Post by Marimba on Mar 29, 2022 5:48:33 GMT -5
Marimba
Mutated Namekian • 2yr • Male
Mutated Namekian • 2yr • Male
A hotheaded madcap with a code of honor. He aspires to become the strongest warrior of his era, bring glory to name of the Mazoku, and now to uplift his clan into a sovereign empire.
Marimba's creator brainwashed his spawn to be the ideal killer and performed magical experimentation on his embryonic cells, granting him the unique ability toregenerate new mutations.
However, the process was so traumatic for the conscious unborn Namekian that his mind suppressed much of the memory that his predecessor attempted to instill in him.
He is the anointed Daimao of the Mazoku, with his title still being recognized by his legions, who consist primarily of militant nationalistic pure-blooded Mazoku.
Second seat of The Orchestra.
Nemesis of the Arcose Empire. Rival to Maxsuz Argin.
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}Medium Offensive || Super Marengeki || 50k SLOT
Though his technique can be re-flavored as non-poison substance. Examples include making the concoction a corrosive, or making it a napalm-like agent.
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
Medium Offensive || Evil Flame || 80k SLOT
Marimba breathes a stream of intense black flames maligned with negative energy that persist in burning away both the target's body and life force.
Power: 60%
KP Cost: 4 KP
Variants: Bleed
Medium Offensive || Savage Outbreak || 90k SLOT
Marimba connects to his ally telepathically, opening an outpouring his heart, mind, and spirit to them as he beats back his enemy. Subconsciously, their combined efforts will auto-coordinate without single strategic word exchanged.
Power: 60%
KP Cost: 4 KP
Variants: Inspiring
Medium Offensive || Darkness Twin Star || 110K SLOT
The user generates two red jagged starlike Ki-razor spheres that gravitate around their creator and can be telekinetically manipulated to be sent off into different directions.
Power: 50%
KP Cost: 4 KP
Variants: Splitting, Bleed.
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
Heavy Offensive || Super Explosive Wave || 100K Slot
Marimba charges his body to the limit with purely destructive energy, ready to be released in moment's notice, typically in the form of a gigantic explosion.
Power: 100%
KP Cost: 6 KP
Variants: Merging
Heavy Offensive || Hellzone Grenade || 120K Slot
Mazoku Masters have passed this technique down for generations. Sending out hundreds of energy orbs, the user surrounds their target within a massive dome of energy, before closing in the orbs and making it impossible to escape!
Power: 110%
KP Cost: 6 KP
Variants: Homing
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 || Kiai || 130K Slot
A ki-empowered shout, capable disrupting weak attacks.
Power: 10%
KP Cost: 1 KP
Variants: Stasis
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
Light Defensive || Sadomasochism || 140K SLOT
Marimba endures the oncoming attack, reveling in his suffering and fueling his frenzy, allowing him to fight through his wounds and retaliate with greater ferocity. Feeling more alive as he fights closer to death.
Power: 20%
KP Cost: 2 KP
Variants: Spiteful
Medium Sparking Defensive|| Undying Executioner || Sparking 100k Slot
Using the same principal as Chaos Trigger, Marimba purifies his Ki into Negative Energy, so that upon taking critical damage and losing consciousness, the remnants of his body becomes possessed by mindless state of pure murderous instinct, guided and driven by the destructive nature of Negative Energy, which seeks to eradicate all life.
The Undying Executioner will continue to fight on until it's targets are eradicated, it's energy is completely exhausted, or it's host is destroyed entirely. In the case that succeeds without destroying itself in the process, the remaining energy that was driving the body will be forcibly expended regenerating vitals, ending the mindless rampage before it can move on to attack other unintended targets.
Power: 50%
KP Cost: 2 KP
Variants: Do-or-Die
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.
Support || Dust Storm || 70K Slot
Marimba raises arm, manifesting a gigantic explosion within the earth beneath his feet, creating a massive dust cloud and sending a geyser of dirt and debris from the ground into the air. He will typically combine this with his tunneling abilities, escaping deeper into the ground beneath him while the airborne dirt and debris falls back onto the ground to cover signs of his tunneling. Alternatively, he can ride the force of his own blast in order to escape into the sky while his foe is blinded and disoriented.
Power: 60%
KP Cost: 2KP
Variants: EscapeUtilitiesUtility || 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.
Utility || Mind Link || Guidebook #8
User can read minds or share their own memories via telepathy. Requires OOC consent to succeed when used on a PC.
Utility || Galactic Telepathy || Guidebook #9
Allows use of telepathic communication between nearby or familiar characters on the same dimension as yourself, letting you and your friends always converse internally.
Utility || Battle Meditation || Guidebook #10
Unites and fortifies Marimba's Mind, Body, and Spirit. Allows him to defend against non-kp mental/spiritual attacks and influences. Narratively makes him a more composed in all aspects, and thus a more effective fighter.
Racial Traits
While in your strongest available form, you may activate 10% MP Power Boosts on all of your Offensive techniques for free. Additionally, you may gain up to 1 MP per turn when boosting an Offensive technique.REGENERATION
Once per thread you may heal yourself for 60% damage at the end of your post. As you activate this trait, you can choose to forgo either type of action (Offensive OR Defensive) in its entirety;. You gain +1 MP for one, and +2 MP for both
MAZOKU CLAN
MAZOKU CLAN
BATTLE WISDOM
Twice per thread you may add any non-sparking variant to any standard technique you use. Your second use must be on the opposite technique type to the first. These cannot exceed two variants on one technique.
General Traits
AVENGER
Once per thread, upon the defeat of an ally, you regain all your momentum. For your next three posts, all momentum effects are boosted as follows:
Power Boost - Additional +10%
Transformation Boost - Increase your current PL by +15% for two posts instead of one.
Ki Boost - Subtract an additional -1 KP from cost.
If a Companion is defeated and their base PL is not within 50% of your base PL, Avenger is not triggered. Guardians are exempt from this.
HI-TENSION
Once per thread you may opt to immediately gain 2 KP at the start of your turn, but you take 10% recoil and the next time you'd gain KP, you gain 1 less.
Once per thread, upon the defeat of an ally, you regain all your momentum. For your next three posts, all momentum effects are boosted as follows:
Power Boost - Additional +10%
Transformation Boost - Increase your current PL by +15% for two posts instead of one.
Ki Boost - Subtract an additional -1 KP from cost.
If a Companion is defeated and their base PL is not within 50% of your base PL, Avenger is not triggered. Guardians are exempt from this.
HI-TENSION
Once per thread you may opt to immediately gain 2 KP at the start of your turn, but you take 10% recoil and the next time you'd gain KP, you gain 1 less.