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The Future Warrior
#3
Stats

ATK: 3
Hitting hard is all a part of the game, and Graowr is pretty dang good at doing just that. Nothing really super spectacular, but, y'know....ow, all the same.

DEF: 5
No two ways about it, being made out of magical sentient bubblegum has its perks sometimes. Being really malleable and easy to roll with even ridiculously powerful blows is just one of them. Bend, don't break; dent, don't collapse. It's great.

SPD: 3
Graowr's training and all her time running and sprinting about has improved her speed to a degree, making her noticeably faster than when she first arrived.

TEC: 1
Graowr isn't...a bad fighter, by any means. But she much more relies on instinct, being wild and unpredictable and using carefully memorized patterns and combat maneuvers than actually showing any real skill. She's picked up SOME things during her tenure of battling crime across time and training under several masters, but...y'know.


Proficiencies

Physical Strength
It's a staple, and a necessity for fighters and martial artists alike. The punching, the kicking, slapping, headbutting, general violence visited upon others by brute strength. Grawor's good at it, and has been doing it for a while.

Ranged Proficiency
Shooting the shooty-things and the beamy-things what go boom, is all a part of what (just about) everybody can do, back where Graowr's from. Her aim out past anything over moderate distance isn't great, but she's still pretty good at it.

Remote Control Proficiency
Sometimes, you just need to punch someone in the face. From across the room. Without walking over there. That's when being able to accurately control your magical stretchy arms come in handy, and Graowr is very proud of her ability to do just that.

Area Defense Proficiency
While Graowr's primary focus in battle is on making other things blow up, she is quite partial to not getting blown up in turn, herself, as well as not letting her allies get blown up. To such an end, she has a rudimentary knowledge of making shields and barriers of energy, and has the basic gist of it in that such barriers which cover a bigger area are better at defending things, or occasionally, other people.

Area Attack Proficiency
Big explosions are a staple of Graowr's fighting style. She's good at making them, she likes making them. They're cool. And they're useful for helping get around poor aim, to some extent. What's not to love?


Powers

Burst Movement
Every now and then you gotta go fast, even if it is only for a second or two. Kick off the ground, or a wall, or the air, or some poor bad guy's face, and whoosh now you're really moving....for about a second. It's useful, but man is it tricky (and tiring!) to pull off too frequently.

Master Acrobat
Flip, spin, cartwheel, backflip, jumping somersault kick to the top of the head! It pays off to be coordinated enough to do all that wacky batshit acrobatic stuff, and it sure does come in handy when you're fighting some pesky buggers who actually know how to fight.

Malleability
As was previously mentioned, being made out of magical sentient bubblegum has its perks sometimes. Being able to stretch like you're made of rubber and hit things from outside normal melee range is really nice. Also being able to bend in ways no natural creature with bones ever possibly could is pretty nice too. Not only that, but being able to do stuff like make yourself bigger, shift body parts around or form a hole in your chest to avoid getting stabbed is really kinda cool.

Mimic
While not being the best at fighting can sometimes be a hindrance, generally being a really quick learner -- often to a degree of silliness or improbability -- can make up for that to some degree. Being able to imitate a move after seeing it just once or twice, and actually learn it after only a few tries and some actual effort can be quite the bonus.

Survival
It's kind of hard to inflict any vital damage on something that...doesn't...have vital organs. Or vital anything, really. No bones to break, no muscles to cut or sever, nothing so messy as all that. Being made of magically-animated rubbery ooze of nondeterminate origins has its perks like that!

Master Super Jumping
A major step up on regular jumping, being able to leap dozens of meters is always pretty handy.

Flight
And of course, flight! It's a trademark ability, and Graowr is pretty glad to have finally picked it back up. Typically it looks as if there's a barely visible envelope of energy around her when she's just floating or not moving particularly fast, but her aura does tend to flare up and burn around her when she's actively putting effort into it.

Hive Mind
Just because she's been cut up or blown apart doesn't mean much to someone like Graowr. She can keep functioning just fine even if she's been reduced to pieces.

Disassemble
Like all majin, Graowr's got a lot of control over her body, both in terms of shape as well as in general form and substance. She can break herself down into a more fluid, formless and liquid mass, or into something resembling clouds of smoke. It takes a couple seconds to go from one state to the other, but it's pretty useful. She's always the same color as her skin while disassembled in such a manner.

Master Enhanced Senses
Not only are Graowr's natural senses extremely sharp, she has the natural ability to pick out and sense ki signatures and life energy. She can sense and get a feel for most living creatures who aren't hiding or suppressing themselves in some way, and can do so at a fairly respectable distance. Of course, the farther away it is the more indistinct it gets and harder to pinpoint the exact location until closing in.


Fighting Style

Graowr's fighting style is fairly straightforward and simple, really. She's not overly complex and doesn't utilize any great strategy, or tactics... Nah. Too much thinking for her. She just charges right in, being wild, flashy, violent and unpredictable. Running around a lot, flipping around and over, sliding under and behind her opponents, and just generally trying to hit them really hard. That said, she does have some inkling of actual training in there somewhere, and if her usual tactics aren't working so well, she will eventually wise up and try fighting a little more tactically, trying things like throwing ki blasts past her opponent, or at the ground near them to throw up clouds of dust, punching past them to grab them from behind, and other various elementary, but effective tricks. She's not the brightest or most orthodox of fighters, but sometimes that really can turn out to be for the best.


Moves

Ki

Ki Blast (300) (Requires: Ranged Proficiency)
[spoiler]The basic technique of harnessing ki for offensive purposes. It takes less than a second to gather enough energy to fire off a blast, and it reaches to nearly fifty meters before dissipating, though Graowr is only reasonably accurate out to about 20. On impact with anything within that range, the blasts explode in a small burst, barely a foot in diameter. Each blast is about the size of a baseball, though with a large yellow-golden aura nearly three times that size around them, making it tough to judge where the actual 'blast' itself is. They can be fired rapidly, one after the other from both hands, making up for their low individual power to some extent.[/spoiler]

Energy Shot (300) (Requires: Ranged Proficiency)
[spoiler]Taking the standard ki blast to the next level, Graowr takes about a second and a half to charge one before firing. The charge isn't terribly taxing, and she is free to move while prepping it, though getting hit before it is ready can break her focus. When fired, the resulting blast is roughly the size of a basketball, moving very quickly (about the speed of an arrow) to a maximum range of approximately thirty meters, and packing a sizable punch, though its linear flight path makes it somewhat easy to dodge. Only one can be used at a time, with at least a second afterward before another can be fired, and the focus (though minimal) required precludes the use of other moves while charging and firing.[/spoiler]

Kamehameha Wave (600) (Requires: Ranged Proficiency)
[spoiler]Holding her hands close together, palms facing inward, Graowr gathers energy in the form of a brightly glowing ball of blue and white. At minimum charge, this takes about two seconds to gather the proper energy, and can fire a beam just over a foot in diameter, which can reach out to about forty meters before losing cohesion and dissipating; at this level of charge it feels like the equivalent of a full-on charging kick from a reasonably strong fighter, and pushing the target back, usually significantly. It can be further charged, however, up to ten seconds, to gain proportionally more power, size and range to it, up to its maximum of right around three feet in diameter and reaching nearly 200 meters, if it doesn't hit something else before then; at this maximum level of charge, the beam actually explodes on impact, producing a significantly powerful blast, though only large enough to effect the actual target struck by it, and usually throwing up a huge cloud of dust and smoke. Preparing the technique requires remaining stationary, or at least no great movement -- trying the move in freefall would probably be manageable; while running or actively flying (when she gains that capability) not exactly viable -- and can be interrupted if she is struck before it can be fired. And as it requires both of her hands and most of her focus to use, she can't do much of anything else while both readying and actively firing it.[/spoiler]

Power Up -- (Fodder) (0)
[spoiler]When she gets serious, or starts to charge one of her stronger techniques or ready for a serious bout of action, an aura of energy tends to build and flare up around the majin. Most of the time, it's not even there, only ever coming to prominence when she gets truly serious. But when it does flare to life, it takes on a formation not unlike a flame, wildly dancing and flickering with a hue of pink, not unlike that of her eyes. At its strongest, it forms an impossible to miss blaze around her, and actually generates a small draft, able to sway her scarf and 'hair', and generate sufficient force to dislodge dust and small debris around her. Its strength also varies with her current well-being, tending to fade in prolonged fights, and to flicker and sputter, growing weaker and more indistinct as she gets more and more injured and her strength ebbs away.[/spoiler]

Emperor's Blast -- (300)
[spoiler]An attack which packs a devastating punch, but with an energy drain to match, and serves primarily as a nasty surprise counter for anyone trying to get the drop on the azure abomination. Whenever someone closes in on her, Graowr can elect to deliver a massive blast of energy in their direction. It takes only a second to charge and prepare, and when unleashed reaches out to a distance of four meters, going from just over a foot wide where it leaves her hand to nearly three meters wide at its furthest point. The ensuing blast packs a major punch, and lasts for just under a second, but producing so much energy so quickly puts a nasty energy drain on it, enough that just a few uses can start to exhaust her, even from full strength, and after every use she needs a further three seconds to catch her breath and do more than just move at a walking pace. The sheer focus of the energy output requires she stay in one place, doing nothing more than jump or spin about to face the direction of her target before firing, until the blast is done firing.[/spoiler]

Ill Bomber -- (300) (Approved; not purchased yet.)
[spoiler]This technique involves Graowr gathering a huge amount of energy into her entire body, making her aura go crazy, flickering and dancing chaotically and making her body shine with a bright glow. It takes ten seconds, during which she must remain stationary and devote her focus to it, but only powerful attacks or a significant number of weaker ones can disrupt her charge. When prepared, she will rush her opponent to tray and grapple or latch onto them in some way, and then let the energy loose all at once in a huge explosion, seemingly blowing herself up in the process to take her enemy with her. The resulting explosion has a radius of five meters, making it a fairly sizable blast, and a significantly powerful one. Instead of actually blowing herself up properly, Graowr uses the blast to blow herself into her disassembled state, as wisps and clouds of dark blue smoke. In the aftermath of the blast, she will slowly pull herself together and reform over the next ten seconds, allowing her to sometimes get off a surprise attack against her recently exploded foe. The attack is, however, quite draining to use, and she doesn't get off completely free of injury, considering she does blow herself up to use it, so it's best only used once in a fight.[/spoiler]

Candy Beam -- (300) (Approved; not purchased yet.)
[spoiler]In a process taking ten seconds, Graowr focuses energy into the tip of her index finger, which generates a visible, brightly glowing bubble of energy, just two inches in diameter. During the charge time, she may move as normal to evade attacks and use regular melee techniques to attack or distract a foe, but anything more taxing will disrupt her focus, as will a solid hit from an opponent. When the necessary energy is charged, it can be held for up to 30 seconds before dissipating. When fired, it produces a bolt of pink lightning, reaching about ten meters, crossing the distance at the speed of a bullet. Should it strike a target, they will be briefly paralyzed, as lightning arcs across their body in an extremely painful process, though any damage done is negligible, at best. After two seconds of this, they will be engulfed in a cloud of pale pink smoke, and then transformed into some sort of candy. It may range in type and size, depending on the original target (generally, a larger creature will be a larger form of candy, and vice-versa), but they will always be very small, able to be held in one hand fairly easily by a person of average human size. While in this state, the target still retains fully aware of their surroundings, but in their candified state they are much weaker and more vulnerable, losing access to much of their fighting capability as it is much harder to move or do much of anything when you are candy, as may be expected. Some powers (Flight, Enhanced Senses, Telekinesis) can help with this, and some moves which don't rely on weapons or any specific body parts can even still be used to some extent. The effect on its own lasts for 15 seconds, and diminishes by 1 second for every point the target's (DEF+TEC) is higher than Graowr's (ATK+TEC). While the attack is still in effect, it cannot be used on another target. Using it is actually fairly draining, making it good only for one or two uses in a fight.[/spoiler]


Melee

Form of the Nail -- (300) (Approved; not purchased yet.)
[spoiler]A fairly simple attack, but an effective one. Graowr focuses her energy and strength over two seconds, then launches herself at a foe. She leaps up, over them, and commences a quick series of punishing strikes, hammering them down one after another with as much force as she can muster. While the attacks are of course painful, their real purpose is to smash and drive an opponent into the ground, embedding them in the earth. The full sequence takes 12 strikes to perform, at which point the target will be buried up to their neck in the ground. Repeated blows to the head in such a fashion also leave the target dazed, for several seconds (a base of three, minus one for every point of DEF they have greater than Graowr's ATK), after which they can begin to extricate themselves. Given they are in a perfectly them-shaped hole in the ground, it is somewhat easier than it might otherwise be, though will still take some time. The energy consumption is fairly low, and given the number of blows involved to properly execute it, it can even be interrupted, making it a risky ploy to utilize, but effective if it can be pulled off.[/spoiler]

Super God Fist -- (300) (Approved; not purchased yet.)
[spoiler]Graowr charges energy into one fist for two seconds, which generates a bright glow of firey red-orange around it, almost like a glove of energy just half an inch or so bigger than her actual hand. While charging, she cannot perform any other actions, devoting her full focus to the attack, and a solid hit can break her charge. When ready, she bolts toward her target, covering a distance up to 20 meters and going from a complete standstill to maximum speed in an instant and closing in on her target to deliver a lightning-quick punch with her energy-charged fist. It not only hits like a sledgehammer from the punch itself, but the gathered energy crashes over them to deliver a stunning, inordinately painful blow that can completely floor a target, knocking all the air and fight out of them to crumple them to the ground, if only for a few seconds. The effect tends to knock an opponent flying, leaving them to crash and roll along the ground completely out of breath for up to five seconds, subtracting one second for every point of DEF greater than Graowr's ATK. The simple, straightforward nature of the attack not only makes it fairly easy to see coming after the first time, but makes it fairly lax on energy consumption, letting it be safely used several times in a fight provided she doesn't go too crazy with it.[/spoiler]


Support

Lightning Aura -- (600)
[spoiler]A supplemental technique to augment basic unarmed combat and simultaneously provide a moderate deterrent to prolonged physical contact. By taking two seconds to 'power up' and focus her natural aura, during which time she must remain stationary to properly focus, Graowr can charge it with electricity, which will visibly spark and crackle around her and through the blue flame-like glow of energy. It reaches just in excess of arm's reach from her body in all directions, or just about three feet. It adds a little extra kick to her basic strikes, sending a painful jolt of electricity through whatever gets hit. The high-voltage aura also serves as a constant barrier of sorts, not doing anything to actually defend against attacks but giving anything that enters its range a constant, painful electrocution while it remains in its range. The damage from the aura, in both of its constant applications, is fairly minor, and it's very visibly telegraphed to even partially observant foes, but it does provide a constant benefit. Maintaining the aura does have a constant, minor drain on the majin's energy and requires moderate focus to keep it up, but it doesn't impede her from other actions in any way, allowing her to freely use her other techniques. If she wants to, or needs to, the extra electrical power can be dismissed with just a second of focus, at which point it will flicker out almost immediately.

As a second part to the technique, Graowr can increase the charge time of the maneuver, taking four seconds to pour extra energy into it while still remaining stationary as in its standard activation, and produce a much more violent, powerful burst of electricity. The blast explodes out in a four meter radius, crackling lines of electricity and raw energy carving out a crater in the ground under her and violently assaulting everything within range. The onslaught lasts three seconds before burning out. Such an explosion of energy is quite draining to perform, and its stationary nature leaves it difficult at best to perform, but it is quite powerful. It cannot be used while the standard version of the aura is in use, and its stationary nature prohibits other techniques from being used at the same time. It can, however, be used while she is restrained or otherwise physically impeded, provided she can maintain focus for enough time to gather the necessary energy, making it useful for escapes of such situations.[/spoiler]

Barrier -- (300)
[spoiler]A defensive technique, intended to weather a barrage of weaker attacks or lessen the impact of more powerful ones. The result is a semitransparent, spherical barrier of blue energy just about two feet larger in diameter than the blue bubblegum creature is tall. It takes only half a second to activate the defense, at which point it springs to life in a flash of blue energy. The quick activation has a notable energy drain, and the focus to keep it up has her effectively rooted in place while it's active, though it does offer a serviceable defense against sudden attacks. It is durable, but only really designed to defend against basic projectile or melee attacks. Charged or stronger hits will break through it more easily. It can be held for up to ten seconds before dropping it.[/spoiler]

Burst Jump -- (300) (Approved; not purchased yet.)
[spoiler]More of an emergency counter move and a 'panic button' than anything else, when she's pressed Graowr can rapidly leap backward or away from the source of her worry, covering about ten meters worth of distance, and let fly a burst of energy toward the object of her concern, taking the form of several small bolts of energy -- about two dozen of them, each the size of a bullet, and pelting the general direction of her current target. They are not very powerful, and even against weak foes they will likely do no more than superficial damage, but do tend to produce inordinately large explosions and smoke clouds to buy time for a quick backup, to retreat and catch a momentary breather. The energy cost matches the damage of the technique, and is fairly minimal.[/spoiler]


Super Moves

Tier 1 Super Defense: Super Guard -- (600)
[spoiler]When the target of an overwhelming attack that she otherwise just couldn't avoid, Graowr knows better than to just take it and hope for the best. With just a second to prepare, she throws her arms over her torso in an X formation, and flares her aura, which rapidly condenses into a thick, semi-opaque shell of energy around her body. The barrier is spherical, and only a few inches larger in diameter than she is tall, and pulses faintly with excess energy. It can repel all manner of attacks, both physical and ranged, but can only sustain so much punishment before it breaks. It requires a constant energy input to keep it up, and so can only be held for about five seconds before it needs to be dropped.[/spoiler]

Tier 1 Super Attack: Explosive Assault -- (600)
[spoiler]Graowr firmly anchors herself in place, holding both hands out to either side and focusing her energy into them, as if preparing an Energy Shot in each hand. The charge rapidly grows in intensity beyond that, however, her aura blazing up with the most strength it can muster to indicate the coming assault, and after three seconds she unleashes a fierce barrage of blasts. Eight swift blasts from each hand, to batter and distract her target, before she leaps forward, into the air and thrusts her right arm forward, bracing it at the wrist with her left hand, and unleashing a focused beam of energy, just under three feet in diameter, to hammer them down into the ground with tremendous force. The initial blasts are painful, but more intended to distract and harry a foe than actually inflict damage, and the majority of the attack's punch comes in the main energy beam that finishes it. When it runs its course, the majin requires a brief moment to catch her breath from the vicious onslaught.[/spoiler]

Tier 2 Super Attack: Angry Explosion -- (800)
[spoiler]Graowr's eyes flash red, and her aura fades from blue to a deep, violent shade of pink as she gathers energy, steam jetting from the vent holes in her arms, and the ones hidden among her hair. Taking six seconds to gather energy, during which time she must maintain stationary, she finally erupts with a noise like a train whistle going off, steam blasting out in a huge cloud around her a split second before a massive burst of energy rips out from her. It spreads out to a maximum range of 20 meters in radius, in a complete sphere of energy the same dark pink as her aura. The explosion is fairly swift, reaching its maximum size in just one second, and lingering there, with several additional explosive 'pulses' for five full seconds before diminishing, shrinking and fading in size over two seconds back down to nothing. Graowr must remain stationary during the entire duration, and for a second afterward as she re-gathers her wits. It is an extremely powerful attack, but also extremely draining to use, only able to be performed a few times (as SP permits, being a super attack).[/spoiler]

Tier 2 Super Defense: Shatter -- (800)
[spoiler]When there's a powerful attack coming that the majin knows she can't dodge or avoid by some other means, she falls back on one of the oldest tricks in her repertoire. To all casual observers, she just stands there and lets the attack come to her, and takes it full-on. When it does hit, she lets it blow her apart, scattering and spreading out into smoke and azure goop to diffuse the attack's impact on her to such a degree it becomes negligible. When the attack has run its course, she takes five seconds to pull herself back together (quite literally), the smoke and puzzles of goop all crawling and flowing back together until with a comical poof of light, she just pops back into existence, none the worse for wear. A little singed and scorched from the attack, maybe battered a little, but virtually undamaged.[/spoiler]


Power Ups/Transformations

Tier 1 Powered-Up Form: Kaioken -- (1000)
[spoiler]In a process that takes about two seconds, Graowr focuses all her effort on charging her strength and gathering extra energy, pouring it into her aura, which quickly becomes shot through with dark streaks of red and wisps of black, before erupting into a blazing, blood-red conflagration. Even her skin and clothing looks to be red and bloodied beneath the intense aura, which actively burns and puts a terrible strain on her body, but greatly pushes her other physical abilities beyond their normal limits. When the power up runs its course, either through exhaustion or voluntarily letting it fade, she often looks battered and scorched, as if she just ran through a fire, but none the worse for wear overall.
ATK: 6
DEF: 4
SPD: 6
TEC: 1[/spoiler]

T2 Powered-Up Form: Rising Potential -- (1500) (Approved; not purchased yet.)
[spoiler][Image: dhPU8Vw.jpg]
Graowr flares her aura, pouring out energy over a course of three seconds, after which point steam jets from the venting holes in her arms, billowing out into a thick cloud of obscuring, pink smoke and steam. As it engulfs her, there is a violent explosion of power, as she emerges from the cloud in a new, more powerful form. Standing over a foot taller, her skin much more pale, eyes faded to a deep red color, a complete change in attire and her aura fading to a white hue outlined in pale blue flame are all marks of the transformation. It is temporary, but it provides a substantial increase to her combat abilities, and is accompanied by a much more stern, serious and focused outlook, making it doubly dangerous for the short while it lasts. When it wears off, she is similarly surrounded by another cloud of thick, opaque pink smoke before re-emerging in her normal state.
ATK: 8
DEF: 5
SPD: 8
TEC: 1[/spoiler]


Items

Communicator & Mobile Dataverse Device
A common-model of scouter, usually with a myriad of functions built-in to it. Summoned by Graowr when she was told that they'd need to keep in touch with her while she was out on-mission, it is unfortunately missing many of those functions, with only its basic communicator function remaining, though with some added data storage and display capability programmed in to aid in her mission. Serves as essentially a phone, allowing for hands-free communication and even displaying an image of the caller on the lens of the device, though is also capable of storing most basic data formats, and displaying them in a similar fashion. Even if Graowr can barely remember how to work it to do so. After some further coaching and instruction by her new EPD partner, Hunt, she was able to add in further functionality, essentially upgrading the device to a miniature computer, complete with holographic keyboard and screen projection from the eyepiece, allowing dataverse access.


Artefacts

Grand Champion Belt: The belt signifying that she won Dante's Abyss 2017. It's nice to look at, and a good reminder of what happened, but not much else. Still, it's shiny.

Berserker's Soul: A simple mask that rests on the face, over the eyes.


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The Future Warrior - by The Future Warrior - 08-21-2016, 11:35 PM

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