Klein (SAO:TTRPG)



"MY NAME IS KLEIN! LOOK AT MY USERNAME!! WHEN DID THAT MEME EVEN COME ABOUT?!"

- Klein's reaction to being called "Balls"

Summary
Klein, or, more properly, Tsuboi Ryoutarou, was one of the many Players in Japan and across the world who were able to get their hands on a copy of Sword Art Online. After Kayaba announced to the world that SAO was a death game by which they were forced to play, Klein was among the first to be apart of the Clearers, the group of people who want to finish the game as fast as they possibly can. He eventually formed a guild known as Fuurinkazan, a collection of his friends and fellow alcoholics.

Powers and Stats
Tier: At least 7-B, 7-A via Critical Strike and Variable Blow, At least 7-A with Final Burst, High 7-A via Final Burst+Critical Strike or Variable Blow

Name: Tsuboi Ryoutarou, Klein, "Balls" (A reference to SAO Abridged and a running gag)

Origin: Sword Art Online: The Tabletop RPG

Gender: Male

Age: 22

Classification: Human, Japanese weapon user, leader of Fuurinkazan

Powers and Abilities: Superhuman Physical Characteristics, Immortality (Type 2 and 3, what are normally lethal wounds do not expend extra HP from players or NPCs, allowing them to take a multitude of lethal wounds before worrying about dying. Klein is able to regenerate from such damage via his Regeneration passive.), Martial Arts, Statistics Amplification (Sword Skills increase speed and damage output), Status Effect Inducement (Can stun enemies with multiple Sword Skills), Enhanced Senses (All players with good perception can have their senses tuned to higher levels), Regeneration (Mid, scales to other players who can recover from stabs to the head, and can even regenerate entire severed limbs), Durability Negation (Via Oni Empowerment Orb, Iai, Judgement Cut and Judgement Cut End), Standard Player/NPC Resistances (Klein does not have any means to resist true damage or negate abilites in this key)

Attack Potency: At least City level+ (Has a 364 Weapon Skill, which gives him much higher attack power then Zeke), Mountain Level via Critical Strike and Variable Blow (Crits do double damage, allowing him to deal out at least 124.4314263042942 Megatons of damage), At least Mountain Level+ with Final Burst (Final Burst is the combined power of 12 attacks at once, which is equivalent to at least 746.5885578257652 Megatons), Large Mountain Level via Final Burst+Critical Strike or Variable Blow (Deals double the damage of Final Burst, making it dole out 1.4931771156515304 Gigatons), can negate durability through various means

Speed: Hypersonic+ (Has comparable Agility to Kai when she did this), At least High Hypersonic+ Combat Speed (Vastly superior to Gergy when he did this with a 14 Weapon Skill Modifier)

Lifting Strength: At least Class 10 in combat (Has half the strength that he does out of Combat, making him able to lift at least 6753.567912192 Kilograms), At least Class 25 out of combat (Has a 30 Strength modifier via Martial Arts, making him superior to Gergy when he did a feat of such strength with a 24 mod)

Striking Strength: City level+ (Has comparable strength to Zeke when he killed Oblivion)

Durability: City level+ (Has comparable Durability to Zeke)

Stamina: Unknown

Range: Extended Melee Range normally, up to Kilometers via Sword Skills

Standard Equipment: Klein has a vast inventory, which includes:

-Kagachi Clan Reinforced Steel Katana+9 (+50 Base DMG. +1 Initiative modifier)

-Oni Empowerment Orb+20 (Can only be used if the user has a Japanese weapon equipped. Has a 30% chance of dealing Base True Damage each hit)

-Red Kagachi Clan Reinforced Armor Piece+9 (+50 Durability)

-Casual clothing (Red bandana, shirt, pants, shorts, underwear, socks, and shoes)

-18 Teleport Crystals

-11 Cooldown Negation Crystal (Removes one of the cooldowns on one of your Skills. Can only use this when it’s your turn in combat, and you can only use one of these crystals per battle)

-Level Three Backpack (+30 carry space. Doesn't count for carry space)

Intelligence: Unknown

Weaknesses: Is a notorious alcoholic, and somewhat dimwitted on occasion. Otherwise, none notable.

Normal Skills

 * Death Dancer (Counters are 0 instead of -4)
 * Counter-Play (OuSS. Klein-exclusive. Can use Weapon Skill+Magical Skill (w/ a Sword Skill) instead of Agility to counter. The penalty for countering will still remain however)
 * Regeneration (Heals (Max Health)/29 every round)

Battoujutsu

 * Battoujutsu (This Skill can only be seen in the directory when you, for the most part, exclusively only used a katana up until level 100. Increases damage when using a katana by x2 rounded up. Grants access to exclusive katana Skills)

Sword Skills:
Note: Rounds are game mechanics, in the sense that it doesn't apply to the abilites themselves (Elaboration on that here), but timers do still apply to sword skill cooldowns. While the exact time frames for what a "round" actually is in terms of gameplay is rather inconsistent, the official number is 2 minutes long.

Normal Skills

 * Horizontal (1 hit. Slashes horizontally. 2 round cooldown)
 * Vertical (1 hit. Slashes vertically. 2 round cooldown)
 * Sonic Leap (1 hit. Dashes and thrusts forward. Covers +1 turn range. 3 round cooldown)
 * Iai (Japanese weapons only. 1 hit. A slash so quick that it separates molecules and atoms apart. +d(Base Damage) True Damage. Can only use once per battle)
 * Farrant Fullmoon (Japanese weapons only. 4 hit. Slashes four times at the enemy. The final hit can stun the enemy for both the remaining round and the next. 7 round cooldown)
 * Bear Knock (Japanese weapons only. 4 hit. Slashes four times in a clockwise spin, hitting everything and everyone (1 turn range) near the user. 6 round cooldown)
 * Akatsukirei (Japanese weapons only. 4 hit. Doesn’t do any damage. Stabs the ground four times, allowing the user to decrease the cooldown of a Skill down 4 times. Can only be used once per battle)
 * Variable Blow (Japanese weapons only. 8 hit. Slashes normally eight times in various areas, however in the end, each place the user slashed created pressure points. All eight pressure points, when attacked, will deal automatic critical damage to the enemy. Once someone attacks a pressure point, it’ll disappear. 17 round cooldown)
 * Final Burst (1 hit. Attacks the enemy with one powerful thrust, dealing damage that’s worth 12 hits in one. 13 round cooldown)

Battoujutsu

 * Upper Slash (Battoujutsu only. 1 hit. Bonus Action. Slashes the enemy into the air (stun) to combo them. No cooldown)
 * Aerial Rave (Battoujutsu only. 3 hit. Bonus Action. Can only use if the enemy’s in the air. Jumps up to where the enemy is at and slashes them so quick that it separates their atoms and molecules apart, dealing True Damage instead of the user’s regular damage. This ability can only be used once per battle)
 * Stun Strike (Battoujutsu only. Bonus Action. Makes your next attacks(s) stun for +1 round (including the current round) every time they’re hit. This ability can only be used once per battle)
 * Quick Stun Strike (Battoujutsu only. Bonus Action. Makes your first attack stun the enemy for the rest of the round and the next. 1 round cooldown)
 * Critical Strike (Battoujutsu only. Bonus Action. Makes your next attack(s) guaranteed critical strikes. This ability can only be used once per battle)
 * Judgement Cut (Battoujutsu only. 1 hit. Bonus Action. Slashes five times so quick that it seemed like one slash to one enemy. This ability deals your regular damage times 5 plus an additional +(True Base Damage) times 5. This Skill can only be used once per battle)
 * Judgement Cut End (Battoujutsu only. 1 hit. Bonus Action. Slashes ten times so quick that it seemed like one slash, then sheathes the blade, making all of the slashes visible before they explode outwards, dealing AOE damage to anyone in the vicinity. This ability does your regular damage times 10, plus an additional +(True Base Damage) times 10. This Skill can only be used once per day)

Others
Notable Victories:

Notable Losses:

Inconclusive Matches: