Derry's Techniques, Transformations, and Tracker Sept 28, 2020 17:51:33 GMT -6
Post by Derrick Ottoy on Sept 28, 2020 17:51:33 GMT -6
Puts up a friendly face around strangers, loyal to his organization, and furious against those who wish harm on his friends or those that double cross him, Derry is willing to do anything for whoever he deems family.•••••••••••••••••••••••••Techniques
Derry gathers a small spark of pink flame in his hand, only for it to suddenly grow in size. The fire in his hands are released in a stream in front of him, burning anyone in its path and dealing 33% PL as damage.
Derry begins to gather more and more pink fire into his hand and lifts it up towards the sky. After fully charging, the fireball is launched at the opponent, dealing 66% PL as damage.
Derry charges up a small bundle of pink fire in his hands and launches it at his opponent. The ball then erupts into a flame net, wrapping the opponent in flames and damaging his opponent by 33% PL per turn over two turns.
After grappling the target, pink flames erupt from within the victim, burning them from the inside out, dealing 33% PL per turn over two turns, ignoring 3/4 of an enemy's barrier due to Piercing and Drilling
Adds an extra variant to Signature Technique - Selected Piercing for Cremation
Increase Piercing effect to 75% vs. barriers
Can charge attack for up to two posts. Will add 33% damage after charging for 1 post, and another 33% after charging for 2 posts (66% total). Can fire after charging for one or two posts.
When this style is chosen, gain a Tier 2 style from a branch other than your chosen branch. Selected Toxic
Signatures with this style have their DoT length doubled while maintaining the power output per ‘tick’.
Flame Shield [B1]
Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 33% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
Flame Wall [UB2]
Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 66% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
Flame Dome [MB3]
Through some proper Ki Manipulation, you've gained the ability to summon a barrier made of Ki! Protects you with power equal to 100% of your current PL. If an opposing technique beats your barrier, and the Barrier user is within 60% of the attack's PL, the damage is halved. (IE: If a Ki Barrier had 2,000 PL, and was broken by a 3,000 PL attack, the bleed-through damage would be 500 PL instead of 1,000). If the Barrier user is lower than 60% of the incoming attack, the damage reduction is only 25%.
Through a sudden burst of speed you leave behind a static image of yourself to distract your opponent, this technique allows you to completely dodge techniques beneath 100% of your PL. This technique uses 1 KP in KP Battles.
By some means, usually via a significant increase in muscle mass, you increase your offensive power at the cost of your defenses, this results in an increase of your offensive PL by +x1 and a decrease of your defensive PL by -x3. You must have a transformation that provides at least +x3 defensive PL to use this technique. Using Bulking costs 0 KP in a KP Battle. It must be active for at least two turns before being deactivated (including the turn it was activated on), and can only be deactivated at the end of a turn, after completing all necessary defensive calculations. Transformations that require bulking must also adhere to this.
Energy Suppression [UT1]
You are capable of suppressing your power in order to better hide yourself from the gaze of those with Energy Sensing or those utilizing a Scouter, so long as you are not making use of powerful techniques(anything that would consume KP in a KP Battle) you can lower your ki signature to surprise your foes with your real power, or attempt to hide your energy at ambient planetary levels. This technique uses 0 KP in a KP Battle
Derry's body begins to produce more and more heat, and his hair now burns bright. Far more stable than Heating Up, although continuous use can cause severe burns if careless.•••••••••••••••••••••••••
A handful of ogre enforcers confront Kusari within Oodon's Udon. The restraunt lied within Dirty Snake territory, so Derry alongside his partner Lucas go to investigate. After a short argument within the shop, Kusari runs away to acquire her gear with the ogres giving chase. Derry follows closely behind to teach them a lesson about messing with the Dirty Snakes.
After the ogre incident, Derry returns to doing jobs for the Dirty Snakes. He goes to meet a defector from a rival gang called the Renegades, but is ambushed. Amara, who was trailing Derry the whole time, arrives on the scene, saves Derry, and takes down the Renegade forces alongside him.
John, Derry's boss and leader of the Dirty Snakes, wants Derry to take a break after the Dirty Job. Due to his incredible boredom, however, Derry talked to Wallace, another gang member, in order to find potential jobs. Derry interrogated The Baker who owes them money, but it turns out that the Baker was also responsible for the deaths of other Dirty Snakes. In a fit of rage and insanity, Derry brutally murders The Baker and destroys his business. Meanwhile, John begins to set up Derry for future tests and schemes...
Derry is given a task from John to investigate some Renegade activity in North City. Before he goes to strike at a local butchery at night, Derry visits one of his childhood sights: The now burned down orphanage that he grew up in. It is here, however, that he receives an unexpected visit from none other than General Kraktus, who has come to give him an assignment regarding President Hofferson. The two exchange contact numbers and go their separate ways after forming a mutual partnership
In the middle of the night, Derry finally makes his move on the butchery that housed the Renegades. Before he does so, however, he encounters Prince Drum, who was looking for a bite to eat. The two team up to bring down the Renegades. Derry grabs one of the bosses and grabs a key from him that leads back to the orphanage.
Derry arrives at West City to investigate a rumor regarding the Renegades setting up shop there as well. After finding no evidence of Renegade activity, Derry plans to head out when his attention is turned to a clothing shop. He spots Amara and Dosu outside, and decides to hide himself and watch from a distance in case things turn sour.
John requests that Derry takes yet another break and head out towards South City while also possibly establishing territory. As he lays down near the Great Fissure at night, he encounters a burnt man. When he approached, however, the man turned hostile and attacked him with flames of his own. After some fighting between the two, two more fighters arrive, a sword master and a namekian, further complicating matters.
With the sudden diappearance of the boss, Derry was left no choice but to return back to North City. He was now forced to return to the orphanage, now with the key with him. He planned to unlock a cellar door when he's suddenly greeted by Yanwang. Not wanting any trouble, Derry attempted to appeal to Yanwang so that he'll either leave him along or assist him. Before that could happen, Bamboo arrives and blows up a building right next to the duo, slightly annoying Derry.
Derry explores the South City harbor in an attempt to find a briefcase that's said to help free the boss from Renegade clutches. During his investigation, he interrupts a meeting between Drake and Chromo regarding the distribution of some Hetap. Before things could escalate between Derry and Drake, the mentor paired with Drake calms the two of them down until a Renegade agent is spotted listening in on the conversation.
After securing the briefcase, Derry delivers it back to HQ, but Epsilon requires computer parts in order for the PC to fully function in order to hack the case's many locks. He goes to a shady area in East City and acquires the required parts, but gets into a bit of trouble with the local gangsters. After crashing through a convenience store, Derry and Lionel team up to bring down the gangsters. Once they were dealt with, the two go their separate ways after Derry shares a 'business card' with Lionel.
After becoming frustrated with the lack of progress regarding the briefcase locks, Derry goes to vent when he suddenly encounters Brent. He appeared to be in quite a daze, and Derry at first helps him come back to his senses. Later on, however, Brent suddenly attacks Derry, and the two continue the fight all the while Derry is suffering from voices inside his mind due to the stress of John's absence.
Derry travels from city to city in the hopes of finding a boxer that could provide a decent challenge to Derry while also not posing as a risk of death. It's a difficult tightrope to balance on, but his match against the Wrecking Ball seemed to be what he was looking for. Before the match, he even met some fans of Derry who were eager to watch his match. During the match, however, Derry discovers that his opponent has been cheating, and then proceeds to lose control yet again, killing the Wrecking Ball and burning down the West City gym, with no sign of the fans.
After waking up in what seemed like the middle of nowhere, Derry runs across Yanwang once again, this time meditating. Apparently he's trying to achieve the ability to sense ki, so Derry attempts to give him some advice on how to achieve such an ability. Eventually, Yanwang moves more into practical training as Derry attempts to relieve him of some internal stress.
In the final days of the briefcase escapades, Derry alongside Lucas attempt to create their very own homemade scouter. Unfortunately, they booth such at electronics, so it goes up in flames constantly. LEO, the bodyguard of President Hofferson, shows up and offers her assistance with the device. In the background, the papers Derry had been gathering regarding the president by Kraktus' orders have been inconveniently placed nearby.
On Mt. Frappe, Derry is attempting to push his body in an effort to become stronger for the sake of the Dirty Snakes. He is interrupted by Tarch, who decides to hang around with the gangster for a while, talking about their lives for a bit before the two decide to push themselves via race.
Derry arrives in West City in an attempt to capture a Renegade gang leader named Ezekiel Finnegan, but is caught in the act by Typha. Ezekiel calls on his goons, but Typha makes quick work of them while Derry grabs hold of the gang leader. Ezekiel manages to shoot himself, revealing that he was an android, and the group is assaulted by a batch of androids that all look like Derry.
In the industrial park in Central City, the Dirty Snakes assault an abandoned factory that the Renegades were using as their base of operations in the city. While fighting, Derry discovers an android that went rogue and killed everyone else in the room before shooting itself. Afterwards, Derry and Wallace get in a bit of a heated discussion before agreeing that Derry has been putting too much stress on himself recently and should take a break.
After attempting to take a break by relaxing in the park, Derry notices several large power levels nearby and moves to confront them. It turns out to be am arcosian named Ticoga and Amara is with him. He enters the conversation and is welcomed by the two of them as they discuss Ticoga's plans for coming to Earth.
Derry travels to West City to once again relax and take a break, attempting to meditate in the park. He loses concentration and notices a large power level nearby, leading him to meet Kon, who just got off of work. Derry attempts to strike up a conversation between the two but Kon remains hesitant about the whole situation, believing that something else is going on.
To prepare for the Dirty Snakes' assault on the Renegade HQ in North City and bring an end to them once and for all, Derry travels to South City to meet up with Kraktus and train with him in the hopes of whipping him into shape.•••••••••••••••••••••••••Past and Current Relationships
Amara: A bit rough around the edges. Pretty arrogant, but it isn't like she can't back it up. Acquaintances on friendly terms
Kusari: Rather unfamiliar, was responsible for some disturbances in Snake territory. Neutral.
Prince Drum: Seems to be nice guy. Efficient, and content with murder. A suitable enough ally.
Dosu: A rather intimidating opponent. Too many unknowns surrounding him. Cautious.
Korr: A seriously dangerous individual. Unstable and furious, a deadly combination. Enemies due to sheer confusion
Cin: A man seeking combat and sparring. Aided him in a time of need. He's on good terms with Derry
Violin: Unsure about many things regarding the namekian. Remains hesitant around the powerhouse, yet they share a small number of ideals.
Kraktus: Certainly an intimidating fellow, it would be best not to cross this alien. That being said, his power and influence can certainly help the Dirty Snakes rise.
Yanwang: A rather friendly fellow, at least when he isn't transformed from a 3 ft. gremlin to a 4 ft. midget. Easy to get along, but keep some distance when fighting.
Bamboo: Yet another Stargoon, this one certainly seems the most childish that he's met thus far. Unpredictable and Dangerous
Drake: A rather arrogant prick, he thinks he's the star of the show. Good thing his mentor has him on a leash.
Chromo: Almost seems as if a child has been suddenly turned into a giant grotesque beetle. Eccentric, but friendly enough.
Lionel: A man who just wants to keep to himself. He's not likely going to endanger anyone anytime soon, but keep a close eye on him.
Brent Gale: It's almost like he's two different people: One who's a very relaxed person, and another that's just all out aggressive. Derry certainly has a favorite between the two.
LEO: Has proven to be quite helpful, but can't help but think that she's familiar. Must remain cautious.
Carro Hofferson: Derry's current target in an underground smear campaign. Not much is known about the actual person.
Tarch: A rather happy go lucky half-saiyan, he's nothing more than a kid at heart. A bit annoying, but mostly harmless, so long as he doesn't know the truth.
Typha: A goody two shoes that has been a real thorn in Derry's side. It would be best to avoid him at all times.
Ticoga: Nice change of pace seeing an Arcosian that doesn't have world domination on their mind. Rather polite, best not to ruin this chance.
Kon: A half-saiyan woman Derry met in the park one night. She is rather defensive, and appears to not feel comfortable around the gangster.