Post by Marimba on Mar 29, 2022 5:48:33 GMT -5
Marimba
Mutated Namekian • 1yr • Male
Mutated Namekian • 1yr • Male
A hotheaded madcap with a code of honor. He aspires to become the strongest warrior of his kind and bring glory to the Mazoku clan.
Has the unique ability to generate new mutations due to the magical experiments of his creator.
TECHNIQUES
Light Offensive || Basic Strike || Dojo Coupon (AD)
Marimba strikes at his adversary using his basic energy blast(s) or melee attack(s).
Power: 20%
KP Cost: 1 KP
Variants: N/A
Light Offensive || Assault Rush || STARTING TECH #1
Marimba attacks relentlessly with a harsh flurry of melee strikes or a single concentrated blow. Energy attacks may be thrown into the mix.
Power: 40%
KP Cost: 2 KP
Variants: N/A
Light Offensive || Sinister Strike || 40K Slot
Marimba targets a vital area of his foe, usually with a slashing or piercing attack. This results in significant internal or external bleeding. Alternatively, if Kaiju Cocktail has been used, then this attack can be roleplayed as administering an additional small dose of poison.
Power: 20%
KP Cost: 2 KP
Variants: Bleed
Light Sparking Offensive || Kaiju Cocktail || STARTING SPARKING SLOT
Marimba has absorbed the toxins of various monsters he has devoured and has mixed them into a deadly concoction within his body. He is capable of injecting this cocktail into his victims by forming stinging cells on his skin.
Power: 30%
KP Cost: 2 KP
MP Cost: 3 MP
Variants: Bleed, Bleed+{Spoiler}{Note}
In situations where the use of poison is inappropriate, such as against a pure machine Android, this technique can be re-flavored. Examples include making the concoction a corrosive, or making it a napalm-like substance.
Medium Offensive || Super Marengeki || 50k SLOT
Marimba unleashes an all-out combination of attacks. Each of strikes carry his full force behind them and are bolstered further by transmuting his Ki into Heat/Flame, Lightning, and Wind.
Power: 60%
KP Cost: 3 KP
Variants: N/A
Medium Offensive || Chaos Break || 20k SLOT
Marimba supercharges one of his generic attacks with destructive and negative energy before unleashing it at it's full power. The technique is transformed into darkened, more devastating version of itself that can attack the very life energy from it's victim and it's surroundings. The name of the attack changes depending on which base technique is being modified by Chaos Break.
Power: 80%
KP Cost: 4 KP
Variants: N/A
Heavy Offensive || Chaos Trigger || 30K Slot
When preparing for a Chaos Trigger, Marimba must purify his ki, converting it into pure negative energy, which will become condensed in his body until it is fully saturated. Once prepared, he briefly suppresses any form of thinking, entering into a mindless state of pure murderous instinct, guided by the destructive nature of Negative Energy, which seeks to eradicate all life.
While in this state, his body becomes unstable and can mutate instantly, gaining more mouths, limbs, bones, and tentacles than the mortal mind can possibly control, all of which act independently of each other, with the sole purpose of annihilating their target. Once all of the negative energy has been depleted, the attack ends, and Marimba regains consciousness as he reverts to a stable form.
Power: 120%
KP Cost: 6 KP
Variants: N/A
Light Defensive || Basic Guard || STARTING TECH #2
Marimba toughens his body using his Ki and endures the incoming attack.
Power: 20%
KP Cost: 1 KP
Variants: N/A
Light Defensive || Full-Body Hardening || 10K SLOT
Marimba hardens and condenses his entire body to his very limit. His flesh becomes calcified and darkens as a result, causing it to appear black. This state requires concentration and drains ki, thus is normally used only for the moment of impact.
Power: 20%
KP Cost: 2 KP
Variants: Shield
Support || Max Power || STARTING TECH #3
You may activate Max Power at the very start of your post, increasing the power of all of your techniques by +10% while active. This will drain Momentum at a cost of -1 MP per post and prevents you from gaining MP naturally, using evasive or escape techs, blocking escapes, and intercepting attacks meant for others. You can only turn it off at the end of a post, at the end your second post after activation at the earliest. You will still consume MP and not regain any MP on the post you turned it off on. If you run out of MP, you lose Max Power's effects at the end of your post and cannot gain any MP on your next turn.
Support || Quad Multiform || 60K Slot
You split into four copies, dividing your power evenly between yourself and a single copy (25% each). Multiforms operate as their own fighters- they manage KP, MP, and use techniques as if they were two separate people! They can merge back together after responding defensively to any attacks your foe may have thrown, but take the damage from the most damaged copy and take KP and MP from the copies with the least in each stat. One-use techniques, items, or traits can only be used once per thread regardless of which copy uses the technique.UtilitiesUtility || Planetary Telepathy || Starting Utility #1
Allows use of telepathic communication between nearby or familiar characters on the same planet as yourself, letting you and your friends always converse internally.
Utility || Mutate Form || Starting Utility #2
Marimba may use Ki to alter his own body. Hardening/Softening, Growing/Shrinking, Changing Color/Texture, and generating new body parts are all examples of what he can do with this ability. He can even alter his appearance enough to pass as being a different race entirely, such as an Earthling. However, the process of using this ability is often painful and draining, sometimes cripplingly so. It is also very difficult to mimic specific features. As such, it is impossible for him to perfectly mimic the appearance of another character without some underlying flaw.
Utility || Flight || Guidebook #1
Able to fly and maneuver effectively using wings sprouted by the "Mutate Form" ability. Alternatively, can use a skillful application of ki to fly.
Utility || Ki Sense || Guidebook #2
A technique that allows you to sense, measure, and differentiate the ki signatures of ki attacks and all living beings without the Anti-Sense trait. Higher ki signatures are easier to sense and can be sensed at greater distances than lower ones.
Utility || Ki Suppression || Guidebook #3
Skilled control over your ki allows you to suppress your Power Level to a minimum of 1 PL to either hide or use this lower PL to fight characters weaker than your full strength on even footing.
Utility || Disguise Race || Guidebook #4
Marimba can explicitly utilize "Mutate Form" to appear as a generic member of another race, but cannot effectively stray far from his original body type. The sensation/appearance of his Ki also is altered in order to be closer to that of the race he is trying to mimic.
Utility || Magic Materialization || Guidebook #5
Characters with magical abilities can conjure objects or structures. Larger or more complicated things will take more energy and focus to create. This technique is passive and does not require KP.
Utility || Gullet Storage || Guidebook #6
Marimba carries around a slew of dyno capsules with him for storage and retrieval. Additionally, he can stow objects (particularly his capsules) by swallowing them, then spitting them up when he needs them. He is capable of using gullet storage even with a hole in his torso.
Utility || Tunnel Master || Guidebook #7
Marimba is capable of burrowing through the ground with great speed and finesse. He can form new tunnels by doing so and is capable of hiding attacks from within the ground. He can also sense and discern vibrations that travel through the ground and use that in conjunction with his keen Namekian hearing and ki sense in order to locate his targets.{Spoiler}Being underground doesn't give Marimba any mechanical defense. Players need only to blast into the ground or force their way into Marimba's tunnels. A minimum PL of 100 is needed to continue tunneling, allowing Marimba to be detected by anyone focused on seeking him out.Racial TraitsREGENERATIONOnce per thread, you may heal yourself for 60% damage. This may only be done at the end of your post.
MAZOKU CLAN
While in your strongest available form, you may activate 10% MP Power Boosts on all of your Attack Techniques for free. This halts your momentum regeneration for that turn. However, you may not use any Power or Ki Boosts on defensive techniques with your MP in your strongest available form.
BATTLE WISDOM
Once per thread, you may add on any non-sparking variant to a Light or Medium offensive technique. Cannot exceed two variants on one technique.General TraitsAFTERMARKET CONTACTS
You gain a 20% discount when purchasing consumables with Zeni, reduced to 5% if you have Salvage.
SELF-SACRIFICE
You may activate any one of your Standard Techniques using your life force. This will render it free of cost, but will instantly knock you out, or wound you in Action Threads. Can not be used on the same turn you would normally be knocked out from damage. The technique may be boosted as per normal boosting rules.