Post by Hayle on May 26, 2023 17:26:23 GMT -5
GENERAL INFORMATION
Hayle of Family Zumat
ALIASES: “My Queen” “Tyrant” “Boss”… and so on.
AGE: 318
GENDER: Female
SPECIES:
SUPREMACY
When engaged with a foe that has sustained 100% or more damage, you gain a +10% boost to all techniques when attacking or defending against them, but you may not boost these techniques with momentum. If the target heals below 100%, this effect is lost.
DURABILITY
Once per thread, after all other damage reductions, reduce an incoming attack's power by an additional 40%.
RESILIENCE
Increases the total damage you can sustain by 20%, and increases your Critical Damage Threshold by 30%.
GENERAL TRAITS:
WEALTHY
You gain Zeni slightly faster! Your ZPW is raised by +0.3 if you do not have Cash Money or Favorable Contracts, and by +0.2 if you do have them.
METAMORPHOSIS
When transforming, you may choose to retain the MP that you currently have. However, you cannot use a Sparking Technique on that turn.
STARTING PLANET: Earth
HOME REGION: Kold Continent
CHARACTER DESCRIPTIONS
APPEARANCE:
Hayle is most commonly seen in her base form where she stands at a diminutive 4’8. To most other species in the galaxy she seems androgynous; a slender figure with white bio-armour over a very pale pink flesh with brighter blue accent details. A flat disk of polished black Katchin inset with a sizeable ruby engraved with the mark of the Empire sits on the right side of her chest. Her tail is three feet long, and she often keeps this wrapped around her waist so as to avoid it getting in the way.
Her features are sharp and cold; blood red eyes, a pointed nose, and horns which sweep back from her skull. Her lips are thin and her teeth beyond just a little too bright; fangs a touch more prominent than is perhaps normal for her people.
As well as her bio-armour she tends to favour a cape of rich blue fabric with the insignia of her Family – a snowflake cracked down the middle and splintering into two.
BACKGROUND:
Zumat is a very old Arcosian family, one which has deep pockets and a book of grudges so long that learning all of them would be the life’s work of lesser species.
Bringing a new member of the family into existence is not something done lightly; the more of them there are, the more competition there is for the power and resources that the family has accumulated over its history. Each one is the legacy of some conflict or need; martial, political or logistical. Only the family are trusted to oversee operations, and so sometimes expansion is an unpleasant necessity.
Zumat was brought into existence during a period of instability for the family. Her father intended that she would be a warrior, able to move fluidly between the forms of her people for maximum effectiveness, and he was sure that she would most likely die in internecine conflict with one of the other families of Arcose with which tensions had boiled over into open conflict. She disappointed him, not only by surviving, but by stubbornly insisting that she is, in fact, a daughter, and not a son, of Arcose.
Nevertheless. She performed her duties well enough, and she did not rebel against her father’s instructions, and so she was permitted to live. As the decades went by she learned how to survive Arcose, with all its civilised danger and complex games.
Fighting never truly interested her that much. She was good at it, but it held no joy for her. Instead she found her pleasure in mercantilism; cutting deals with other families, setting up the efficient intergalactic trade systems which were needed to maintain the family’s position. They were a good excuse to leave the barren, frozen world of her people and see the wider galaxy; to sample their delights straight from the source.
Nevertheless, in time all things change. Hayle’s father died, officially of natural causes, but truly of poison from his many enemies. Her relations almost tore the family apart in their desperation to take his place. She was forced to impose order with that brutish strength which she was born to use, and they bowed to her.
They do not understand that she does this for their own good; that not one of them has what it takes to stand on the intergalactic stage as a leader, let alone hold off their enemies if their position weakens too much further. It is sad, but it is as it is.
In the more than a century that has followed she has done much; she has children of her own, as well as nephews and cousins who look to her for leadership out of fear and duty, as she once looked to her father. She has killed her own, and many others who are not her own. But beyond all of that, she has kept Zumat stable and away from intergalactic affairs as much as she can.
But the galaxy is changing. There are rumours of Super Saiyans, an ascendant Saiyan species, an Earth more outward-looking than ever, and stranger things besides.
These things have piqued her curiosity and her paranoia both. One does not survive for over three hundred years in the cutthroat world of Arcosian politics without having a finely-tuned survival instinct. She has decided to risk involving herself more overtly in intergalactic affairs; beginning on Earth, where she hopes to use the Earthling's capitalist instincts to her advantage and forge bonds which will make war more difficult later. Zumat do not deal in arms and mercenaries after all; they deal in luxury goods, resources and the necessities of life.
War?
Quite simply, it’s bad for business.
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.
Hayle of Family Zumat
ALIASES: “My Queen” “Tyrant” “Boss”… and so on.
AGE: 318
GENDER: Female
SPECIES:
SUPREMACY
When engaged with a foe that has sustained 100% or more damage, you gain a +10% boost to all techniques when attacking or defending against them, but you may not boost these techniques with momentum. If the target heals below 100%, this effect is lost.
DURABILITY
Once per thread, after all other damage reductions, reduce an incoming attack's power by an additional 40%.
RESILIENCE
Increases the total damage you can sustain by 20%, and increases your Critical Damage Threshold by 30%.
GENERAL TRAITS:
WEALTHY
You gain Zeni slightly faster! Your ZPW is raised by +0.3 if you do not have Cash Money or Favorable Contracts, and by +0.2 if you do have them.
METAMORPHOSIS
When transforming, you may choose to retain the MP that you currently have. However, you cannot use a Sparking Technique on that turn.
STARTING PLANET: Earth
HOME REGION: Kold Continent
CHARACTER DESCRIPTIONS
APPEARANCE:
Hayle is most commonly seen in her base form where she stands at a diminutive 4’8. To most other species in the galaxy she seems androgynous; a slender figure with white bio-armour over a very pale pink flesh with brighter blue accent details. A flat disk of polished black Katchin inset with a sizeable ruby engraved with the mark of the Empire sits on the right side of her chest. Her tail is three feet long, and she often keeps this wrapped around her waist so as to avoid it getting in the way.
Her features are sharp and cold; blood red eyes, a pointed nose, and horns which sweep back from her skull. Her lips are thin and her teeth beyond just a little too bright; fangs a touch more prominent than is perhaps normal for her people.
As well as her bio-armour she tends to favour a cape of rich blue fabric with the insignia of her Family – a snowflake cracked down the middle and splintering into two.
BACKGROUND:
Zumat is a very old Arcosian family, one which has deep pockets and a book of grudges so long that learning all of them would be the life’s work of lesser species.
Bringing a new member of the family into existence is not something done lightly; the more of them there are, the more competition there is for the power and resources that the family has accumulated over its history. Each one is the legacy of some conflict or need; martial, political or logistical. Only the family are trusted to oversee operations, and so sometimes expansion is an unpleasant necessity.
Zumat was brought into existence during a period of instability for the family. Her father intended that she would be a warrior, able to move fluidly between the forms of her people for maximum effectiveness, and he was sure that she would most likely die in internecine conflict with one of the other families of Arcose with which tensions had boiled over into open conflict. She disappointed him, not only by surviving, but by stubbornly insisting that she is, in fact, a daughter, and not a son, of Arcose.
Nevertheless. She performed her duties well enough, and she did not rebel against her father’s instructions, and so she was permitted to live. As the decades went by she learned how to survive Arcose, with all its civilised danger and complex games.
Fighting never truly interested her that much. She was good at it, but it held no joy for her. Instead she found her pleasure in mercantilism; cutting deals with other families, setting up the efficient intergalactic trade systems which were needed to maintain the family’s position. They were a good excuse to leave the barren, frozen world of her people and see the wider galaxy; to sample their delights straight from the source.
Nevertheless, in time all things change. Hayle’s father died, officially of natural causes, but truly of poison from his many enemies. Her relations almost tore the family apart in their desperation to take his place. She was forced to impose order with that brutish strength which she was born to use, and they bowed to her.
They do not understand that she does this for their own good; that not one of them has what it takes to stand on the intergalactic stage as a leader, let alone hold off their enemies if their position weakens too much further. It is sad, but it is as it is.
In the more than a century that has followed she has done much; she has children of her own, as well as nephews and cousins who look to her for leadership out of fear and duty, as she once looked to her father. She has killed her own, and many others who are not her own. But beyond all of that, she has kept Zumat stable and away from intergalactic affairs as much as she can.
But the galaxy is changing. There are rumours of Super Saiyans, an ascendant Saiyan species, an Earth more outward-looking than ever, and stranger things besides.
These things have piqued her curiosity and her paranoia both. One does not survive for over three hundred years in the cutthroat world of Arcosian politics without having a finely-tuned survival instinct. She has decided to risk involving herself more overtly in intergalactic affairs; beginning on Earth, where she hopes to use the Earthling's capitalist instincts to her advantage and forge bonds which will make war more difficult later. Zumat do not deal in arms and mercenaries after all; they deal in luxury goods, resources and the necessities of life.
War?
Quite simply, it’s bad for business.
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 Offensive Technique || Natural Cruelty
Hayle’s form of standard martial arts, utilising her tail and horns as well as hands, feet, knees and elbows. She tends to favour hard strikes to soft areas.
Power: 20%
KP Cost: 1 KP
Variants:None
Medium Offensive Technique|| Sadistic Impulse
A focused pulse of bright purple energy that is unleashed from an outstretched hand. It is deliberately dispersed; meaning that whilst powerful it aims to flense the target rather than punch through them.
Power: 40%
KP Cost: 2 KP
Variants:None
Heavy Offensive Technique || Know Your Place, Worm!
Used when Hayle has lost her temper. This assault is a brutal series of strikes which finish with an attempt to throw the opponent to the floor and then blast them with her full power. She usually shouts the attack name.
Power: 100%
KP Cost: 6 KP
Variants:None
Heavy Offensive Sparking Technique || Hayle Storm
Gathering her power, Hayle glows bright blue before releasing a veritable storm of ki blasts at her opponents. One unfortunate soul is usually dedicated as the primary target but only those she spares can avoid all danger – and then, it’s difficult for her to exert massive control over this. She uses some of the energy to empower her bio-armour so she isn’t left entirely defenceless in the aftermath.
Power: 100%
KP Cost: 6 KP
Variants: Quake+, Back-up Plan
Utility Technique || Flight
Hayle has always been able to fly. It strikes her as odd that not all species can do so.
Utility Technique || Ki Suppression
Hayle can hide her power level.
10k Slot: Light Defensive Technique || Contemptuous Dodge
Hayle uses the minimal amount of effort required to avoid the incoming attack.
Power: 60%
KP Cost: 2 KP
Variants:Evasive
20k Slot: Medium Defensive Technique|| Empowered Bio-Armour
Hayle is able to empower her Bio-Armour so that it can withstand attacks more effectively for a brief period of time.
Power: 50%
KP Cost: 4 KP
Variants:Sustained
30k Slot: Heavy Defensive Technique || Such Pointless Struggle
Hayle focuses her full power into defence – usually doing her best to utterly crush an energy attack to nothing with her bare hands or otherwise demonstrate her ‘insurmountable’ power. If it actually works she is left invigorated.
Power: 80%
KP Cost: 6 KP
Variants:Taunt
ADDITIONAL NOTES: The basics are good. Let's stick with the classics.
STARTING LOADOUT: I’ll be converting Iyre into Hayle; request is here: dbsparking.freeforums.net/post/42139/thread