Post by Kyten on Feb 4, 2023 18:43:57 GMT -5
Current Information
Current Appearance
Currently stands 4"6
Current Traits
Species Traits
Engineered Persistence - Perpetual Regeneration
Your total HP threshold is increased by +60%. Critical Damage will still defeat you at its normal rate. Wounds only reduce your HP threshold by -50% instead of -100%.
Enhanced DNA - Zenkai
Upon reaching 100% damage taken, gain a 'Zenkai Charge'. Upon reaching 200% damage taken, gain two. Healing in any way does not refresh this effect. Zenkai Charges can be spent to activate the Transformation Boost Momentum Effect without using MP to do so.
Assimilated Power - Absorption
Once per thread, upon dealing 100% total damage to an opponent, the opponent loses 2 KP at the end of their turn. This can bring the target into negative KP. Additionally, you gain a third General Trait during character creation.
General Traits
Raw Talent
Twice per thread, when using a Non-Heavy Standard technique, you may gain an additional 1 MP.
Vampiric
Once per thread, you may designate a Standard Attack as ‘Vampiric.’ If this attack deals any damage, you choose to recover 1 KP & 1 MP or 15% HP.
Antisense
Your ki is invisible to energy sensing and scouters, even in the midst of combat - this can be toggled on and off. In addition, escape techniques have a boost of +20% to their total effectiveness and your first escape technique per thread costs no KP.
Currently stands 4"6
Current Traits
Species Traits
Engineered Persistence - Perpetual Regeneration
Your total HP threshold is increased by +60%. Critical Damage will still defeat you at its normal rate. Wounds only reduce your HP threshold by -50% instead of -100%.
Enhanced DNA - Zenkai
Upon reaching 100% damage taken, gain a 'Zenkai Charge'. Upon reaching 200% damage taken, gain two. Healing in any way does not refresh this effect. Zenkai Charges can be spent to activate the Transformation Boost Momentum Effect without using MP to do so.
Assimilated Power - Absorption
Once per thread, upon dealing 100% total damage to an opponent, the opponent loses 2 KP at the end of their turn. This can bring the target into negative KP. Additionally, you gain a third General Trait during character creation.
General Traits
Raw Talent
Twice per thread, when using a Non-Heavy Standard technique, you may gain an additional 1 MP.
Vampiric
Once per thread, you may designate a Standard Attack as ‘Vampiric.’ If this attack deals any damage, you choose to recover 1 KP & 1 MP or 15% HP.
Antisense
Your ki is invisible to energy sensing and scouters, even in the midst of combat - this can be toggled on and off. In addition, escape techniques have a boost of +20% to their total effectiveness and your first escape technique per thread costs no KP.
Current Techniques
Battle Techniques
Battle Techniques
Light Offense || Gatling Kicks
A rapid string of kicks. He prefers stomping kicks and will angle himself sometimes to accomplish this, but failing that this can represent any number of kick combos.
Power: 20%
KP Cost: 1 KP
Variants:
Light Defense || Sudden Movement
Kyten moves abruptly to dodge, relying on sheer speed to evade. This is more predicated on his instincts rather than conscious though on his part, but this is enough for the majority of cases.
Power: 60%
KP Cost: 2 KP
Variants: Evasive+
Medium Offense || Killer Needle
A thin beam shot from Kyten's palm, with the intention of going through any defenses his target has. As well as the target themselves, if they aren't particularly resilient.
Power: 60%
KP Cost: 4 KP
Variants: Piercing
10k Technique
Medium Defense || Sensed Movement
Kyten relies on his enhanced senses to precisely evade an incoming attack. This requires more effort on his part than a typical dodge, but against stronger enemies and attacks it can prove necessary.
Power: 100%
KP Cost: 4 KP
Variants: Evasive
20k Technique
Medium Offense || Skewer
A simple, sudden punch forwards with a clawed hand to strike through an enemy. Rather than trying anything particularly tricky or complicated, this relies on his pure strength.
Power: 80%
KP Cost: 4 KP
Variants:
30k Technique
Medium Offense || Forced Injection
Kyten grabs hold of someone, before stabbing them with a barb in his palm and injecting a a paralytic agent into the target. While not enough to incapacitate most alone, it will generally weaken the target in the immediate aftermath.
Power: 40%
KP Cost: 3 KP
Variants: Exhaustion
Medium Offense || Forced Injection
Kyten grabs hold of someone, before stabbing them with a barb in his palm and injecting a a paralytic agent into the target. While not enough to incapacitate most alone, it will generally weaken the target in the immediate aftermath.
Power: 40%
KP Cost: 3 KP
Variants: Exhaustion
40k Technique
Medium Offense || Haemorrhage
Kyten abruptly shoots a precise beam, aiming for a location likely to cause heavy bleeding. The common targets are arteries within the wrist or the neck.
Power: 60%
KP Cost: 4 KP
Variants:
50k Technique
Heavy Defense || True Shell
Kyten summons a barrier as strong as he can possibly muster, aiming to block whatever attack comes his way. Even if it breaks through, the structure of the barrier is intended to minimize the harm.
Power: 100%
KP Cost: 6 KP
Variants: Shield
Absorbed Technique (in a weird limbo rn)
Medium Offense || Prime Death Driver (From Onoma)
Kyten forms a jagged ring of deep red energy that has spikes on the inside and outside as well, and it sparking with electricity. He then throws it at his target, with it threatening to slash and stab at them before exploding violently. Little has changed in terms of Kyten's use of the attack.
Power: 60%
KP Cost: 3 KP
Variants:
Sparking Heavy Offense || Twin Needles
Kyten flies suddenly to attack from a new angle, before firing beams of Ki from both palms at his target. The beams combine into a single, concentrated beam before striking.
Power: 130%
KP Cost: 5 KP
MP Cost: 5 MP
Variants: Counter
Utility Techniques
Utility Technique || Winged Flight
Kyten flies through the use of the insectile wings on his back, instead of the standard ki-based flight. The wings are not silent, and can generally be heard to buzz as he long as they are active, but this tends to not unreasonably loud. These wings can fold against his back when not in use.
Utility Technique || Antennae Senses
Kyten’s antennae allow for him senses that would otherwise elude him, such as scent without having a nose. Additionally, they are particularly sensitive to vibrations in the air, to the point he can sense and single out the heartbeats of those relatively nearby with careful focus. This is closer to a sense of touch than of hearing.
Ki For Dummies Guidebook #1
Utility Technique || Persistent Healing
Besides actively being able to regenerate parts of his body mechanically, Kyten’s regeneration is active on some level at all times. Minor cuts and bruises can be safely ignored, and will heal in minutes. In practical terms, Kyten can heal non-KP attacks and minor injuries without any effort, though this has no mechanical impact. This low-level of regeneration tends to deactivate in the face of meaningful injury, as the energy goes to healing more pressing injuries instead. While this technically allows him to recover from most injuries quicker than normal as well, this has no effect on the wound system. This is passive, and does not use KP.
Ki For Dummies Guidebook #2
Utility Technique || Synthesized Paralytic
Kyten’s body has the ability to produce a paralytic agent that numbs the body on injection. This can only be injected through the darts in the palms of his hands at present. This can easily incapacitate those much weaker than himself in low dosages, but generally requires a far greater dosage to function on those at a similar power level. A meaningful dose tends to cause muscles to relax, the body to numb and those injected to feel lightheaded, with these effects generally being more pronounced the more that Kyten can inject. Out of combat, this can be used to ensure someone stays down for a while without killing them or further injuring them. The effectiveness of any given dose is dependant on the other player’s consent, as is being injected at all. This is passive, and does not use KP.
Home Region
Earth - Rocky North
Utility Techniques
Utility Technique || Winged Flight
Kyten flies through the use of the insectile wings on his back, instead of the standard ki-based flight. The wings are not silent, and can generally be heard to buzz as he long as they are active, but this tends to not unreasonably loud. These wings can fold against his back when not in use.
Utility Technique || Antennae Senses
Kyten’s antennae allow for him senses that would otherwise elude him, such as scent without having a nose. Additionally, they are particularly sensitive to vibrations in the air, to the point he can sense and single out the heartbeats of those relatively nearby with careful focus. This is closer to a sense of touch than of hearing.
Ki For Dummies Guidebook #1
Utility Technique || Persistent Healing
Besides actively being able to regenerate parts of his body mechanically, Kyten’s regeneration is active on some level at all times. Minor cuts and bruises can be safely ignored, and will heal in minutes. In practical terms, Kyten can heal non-KP attacks and minor injuries without any effort, though this has no mechanical impact. This low-level of regeneration tends to deactivate in the face of meaningful injury, as the energy goes to healing more pressing injuries instead. While this technically allows him to recover from most injuries quicker than normal as well, this has no effect on the wound system. This is passive, and does not use KP.
Ki For Dummies Guidebook #2
Utility Technique || Synthesized Paralytic
Kyten’s body has the ability to produce a paralytic agent that numbs the body on injection. This can only be injected through the darts in the palms of his hands at present. This can easily incapacitate those much weaker than himself in low dosages, but generally requires a far greater dosage to function on those at a similar power level. A meaningful dose tends to cause muscles to relax, the body to numb and those injected to feel lightheaded, with these effects generally being more pronounced the more that Kyten can inject. Out of combat, this can be used to ensure someone stays down for a while without killing them or further injuring them. The effectiveness of any given dose is dependant on the other player’s consent, as is being injected at all. This is passive, and does not use KP.
Home Region
Earth - Rocky North