Post by Hikaru on May 25, 2022 18:05:48 GMT -5
GENERAL INFORMATION
NAME: Hikaru Emori
ALIASES: Paladin, Ex-Soldier
AGE: 25
GENDER: Demi-Girl
SPECIES: Human
MAKAFUSHIGI ADVENTURE
You have an additional 2 TP to spend on all of your Sparking Techniques.
MARTIAL ARTIST
You gain Sparking Techniques every 70k PL instead of the standard 100k PL. You also start with four technique slots instead of three.
TURTLE SCHOOL SECRETS
You start with the Max Power technique for free during character creation. In addition, Max Power no longer drains momentum per turn, but you can not gain momentum either.
GENERAL TRAITS:
QUICK LEARNER
You gain technique slots every 8,000 PL instead of every 10,000 PL.
IMPOSSIBLE RECOVERY
If you are defeated by taking Critical Damage in an Action Thread, you can choose to be dealt a Wound and continue the fight with whatever HP you have remaining. If defeated again, you will be dealt an additional Wound. In a non-AT thread, this allows you to resist Critical Damage once, and you do not sustain a wound.
STARTING PLANET: Earth
HOME REGION: Rocky North
CHARACTER DESCRIPTIONS
APPEARANCE:
BACKGROUND: Explain your character's history, and what made them the person they are today.
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
NAME: Hikaru Emori
ALIASES: Paladin, Ex-Soldier
AGE: 25
GENDER: Demi-Girl
SPECIES: Human
MAKAFUSHIGI ADVENTURE
You have an additional 2 TP to spend on all of your Sparking Techniques.
MARTIAL ARTIST
You gain Sparking Techniques every 70k PL instead of the standard 100k PL. You also start with four technique slots instead of three.
TURTLE SCHOOL SECRETS
You start with the Max Power technique for free during character creation. In addition, Max Power no longer drains momentum per turn, but you can not gain momentum either.
GENERAL TRAITS:
QUICK LEARNER
You gain technique slots every 8,000 PL instead of every 10,000 PL.
IMPOSSIBLE RECOVERY
If you are defeated by taking Critical Damage in an Action Thread, you can choose to be dealt a Wound and continue the fight with whatever HP you have remaining. If defeated again, you will be dealt an additional Wound. In a non-AT thread, this allows you to resist Critical Damage once, and you do not sustain a wound.
STARTING PLANET: Earth
HOME REGION: Rocky North
CHARACTER DESCRIPTIONS
APPEARANCE:
BACKGROUND: Explain your character's history, and what made them the person they are today.
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
Light Attack || Canto I
A rapid attack that is little more than a flailing of Epoch's limbs.
Power: 20%
KP Cost: 1 KP
Variants: NoneLight Attack || Canto IADDITIONAL NOTES:
A rapid attack that is little more than a flailing of Epoch's limbs.
Power: 20%
KP Cost: 1 KP
Variants: None
Heavy Attack || Canto II
A rapid attack similar to Canto I, Canto II focuses on a critical weak point. It is meant to be mixed into a flurry of Canto attacks.
Power: 50%
KP Cost: 3 KP
Variants: Piercing
Medium Defensive || Charon's Dodge
Epoch's body twists, folds, and/or breaks in an unnatural way to eerily dodge incoming attacks.
Power: 90%
KP Cost: 4 KP
Variants: Evasive
Heavy Sparking Attack || Virgil's Guidance
Epoch releases a power homing blast meant to stop anyone from fleeing from their wrath.
Power: 80%
KP Cost: 3KP, 5MP
Variants: Homing+
Utility Technique || Ki Sense
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. This technique is passive and does not use KP.
Utility Technique || Flight
By some means, usually through a skillful application of your ki, you are able to fly through the air.
STARTING LOADOUT: 4,000 PL, 4,000 XP, 2,000 Zeni