Post by 𝕸𝖞𝖓𝖎𝖆 on Jul 30, 2018 13:17:58 GMT -5
CHARACTER BIO
”And I saw before me a rider on a white horse, beckoned by He who sat on the Golden Throne. To the White Horseman, He granted a spear that shone to edge of the heavens, and a mandate to conquer all she would set her eyes upon.”
The Sovereign’s Mandate, Classified Archives, Albarican Imperial Library
NAME:
Rhomynia “Mynia” Fullbuster AKA:
Rhomynia I, Imperatrix Albaricarum | White Suzerain Rhomynia | “Conquest” | The White Horseman
RACE:
Xeno (Magitek Enhanced Agarthan)
AGE:
464
GENDER:
F
HEIGHT/WEIGHT:
5'11"/153lbs (180cm/69.4kg)
APPEARANCE:
Mynia stands somewhat taller than the average female humanoid, and has a... fuller... build than average. She has long blonde hair tied up into a braided bun at the back of her head, with the exception of sidelocks that run alongside her face. Her eyes are normally green, but when exerting more effort, they begin to glow a fierce yellow, reflecting her power.
For formal occasions, she dresses up in full Albarican military regalia, which includes a fancy white and blue cape. Rhongomyniad assumes the appearance of a particularly ornate saber.
In more casual settings like just hanging out, or light battle such as spars, she wears ornate form-fitting attire composed of a blue bodysuit with gold lining, a crimson cape with fur trim, gauntlets, crown, and armored belt. She appreciates the freedom of movement this grants. Mynia wields Rhongomyniad, the Pillar that Shines to the Edge of Heaven, and rides her faithful steed Regulus into combat. Sometimes she fights with a flagpole.
When things get more serious, she materializes an armored breastplate with a white cape, which constitutes what she would be normally wearing on the throne and battlefield.
For a full-scale engagement, she will don a helmet in the style of a lion, complete with a fabulous mane to accentuate the cape.
MOTIVATIONS:
Mynia has a really simple desire: to defeat the other Horsemen and become the next God of Destruction for Universe 12, in order to secure the prosperity of her empire. This is in accordance with her First Principle. “Albarica must prosper,” and she will stop at nothing to accomplish that.
QUIRKS:
"That Is Not Logical."
Mynia is coldly rational, to an almost robotic level. Her actions are determined more by logic and reasoning rather than any sort of emotion or sentiment. That isn't to say that she doesn't get caught up in faulty logic or reasoning, however. Nobody's perfect, after all. Rather, it simply means that she decides purely on her thoughts rather than with her heart.
"I Stay The Course."
In a word, Mynia is stubborn. Once her mind has decided on a goal - out of reasoning, flawed or otherwise - you'd have to be very good at debating to persuade her to change course. Especially if she writes herself into a flawed premise, and a resulting logical (if wrong) conclusion.
"Knowledge is Power.”
Mynia has a strong passion for reading. It is only logical for her to possess such a feature, given that she was infused with her father’s Reason. She pursues all forms of knowledge in the hope that it will allow her to better govern her empire.
"With My Heart? Why?"
While she is aware of the existence of people who can make decisions based on raw impulse, she finds it utterly impossible to comprehend them. To the point that directly witnessing the results of an impulsive, illogical decision can short circuit her thinking and make her jaw drop. Slightly. It's like a standard Lovecraftian reaction to seeing the incomprehensible. Only with less madness-inducing monsters, and more impulsive people. To her, the battle-hungry Saiyan who fights for no higher purpose than simple enjoyment is a mystery.
"The First Principle Reigns Supreme."
The first principle behind all of Mynia's actions. All applications of logic are subservient to this primary assumption: "Albarica must prosper." It is the motivation for all of her actions, which are intended to secure the prosperity of her empire for the long term, even if it means a short-term loss. After all, logic itself does not dictate things in a vacuum. It only tells you how to reason, not what your reasoning should aim for. This thinking has led her to perform questionable acts over the centuries. Even some in her closest circle have accused her of being 'inhuman', for apparently losing sight of the little man's plight. Not that she has, moreso makes it a secondary concern to the needs of Albarica as a whole. If it means sacrificing planets for a strategic victory, so be it.
BONDS:
Regulus - Mynia's loyal steed. A brilliant white stallion capable of flight. He follows her wherever she goes, and fights on the fields where she battles.
God of Destruction Geene - Universe 12’s God of Destruction, a competent operator who only wants the best possible successor. While he respects Mynia’s tenacity, she has yet to prove to him that she can handle the job, despite having been accepted as a GoD Candidate and receiving training in the Power of Destruction.
Vanguard Knights - This elite cadre of mounted warriors serve as Albarica’s frontline shock troops, charging enemy armies and fleets at close range to deal a devastating opening round of power. Gallant steeds with reflexes to avoid enemy firepower and endurance to withstand the few shots that hit. Knight Arms capable of penetrating anything from plain steel personnel armor to Dreadnought-grade Neutronium Warship Plating. The many Legions of the Vanguard Knights remain the gold standard of Albarican chivalry, and any warrior worth his salt aspires to join their esteemed ranks. Their loyalty is founded in the Suzerain and the star nation she represents.
Sir Grayvian du Talc - Mynia’s adjutant and one of her top vassals. A Vanguard Knight Lord who has won most of his battles through the use of superior logistics despite his straightforward tactics. Deadpan and condescending, he serves the Suzerain with the hope that she could one day unite the fractured Golden Sovereignty under her rule.
Sir Gel Antine - A rising star amongst Albarica’s Vanguard Knight Lords, Gel is the son of a minor noble, whose courage and fortitude gained the attention of the West Kai during a jousting match. Though more passionate about combat than reading, and despite lacking an affinity to controlling ki, he is loyal to a fault.
West Kai of U12 - Mynia's primary trainer. The fabulous West Kai oversees Universe 12's Western Sector, where, incidentally enough, the Albarican Imperium is located. He has taught her to harness her ki output and focus it into energy that can be wielded effectively in combat.
Red King Spathrax, the Red Horseman - Mynia's sister and King of Rosual (mainly because Queen is not a legitimate ruling title, so she just took on the title “King”, regardless of sex). Known by her Horseman Epithet of "War", the Courageous One unsealed her Heart during a particularly intense campaign against her long-time rivals, the Green Hegemony. She succumbed to its corrupting influence not long after, devolving into one who exists purely for martial combat. As such, she wages war for its own sake, resulting in a highly unstable rule constantly beset by conflict. They don't get along because Spathrax is driven solely by impulse. Despite widespread rumors, she is most definitely not a Saiyan.
Black Emperor Arcuros, the Black Horseman - Mynia's brother and Emperor of Neronum. Known by his Horseman Epithet of "Famine", the Prudent Knight unsealed his Heart at the height of his campaign against the Sasagari Pirate Legion, which threatened to plunder his Sector. While he managed to defeat them once and for all, the toll for this victory was the corruption of his ideals. Now, his avarice is rivaled only by his gluttony. He wages war to pillage and plunder, stripping enemy worlds bare of resources to leave them as dead husks incapable of supporting life or industry. They don't get along because Mynia sees Arcuros' vast resources as meaningless if they are only locked away in a vault.
Pale Hegemon Cuspiri, the Pale Horseman - Mynia's sister and ruler of Pallidon. Known by her Horseman Epithet of "Death", the Compassionate Lord unsealed her Heart to save her galaxy from being devoured by a powerful Outsider, whom she ended up devouring instead. Not long after, she turned on this same galaxy and struck to kill, for her warped mind now sees life as endless suffering. With lifeless machines, she wages war to cleanse the universe of all life forms, that they may be freed from their suffering mortal coils. They don't get along, because Mynia is pretty damned sure that Cuspiri has a major malfunction and belongs in a triple-strength padded cell at the deepest level of an asylum planet. Or dead.
BACKSTORY:
The Sovereign
Supervised by the Supreme Kai Ugg, the God of Destruction Geene, and the Angel Martinu, Universe 12 was spared from the Tournament of Power because of its high Mortal Development Rating. It was a vast universe, teeming with a plethora of highly civilized worlds.
This was very much thanks to their greatest Agent of Destruction, a powerful ageless warrior-king who assumed the title of “Sovereign”. In essence, he served as the Emperor of Universe 12, expanding the borders of his territory and consolidating any intelligent life within his ordered domain. He ruled the Golden Sovereignty with a stern if even hand: a vast realm spanning the majority of the civilized universe, centered on the Aurum Supercomplex and his Throneworld of Agartha. His subjects praised him, and his enemies begrudgingly respected his power even as they clashed on the battlefields of countless planets and in the blackest voids between galaxies.
Under the Sovereign’s rule, the Golden Sovereignty experienced an extended period of peace and progress, the likes of which the Universe would look upon with great fondness. Indeed, it was thanks to him that Universe 12 achieved the second highest Mortal Rating of all twelve universes. And so, there was peace...
Until the Four Horsemen were born.
The Sovereign’s Legacy
The Horsemen were created by the Sovereign as part of an experiment to see which was the most effective way to govern his vast multi-galactic realms. Each Horseman was crafted with the Sovereign’s own genetic material, refined and processed to utmost levels possible with the best magic and technology available to the Golden Sovereignty.
Each Horseman was gifted with a facet of the Sovereign's person: Reason. Courage. Prudence. Compassion. Each also received mighty weapons solely for their own use, forged with exotic and arcane means.
Lastly, each Horseman was implanted a special Heart, taken from the corpse of an Outsider who had once threatened Universe 12, at least until the Sovereign put it down. These Hearts of a Foreign God possessed great power, but also great risk, for they carried the Outsider’s essence within. If not kept in check by powerful magic seals, they could very well corrupt their owners from within… even someone as powerful as a Horseman. As such, he made sure that these Hearts were indeed sealed, in a way that still allowed them to tap into a fraction of their power.
Unfortunately, the Sovereign would not live to see the fruits of this grand experiment. Late during the incubation period, his greatest rival, the Demon King of Universe 12 issued a challenge: a duel to the death. The winner would gain control of all of the loser’s holdings. Not one to turn down a chance to increase the Golden Sovereignty’s reach, the Sovereign took up the challenge, and the two fought on a nameless world at the edge of the universe.
Both combatants perished, slaying one another with literally soul-shattering attacks that ensured neither would have a soul to go to the Otherworld after death.
The Demon clans did what they always did in such an event, and fought each other to choose a new King.
Succession Crisis
The Golden Sovereignty had no such culture, and faced a succession crisis. Understanding that the only legitimate heirs were the unborn Horsemen, the Project’s four other sponsors, the Sovereign’s four most trusted advisors, spirited the children and their weapons away to their personal realms, far from the tenuous core of the Sovereignty. Safe from the inevitable fallout of the Sovereign’s demise, the Horsemen were then raised by their respective sponsors, each one dreaming that one day, these children would reunite the fragmenting Golden Sovereignty.
Or well, that was the idealized version of the story, at any rate. In reality, the four sponsors each took a Horseman to raise so that they could have their own heir presumptive fight over the vast chunks of the Sovereignty’s slowly decaying. Each sponsor clearly hoped that their chosen Horseman would emerge victorious to become the new Sovereign.
Courageous Spathrax was taken by the Sovereign’s chief military advisor, who brought her back to his private fortress world in the Rosual Galaxy, furthest east of the Sovereignty’s holdings. Prudent Arcuros was taken by the Sovereign’s chief financial advisor, who brought him back to his private bank world in the southmost Neronum Galaxy. Compassionate Cuspiri was taken by the Sovereign’s chief of intelligence, who brought her back to her secret listening outpost in the hyperborean Pallidon Galaxy. Lastly, Mynia was taken by the Sovereign’s chief scholar, Duke Everett Fullbuster, who brought her back to his library world in the quaint westerly Albarica Sector.
Growing up under Duke Everett’s tutelage, Mynia was trained not only in combat, but in study. This was no surprise, as she was gifted with the Sovereign’s Reason. She went through many of the recorded archives of knowledge gathered by the chief scholar over the ages. In time, she grew up into a skilled fighter and tactician.
The Ringless Tournament
This was put to the test even before Mynia came of age. A few months after reaching her twentieth year - eighty being the age of adulthood - the Sovereignty’s legislature, the Golden Synod, passed a bill that claimed to settle the succession crisis. The innocuously named ‘Succession Act’ declared a ‘Ringless Tournament’ to be held between the Four Horsemen, the only legitimate contenders to the Golden Throne.
These strange terms masked the true meaning behind the Act to the public, but to those who could read the details of the Act itself, it was clear a day. The Synod had just declared the Four Horsemen, and their sponsoring galaxies, to be in a state of ‘controlled war’. The victory condition was simple: the first faction to break through to Agartha, the Sovereign Throneworld, and sit on the Golden Throne, would become the new Sovereign. Additionally, they had to ‘prove their leadership’ by leaving a ‘trail’ of annexed territory leading to their home galaxies. The victor would only be recognized by conquering everything between them and Agartha.
It seemed as though they even took the Sovereignty’s slow collapse into account, as they ruled that “all territory once swearing allegiance to the Sovereign” was open to conquest, and that of these territories’ resources were available for use. This conveniently allowed them to restore order, as in the past two decades since the Sovereign’s death, his empire was already seeing much fracture, with several entire galaxies along the Aurum Supercomplex’s periphery having already declared independence or succumbing to localized anarchy.
And so began a centuries-long conflict as the Four Horsemen led their star-nations out to war: against anarchy, and against each other. Over the course of these ages, three Horsemen were thrust into circumstances that required them to unseal their Hearts, and in the process awakening not just their sleeping power… but the corrupting influence that came with it.
Hearts of Darkness
It began with Spathrax, who had become King of Rosual. Now also known as the Red Empire, it had had become embroiled in a lengthy struggle with a rival star nation known as the Green Hegemony. Requiring additional power to finally crush their forces underfoot, she unsealed her Heart and single handedly tore apart the entire Green Armada, allowing Rosual to take control of the Hegemony’s two galaxies. Drunk on this newfound power, however, Spathrax refused to seal her Heart back until it eventually corrupted her from the inside-out. Soon, this influence began to spread to her own troops, and slowly, to the civilians. Mirroring the mind of its King, military conflict became Rosual’s single central obsession. The Red Empire had assumed the form of “A Military with a State”, rather than the norm of a State with a Military.
Word of this quickly spread between galaxies, and scholars, scientists, and sorcerers in the various star nations began to look deep into the cause. Agartha knew the truth, but remained silent. If the days of Thak’raszad the Ever-Beat had to return for a successor to be chosen, so be it. Each Horseman understood why almost instinctively. It was, after all, a part of them as well.
Arcuros, Emperor of Neronum, began plans to ensure he would never have to resort to such a desperate measure, and ordered the construction of gigantic hyperspatial vaults within the star systems surrounding his capital. These would serve to store up all the resources necessary to continue waging war until victory could be achieved. Ironically, he would be the next to fall.
Word of these HyperVaults leaked across the stars, and reached the ears of the Sasagari Pirate Legion, an infamous band of pirates that had grown so great in membership that it now encompassed an entire galaxy. So what was a galaxy-scaled band of pirates to do when they heard of a stash of booty enough to enrich multiple galaxies? Naturally, they decided to go get it.
Neronum was assaulted from an unexpected angle by this most ferocious band of intergalactic fiends in a lightning raid that resulted in nearly half of the HyperVaults being taken. Desperate to save his galaxy’s savings, Arcuros unsealed his Heart and trampled the pirate hordes. Rallying his forces, the Black Emperor drove them out of his galaxy, chased them to their own, and obliterated every last Sasagari hideout, emptying their coffers and using them to enrich Neronum. Throughout this rampage of vengeance, his ideals were corrupted, and his desire to store up for the future became an insatiable lust for more. And so after finishing with Sasagari, they moved on to the next galaxy, beginning an endless cycle of pillaging and hoarding of resources.
Perhaps these rampaging dark energies opened up a rift to the outside. Perhaps it was only a coincidence. But with two of the Four Horsemen’s Hearts awakened, a tear opened up in the spacetime fabric near Pallidon, ushering the arrival of an Outsider known as Bob-Sokoth. The Northern Kai sent a petition to Supreme Kai Ugg, who called for an emergency conference with the God of Destruction Geene and his Angel Martinu. While in the past, they would have delegated the elimination of such a foul beast to the Sovereign, this was no longer possible.
As they deliberated on the next course of action, Bob-Sokoth’s foul shadow loomed over Pallidon, and its Hegemon, Cuspiri, decided to take matters into her own hands. Ordering a mass evacuation to a neighboring galaxy, she took her personal craft to the root of the Outsider’s manifestation, confronting it directly. A dense miasmatic essence dripping with foul ichor pervaded this area, but she believed in saving her people at any cost. And so did the Pale Hegemon awaken her Heart, allowing her to overcome this entity… by devouring it.
By the time Geene agreed to do something about the incursion, it was already over. The all-clear was given, and commendations were handed out. The Ringless Tournament would be allowed to continue, but they would be monitored more closely.
An active Heart, and the obvious problems with consuming something from Outside combined, and Cuspiri changed. The Compassionate Lord, who would do anything to save those under her charge, began to view everything differently. Now, she understood the fundamental truth that life was suffering… and that Death was freedom. She returned to a galaxy in the midst of evacuation, called upon Pallidon’s secret trump card - an army of autonomous war machines of the finest construction - and ordered them to destroy all life, starting with those who were in the middle of evacuation.
It was at this point that Mynia swore a vow to never awaken her Heart, lest her Reason be corrupted by its foul essence. Albarica would win this so-called ‘tournament’ without having to resort to the depraved forces behind the Hearts. Unfortunately, that only meant the war would last that much longer.
Desperate Measures
Between the bloodlusted war machine of Spathrax’s Rosual, the voracious consumption of Arcuros’ Neronum, and the cold, mechanized hordes of Cuspiri’s Pallidon, Universe 12 descended into chaos. It was at this point that Geene began to intervene, destroying forces from each empire to keep them in check, but even he was only one deity and could not be everywhere at once. The astoundingly high Mortal Rating that had spared Universe 12 from the Tournament of Power was the same cause for its current woes: there were just too many people. He would destroy one planet, and the empires would conquer a thousand, on which they would build factories and/or cloning vats.
Even though it provided the best chance of getting things into order, however, he could not side with Albarica. As a God of Destruction, he had to remain above petty mortal affairs. As things turned out, however, perhaps he would not need to. Martinu reported that over the past few decades, Mynia, Suzerain of Albarica, had been training with the West Kai to improve her ability to control ki, to siphon the energies of her Heart without having to fully awaken it.
Still considering this power insufficient to defeat her siblings and bring victory to Albarica, Mynia called for what might be considered an outrageous proposal: that she try her hand at being a God of Destruction Candidate. Her proposal was rejected, and she insisted that she could prove her worth in a fight. A way to measure her strength.
The resulting beatdown was cataclysmic, shattering the star system where the duel took place, as Geene did not relent until the comparatively young Suzerain would concede that she was not fit for the position. A position that only her father, the Sovereign, was powerful enough to handle. That being said, she never conceded, and the God of Destruction ended up punching her into the core of the planet.
The powerful flares of ki destabilized the local star, and it went supernova. Were it not for Martinu’s intervention, she would have died in her unconscious state. Upon awakening, she challenged Geene again, and once again, they destroyed another star system in the resulting bout.
This went on several times, slowly adding to the God of Destruction’s exasperation, until he eventually threw up his arms in defeat and said she could have the position, but only in name. She would gain access to the Power of Destruction, but would only receive training from a novice Angel, rather than Martinu herself. No. Mynia would have to earn the right to Martinu’s training and become a true Candidate.
How?
Geene informed the Suzerain of the Tournament of Power, a battle between eight universes. He told her of how Universe 7 won that tournament, how they defeated the other seven universes, including Universe 11’s Pride Troopers, two of whom were on the level of Gods of Destruction. Mynia would have to go to Universe 7, and fight its most powerful warriors. She would have to learn their ways, and train to match them. Only once she had bested the Universe that bested two true Candidates, would she be truly recognized as Geene’s new successor.
Only then could she defeat her siblings.
Gathering a retinue of her closest vassals, troops, and support personnel, she organized an Expeditionary Fleet to accompany her to Universe 7. After negotiations between the deities of the two universes, an agreement was made: on Geene’s guarantee that they would not conquer, Mynia and her Expeditionary Fleet would be allowed to remain in Universe 7. In turn, Shin and Whis guaranteed (Beerus was asleep at the time) that they would not be allowed to return home until Mynia had proven herself worthy of becoming Geene’s successor.
Mynia cleaned up any loose ends on the homefront before placing a Council of 12 trusted ministers in charge of Albarica in her absence. This done, she took to the Expeditionary Fleet, and departed for Universe 7 via a special wormhole constructed by Whis and Martinu. They arrived at the very edge of the Milky Way galaxy…
Her trial had begun.
CALL TO ACTION:
In order to defeat her siblings, and unite Universe 12 under her banner, Mynia has come here to prove herself worthy of becoming Geene's successor as God of Destruction. To fight with Universe 7's most powerful, to learn from them, and eventually overcome them.
CHARACTER BUILD
LINK TO V1 CHARACTER SHEET:
Ipo
FIGHTING STYLE:
Heart of a Foreign God (Reserved)
One of several biomagical enhancements used in the creation of the Four Horsemen, this incredibly potent ki battery supplies Mynia with an extremely robust ki output. The Hearts are personal trophies claimed by the Sovereign when he ripped them out of a powerful Outsider entity, Thak’raszad the Ever-Beat, which threatened the Golden Sovereignty in earlier centuries.
Owing to its eldritch nature, however, the Heart is full of mysteries, and to prevent any possible corruption of the Horsemen’s souls, has been sealed, so that it never reaches maximum output. At this point in time, however, only Mynia’s Heart remains sealed, and to say that the effects on her siblings have been “pretty bad” is perhaps the understatement of the year.
Effect 1: Spirit - Start with +15 Max Ki
Effect 2: Flow - At-Will, Restore +3 HP or +3 Ki to yourself or a comrade, once per turn.
V1 - MP REFUNDED:
Masteries: 125
Spec: 5
Techs: 24 (1 Legendary)
Transformation: 6 (Speed x 2)
Total Refunded: 160
V2 BUY MASTERIES:
Potential: 10 (-55)
Ability: 5 (-40)
Technique: 5(-40)
Total Spent: 135
Remaining MP: 25
DISTRIBUTE SKILL POINTS:
Fighting: 40
Energy Control: 30
Reflexes: 0
Resilience: 40 (Xeno +10)
PICK TRAITS:
Talented (Tactical Acumen)
Willpower (Defiant Stand)
Rush (Empowered Charge)
Assault (Relentless Charge)
Avarice (Preemptive Strike)
PICK TRANSFORMATION PERKS:
T1: Measured, Vicious
T2: Measured, Vicious, Malicious
T3: Measured, Vicious, Malicious, Resentful
CREATE SUPER ATTACKS:
PICK TECHNIQUES:
RANK SUPER ATTACKS/TECHNIQUES:
Refund MP: 25
Current MP: 11
Total: 36
Rank Up all techs to 3 (-20 MP)
Rank Up Legendary Tech to 3 (-6)
Remaining: 10 MP
V1 - ZENI GAINED:
69 Shards
45 Raw Mats
285,000 Zeni
Inventory+Equipment: 725,000
Conversion: +20,000
Total: 1.03 Million
BASES/FACILITIES RETAINED:
Planet
Expeditionary Fleet Caerleon
Mynia’s personal flagship, Hengroen, leading the Expeditionary Fleet through the depths of space.
Named for the Albarican Throneworld of Caerleon, Expeditionary Fleet Caerleon is a formation of the Albarican Navy directly under the command of Suzerain Mynia. Originally assembled to fight the Ringless Tournament, to reconquer worlds in the name of Albarica and beat back the other Horsemen, it has since been reorganized to become a self-sufficient miniature civilization. This is to properly serve its new function, as Mynia’s base of operations in Universe 7. While still hosting a significant number of mighty Albarican warships built to fight a foreseeably eternal war, they serve only to escort the flagship Hengroen, and protect the non-combat vessels that now form the fleet’s core. In the same way, the accompanying 51st, 112th, and 48th Albarican Armies, and five Knight Legions serve primarily as a defense of those aboard the ships, although the latter can be individually dispatched on surgical missions.
War Cruiser x 2
Freighter x 2
Grav Machine
Med Machine
Arena
Prod Fac/Convoy
Mining Drones
Dojo
Fortress
Portal
DRAGONBALLS RETAINED:
Five Star
One Star
ARTIFACT RETAINED:
Brave Sword
UNIQUE ITEMS
Boost Token
BUY AND EQUIP:
Magic Vault: 35000
Senzu Bean: 15000
Kai Weights: 20000
Sage Robes: 30000
Obi: 20000
Dampening Field: 15000
Weighted Clothes: 30000
1,030,000 - 165,000:
Remaining: 865,000
Equip:
Outfit: Sage Robes
Accessory: Obi
Gear: Senzu Bean
Gear: Dampening Field
Move Brave Sword to Inventory
V2 - MP REMAINING:
10 MP
V2 - ZENI REMAINING:
865,000
”And I saw before me a rider on a white horse, beckoned by He who sat on the Golden Throne. To the White Horseman, He granted a spear that shone to edge of the heavens, and a mandate to conquer all she would set her eyes upon.”
The Sovereign’s Mandate, Classified Archives, Albarican Imperial Library
NAME:
Rhomynia “Mynia” Fullbuster AKA:
Rhomynia I, Imperatrix Albaricarum | White Suzerain Rhomynia | “Conquest” | The White Horseman
RACE:
Xeno (Magitek Enhanced Agarthan)
AGE:
464
GENDER:
F
HEIGHT/WEIGHT:
5'11"/153lbs (180cm/69.4kg)
APPEARANCE:
Mynia stands somewhat taller than the average female humanoid, and has a... fuller... build than average. She has long blonde hair tied up into a braided bun at the back of her head, with the exception of sidelocks that run alongside her face. Her eyes are normally green, but when exerting more effort, they begin to glow a fierce yellow, reflecting her power.
For formal occasions, she dresses up in full Albarican military regalia, which includes a fancy white and blue cape. Rhongomyniad assumes the appearance of a particularly ornate saber.
In more casual settings like just hanging out, or light battle such as spars, she wears ornate form-fitting attire composed of a blue bodysuit with gold lining, a crimson cape with fur trim, gauntlets, crown, and armored belt. She appreciates the freedom of movement this grants. Mynia wields Rhongomyniad, the Pillar that Shines to the Edge of Heaven, and rides her faithful steed Regulus into combat. Sometimes she fights with a flagpole.
When things get more serious, she materializes an armored breastplate with a white cape, which constitutes what she would be normally wearing on the throne and battlefield.
For a full-scale engagement, she will don a helmet in the style of a lion, complete with a fabulous mane to accentuate the cape.
MOTIVATIONS:
Mynia has a really simple desire: to defeat the other Horsemen and become the next God of Destruction for Universe 12, in order to secure the prosperity of her empire. This is in accordance with her First Principle. “Albarica must prosper,” and she will stop at nothing to accomplish that.
QUIRKS:
"That Is Not Logical."
Mynia is coldly rational, to an almost robotic level. Her actions are determined more by logic and reasoning rather than any sort of emotion or sentiment. That isn't to say that she doesn't get caught up in faulty logic or reasoning, however. Nobody's perfect, after all. Rather, it simply means that she decides purely on her thoughts rather than with her heart.
"I Stay The Course."
In a word, Mynia is stubborn. Once her mind has decided on a goal - out of reasoning, flawed or otherwise - you'd have to be very good at debating to persuade her to change course. Especially if she writes herself into a flawed premise, and a resulting logical (if wrong) conclusion.
"Knowledge is Power.”
Mynia has a strong passion for reading. It is only logical for her to possess such a feature, given that she was infused with her father’s Reason. She pursues all forms of knowledge in the hope that it will allow her to better govern her empire.
"With My Heart? Why?"
While she is aware of the existence of people who can make decisions based on raw impulse, she finds it utterly impossible to comprehend them. To the point that directly witnessing the results of an impulsive, illogical decision can short circuit her thinking and make her jaw drop. Slightly. It's like a standard Lovecraftian reaction to seeing the incomprehensible. Only with less madness-inducing monsters, and more impulsive people. To her, the battle-hungry Saiyan who fights for no higher purpose than simple enjoyment is a mystery.
"The First Principle Reigns Supreme."
The first principle behind all of Mynia's actions. All applications of logic are subservient to this primary assumption: "Albarica must prosper." It is the motivation for all of her actions, which are intended to secure the prosperity of her empire for the long term, even if it means a short-term loss. After all, logic itself does not dictate things in a vacuum. It only tells you how to reason, not what your reasoning should aim for. This thinking has led her to perform questionable acts over the centuries. Even some in her closest circle have accused her of being 'inhuman', for apparently losing sight of the little man's plight. Not that she has, moreso makes it a secondary concern to the needs of Albarica as a whole. If it means sacrificing planets for a strategic victory, so be it.
BONDS:
Regulus - Mynia's loyal steed. A brilliant white stallion capable of flight. He follows her wherever she goes, and fights on the fields where she battles.
God of Destruction Geene - Universe 12’s God of Destruction, a competent operator who only wants the best possible successor. While he respects Mynia’s tenacity, she has yet to prove to him that she can handle the job, despite having been accepted as a GoD Candidate and receiving training in the Power of Destruction.
Vanguard Knights - This elite cadre of mounted warriors serve as Albarica’s frontline shock troops, charging enemy armies and fleets at close range to deal a devastating opening round of power. Gallant steeds with reflexes to avoid enemy firepower and endurance to withstand the few shots that hit. Knight Arms capable of penetrating anything from plain steel personnel armor to Dreadnought-grade Neutronium Warship Plating. The many Legions of the Vanguard Knights remain the gold standard of Albarican chivalry, and any warrior worth his salt aspires to join their esteemed ranks. Their loyalty is founded in the Suzerain and the star nation she represents.
Sir Grayvian du Talc - Mynia’s adjutant and one of her top vassals. A Vanguard Knight Lord who has won most of his battles through the use of superior logistics despite his straightforward tactics. Deadpan and condescending, he serves the Suzerain with the hope that she could one day unite the fractured Golden Sovereignty under her rule.
Sir Gel Antine - A rising star amongst Albarica’s Vanguard Knight Lords, Gel is the son of a minor noble, whose courage and fortitude gained the attention of the West Kai during a jousting match. Though more passionate about combat than reading, and despite lacking an affinity to controlling ki, he is loyal to a fault.
West Kai of U12 - Mynia's primary trainer. The fabulous West Kai oversees Universe 12's Western Sector, where, incidentally enough, the Albarican Imperium is located. He has taught her to harness her ki output and focus it into energy that can be wielded effectively in combat.
Red King Spathrax, the Red Horseman - Mynia's sister and King of Rosual (mainly because Queen is not a legitimate ruling title, so she just took on the title “King”, regardless of sex). Known by her Horseman Epithet of "War", the Courageous One unsealed her Heart during a particularly intense campaign against her long-time rivals, the Green Hegemony. She succumbed to its corrupting influence not long after, devolving into one who exists purely for martial combat. As such, she wages war for its own sake, resulting in a highly unstable rule constantly beset by conflict. They don't get along because Spathrax is driven solely by impulse. Despite widespread rumors, she is most definitely not a Saiyan.
Black Emperor Arcuros, the Black Horseman - Mynia's brother and Emperor of Neronum. Known by his Horseman Epithet of "Famine", the Prudent Knight unsealed his Heart at the height of his campaign against the Sasagari Pirate Legion, which threatened to plunder his Sector. While he managed to defeat them once and for all, the toll for this victory was the corruption of his ideals. Now, his avarice is rivaled only by his gluttony. He wages war to pillage and plunder, stripping enemy worlds bare of resources to leave them as dead husks incapable of supporting life or industry. They don't get along because Mynia sees Arcuros' vast resources as meaningless if they are only locked away in a vault.
Pale Hegemon Cuspiri, the Pale Horseman - Mynia's sister and ruler of Pallidon. Known by her Horseman Epithet of "Death", the Compassionate Lord unsealed her Heart to save her galaxy from being devoured by a powerful Outsider, whom she ended up devouring instead. Not long after, she turned on this same galaxy and struck to kill, for her warped mind now sees life as endless suffering. With lifeless machines, she wages war to cleanse the universe of all life forms, that they may be freed from their suffering mortal coils. They don't get along, because Mynia is pretty damned sure that Cuspiri has a major malfunction and belongs in a triple-strength padded cell at the deepest level of an asylum planet. Or dead.
BACKSTORY:
The Sovereign
Supervised by the Supreme Kai Ugg, the God of Destruction Geene, and the Angel Martinu, Universe 12 was spared from the Tournament of Power because of its high Mortal Development Rating. It was a vast universe, teeming with a plethora of highly civilized worlds.
This was very much thanks to their greatest Agent of Destruction, a powerful ageless warrior-king who assumed the title of “Sovereign”. In essence, he served as the Emperor of Universe 12, expanding the borders of his territory and consolidating any intelligent life within his ordered domain. He ruled the Golden Sovereignty with a stern if even hand: a vast realm spanning the majority of the civilized universe, centered on the Aurum Supercomplex and his Throneworld of Agartha. His subjects praised him, and his enemies begrudgingly respected his power even as they clashed on the battlefields of countless planets and in the blackest voids between galaxies.
Under the Sovereign’s rule, the Golden Sovereignty experienced an extended period of peace and progress, the likes of which the Universe would look upon with great fondness. Indeed, it was thanks to him that Universe 12 achieved the second highest Mortal Rating of all twelve universes. And so, there was peace...
Until the Four Horsemen were born.
The Sovereign’s Legacy
The Horsemen were created by the Sovereign as part of an experiment to see which was the most effective way to govern his vast multi-galactic realms. Each Horseman was crafted with the Sovereign’s own genetic material, refined and processed to utmost levels possible with the best magic and technology available to the Golden Sovereignty.
Each Horseman was gifted with a facet of the Sovereign's person: Reason. Courage. Prudence. Compassion. Each also received mighty weapons solely for their own use, forged with exotic and arcane means.
Lastly, each Horseman was implanted a special Heart, taken from the corpse of an Outsider who had once threatened Universe 12, at least until the Sovereign put it down. These Hearts of a Foreign God possessed great power, but also great risk, for they carried the Outsider’s essence within. If not kept in check by powerful magic seals, they could very well corrupt their owners from within… even someone as powerful as a Horseman. As such, he made sure that these Hearts were indeed sealed, in a way that still allowed them to tap into a fraction of their power.
Unfortunately, the Sovereign would not live to see the fruits of this grand experiment. Late during the incubation period, his greatest rival, the Demon King of Universe 12 issued a challenge: a duel to the death. The winner would gain control of all of the loser’s holdings. Not one to turn down a chance to increase the Golden Sovereignty’s reach, the Sovereign took up the challenge, and the two fought on a nameless world at the edge of the universe.
Both combatants perished, slaying one another with literally soul-shattering attacks that ensured neither would have a soul to go to the Otherworld after death.
The Demon clans did what they always did in such an event, and fought each other to choose a new King.
Succession Crisis
The Golden Sovereignty had no such culture, and faced a succession crisis. Understanding that the only legitimate heirs were the unborn Horsemen, the Project’s four other sponsors, the Sovereign’s four most trusted advisors, spirited the children and their weapons away to their personal realms, far from the tenuous core of the Sovereignty. Safe from the inevitable fallout of the Sovereign’s demise, the Horsemen were then raised by their respective sponsors, each one dreaming that one day, these children would reunite the fragmenting Golden Sovereignty.
Or well, that was the idealized version of the story, at any rate. In reality, the four sponsors each took a Horseman to raise so that they could have their own heir presumptive fight over the vast chunks of the Sovereignty’s slowly decaying. Each sponsor clearly hoped that their chosen Horseman would emerge victorious to become the new Sovereign.
Courageous Spathrax was taken by the Sovereign’s chief military advisor, who brought her back to his private fortress world in the Rosual Galaxy, furthest east of the Sovereignty’s holdings. Prudent Arcuros was taken by the Sovereign’s chief financial advisor, who brought him back to his private bank world in the southmost Neronum Galaxy. Compassionate Cuspiri was taken by the Sovereign’s chief of intelligence, who brought her back to her secret listening outpost in the hyperborean Pallidon Galaxy. Lastly, Mynia was taken by the Sovereign’s chief scholar, Duke Everett Fullbuster, who brought her back to his library world in the quaint westerly Albarica Sector.
Growing up under Duke Everett’s tutelage, Mynia was trained not only in combat, but in study. This was no surprise, as she was gifted with the Sovereign’s Reason. She went through many of the recorded archives of knowledge gathered by the chief scholar over the ages. In time, she grew up into a skilled fighter and tactician.
The Ringless Tournament
This was put to the test even before Mynia came of age. A few months after reaching her twentieth year - eighty being the age of adulthood - the Sovereignty’s legislature, the Golden Synod, passed a bill that claimed to settle the succession crisis. The innocuously named ‘Succession Act’ declared a ‘Ringless Tournament’ to be held between the Four Horsemen, the only legitimate contenders to the Golden Throne.
These strange terms masked the true meaning behind the Act to the public, but to those who could read the details of the Act itself, it was clear a day. The Synod had just declared the Four Horsemen, and their sponsoring galaxies, to be in a state of ‘controlled war’. The victory condition was simple: the first faction to break through to Agartha, the Sovereign Throneworld, and sit on the Golden Throne, would become the new Sovereign. Additionally, they had to ‘prove their leadership’ by leaving a ‘trail’ of annexed territory leading to their home galaxies. The victor would only be recognized by conquering everything between them and Agartha.
It seemed as though they even took the Sovereignty’s slow collapse into account, as they ruled that “all territory once swearing allegiance to the Sovereign” was open to conquest, and that of these territories’ resources were available for use. This conveniently allowed them to restore order, as in the past two decades since the Sovereign’s death, his empire was already seeing much fracture, with several entire galaxies along the Aurum Supercomplex’s periphery having already declared independence or succumbing to localized anarchy.
And so began a centuries-long conflict as the Four Horsemen led their star-nations out to war: against anarchy, and against each other. Over the course of these ages, three Horsemen were thrust into circumstances that required them to unseal their Hearts, and in the process awakening not just their sleeping power… but the corrupting influence that came with it.
Hearts of Darkness
It began with Spathrax, who had become King of Rosual. Now also known as the Red Empire, it had had become embroiled in a lengthy struggle with a rival star nation known as the Green Hegemony. Requiring additional power to finally crush their forces underfoot, she unsealed her Heart and single handedly tore apart the entire Green Armada, allowing Rosual to take control of the Hegemony’s two galaxies. Drunk on this newfound power, however, Spathrax refused to seal her Heart back until it eventually corrupted her from the inside-out. Soon, this influence began to spread to her own troops, and slowly, to the civilians. Mirroring the mind of its King, military conflict became Rosual’s single central obsession. The Red Empire had assumed the form of “A Military with a State”, rather than the norm of a State with a Military.
Word of this quickly spread between galaxies, and scholars, scientists, and sorcerers in the various star nations began to look deep into the cause. Agartha knew the truth, but remained silent. If the days of Thak’raszad the Ever-Beat had to return for a successor to be chosen, so be it. Each Horseman understood why almost instinctively. It was, after all, a part of them as well.
Arcuros, Emperor of Neronum, began plans to ensure he would never have to resort to such a desperate measure, and ordered the construction of gigantic hyperspatial vaults within the star systems surrounding his capital. These would serve to store up all the resources necessary to continue waging war until victory could be achieved. Ironically, he would be the next to fall.
Word of these HyperVaults leaked across the stars, and reached the ears of the Sasagari Pirate Legion, an infamous band of pirates that had grown so great in membership that it now encompassed an entire galaxy. So what was a galaxy-scaled band of pirates to do when they heard of a stash of booty enough to enrich multiple galaxies? Naturally, they decided to go get it.
Neronum was assaulted from an unexpected angle by this most ferocious band of intergalactic fiends in a lightning raid that resulted in nearly half of the HyperVaults being taken. Desperate to save his galaxy’s savings, Arcuros unsealed his Heart and trampled the pirate hordes. Rallying his forces, the Black Emperor drove them out of his galaxy, chased them to their own, and obliterated every last Sasagari hideout, emptying their coffers and using them to enrich Neronum. Throughout this rampage of vengeance, his ideals were corrupted, and his desire to store up for the future became an insatiable lust for more. And so after finishing with Sasagari, they moved on to the next galaxy, beginning an endless cycle of pillaging and hoarding of resources.
Perhaps these rampaging dark energies opened up a rift to the outside. Perhaps it was only a coincidence. But with two of the Four Horsemen’s Hearts awakened, a tear opened up in the spacetime fabric near Pallidon, ushering the arrival of an Outsider known as Bob-Sokoth. The Northern Kai sent a petition to Supreme Kai Ugg, who called for an emergency conference with the God of Destruction Geene and his Angel Martinu. While in the past, they would have delegated the elimination of such a foul beast to the Sovereign, this was no longer possible.
As they deliberated on the next course of action, Bob-Sokoth’s foul shadow loomed over Pallidon, and its Hegemon, Cuspiri, decided to take matters into her own hands. Ordering a mass evacuation to a neighboring galaxy, she took her personal craft to the root of the Outsider’s manifestation, confronting it directly. A dense miasmatic essence dripping with foul ichor pervaded this area, but she believed in saving her people at any cost. And so did the Pale Hegemon awaken her Heart, allowing her to overcome this entity… by devouring it.
By the time Geene agreed to do something about the incursion, it was already over. The all-clear was given, and commendations were handed out. The Ringless Tournament would be allowed to continue, but they would be monitored more closely.
An active Heart, and the obvious problems with consuming something from Outside combined, and Cuspiri changed. The Compassionate Lord, who would do anything to save those under her charge, began to view everything differently. Now, she understood the fundamental truth that life was suffering… and that Death was freedom. She returned to a galaxy in the midst of evacuation, called upon Pallidon’s secret trump card - an army of autonomous war machines of the finest construction - and ordered them to destroy all life, starting with those who were in the middle of evacuation.
It was at this point that Mynia swore a vow to never awaken her Heart, lest her Reason be corrupted by its foul essence. Albarica would win this so-called ‘tournament’ without having to resort to the depraved forces behind the Hearts. Unfortunately, that only meant the war would last that much longer.
Desperate Measures
Between the bloodlusted war machine of Spathrax’s Rosual, the voracious consumption of Arcuros’ Neronum, and the cold, mechanized hordes of Cuspiri’s Pallidon, Universe 12 descended into chaos. It was at this point that Geene began to intervene, destroying forces from each empire to keep them in check, but even he was only one deity and could not be everywhere at once. The astoundingly high Mortal Rating that had spared Universe 12 from the Tournament of Power was the same cause for its current woes: there were just too many people. He would destroy one planet, and the empires would conquer a thousand, on which they would build factories and/or cloning vats.
Even though it provided the best chance of getting things into order, however, he could not side with Albarica. As a God of Destruction, he had to remain above petty mortal affairs. As things turned out, however, perhaps he would not need to. Martinu reported that over the past few decades, Mynia, Suzerain of Albarica, had been training with the West Kai to improve her ability to control ki, to siphon the energies of her Heart without having to fully awaken it.
Still considering this power insufficient to defeat her siblings and bring victory to Albarica, Mynia called for what might be considered an outrageous proposal: that she try her hand at being a God of Destruction Candidate. Her proposal was rejected, and she insisted that she could prove her worth in a fight. A way to measure her strength.
The resulting beatdown was cataclysmic, shattering the star system where the duel took place, as Geene did not relent until the comparatively young Suzerain would concede that she was not fit for the position. A position that only her father, the Sovereign, was powerful enough to handle. That being said, she never conceded, and the God of Destruction ended up punching her into the core of the planet.
The powerful flares of ki destabilized the local star, and it went supernova. Were it not for Martinu’s intervention, she would have died in her unconscious state. Upon awakening, she challenged Geene again, and once again, they destroyed another star system in the resulting bout.
This went on several times, slowly adding to the God of Destruction’s exasperation, until he eventually threw up his arms in defeat and said she could have the position, but only in name. She would gain access to the Power of Destruction, but would only receive training from a novice Angel, rather than Martinu herself. No. Mynia would have to earn the right to Martinu’s training and become a true Candidate.
How?
Geene informed the Suzerain of the Tournament of Power, a battle between eight universes. He told her of how Universe 7 won that tournament, how they defeated the other seven universes, including Universe 11’s Pride Troopers, two of whom were on the level of Gods of Destruction. Mynia would have to go to Universe 7, and fight its most powerful warriors. She would have to learn their ways, and train to match them. Only once she had bested the Universe that bested two true Candidates, would she be truly recognized as Geene’s new successor.
Only then could she defeat her siblings.
Gathering a retinue of her closest vassals, troops, and support personnel, she organized an Expeditionary Fleet to accompany her to Universe 7. After negotiations between the deities of the two universes, an agreement was made: on Geene’s guarantee that they would not conquer, Mynia and her Expeditionary Fleet would be allowed to remain in Universe 7. In turn, Shin and Whis guaranteed (Beerus was asleep at the time) that they would not be allowed to return home until Mynia had proven herself worthy of becoming Geene’s successor.
Mynia cleaned up any loose ends on the homefront before placing a Council of 12 trusted ministers in charge of Albarica in her absence. This done, she took to the Expeditionary Fleet, and departed for Universe 7 via a special wormhole constructed by Whis and Martinu. They arrived at the very edge of the Milky Way galaxy…
Her trial had begun.
CALL TO ACTION:
In order to defeat her siblings, and unite Universe 12 under her banner, Mynia has come here to prove herself worthy of becoming Geene's successor as God of Destruction. To fight with Universe 7's most powerful, to learn from them, and eventually overcome them.
CHARACTER BUILD
LINK TO V1 CHARACTER SHEET:
Ipo
FIGHTING STYLE:
Heart of a Foreign God (Reserved)
One of several biomagical enhancements used in the creation of the Four Horsemen, this incredibly potent ki battery supplies Mynia with an extremely robust ki output. The Hearts are personal trophies claimed by the Sovereign when he ripped them out of a powerful Outsider entity, Thak’raszad the Ever-Beat, which threatened the Golden Sovereignty in earlier centuries.
Owing to its eldritch nature, however, the Heart is full of mysteries, and to prevent any possible corruption of the Horsemen’s souls, has been sealed, so that it never reaches maximum output. At this point in time, however, only Mynia’s Heart remains sealed, and to say that the effects on her siblings have been “pretty bad” is perhaps the understatement of the year.
Effect 1: Spirit - Start with +15 Max Ki
Effect 2: Flow - At-Will, Restore +3 HP or +3 Ki to yourself or a comrade, once per turn.
V1 - MP REFUNDED:
Masteries: 125
Spec: 5
Techs: 24 (1 Legendary)
Transformation: 6 (Speed x 2)
Total Refunded: 160
V2 BUY MASTERIES:
Potential: 10 (-55)
Ability: 5 (-40)
Technique: 5(-40)
Total Spent: 135
Remaining MP: 25
DISTRIBUTE SKILL POINTS:
Fighting: 40
Energy Control: 30
Reflexes: 0
Resilience: 40 (Xeno +10)
PICK TRAITS:
Talented (Tactical Acumen)
Willpower (Defiant Stand)
Rush (Empowered Charge)
Assault (Relentless Charge)
Avarice (Preemptive Strike)
PICK TRANSFORMATION PERKS:
T1: Measured, Vicious
T2: Measured, Vicious, Malicious
T3: Measured, Vicious, Malicious, Resentful
CREATE SUPER ATTACKS:
Fullbuster Joust (Rank III)
A fighting style passed down to the Knights of House Fullbuster. While mounted on Regulus, Mynia charges her opponent and performs a variety of attacks with her lance, Rhongomyniad. Depending on how she channels her ki or angles the attack, the results could differ greatly.
Type. Single Signature
Activate. Standard Action
Base Damage. 2d12
Major Effect. Slashing
Minor Effect. Immobilize
Cost. Rank 1: 15 | Rank 2: 10 | Rank 3: 5
A fighting style passed down to the Knights of House Fullbuster. While mounted on Regulus, Mynia charges her opponent and performs a variety of attacks with her lance, Rhongomyniad. Depending on how she channels her ki or angles the attack, the results could differ greatly.
Type. Single Signature
Activate. Standard Action
Base Damage. 2d12
Major Effect. Slashing
Minor Effect. Immobilize
Cost. Rank 1: 15 | Rank 2: 10 | Rank 3: 5
PICK TECHNIQUES:
Instinct (Sonic Sway | Rank III)
Refined combat instinct that approaches something akin to a sixth sense. Mynia can use it to weather a storm of weaker attacks.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid the damage taken from any damage die that rolls a natural 5 or lower. Considered a Movement technique.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.
Refined combat instinct that approaches something akin to a sixth sense. Mynia can use it to weather a storm of weaker attacks.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you avoid the damage taken from any damage die that rolls a natural 5 or lower. Considered a Movement technique.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.
Counter Charge (Clash | Rank III)
Mynia charges her opponent directly to meet force with force, invoking the laws of motion, that every action should expect an equal, opposite reaction.
Type. Defense
Activate. Standard Action - Reactive
Effect. As a standard action you negate half the damage from one non-critical Super Attack that would hit you during your turn and deal the other half as direct damage back to to the attacker.
Cost. 25 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.
Mynia charges her opponent directly to meet force with force, invoking the laws of motion, that every action should expect an equal, opposite reaction.
Type. Defense
Activate. Standard Action - Reactive
Effect. As a standard action you negate half the damage from one non-critical Super Attack that would hit you during your turn and deal the other half as direct damage back to to the attacker.
Cost. 25 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.
Parry (Deflect | Rank III)
Having grown up in a space feudal realm with lots of melee battles, it only makes sense that she knows a thing or two about parrying incoming attacks, whether melee or ranged.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you negate half the damage from a one Super Attack that would hit you during your turn.
Cost. 15 ki
Limit. Twice per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.
Having grown up in a space feudal realm with lots of melee battles, it only makes sense that she knows a thing or two about parrying incoming attacks, whether melee or ranged.
Type. Defense
Activate. Bonus Action - Reactive
Effect. As a bonus action you negate half the damage from a one Super Attack that would hit you during your turn.
Cost. 15 ki
Limit. Twice per battle.
Ranks. Rank 2 tech costs 10 ki. Rank 3 tech costs 5 ki.
Vengeful Guard (Lightning Aura | Rank III)
Centuries of fighting eternal war have honed Mynia's reflexes such that no injury goes un-avenged. When this guard is up, her reflexes sharpen such that every last cut will be met with a lightning-fast stroke of its own. This sacrifices damage potential but every little bit counts.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action you're veiled in a lightning aura. When you're hit the attacker takes 1 direct damage per damage die they rolled against you for the duration.
Duration. 3 turns.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech lasts 4 turns. Rank 3 costs 10 ki.
Centuries of fighting eternal war have honed Mynia's reflexes such that no injury goes un-avenged. When this guard is up, her reflexes sharpen such that every last cut will be met with a lightning-fast stroke of its own. This sacrifices damage potential but every little bit counts.
Type. Defense
Activate. Bonus Action
Effect. As a bonus action you're veiled in a lightning aura. When you're hit the attacker takes 1 direct damage per damage die they rolled against you for the duration.
Duration. 3 turns.
Cost. 15 ki
Limit. Once per battle.
Ranks. Rank 2 tech lasts 4 turns. Rank 3 costs 10 ki.
Arsenal Gear (Magic Materialization | Rank III)
Mynia uses ki to summon additional weapons and/or armor from her dimensional arsenal.
Type. Utility
Activate. Bonus Action
Prerequisite. Requires an Energy Control skill of 30.
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.
Mynia uses ki to summon additional weapons and/or armor from her dimensional arsenal.
Type. Utility
Activate. Bonus Action
Prerequisite. Requires an Energy Control skill of 30.
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.
Regulus of the Indomitable White (Paparapapa | Rank III)
Mynia's loyal steed. A mighty warhorse foaled in the Indomitable White, one of the Golden Sovereignty's Four Great Stables. A wild-hearted courser descended from the Sovereign's own mount Aldebaran, his stubbornness and grit are matched only by those of his master, the White Horseman.
Type. Utility
Prerequisite. Requires Magic Materialization.
Action. Bonus Action to summon / At-will to order sidekick
Effect. As a bonus action you teleport a creature to your side to aide you. Considered a sidekick. As an at-will action on your turn the sidekick can deal d6 direct damage to a target. If the sidekick rolls a 1 or 2 on the the d6 they run out of ki and are out of the fight. Alternatively, as an at-will action you can order your sidekick to sacrifice themselves and to negate half the damage from a Basic or Super Attack hits you, removing them from the fight.
Cost. 15 ki
Limit. Once sidekick per battle.
Ranks. Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki.
Learn. After learning this tech, Magic Materialization no longer takes a slot.
Mynia's loyal steed. A mighty warhorse foaled in the Indomitable White, one of the Golden Sovereignty's Four Great Stables. A wild-hearted courser descended from the Sovereign's own mount Aldebaran, his stubbornness and grit are matched only by those of his master, the White Horseman.
Type. Utility
Prerequisite. Requires Magic Materialization.
Action. Bonus Action to summon / At-will to order sidekick
Effect. As a bonus action you teleport a creature to your side to aide you. Considered a sidekick. As an at-will action on your turn the sidekick can deal d6 direct damage to a target. If the sidekick rolls a 1 or 2 on the the d6 they run out of ki and are out of the fight. Alternatively, as an at-will action you can order your sidekick to sacrifice themselves and to negate half the damage from a Basic or Super Attack hits you, removing them from the fight.
Cost. 15 ki
Limit. Once sidekick per battle.
Ranks. Rank 2 tech costs 10 ki and Rank 3 tech costs 5 ki.
Learn. After learning this tech, Magic Materialization no longer takes a slot.
Road to Glory (Revenger Charge | Rank III)
The Martyr overcomes the foe by withstanding their blows through superiority of morality. The Conqueror overcomes the foe by taking their blows and making them his own. More of a philosophy then an actual technique, inspired by the Western Kai, who taught Mynia to take the enemy's ki and use it for herself.
Type. Utility
Activate. Passive (None) / At-will to spend stacks.
Prerequisite. Requires a Resilience skill of 30.
Effect. As a passive effect when taking damage from a Super Attack, gain a stack of ambient ki. As an at-will action you can spend a stack of ambient ki to add 5 to the accuracy of one single-type Super Attack on your turn.
Cost. None
Limit. Max of 2 stacks on an attack at use. Max of 4 stacks spent total.
Ranks. Rank 2 lets you spend 6 stacks total. Rank 3 lets you spend 8 stacks total.
The Martyr overcomes the foe by withstanding their blows through superiority of morality. The Conqueror overcomes the foe by taking their blows and making them his own. More of a philosophy then an actual technique, inspired by the Western Kai, who taught Mynia to take the enemy's ki and use it for herself.
Type. Utility
Activate. Passive (None) / At-will to spend stacks.
Prerequisite. Requires a Resilience skill of 30.
Effect. As a passive effect when taking damage from a Super Attack, gain a stack of ambient ki. As an at-will action you can spend a stack of ambient ki to add 5 to the accuracy of one single-type Super Attack on your turn.
Cost. None
Limit. Max of 2 stacks on an attack at use. Max of 4 stacks spent total.
Ranks. Rank 2 lets you spend 6 stacks total. Rank 3 lets you spend 8 stacks total.
Shining Lance (Solar Flare | Rank III)
Mynia maximizes the output on Rhongomyniad’s spiral exhaust, generating an overwhelming flash of energy that potentially saturates the enemy's physical and ki senses with damaging input data.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 60% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 ki
Limit. Twice per battle.
Ranks. Rank 2 the target takes 2 stacks of Blind. Rank 3 is upon infliction it deals a d6 worth of direct damage.
Mynia maximizes the output on Rhongomyniad’s spiral exhaust, generating an overwhelming flash of energy that potentially saturates the enemy's physical and ki senses with damaging input data.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 60% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 ki
Limit. Twice per battle.
Ranks. Rank 2 the target takes 2 stacks of Blind. Rank 3 is upon infliction it deals a d6 worth of direct damage.
Mana Burst (Freeze | Rank III)
Mynia unleashes energy from her vast reserves, expelling it from her body in a powerful torrent of mana that buffets the surrounding area, potentially slowing down enemies.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Freeze status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 ki
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Freeze. Rank 3 is upon infliction the target takes 2 stacks of Freeze.
Mynia unleashes energy from her vast reserves, expelling it from her body in a powerful torrent of mana that buffets the surrounding area, potentially slowing down enemies.
Type. Utility
Activate. Bonus Action
Effect. As a bonus action you have a 70% chance to inflict the Freeze status on your target. The max chance to inflict with any effect is 95%.
Cost. 5 ki
Limit. Twice per battle.
Ranks. Rank 2 is 80% chance to Freeze. Rank 3 is upon infliction the target takes 2 stacks of Freeze.
Ivory Bulwark (Botamo Shield | Rank III)
A conceptual manifestation of the outer walls of the Ivory Palace on the Albarican Throneworld Caerleon. While not truly a summoning of the Palace's walls, it can be more properly said to be a summoning of the ideals of those who built them. A portion of incoming damage is absorbed by the phantom walls of the imaginary palace.
Type. Legendary Defense
Prerequisite. Must be a Xeno or have a Resilience skill of 30.
Activate. Bonus Action
Effect. As a bonus action you negate half the damage taken from all non-critical attacks for the duration.
Duration. 3 turns.
Cost. 25 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.
A conceptual manifestation of the outer walls of the Ivory Palace on the Albarican Throneworld Caerleon. While not truly a summoning of the Palace's walls, it can be more properly said to be a summoning of the ideals of those who built them. A portion of incoming damage is absorbed by the phantom walls of the imaginary palace.
Type. Legendary Defense
Prerequisite. Must be a Xeno or have a Resilience skill of 30.
Activate. Bonus Action
Effect. As a bonus action you negate half the damage taken from all non-critical attacks for the duration.
Duration. 3 turns.
Cost. 25 ki
Limit. Once per battle.
Ranks. Rank 2 tech costs 20 ki. Rank 3 tech costs 15 ki.
Holy Selection (Light Eating | Rank III)
A taste of Rhongomyniad's purpose. The Holy Lance intrinsically siphons off minute fragments of a person's soul to test their worth. If they are worthy - according to the Sovereign's standard of 'worthiness', whatever that may be - it will assimilate larger fragments, in order to produce an 'eternal record' of the person's existence within itself, inscribed in the vortices of Hyperspace. It seems, in most cases, this function only activates in the presence of a powerful warrior. In which case, one might say the Sovereign intended for the lance to create a gallery of worthy adversaries.
Type. Legendary Utility
Prerequisite. Must be a Xeno or have a Resilience skill of 30.
Activate. At-Will
Effect. As an at-will action you drain 5 ki from your target and recover 5 ki. You also add 5% of your target's current PL onto yours. The total PL bonus you gain from light eating cannot exceed half of your natural PL.
Cost. None
Limit. Twice per battle.
Ranks. Rank 2 can be used three times per battle. Rank 4 can be used four times per battle.
A taste of Rhongomyniad's purpose. The Holy Lance intrinsically siphons off minute fragments of a person's soul to test their worth. If they are worthy - according to the Sovereign's standard of 'worthiness', whatever that may be - it will assimilate larger fragments, in order to produce an 'eternal record' of the person's existence within itself, inscribed in the vortices of Hyperspace. It seems, in most cases, this function only activates in the presence of a powerful warrior. In which case, one might say the Sovereign intended for the lance to create a gallery of worthy adversaries.
Type. Legendary Utility
Prerequisite. Must be a Xeno or have a Resilience skill of 30.
Activate. At-Will
Effect. As an at-will action you drain 5 ki from your target and recover 5 ki. You also add 5% of your target's current PL onto yours. The total PL bonus you gain from light eating cannot exceed half of your natural PL.
Cost. None
Limit. Twice per battle.
Ranks. Rank 2 can be used three times per battle. Rank 4 can be used four times per battle.
RANK SUPER ATTACKS/TECHNIQUES:
Refund MP: 25
Current MP: 11
Total: 36
Rank Up all techs to 3 (-20 MP)
Rank Up Legendary Tech to 3 (-6)
Remaining: 10 MP
V1 - ZENI GAINED:
69 Shards
45 Raw Mats
285,000 Zeni
Inventory+Equipment: 725,000
Conversion: +20,000
Total: 1.03 Million
BASES/FACILITIES RETAINED:
Planet
Expeditionary Fleet Caerleon
Mynia’s personal flagship, Hengroen, leading the Expeditionary Fleet through the depths of space.
Named for the Albarican Throneworld of Caerleon, Expeditionary Fleet Caerleon is a formation of the Albarican Navy directly under the command of Suzerain Mynia. Originally assembled to fight the Ringless Tournament, to reconquer worlds in the name of Albarica and beat back the other Horsemen, it has since been reorganized to become a self-sufficient miniature civilization. This is to properly serve its new function, as Mynia’s base of operations in Universe 7. While still hosting a significant number of mighty Albarican warships built to fight a foreseeably eternal war, they serve only to escort the flagship Hengroen, and protect the non-combat vessels that now form the fleet’s core. In the same way, the accompanying 51st, 112th, and 48th Albarican Armies, and five Knight Legions serve primarily as a defense of those aboard the ships, although the latter can be individually dispatched on surgical missions.
War Cruiser x 2
Freighter x 2
Grav Machine
Med Machine
Arena
Prod Fac/Convoy
Mining Drones
Dojo
Fortress
Portal
DRAGONBALLS RETAINED:
Five Star
One Star
ARTIFACT RETAINED:
Brave Sword
UNIQUE ITEMS
Boost Token
BUY AND EQUIP:
Magic Vault: 35000
Senzu Bean: 15000
Kai Weights: 20000
Sage Robes: 30000
Obi: 20000
Dampening Field: 15000
Weighted Clothes: 30000
1,030,000 - 165,000:
Remaining: 865,000
Equip:
Outfit: Sage Robes
Accessory: Obi
Gear: Senzu Bean
Gear: Dampening Field
Move Brave Sword to Inventory
V2 - MP REMAINING:
10 MP
V2 - ZENI REMAINING:
865,000