedom. Passion, strength, power, victory—liberation.
QUIRKS:
A half-blooded Saiyan, she is in possession of the characteristic Simian, prehensile tail which she can use for grabbing things for convenience sake. Time and time again, she has been informed that it is rare for a Saiyan to have a tail in the current day and age, and prides herself on her seemingly unmarred lineage. That is not the only thing she has inherited from her lineage. Cipher retains the brutish battle lust nearly all saiyans are known for. Paired with her remote demeanour, short-temper and apathy, it makes her increasingly difficult to approach. Following an approximate three month disappearance where she went off the radar, the Saiyan returned to activity seemingly absent her right arm, an incident she can only vaguely remember and seems guarded about.
After receiving aid from her friend and teammate Audrey, Cipher now is in possession of a cybernetic arm. Even for a Saiyan her eating habits can be considered excessive, which may correlate directly to how much she fights and trains.
BONDS:
Cipher doesn't have a large network of friends. As a half-blooded Saiyan with a rough past, it is hard for her to establish bonds and even care much about friendship. However, she does still recognize her immediate family, which consists of her mother, father, and baby brother. Moreover, she has a significant other in the form of the android, Audrey, of whom she values even over herself.
BACKSTORY:
Cipher, a Saiyan Hybrid raised on Earth, owes her ability to control her ki to her father. Though he was originally a callous mercenary for hire, a full-blooded Saiyan, her father retired from that line of work after having a change of heart upon returning to Earth a time ago. The change came about through his meeting with a fiery woman, who would eventually be known as Cipher's mother.
Fighting was always part of her life, partially thanks to her blood, but mostly because of her father. As a result of her heritage, she had a bad temper and was ill-disposed towards peaceful ventures and resolutions. With a penchant to fight other kids, she was always considered a tomboy. Building model cars, washing her maternal uncle’s own real one, and sitting on his lap and chasing down the last bit of hard liquor by the time she was twelve were the prime examples in her early childhood.
Cipher’s rough personality and tendency to get involved with bad crowds and gangs was mostly because of her blood, along with the bad neighbourhood she lived in. With her father in retirement, they lacked a lot of funds and couldn’t get out of poverty. When her uncle was stabbed to death by a criminal, it was eye-opening for her. She needed to do what she had to do in the dog-eat-dog world she lived in.
After graduating school, she immediately set out on her own. She almost perished to the elements before an old martial artist noticed her in the dingy alleys bordering his dojo. His name didn’t matter, for she and others always called him the Old Man. He took her in and proposed she get away from her poor lifestyle by practicing martial arts. Reluctant at first but gradually becoming more in tune with the arts, she had a knack for combat. He trained her mind as much as he taught her skills and told her of ways she could make it using what she was good at.
Under his guidance, she channelled her skill with martial arts into lucrative gigs, from teaching to a small fling as a wrestler. They worked, and she made a living off of it and stayed away from her criminal background, at least until she showed up at the dojo one day to find the Old Man dead, murdered in cold blood. Since that day, she has sworn vengeance.
CALL TO ACTION:
Whatever organization or lone culprit defeated her master must have been powerful to do so; cheap tricks would not have worked against him. In order to achieve her goal, she must amass strength. To become the stronger, Cipher wagers that she must garner as much strength as possible by challenging strong opponents, and in doing so, she must indulge the universes current conflicts to hone herself like a blade.
TRAITS:
Blitz (Quiet Rage)
Blur (Precognition)
Alacrity (Instinct)
Avarice (Force Grip)
Talented (Combat Prodigy)
FIGHTING STYLE:
BERSERKER (BRUTAL)
Ever since the death of her mentor, Cipher harboured an unquenchable rage within her heart. She channels this ire through a style of fighting that pays homage to Norse warriors called Berserkers. These champions were said to fight in a trance-like fury, honing their very anger itself into a blade against their enemies.
Effect. Power — Energy Control +5
Effect. Impact — At-Will. Add dmg dice to one attack on turn
TECHNIQUES:
CODE ZERO: KNIGHT OF HONOR
The number zero is nothing, and in turn it can become anything. The very word cipher is synonymous with zero and the inspiration behind the name of her technique. Cipher grabs onto something, be it a sword, a bat, a scrap of metal, or even fighter jet, and infuses it with malicious power; it gains the property of “becoming her weapon”. In essence, this ability allows Cipher to turn inanimate objects she touches into weapons that can scathe even the strongest in the universe. Doing so will corrupt the item, coating it in red and black energy.
Type. Single
Activate. Standard Action
Base Damage. Rolls 2 damage dice
Major Effect. Charging
Minor Effect. Cripple
Cost. 15 ki
FINAL FLASH
Cipher draws her hands back and pools a massive amount of energy into them. She charges the attack more by bringing her hands in front of her and creating a crackling ball of ki. At will, she then fires a gigantic energy wave attack that is covered in ribbons of electricity. This attack is potent enough to coast off of the planet itself and far into deep space, annihilating anything in its path.
Type. Barrage
Activate. Standard Action
Base Damage. Rolls 3 damage dice
Major Effect. Charging
Minor Effect. --
Cost. 20 ki
FOR SOMEONE’S GLORY (AURA GUARD)
Cipher intensifies her aura around her body to form a protective sheen. It grants immunity to foreign maladies and acts as a buffer between herself and attacks. It manifests on her body as a black fog.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action for the duration you negate the damage bonus from critical hits and are immune to non-special status effects. Does not remove status effects.
Duration. 2 turns
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech lasts for 3 turns.
UNIVERSAL PUSH/PULL (PSYCHIC POWERS)
Using her raw energy control, Cipher is able to exert her influence over polarization. In turn, she can adopt a form of psychokinesis that allows her to fling around people and objects to her choosing. Additionally, the proficiency required allows her to commune via her thoughts.
Type. Utility
Activate. Ar-Will / Standard Action
Prerequisite. Requires an Energy Control skill of 30.
Effect. As an at-will action you are able to communicate over vast distances using only your thoughts. Alternatively, as a standard action you can make a special Telekinetic Attack, which counts as a Basic Attack with an additional 5 accuracy. But, its damage tier is 2 ranks lower.
Ranks. Rank 2 the Telekinetic Attack damage tier now only 1 ranks lower. Rank 3 the Telekinetic Attack now adds 10 accuracy instead.
EYE OF THE MIND (SONIC SWAY)
Cipher avoids damage based on the use of a sophisticated sixth sense—a combination of intuition and incredible instinct. Though her experience helps with this feat, it is a talent inherent to her, a sort of natural instinct that cannot be taught.
Type. Defense
Action. Bonus Action - Reactive
Effect. As a bonus action you avoid the damage taken from any damage die that rolls a natural 8 or lower. Considered a Movement technique.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 3 tech costs 10 ki. Rank 3 tech costs 5 ki.
MAGIC MATERIALIZATION
Cipher makes something out of nothing, be it an item in her possession or something she simply is in need of at the time.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action create a item that goes into a gear slot for the duration. It replaces an item currently in the slot if it's occupied. Cannot materialize artifacts.
Duration. Until battle end. Materialized item disappears afterward and the original item in its spot is returned.
Cost. 20 ki. Cost reduced by 5 ki if you own the item and it's in your inventory.
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 ki. Rank 3 tech costs 10 ki.
PRESCIENCE (DIVINATION)
Tapping into her psychic powers, Cipher uses a specialized form of divination in order to quickly see seconds into the future. In doing so she is able to avoid attacks she normally wouldn’t be able to.
Type. Defense
Prerequisite. Must know Psychic Powers.
Action. Bonus Action
Effect. As a bonus action you see the future. From it you gain 15 bonus defense for for the duration.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech lasts 3 turns.
Learn. After learning this tech, Psychic Powers no longer takes a slot.
SYNETHESIA (WILD SENSE)
Cipher merges her senses into one, allowing her to easily recognize when and where an opponent intends to attack and take evasive precautions against it.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action pick one foe. Each time that foe makes an attack against you, gain a +5 bonus to defense against them. Considered a Movement technique.
Duration. Once defense bonus reaches +25 the effect lasts for 1 additional turn before fading.
Cost. 20 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 15 ki. Rank 3 tech costs 10 ki.
SHADOW STEP (AFTERIMAGE)
Using a varying cadence in her movement and her sheer speed, Cipher is able to move in such a confusing and swift way it leaves an afterimage in her wake—or even multiple should she will it.
Type. Defense
Activate. Bonus Action – Reactive
Effect. As a bonus action you avoid two non-critical attacks that would have hit you during your turn. Considered a Movement technique.
Cost. 25 ki.
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.
FORCE BARRIER (ENERGY SHIELD)
Cipher erects a barrier of raw telekinetic force to serve as a buffer between herself and incoming attacks.
Type. Defense
Activate. Bonus Action – Reactive
Effect. As a bonus action you gain 15 toughness.
Cost. 15 ki.
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.
DEFLECT
Infusing an armament or limb with energy, Cipher uses her speed and reaction time to deflect incoming attacks.
Type. Defense
Activate. Bonus Action – Reactive
Effect. As a bonus action you negate half the damage from two attacks that hit you during your turn (even critical hits.)
Cost. 20 ki.
Limit. Twice per battle.
Ranks. Rank 2 tech costs 15 ki. Rank 3 tech costs 10 ki.
DEATH XIII (PAPARAPAPA)
The apparition behind her cursed sword Murasame. Cipher has bound the demon to her very soul, allowing it to commune with her and be summoned at a whim. Otherwise, it can only be seen by herself and those she allows it to be perceived by. She can even allow — and it some cases even when not providing permission — it to possess her should she deem it advantageous. The entity finds similar to a ghost, and can even cause real damage inside dreams.
Type. Utility
Prerequisite. Requires Magic Materialization.
Activate. Bonus Action to summon / At-will to order sidekick
Effect. As a bonus action you teleport a minion to your side to aide you. As an at-will action on your turn the minion can deal d6 direct damage to a target. If the minion rolls a 1 or 2 on the the d6 they run out of ki and can no longer deal damage. Alternatively, as an at-will action you can order your minion to sacrifice themselves and negate 5 damage from an attack that hits you. This removes them from the fight. Considered a Sidekick.
Cost. 15 ki.
Limit. Once per battle (summoning). One sidekick active at a time.
Ranks. Rank 2 tech costs 10 ki and Rank 3 costs 5 ki.
Learn. After learning this technique, Magic Materialization no longer takes a slot.
old conversion stuff —
CHARACTER BUILD
LINK TO V1 CHARACTER SHEET: HERE
FIGHTING STYLE: Brutal
V1 - MP REFUNDED: 96 (Total = 105 with current MP in hand)
V2 BUY MASTERIES:
Potential: Lv.10 = 55 MP
Ability: Lv.5 = 40 MP
Technique: Lvl.1 = 4 MP
DISTRIBUTE SKILL POINTS:
Fighting: 30
Energy Control: 50
Reflexes: 00
Resilience: 30
PICK TRAITS:
Surge
Sap
Indomitable
Talented
Resist
PICK TRANSFORMATION PERKS: N/A
CREATE SUPER ATTACKS:
Charging/Crippling Single
PICK TECHNIQUES:
Lightning Aura
Clash
Energy Shield
Wild Sense
Kaioken (Legendary Wish)
RANK SUPER ATTACKS/TECHNIQUES:
(-1 MP per rank due to Dojo)
-2 MP for Eraser Cannon Lvl 1 – 3. (Making Signature Attack, no longer takes a slot)
-2 MP for Clash Lvl 1 – 3.
-2 MP for Wild Sense Lvl 1 – 3.
V1 - ZENI GAINED:
20,000 starting zeni
All Equipment into Zeni = 260,000
72 Shards + 2 Raw mats. 2,500 x 74 = 185,000
Total – 465,000
BASES/FACILITIES RETAINED:
Freighter
Mining Drones
(Facilities are equipped to the shared Planet)
DRAGONBALLS RETAINED: N/A
- Dragonball Radar
ARTIFACT RETAINED: Hatchiyack Serum
BUY AND EQUIP:
Convoy (-35,000)
War Cruiser (-54,000)
Dojo (-36,000)
Battle Armor (-27,000)
Arcane Orb (-18,000) | Equip
Dampening Field (-13,500) | Equip
Senzu Bean (-13,500) | Equip
Weighted Clothing (-27,000) | Equip
Kai Weights (-18,000)
Trinket (-13,500)
(total: -255,500)
V2 - MP REMAINING: 0
V2 - ZENI REMAINING: 209,500