Post by Manah on Oct 31, 2019 0:18:33 GMT -5
Mumen Rider
The Cycling Knight
The Cycling Knight
QUOTE: "It doesn't matter how small the crime, or how powerful, or numerous the criminals. A true hero... never backs down if there are lives in the balance!"
Real Name: Hirayama Satoru
Age: 25
Other aliases: The Cyclist of Justice (In his original world)
Occupation: Former Hero, Ex-Member of the Hero Association (C-Class, 1st Rank)
Marital Status: Single
Height: 5'7"
Weight: 145 lbs
Eye color: Brown
Hair color: Brown
Species: Mystically-Empowered Human? (Reincarnated in another world)
ABILITIES
Int: 12
Str: 8
Agl: 7
Spd: 6
Dur: 8
HEALTH/P.L: 8/6
ENERGY/P.L: 30/18
REGEN/P.L: 22/11
SKILLS: 7 (Regens 3 per panel)
LIMIT GAUGE: 11/30
ACTIONS
Combat: 12
(Str.bonus and Wpn.modifier)
-Efficient
-Skill Points System
-Hand-to-hand
-Martial arts
-Grappling
-Bicycles
-Firearms/Bows
-Thrown weapons/objects
-Acrobatic Fighting
-Ride-by-attack
-Inhuman power
-Using powers in combat
-Fighting multiple/larger opponents
-Destruction
-Options: Catch Projectiles, Balance, Blind Fighting, Multiple Opponents
Acrobatics: 7
(Agl.bonus)
-Efficient
Break: 10
-Allows user to either target and break objects, or to target certain body parts to cause negative effects to the victim
-May add to Close Combat
-Must target a part of the target's body
-Must choose effect before shot
-Effects last for Damage in panels except for Energy Break, which is just Stun Damage
Ki Control: 12
(Dur.bonus)
-Efficient
-Ki Blasts
-Ki Barrier
-Toughness and Ref.Dodge
-Ability Boost
-Sense power
-Does not require a panel of prep time
Black Magic: 20
(Int.bonus)
-Super-Efficient
-1 Element/Special Spell per AN
-Create/Manipulate
-Force Blasts (With Advantages/Disadvantages as fitting: 2x damage, 3x damage, AP, Area Attack/Effect, Normal and/or Stun damage, Sets flammable things on fire, Atk VS Durability to Blind/Freeze solid
-Usable as Telekinesis (w/Wpn.modifier), Automatically causes collateral damage
-Elements: Fire (Fire, Fira, Firaga, Firaja, Flare), Ice (Blizzard, Blizzara, Blizzaga, Blizzaja, Avalanche), Lightning (Thunder, Thundara, Thundaga, Thundaja, Blitz)), Water (Water, Watera, Wateraga, Wateraja, Tidal Wave), Wind (Aero, Aera, Aeroga, Aeroja, Tornado), Earth (Quake, Quakra, Quaga, Quakeja, Fissure), Light (Shine, Shinra, Shinaga, Shinaja, Nova), Darkness (Dark, Darkra, Darkga, Darkja, Void))
-Non-Elemental Spells:
- Aura (Each Panel counts as if you had taken your Durability in Red Stones of Damage for Limit Breaks. Lasts panels equal to stones played to cast.)
- Bio/Biora/Bioga/Bioja (Attack vs Durability to Poison. If damage occurs, the target loses an amount of red stones of health per panel equal to the stones that were over the Durability)
- Sleep (Attack vs Durability to Paralyze, Duration equals stones that overcome Durability)
- Drain (As Energy Drain, but drains Red stones of Health instead and transfers them to the user. Durability counts as a Defense)
- Osmose (As Energy Drain with Range of 2, At Action Number 7 this improves to Improved Energy Drain with a Range of 3)
- Silence (Attack vs Intelligence to make a target unable to use any school of Magic for a number of panels equal to the stones that got through)
- Confuse (Attack vs Intelligence to make a target not realize who is friend or foe. Lasts one panel per stone that got through)
- Toad (As Transform others by Touch, into a Toad. Must touch target as a Close Combat attack ignoring Toughness and Armor in order to activate.)
- Berserk (Attack vs Intelligence if target is unwilling. Puts a target in a state where they only get one action per turn; putting their stone regeneration rate of stones in a purely Close Combat attack. The Target gains one free stone from the general pool per 3 stones of attack, but can only rely on automatic defenses)
- Meltdown (Causes one half stones played in non-elemental damage, and the other half reduces a target's Toughness by that amount; Min 0)
- Delta (A purely non-elemental attack, 2x damage or area effect, excludes allies)
- Ultima (2x Damage, Area Effect)
-Accumulate Energy
White Magic: 12
(Int.bonus)
-Efficient
-Cure Spells (Cure, Cura, Curaga, Curaja, Fullcure; As Magical Healing; May heal up to 2x AN white stones of Health per day.)
-Esuna (Stones VS Resistance to cure poisons, diseases, etc.)
-Revive (Must pay at least 5 stones to raise a fallen ally from a knocked out state.)
-Protect (Force Field VS Physical/Energy)
-Shell (Force Field VS Magic)
-Boost (Enhance target's A/A/Ms; may not more than double anything)
-Raise (Enhance Wpns and Armors, pay for Duration, May not more than double Weapon or defense bonus)
-Holy (3x Damage, Atk VS Durability, Area attack (Area 3; 2x damage VS Non-Evil creatures, Normal damage VS Good creatures. Must use at minimum 8 stones of Effect, and on the next panel, user takes Stun damage equal to stones played to attack with Holy)
Geomancy: 10
(Int.bonus)
-Efficient
-As Mastery of Elements (All natural elements)
-Unlimited Create/Manipulate
-Force Blast (Element and effects variable depending on surrounding environment)
-Area Effect
-Combine with Close/Ranged Combat
-Accumulate Energy for Greater effect
Time Magic: 15
(Int.bonus)
-Efficient
-Gain 1 effect at AN 1, and one more for each even AN
-May only produce 1 effect per panel
-Speed (Increase target's flow through time increasing their speed by 1/2 stones played.)
-Regen (Target gains an Accelerated Healing factor for Stones played in Panels.)
-Age (Attack vs Durability. If damage occurs reduce all physical abilities by 1 per 4 stones played as the being becomes older. May also be used to reverse effects or make one younger.)
-Degen (Attack vs Durability if damage occurs, gain a reversed Accelerated Healing Factor (take 1 white stone of damage per 2 panels) for damage in panels)
-Comet (Bend time so that a celestial body comes into contact with the planet at the exact spot a target are is. 2x Damage, Limited Area Effect.)
-Meteor (Bend time so a larger celestial body comes in contact with the area you are aiming for. 3x Damage, Area Effect)
-Accumulate Energy for Greater effect
Illusion Magic: 10
-As Create Illusions
Mesmerism: 10
(Int.bonus)
-Super-Efficient
-Read minds
-Empathy
-Illusions (Broadcast)
-Telepathic Communications (Broadcast)
-Subtle Commands
-Project thoughts/Control others (Broadcast)
-Empathic Projection (Broadcast)
-Psychometry
-Create links with others
-Mental bolts
-Repair minds
-Swap Minds
Summon Magic: 20
(Int.bonus)
-Efficient
-1 Summoned Creature per AN
-Summons lasts until creature is dismissed, end of encounter, or defeated
-A Summon used in battle will gain as many LoEs as its Summoner at the end of an issue
-Summoner may use their own LoEs/White Stones to improve a Summon
-Known Summons: Chloe, Shiva, Ifrit, Siren, Ramuh, Goliath, Carbunkle, Succubus, Leviathan, Phoenix, Tonberry, Odin, White Cactuar, Bahamut, Alexander, Behemoth, Mindy Magus, Cindy Magus, Sandy Magus, Magnus
Calling Magic: 20
(Int.bonus)
-Efficient
-1 Summoned Creature per AN
-Summons last 1 Panel
-Immune to Damage on that Panel
-Improve Summon's Special Action by AN
-Known Calls: See Summon Magic
Weapon Magic: 10
-Used to temporarily enchant one's weapon, making it stronger and allowing it to perform various effects
-Gain 1 Element per AN
-Gain 1 extra Wpn.modifier per 2 stones played above starting cost
-3 stones to activate, 1 to maintain
-Elements: Fire (2x Damage), Ice (Atk VS Agility to paralyze, Damage = Panels of Paralysation), Wind (Attack VS Durability to Stun, Damage = Stones of Stun), Water (Reduces automatic defenses by 1 stone per 2 stones of damage for damage in panels), Earth (AP), Non-Elemental (Limited Armor Penetration; Doubles Weapon Modifier VS Toughness) and Drain (Energy Drain; refills caster's Health as per Healing)
Draw Out: 10
-Break items in inventory
-Weapons deal their Damage (and other effects) to enemies within their Modifier in area
-Armors give one half their modifier (minimum 1) to all allies within its defense bonus in area as a Force Field for stones played in rounds
-Items do their effect to all appropriate targets in an area equal to 2 per 3 stones played
Chocopower!: 10
-Gain one Chocopower per 2 Action Numbers
-Split red stone costs between Chocobo and Rider
-ChocoKick (Close Combat attack; AP)
-ChocoBall (Force Blast; 2x Damage, Normal and Stun damage)
-ChocoHeal (As Magical Healing, Area Effect 2)
-ChocoNova (2x Damage, Area Effect)
-ChocoDevour (Attack vs Durability to devour target, gaining the Chocobo +1 to all abilities and actions for duration of encounter. Multiple ChocoDevours stack.)
Warsong: 10
-As Dance (Singing) or Effect
-Gain 2 effects at AN 1, and 1 more every two ANs after
-Use 1 effect per tur
-Area is Area 3 +1 per stone played towards Area
-Effects: Refill Ally's Energy (Equal to stones played. Energy given may not exceed the normal maximum); Use as Healing (But costs twice as many stones to use); Raise target's speed (by stones played divided by 2. Effect lasts damage in panels); Raise Ability (Tied to Close Combat by stones played divided by 2. Effect lasts damage in panels); Raise Magic (By stones played divided by 2. Effects last as damage in panels); Raise Initiative (On subsiquent rounds by stones played divided by 3. Effect lasts damage in panels)
Two-Stepping: 10
-As Dance or Attack
-Gain 2 effects at AN 1, and 1 more at each 2 AN after
-Use 1 effect per turn
-Area is Area 3 +1 per stone played towards Area
-Effects: 2x damage; 3x Stun Damage; Reduce Speed (by Damage Dealt - minimum 1; Deals no actual damage, effect lasts damage in panels); Reduce Ability (Tied to Close Combat by damage dealt, minimum 1. Deals no atual damage. Effect lasts damage in panels); Reduce Magic (By damage dealt, minimum 1. Deals no actual damage. Effect lasts damage in panels); Attack vs Durability to Paralyze (Damage = Panels paralyzed)
Magical Travel: 10
-Does not require a panel of prep time
-Flight
-Teleportation
-Phase Shift
-Dimensional Travel
-Dreamwalking
-Astral Travel
-Shadow Jump
-Time Travel
-Swimming
-Wallcrawling
Kaioken: 10
-Gains Double invested stones in this action as free stones for other actions and Abilities; Pay stones each round to maintain, Will take damage equal to invested stones when effect ends
-Kaioken Burst (3 stones for each 2 stones played without taking damage, and effect dies at the end of the panel)
-Super Kaioken (Usable only under another transformation; 3x stones/stone invested, but takes double damage at the end. Can't use to power up other Transformations.)
Superhero: 12
-Increase Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Ki Defense, Toughness, Reflexive Dodge and Energy-based/related attacks (including Magical Actions and Final Fantasy actions except Break, Beast Taming and Alchemy) by +1 per active AN, with +1 to Power Level every 3 active AN. Stones in between add 1 to Energy Battery. 3 stones = Superhero Level
-Calm Superhero (Can trigger Superhero without rage)
-Healed Superhero (Is fully healed upon going up a Superhero level.)
Fusion: 10
-Spend stones into action box
-If stones are the same as Fusion Partner, Fusion occurs successfully.
Cycling: 8
(Agl.bonus)
-Efficient
-Justice Crash (Usable as an Attack as he drives fast at an opponent, and leaps off at the last moment to crash his bike at high speed in them.)
-Stand-Up Pedaling Mode (For each 3 stones played rounded down, add +1 to his max Speed on his bicycle.)
Black Ops: 5
(Int.bonus)
-Efficient
-Stealth
-Search room/area
-Surveillance
-Bodyguard
-Escape artist
Brainiac: 10
(Int.bonus)
-Efficient
-As Technology/Inventing/Vehicle Operations/Medical Healing/Genetic Engineering/General Knowledge/Business/Psychiatry
-History and geography
-Sciences
-Computers
-Philosophy
-Bikes and Motorcycles
-Occult Lore
-Robotics/Cybernetics
-Weapons
-Hero Association
-The Big Names
Horsemanship: 10
Alchemy: 10
(Int.bonus)
-Note: May create stronger items (Double the effect, and cost of the item), or create items with additional effects (By combining items, adding their costs together and then doubling it)
-PL 1: Potion, Grenade, Antidote, Echo Screen, Eye Drop, ?
-PL 2: Soft, ?, ?, ?, ?
-PL 3: Hi-Potion, Phoenix Down, Krakka Greens, ?, ?
-PL 4: Tental Greens, ?, ?, ?, ?
-PL 5: Speed Drink, Tent, ?, ?, ?
-PL 6: Ink, ?, ?, ?, ?
-PL 7: ?, ?, ?, ?, ?
-PL 8: Dazers, Pahsana Greens, ?, ?, ?
-PL 9: Remedy, ?, ?, ?, ?
-PL 10: Molotov, Right Arm, Curiel Greens, Spider Web, ?
-PL 15: Antartic Wind, Bird Wing, Bolt Plume, Deadly Waste, Dream Powder, Earth Drum, Ether, Fire Fang, Ghost Hand, Graviball, Holy Torch, Hourglass, Light Curtain, Lunar Curtain, Mimett Greens, S-Mine, Shrapnel
-PL 20: Dragon Fang, Dragon Scales, Turbo Ether
-PL 30: Elixir, Reagan Greens
-PL 50: Earth Mallet, Fire Veil, Hero Drink, Ice Crystal, M-Tentacles, Swift Bolt, Silkis Greens, Vampire Fang, X-Potion
-PL 80: Stardust
-PL 100: Megalixir, T/S Bomb
-NOTES: * Means an item created by Rowlet or myself
Housework: 6
(Agl.bonus)
-Cleaning
-Cooking
-Sewing
-Laundry
-Handyman
-Repairs/maintenance
Inventory: 10
-As Hammerspace at AN
-Item Status (Int.bonus. May learn the general stats and powers/effects of any given item either equipped, carried or kept in inventory. Stones VS highest A/A/M to get a full read of an item's powers/stats.)
Iron Will: 8
-Heal Self
-Iron Fist
-Accumulate Energy as M.o.M
Concentration: 6
(Int.bonus)
-Observe (Sense a target's full White stones of Health, Energy and any super-powered ability they have.)
-Menu Screen (See party's Status and well-being)
Social Skills: 7
-Handsome
-Kind and honest
-Persuade
-Compassionate
-Humor
-Intimidate
-Superhero
MODIFIERS
Power Level: 6
-Power Level Recovery
-Tireless 2
Healing Factor
Energy Battery +2
Deep Reserves +2
Reflexive Dodge +10
-6 from Ki Control
Toughness +10
-6 from Ki Control
Ki Defense +12
Mental Defense +10
Magical Defense +10
Immunities
-Poisons, Diseases, Fear, Pain, Reality Distortion
Targeting +3
Blue Magic
-Must find Blue Magic items either recovered from enemies or found in the world to learn powers
Enhanced Vision +6
-See in Darkness, See auras and magical forces, See into other dimensions
Limit Breaks
-Elena has three different Limit Breaks, described as follows:
- Justice Catastrophe (MN 3; +4 to Cycling Justice Crash attack. Going at full speed, the Rider makes his bike leap high into the air, and crashes HARD into the enemy causing a shockwave of dust from the impact.)
- Explosive Justice Rush (MN 5; Adds 2x damage, Normal and Stun damage and Area Attack to Close Combat attacks while riding his bike. Satoru rides his bike so intensely his wheels seemingly catch on fire. As he rushes past his enemies - likely crashing into them as he rides past, yet not stopping one bit - the fire on the wheels gathers into one spot and explodes, finishing them off!)
Wealth: 8
-Gains $100 millions per month/issue
-Currently has $3,598,004,000
-Last updated: 2022-07-11
CHALLENGES
-Minor disability (-1; shortsighted. Needs to wear glasses to see clearly at a distance, or otherwise suffers a -1 sitmod to sight based actions beyond five feet.)
-Psychological (-3; moderate selflessness. Mumen Rider puts other people's well-being and interests before his own, always willing to lend a hand to someone working hard, give up his seat for the elderly or pregnant women, and so on. He is the proverbial nice guy.)
-Psychological (-2; moderate idealist. Satoru believes there is good in all of us, that the world will get better if everyone works hard enoug at it, and that world peace is possible. He's not blind to hardships or evil, but he genuinely believe that anything can be overcome with sufficient passion, optimism and effort.)
-C.T.S.U.F.U (-5; Mumen Rider is arguably one of the most heroic heroes of his world. He will never rest as long as evil remains in the world, he will not back down regardless of his enemies' strength, and as long as he's able to get up and fight, no matter the risks, as long as someone is in danger or needs him, he will get back up and fight... because someone has to.)
-Inferiority complex (-1; mild. While he doesn't let it affect his efforts in any way, the Mumen Rider sees himself as fairly weak despite how he is clearly beyond most humans in skill and potential. He has refused an offer to accept a B-Class rank in the past because he thinks he needs to be stronger than that to make it there.)
-Obsession (-3; justice. Mumen Rider will not stand aside in the face of injustice. He will go out of his way to stop bullies, to cheer up downhearted people, to support those in need, and to oppose unfairness wherever it shows its ugly head.)
-Reluctant to kill (-1; while he might still take a life if there was no other option, Satoru despises the idea of lives being lost meaninglessly. Killing to him should be only a last resort response, and even when necessary, is nowhere near a desirable outcome.)
-Can't drive/ride motorcycles (-1; lost his license due to too many road infringements for speeding as he was in a hurry to get to crime scenes in time.)
-Won't break the law (-2; Mumen Rider is a strong believer in the justice/law system, and goes so far as to stop at red lights with his bicycle even while working as a hero... likely due to losing his license before.)
EQUIPMENT
-Battle Suit (+2 defense. Kevlar-reinforced and metal plated form-fitting suit, not restrictive in movement or agility. Comes with a reinforced bicycle helmet, a belt with some pouches, and his combat gloves and goggles.)
-Mumen Goggles (Bulletproof googles with prescription lenses, to protect his eyes and allow him to see properly when fighting crime.)
-Combat Gloves (+1 to punching attacks. Reinforced gloves made both to protect the Rider's fingers and pack a stronger punch.)
-Knightstick (+5, 2x damage, After Effect, Indestructible; a policeman's knightstick but made of polished silver metal and covered in strange runes.)
-Justice (Mumen Rider's bicycle. A pretty standard utility bicycle, with a thick frame, a basket and a light on the front fender. The Rider usually uses it on his own, but could let someone else ride with him if he pleased. Difficulty: 1, Resistance: 1, Defense Modifier: 0, Vehicle Damage: 2, Maneuver Modifier: Up to 5 (Limited by user's Agility), Speed: User's own +1, Weight: 1.)
-Adventurer's Guild Member card
RESERVE EQUIPMENT (Kept in inventory)
-Prescription Glasses
-Other bicycles replacements for 'Justice'
-30x Ultra Balls
-Map and key (Meant for finding a super weapon from another universe)
______________________________________________________________
STORY: The Mumen Rider is the Hero Association's current 1st Rank hero of C-Class, a brave, idealistic young man with an unparalleled sense of justice. His real identity is widely unknown, being an otherwise unremarkable youth by the name of Hirayama Satoru. Both are unaware of this, but Satoru used to be one of Saitama's classmates in high school, and he is one of the rare people to actually know of Saitama's actual strength and worth as a hero.
The Rider is a popular hero due to his beliefs and refusal to let anyone down as long as he can still get up and fight. He is not the most successful by any means and has been defeated and sent to the hospital multiple times, but his heroism and dedication to the cause of justice has earned him the friendship and respect of far more powerful heroes than himself, such as Saitama, Max, Stinger and Tanktop Master.
SKILL POINT SYSTEM DETAILS
- Unarmed Combatants gain a third Energy Pool called Skill Points.
- Skill Point Pool is 2/3 of your Close Combat Action Number
- Skill Point Regeneration is 1/3 of your Close Combat Action Number
- Use Skill Points to add Advantages to your attacks for a Panel on a Point per Cost Level Basis.
- If Purchasing Area Effect, Area = 2, Spend extra SP for more area.
CURRENT GOALS
-A girl apparently similar to Hibiki's description was seen drinking vodka in a tavern in a nearby town.
-There's also rumors of a little girl in a village with super human strength helping with logging.