Legends aren't born! Legends are made! From the humble beginning of those seeking glory, they strive to rise to the occasion to establish their legacy.
Legacies crafted from the ambitions and actions of those extraordinary. Born with powers that exceed the capabilities of mere mortals, everyone is destined for greatness.
Remember, Legends aren't born. Legends are made! However, every legend is different from the other. Every legacy leaves a wake of darkness in its wake or a shining ray of hope. The question is, what type of legend will you be?
WELCOME TO Dawn of Tomorrow!
< People Read, Please! >
updates
< CRISIS SYSTEM ARRIVED! > The Crisis System has finally be constructed and release to the general public. We encourage people to test out the system and enjoy themselves in drafting grand stories capable of changing the dynamics of the Role-Play World. Understand that the system is new, thus there are some kinks to be worked out that we couldn't due to not having enough man power to test! Make sure to read the rules which are placed in the Rules and Checks section of the RP Boards.
< THE NEXT MAJOR EVENT! > The Next Major Event will arrive starting the first week of Decemeber! Why are we making this announcement so early? Because we want to provide ample amount of opportunity to warn the community to start preparing and testing out their move sets. It will be a faction event once more, which means Heroes vs Villains BUT remember that Vigilantes are now thrown into the fray. It would be utter chaos so stay tune!
< To Be Announced > TBA
A Ninja would be in the hood, having been done doing some thuggery with his boys. He would be outside CJ's house, pacing around deciding on which ratchet house to hit next. As he was in an area that was normally prone to having people getting jumped, Ninja was fully equipped, having his weapon on fully loaded. The left gauntlet was filled with mini-arrows/bolts equipped with explosive arrows heads, whereas the right one was filled with normal mini-arrows/bolts. Ninja would have additional explosive arrows heads and 27 prepared mini arrows on a bag on his position.
Name: The Blackening Equipment Type: Costume Equipment Grade: B Stats: +5 SPD || +5 STA || +5 ACC Damage: 5 HP | +2 DMG to Physical and Freeform Attacks (E.X.O.N) Description: The Blackening is a full body and face suit designed with extra light, durable fabric that is further improved by equally light weight technology, in addition to E.X.O.N. The material being blended and interconnected so perfectly, and made on design for Ninja allowed the suit to fully complement ninjas movements, translating to a +5 SPD, whereas the durability translating to a +5 STA. The suit’s technology comes into effect in the form of a dynamic cloaking ability that allowed Ninja (and equipment/weapons on his body) to blend into the background whenever not moving, allowing for him to be unseen by opponents. Under the same premise of the technology that allowed the suit's cloaking ability, the mask portion of the suit allowed for enhanced forms of vision, specifically that of infrared and nightvision that allowed the wearer of the suit enhanced tracking capabilities. (+5 ACC) The nightvision aspect has a built in safeguard that prevented blindness when under the effect of bright light or simply out in the sun. The fact that the suit is made with E.X.O.N means the suit causes additional DMG per E.X.O.N's function. The suit’s composition of technology also allows for more abilities that would be further submitted as different customs.
Payment: 2,000 Gold
Name: Minister V Equipment Type: Weapon Equipment Grade: B Type: Weapon Range: Seven Meters Damage: Bolts Deal 2 Damage Each || +2 DMG to Physical attacks and freeform (E.X.O.N) Description: Minister V is a special gauntlet that was designed by Ninja in order to increase his lethality in both close and ranged combat. Minister V is a Gauntlet which consists of foldable hidden crossbows on it such that when it is worn on the hands, the Crossbows are hidden under the wrist of the user. The Crossbows are fed mini bolts on each Gauntlet. The bolts typically have unique tips that allow for more piercing and cutting potential. The bolts would be fired through the user pressing the trigger located in the palm’s of his hands, releasing the bolts with tremendous force, increasing the damage delivered through them. The bows can be reloaded through the user rotating his wrist, resulting in a bolt being fed to the mini-crossbow through the gauntlet. Each gauntlet can carry 9 bolts, allowing the user for a somewhat faster method of attacking. The user can either reload bolts into the gauntlets, or directly to the cross bows. The gauntlets themselves are reinforced by E.X.O.N allowing for strikes performed through them to be enhanced. It should be noted that when used in freeform, Minister V’s damage boost applies to a timeframe slot, meaning that if it was used to fire one or multiple shots, the attack would carry 2DMG. So if the user fired off 2 bolts, with the attack counting to the same timeframe slot, the added damage would be 2 DMG and not 4. Minister V has two types of shooting, a single bolt shot, achieved through simply pressing the trigger on the user’s palm, or a continuous firing mode where the user would be rotating his wrist in order to feed the bolts while he keeps pressure on the trigger.
Stock: 2 Gauntlets/Mini-Crossbows Payment: 1,500 Per Gauntlet | Total is 3,000 Gold
Name: Lobby Law Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: None Damage: Explosion Does 2 Damage. Description: Lobby Law is a special made custom arrow head (spiked top however) that can explode upon being met by adequate resistance. The explosion caused by the arrow heads cover a radial distance of 2.5 meters, allowing for a short ranged area of attack. The explosion itself causes a blinding effect to those within short range. This is due to the explosion containing an adequate amount of magnesium for the aforementioned effect. The blinding would last for a single turn. The arrow heads can be applied to arrows, bolts, or similar forms of projectiles.
Stock: 50 Payment: 100 per arrow | Total is 5,000 Gold.
Name: Judgement Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: -5 Meters Damage: +0.5 SPM Description: Judgment takes the form of a separable (at the shaft) alloy core, carbon covered arrow. The ability to separate allows for the arrows to be used for both normal and small types of bows and variations. Judgment is essentially two small arrows that can be joined together to achieve one normal sized arrow. The arrows each have two attachments to it, through which the arrows fletching and point can be connected, or simply be used to connect the two arrows into one, with each part taking either of the fletching and point. This versatility allows for Judgement to be quite effective for those with various types of supplementary battle equipment, such as replacing the tip with different arrow heads. Judgment's fletchings are 4 fletched, allowing for a faster traveling speed, but decreasing the range of attacks by 5 meters. If Judgment was in a combined form, the increased SPM would remain the same as the weapon it's shot from would be naturally made to fire such an arrow. At the start of a battle the user must state the number of combined and separated Judgment arrows present with them.
Stock: 40 (80 if separated) Arrows || 40 Arrow Heads (80 if separated) Payment: Each Full Arrow, Including the Arrow Head, is 50 Gold. Total Cost is 2,000 Gold.
A Ninja would be in the hood, having been done doing some thuggery with his boys. He would be outside CJ's house, pacing around deciding on which ratchet house to hit next. As he was in an area that was normally prone to having people getting jumped, Ninja was fully equipped, having his weapon on fully loaded. The left gauntlet was filled with mini-arrows/bolts equipped with explosive arrows heads, whereas the right one was filled with normal mini-arrows/bolts. Ninja would have additional explosive arrows heads and 27 prepared mini arrows on a bag on his position.
Name: The Blackening Equipment Type: Costume Equipment Grade: B Stats: +5 SPD || +5 STA || +5 ACC Damage: 5 HP | +2 DMG to Physical and Freeform Attacks (E.X.O.N) Description: The Blackening is a full body and face suit designed with extra light, durable fabric that is further improved by equally light weight technology, in addition to E.X.O.N. The material being blended and interconnected so perfectly, and made on design for Ninja allowed the suit to fully complement ninjas movements, translating to a +5 SPD, whereas the durability translating to a +5 STA. The suit’s technology comes into effect in the form of a dynamic cloaking ability that allowed Ninja (and equipment/weapons on his body) to blend into the background whenever not moving, allowing for him to be unseen by opponents. Under the same premise of the technology that allowed the suit's cloaking ability, the mask portion of the suit allowed for enhanced forms of vision, specifically that of infrared and nightvision that allowed the wearer of the suit enhanced tracking capabilities. (+5 ACC) The nightvision aspect has a built in safeguard that prevented blindness when under the effect of bright light or simply out in the sun. The fact that the suit is made with E.X.O.N means the suit causes additional DMG per E.X.O.N's function. The suit’s composition of technology also allows for more abilities that would be further submitted as different customs.
Payment: 2,000 Gold
Name: Minister V Equipment Type: Weapon Equipment Grade: B Type: Weapon Range: Seven Meters Damage: Bolts Deal 2 Damage Each || +2 DMG to Physical attacks and freeform (E.X.O.N) Description: Minister V is a special gauntlet that was designed by Ninja in order to increase his lethality in both close and ranged combat. Minister V is a Gauntlet which consists of foldable hidden crossbows on it such that when it is worn on the hands, the Crossbows are hidden under the wrist of the user. The Crossbows are fed mini bolts on each Gauntlet. The bolts typically have unique tips that allow for more piercing and cutting potential. The bolts would be fired through the user pressing the trigger located in the palm’s of his hands, releasing the bolts with tremendous force, increasing the damage delivered through them. The bows can be reloaded through the user rotating his wrist, resulting in a bolt being fed to the mini-crossbow through the gauntlet. Each gauntlet can carry 9 bolts, allowing the user for a somewhat faster method of attacking. The user can either reload bolts into the gauntlets, or directly to the cross bows. The gauntlets themselves are reinforced by E.X.O.N allowing for strikes performed through them to be enhanced. It should be noted that when used in freeform, Minister V’s damage boost applies to a timeframe slot, meaning that if it was used to fire one or multiple shots, the attack would carry 2DMG. So if the user fired off 2 bolts, with the attack counting to the same timeframe slot, the added damage would be 2 DMG and not 4. Minister V has two types of shooting, a single bolt shot, achieved through simply pressing the trigger on the user’s palm, or a continuous firing mode where the user would be rotating his wrist in order to feed the bolts while he keeps pressure on the trigger.
Stock: 2 Gauntlets/Mini-Crossbows Payment: 1,500 Per Gauntlet | Total is 3,000 Gold
Name: Lobby Law Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: None Damage: Explosion Does 2 Damage. Description: Lobby Law is a special made custom arrow head (spiked top however) that can explode upon being met by adequate resistance. The explosion caused by the arrow heads cover a radial distance of 2.5 meters, allowing for a short ranged area of attack. The explosion itself causes a blinding effect to those within short range. This is due to the explosion containing an adequate amount of magnesium for the aforementioned effect. The blinding would last for a single turn. The arrow heads can be applied to arrows, bolts, or similar forms of projectiles.
Stock: 50 Payment: 100 per arrow | Total is 5,000 Gold.
Name: Judgement Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: -5 Meters Damage: +0.5 SPM Description: Judgment takes the form of a separable (at the shaft) alloy core, carbon covered arrow. The ability to separate allows for the arrows to be used for both normal and small types of bows and variations. Judgment is essentially two small arrows that can be joined together to achieve one normal sized arrow. The arrows each have two attachments to it, through which the arrows fletching and point can be connected, or simply be used to connect the two arrows into one, with each part taking either of the fletching and point. This versatility allows for Judgement to be quite effective for those with various types of supplementary battle equipment, such as replacing the tip with different arrow heads. Judgment's fletchings are 4 fletched, allowing for a faster traveling speed, but decreasing the range of attacks by 5 meters. If Judgment was in a combined form, the increased SPM would remain the same as the weapon it's shot from would be naturally made to fire such an arrow. At the start of a battle the user must state the number of combined and separated Judgment arrows present with them.
Stock: 40 (80 if separated) Arrows || 40 Arrow Heads (80 if separated) Payment: Each Full Arrow, Including the Arrow Head, is 50 Gold. Total Cost is 2,000 Gold.
Firestorm's head and body becomes alight with nuclear fire as he approaches 6 meters away from the man. He would fold his arm as he sneered at you and raised his head as to look down on you.
Name: Fission Quirk: Meltdown Quirk Level: Basic Rank: D Experience Points: None Type: Supplementary Range: Self Damage: None Description: This is the initial activation technique for the Quirk known as Meltdown. When this technique is activated, the user's ability to manipulate nuclear energies and forces is activated, infusing the user himself in his very essence with nuclear energy and allowing him to emit it from his body in various ways. When activated, the user's head also becomes alight with thermonuclear fire, which is a signature of this Quirk. The user, however, can only use this energy if it stems from his own self. With this, the user is immune to his own powers and effects
Drawbacks: Meltdown essentially turns the user into a nuclear reactor, thus it is possible for him to overload which results in a violent 10 meter in diameter explosion that deals five damage (the user is not immune). As of now, consecutively using any of the power for three turns results in this explosion, during the build-up the user's nuclear power increases.
Second Turn: +0.5 Damage Increase
Third Turn: +1 Damage Increase
Cool Down Rates: Meltdown requires cool down periods to prevent an overload.
2 Turn Consecutive Use: 1 Turn Cool Down.
3 Turn Consecutive Use: 2 Turn Cool Down
Name: Accelerator Equipment Type: Costume Equipment Grade: C Stats: +5 STA | + 5 ACC Damage: 4 Description: This suit works as a regulator for Firestorm's nuclear abilities. By focusing and refining the user's energy output both outside of his body and within his body, the resulting effects is an increase in his vitality and overall focus over himself and abilities, resulting in a boost in STA and ACC. The suit is an alternating pattern of black and gold and allows Firestorm to produce his energy safely from all body parts without harming him or the suit in any manner. Naturally, working with his natural powers, this suit is also immune to Firestorm's ability, other than the drawbacks from Meltdown.
Payment: 700
Name: Burnup Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Short Damage: +1 DMG To all Quirk related techniques Description: Just like a normal nuclear reactor core, this piece of equipment will attach to Firestorm's costume and work to amplify the powers of his natural nuclear energy to much higher levels than ever before. It will also work with his body to continue to regulate all outputs of said energy to its most precise scale. The result of this amplification also extends the total size of all Quirk related techniques and effects by an area of 5 meters. The device takes the form of a strap that goes across the user's chest, drawing in his natural nuclear energy and and glowing in colors ranging from red to white hot as it heats up
Stock: 1
Payment: 1,000
Name: Regulated Heating and Cooling
Equipment Type: Equipment
Equipment Grade: C
Type: Supplementary
Range: Short
Damage: +1 Damage to All Quirk Related Techniques.
Description: This is a small black and hexagonal shaped core that goes into the center of the “Burnup” costume. This core is set to regulate the heating and cooling of the nuclear reactor core, boosting the user’s efficiency when using the Meltdown Quirk. The heating regulation grants the user faster times in accumulating damage, thus the damage increases described in Meltdown occur one turn earlier.
Stock: 1
Payment: 2,500 Gold
Custom Fighting Style Name: Chain Reaction
Trait Point Cost: 5
Description Of Fighting Style: The user, being of one with nuclear force and energy, uses this fighting style to truly use this energy to become a "force" of nature, using the said force to control his actions and power. With this trait, all of the user's techniques and movements utilizing his Quirk are controlled by the STR stat. With this, they will use the pure force generated by nuclear energy to generate motion both on himself and when determining how fast his projectiles move (as well as what they can move). By using this trait to fully utilize the power of Nuclear Energy within himself, the users vitality and strength also increases.
Perks Of Fighting Style: All techniques related to the users quirk gains 0.5 DMG | User's vitality increases +5 STA | User's strength increases +5 STR | User becomes able to propel himself via his Quirks power, speed determined via STR stat.
Listen dog, talk to me in that tone again and I'm snapping you in half.
Upon saying so, Ninja would perform three simultaneous actions to deter the weird looking man. He would signal to his birds with his left hand, reach and throw an arrow head with his right, and begin changing his pacing into a full speed run. First and foremost the birds would soar high in the sky, with the 3 bearded vultures at 40 meters distance from the ground, while the 3 pigeons would be much lower than that, specifically at 24 meters. The pigeons would do what they do best and let out their signature attack, shit. The birds would literally shit on the man from the sky, dropping their business down towards the mans head and a a radial area of 2 meters around him. A portion of the bird shit should hit the man in the head, and if it reaches his eyes a deduction of 5 ACC points should occur.
Ninja would throw one arrow head towards the legs of the man, just to see his reaction, while circling around him and stopping 10 meters from the man. Of course the arrow head would explode upon contact with the ground in front of the man, potentially injuring the man if he was engulfed in it. The explosion would cover a radial distance of 2.5 meters, making escape harder. Once Ninja stops behind the man he would disappear due to the function of his suit. Ninja's superior speed would make the arrow head toss and the movement go unnoticed.
Name: Death from Above Custom Fighting Style: Law of the Jungle Rank: D Experience Points: 10 Type: Offensive/Supplementary Range: 5 Meter Radius Damage: 0 Description: Death from Above takes the form of two types of winged creatures (3 each), specifically Pigeons and Lammergeier (bearded vultures). The two animals of this technique are highly mobile and agile, being capable of max speeds clocking at 10 PHY, but having increased ACC – this is represented by 20 due to their enhanced visions. They are only durable as much as the technique, resulting in a rather weak body (One Bird is 1 HP, the Other Two Birds are 0.5 HP). While the birds can both achieve the following actions, they are typically divided between them. The actions are Number 2, and Persian Drop. Number 2 is as the name implies, birds literally releasing feces towards intended targets. While this serves to humiliate targets, it does have a battle function. If the feces were to hit the opponent’s eyes, then they would lose 5 accuracy points, whereas if they step into a large quantity, they would slip and lose grip on the terrain, and lose 5 speed points if they were somehow capable of continuing with their movement. The birds can do this passively, but only once pert turn, and every 3 birds can release enough feces to cover a 2.0 meters in radius. The second function, the Persian Drop (Requires Techniques). The birds also wear E.X.O.N, warranting them increased durability and strength in accordance to said equipment.
-Must have Law of the Jungle trait. -Last from when used until defeated. -{E.X.O.N}
Reference: Name: E.X.O.N Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: Self Damage: +2 DMG to Physical Attacks and Freeform | Each Limb is Worth 1 Damage Each Description: E.X.O.N is a, lightweight durable customizable material that can be woven into the user's equipment, or simply worn on top of their normal attire. E.X.O.N functions to empower the wearers physical strikes due to minuscule sharp spikes (Arms & Legs) that augment damage and cause laceration. E.X.O.N can be worn by itself or be made to be implemented into other equipment for the user or others (Animals through Law of The Jungle Trait for instance).
Stock: Three Sets Payment: 1,200 Gold Each
Name: Lobby Law Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: None Damage: Explosion Does 2 Damage. Description: Lobby Law is a special made custom arrow head (spiked top however) that can explode upon being met by adequate resistance. The explosion caused by the arrow heads cover a radial distance of 2.5 meters, allowing for a short ranged area of attack. The explosion itself causes a blinding effect to those within short range. This is due to the explosion containing an adequate amount of magnesium for the aforementioned effect. The blinding would last for a single turn. The arrow heads can be applied to arrows, bolts, or similar forms of projectiles.
Stock: 50 Payment: 100 per arrow | Total is 5,000 Gold.
STR: 5 SPD: 25 (+5 The Blackening) || (+5 The Night Fist) STA: 10 (+5 The Blackening) ACC: 25 (+5 The Blackening) || (+5 The Night Fist)
Listen dog, talk to me in that tone again and I'm snapping you in half.
Upon saying so, Ninja would perform three simultaneous actions to deter the weird looking man. He would signal to his birds with his left hand, reach and throw an arrow head with his right, and begin changing his pacing into a full speed run. First and foremost the birds would soar high in the sky, with the 3 bearded vultures at 40 meters distance from the ground, while the 3 pigeons would be much lower than that, specifically at 24 meters. The pigeons would do what they do best and let out their signature attack, shit. The birds would literally shit on the man from the sky, dropping their business down towards the mans head and a a radial area of 2 meters around him. A portion of the bird shit should hit the man in the head, and if it reaches his eyes a deduction of 5 ACC points should occur.
Ninja would throw one arrow head towards the legs of the man, just to see his reaction, while circling around him and stopping 10 meters from the man. Of course the arrow head would explode upon contact with the ground in front of the man, potentially injuring the man if he was engulfed in it. The explosion would cover a radial distance of 2.5 meters, making escape harder. Once Ninja stops behind the man he would disappear due to the function of his suit. Ninja's superior speed would make the arrow head toss and the movement go unnoticed.
Name: Death from Above Custom Fighting Style: Law of the Jungle Rank: D Experience Points: 10 Type: Offensive/Supplementary Range: 5 Meter Radius Damage: 0 Description: Death from Above takes the form of two types of winged creatures (3 each), specifically Pigeons and Lammergeier (bearded vultures). The two animals of this technique are highly mobile and agile, being capable of max speeds clocking at 10 PHY, but having increased ACC – this is represented by 20 due to their enhanced visions. They are only durable as much as the technique, resulting in a rather weak body (One Bird is 1 HP, the Other Two Birds are 0.5 HP). While the birds can both achieve the following actions, they are typically divided between them. The actions are Number 2, and Persian Drop. Number 2 is as the name implies, birds literally releasing feces towards intended targets. While this serves to humiliate targets, it does have a battle function. If the feces were to hit the opponent’s eyes, then they would lose 5 accuracy points, whereas if they step into a large quantity, they would slip and lose grip on the terrain, and lose 5 speed points if they were somehow capable of continuing with their movement. The birds can do this passively, but only once pert turn, and every 3 birds can release enough feces to cover a 2.0 meters in radius. The second function, the Persian Drop (Requires Techniques). The birds also wear E.X.O.N, warranting them increased durability and strength in accordance to said equipment.
-Must have Law of the Jungle trait. -Last from when used until defeated. -{E.X.O.N}
Reference: Name: E.X.O.N Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: Self Damage: +2 DMG to Physical Attacks and Freeform | Each Limb is Worth 1 Damage Each Description: E.X.O.N is a, lightweight durable customizable material that can be woven into the user's equipment, or simply worn on top of their normal attire. E.X.O.N functions to empower the wearers physical strikes due to minuscule sharp spikes (Arms & Legs) that augment damage and cause laceration. E.X.O.N can be worn by itself or be made to be implemented into other equipment for the user or others (Animals through Law of The Jungle Trait for instance).
Stock: Three Sets Payment: 1,200 Gold Each
Name: Lobby Law Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: None Damage: Explosion Does 2 Damage. Description: Lobby Law is a special made custom arrow head (spiked top however) that can explode upon being met by adequate resistance. The explosion caused by the arrow heads cover a radial distance of 2.5 meters, allowing for a short ranged area of attack. The explosion itself causes a blinding effect to those within short range. This is due to the explosion containing an adequate amount of magnesium for the aforementioned effect. The blinding would last for a single turn. The arrow heads can be applied to arrows, bolts, or similar forms of projectiles.
Stock: 50 Payment: 100 per arrow | Total is 5,000 Gold.
STR: 5 SPD: 25 (+5 The Blackening) || (+5 The Night Fist) STA: 10 (+5 The Blackening) ACC: 25 (+5 The Blackening) || (+5 The Night Fist)
From Firestorm's perspective, birds would fly towards the sky, and you would suddenly vanish in a burst of speed, movement's unknown to Jason. Jason realized he had to react quickly, and he also had to account for an attack that may come from any direction, one that may come out faster than he could perceive. With haste, he performed two actions in tandem in response to the previously described actions. He would run forward towards your last known direction, whilst releasing a pulse of nuclear energy all around him.
Name: Overpressure Quirk: Meltdown Rank: D Experience Points: 10 Type: Defensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+0.5 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6 Description: The user will release stable radioactive atoms all around him, creating a sort of near invisible aura around himself, though one would be able to say a sort of haze in the air (similar to seeing heat rise off of pavement). These atoms are controlled to remain stable until they are hit by an object going a speed higher than what the user is able to track clearly. Once they are hit by an object meeting these requirements, the atoms would become extremely unstable, creating a nuclear explosion outwards in all directions and decimating (objects) anything that would be in its range. The user may also control the atoms to release prematurely, releasing a large blast (to defend) that instead suffers a .5 DMG debuff due to the user having to use his energy to completely manipulating the explosion. Drawbacks: May not be used in consecutive turns. This defense lasts for one turn each use.
As your arrows would disturb this pulse of atoms, a nuclear reaction would occur, creating a 8 meter wide omnidirectional blast of nuclear explosion, wiping out everything in it's way. Normally, the area of the explosion would only be 5 meters (Close) but due to the enhancement from "Burnup", the total area of range of this technique is increased by 5 meters. This destructive explosion would completely decimate you as you attempt to run backwards. This is for many reasons. The first being that you only in total attempted to move backwards 8 meters, which would still be in "Overpessure"'s range. The second is that even if you made it back 10 meters, when combining Jason's run towards you, the explosion will have more than covered those 10 meters. You are also just not fast enough to make it back 10 meters before this attack reaches your position. The ground would be completely covered in nuclear fire, extremely hot and dangerous to the touch. There would be a gigantic crater in the ground from the explosion of this wicked technique. The street would look like a hellscape. There would be large jagged rocks covered in fire and concrete sticking up all s sticking in various directions all around at up to 2 meters in height all within the crater, preventing you from running in a straight line and thus limiting your ultimate mobility. This explosion is also capably of causing great damage to your legs, preventing you from moving at all as they were hit with this blunt force explosion. And also, I lied when I said he only did 2 things at once. He actually did 3. This quip would accompany his actions
You seem a bit stressed. You know what would work really well for ya? Breaking a sweat hahahahaha!
Name: Burnup Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Short Damage: +1 DMG To all Quirk related techniques Description: Just like a normal nuclear reactor core, this piece of equipment will attach to Firestorm's costume and work to amplify the powers of his natural nuclear energy to much higher levels than ever before. It will also work with his body to continue to regulate all outputs of said energy to its most precise scale. The result of this amplification also extends the total size of all Quirk related techniques and effects by an area of 3 meters. The device takes the form of a strap that goes across the user's chest, drawing in his natural nuclear energy and and glowing in colors ranging from red to white hot as it heats up Stock: 1 Payment: 1,000
Jason wouldn't stop there however, he would ignite his entire body and blast himself towards wherever your grounded body may be, plowing straight through the jagged rocks and concrete as his nuclear fire ate everything in it's path heading towards you. He would aim to use this blast to propel himself into striking you directly into your chest and releasing a grand amount of nuclear explosive force outwards, 10 meters outwards, as he struck downwards into you, eventually hitting the ground and releasing the explosion of nuclear fire as he did so.
Name: Megaton Quirk: Meltdown Quirk Level: Basic Rank: D Experience Points: 10 Type: Offensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+0.5 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6 Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condesned and superheated sort of plasma from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. This flight may be sustained for up to 2 Turns (triggers Meltdown's consecutive turn clause). These blasts are very potent and due to the user having ultimate control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion
Drawbacks: The user may not use flight as well as a blast in the same turn
Listen dog, talk to me in that tone again and I'm snapping you in half.
Upon saying so, Ninja would perform three simultaneous actions to deter the weird looking man. He would signal to his birds with his left hand, reach and throw an arrow head with his right, and begin changing his pacing into a full speed run. First and foremost the birds would soar high in the sky, with the 3 bearded vultures at 40 meters distance from the ground, while the 3 pigeons would be much lower than that, specifically at 24 meters. The pigeons would do what they do best and let out their signature attack, shit. The birds would literally shit on the man from the sky, dropping their business down towards the mans head and a a radial area of 2 meters around him. A portion of the bird shit should hit the man in the head, and if it reaches his eyes a deduction of 5 ACC points should occur.
Ninja would throw one arrow head towards the legs of the man, just to see his reaction, while circling around him and stopping 10 meters from the man. Of course the arrow head would explode upon contact with the ground in front of the man, potentially injuring the man if he was engulfed in it. The explosion would cover a radial distance of 2.5 meters, making escape harder. Once Ninja stops behind the man he would disappear due to the function of his suit. Ninja's superior speed would make the arrow head toss and the movement go unnoticed.
Name: Death from Above Custom Fighting Style: Law of the Jungle Rank: D Experience Points: 10 Type: Offensive/Supplementary Range: 5 Meter Radius Damage: 0 Description: Death from Above takes the form of two types of winged creatures (3 each), specifically Pigeons and Lammergeier (bearded vultures). The two animals of this technique are highly mobile and agile, being capable of max speeds clocking at 10 PHY, but having increased ACC – this is represented by 20 due to their enhanced visions. They are only durable as much as the technique, resulting in a rather weak body (One Bird is 1 HP, the Other Two Birds are 0.5 HP). While the birds can both achieve the following actions, they are typically divided between them. The actions are Number 2, and Persian Drop. Number 2 is as the name implies, birds literally releasing feces towards intended targets. While this serves to humiliate targets, it does have a battle function. If the feces were to hit the opponent’s eyes, then they would lose 5 accuracy points, whereas if they step into a large quantity, they would slip and lose grip on the terrain, and lose 5 speed points if they were somehow capable of continuing with their movement. The birds can do this passively, but only once pert turn, and every 3 birds can release enough feces to cover a 2.0 meters in radius. The second function, the Persian Drop (Requires Techniques). The birds also wear E.X.O.N, warranting them increased durability and strength in accordance to said equipment.
-Must have Law of the Jungle trait. -Last from when used until defeated. -{E.X.O.N}
Reference: Name: E.X.O.N Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: Self Damage: +2 DMG to Physical Attacks and Freeform | Each Limb is Worth 1 Damage Each Description: E.X.O.N is a, lightweight durable customizable material that can be woven into the user's equipment, or simply worn on top of their normal attire. E.X.O.N functions to empower the wearers physical strikes due to minuscule sharp spikes (Arms & Legs) that augment damage and cause laceration. E.X.O.N can be worn by itself or be made to be implemented into other equipment for the user or others (Animals through Law of The Jungle Trait for instance).
Stock: Three Sets Payment: 1,200 Gold Each
Name: Lobby Law Equipment Type: Accessory Equipment Grade: B Type: Supplementary Range: None Damage: Explosion Does 2 Damage. Description: Lobby Law is a special made custom arrow head (spiked top however) that can explode upon being met by adequate resistance. The explosion caused by the arrow heads cover a radial distance of 2.5 meters, allowing for a short ranged area of attack. The explosion itself causes a blinding effect to those within short range. This is due to the explosion containing an adequate amount of magnesium for the aforementioned effect. The blinding would last for a single turn. The arrow heads can be applied to arrows, bolts, or similar forms of projectiles.
Stock: 50 Payment: 100 per arrow | Total is 5,000 Gold.
STR: 5 SPD: 25 (+5 The Blackening) || (+5 The Night Fist) STA: 10 (+5 The Blackening) ACC: 25 (+5 The Blackening) || (+5 The Night Fist)
From Firestorm's perspective, birds would fly towards the sky, and you would suddenly vanish in a burst of speed, movement's unknown to Jason. Jason realized he had to react quickly, and he also had to account for an attack that may come from any direction, one that may come out faster than he could perceive. With haste, he performed two actions in tandem in response to the previously described actions. He would run forward towards your last known direction, whilst releasing a pulse of nuclear energy all around him.
Name: Overpressure Quirk: Meltdown Rank: D Experience Points: 10 Type: Defensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+0.5 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6 Description: The user will release stable radioactive atoms all around him, creating a sort of near invisible aura around himself, though one would be able to say a sort of haze in the air (similar to seeing heat rise off of pavement). These atoms are controlled to remain stable until they are hit by an object going a speed higher than what the user is able to track clearly. Once they are hit by an object meeting these requirements, the atoms would become extremely unstable, creating a nuclear explosion outwards in all directions and decimating (objects) anything that would be in its range. The user may also control the atoms to release prematurely, releasing a large blast (to defend) that instead suffers a .5 DMG debuff due to the user having to use his energy to completely manipulating the explosion. Drawbacks: May not be used in consecutive turns. This defense lasts for one turn each use.
As your arrows would disturb this pulse of atoms, a nuclear reaction would occur, creating a 8 meter wide omnidirectional blast of nuclear explosion, wiping out everything in it's way. Normally, the area of the explosion would only be 5 meters (Close) but due to the enhancement from "Burnup", the total area of range of this technique is increased by 5 meters. This destructive explosion would completely decimate you as you attempt to run backwards. This is for many reasons. The first being that you only in total attempted to move backwards 8 meters, which would still be in "Overpessure"'s range. The second is that even if you made it back 10 meters, when combining Jason's run towards you, the explosion will have more than covered those 10 meters. You are also just not fast enough to make it back 10 meters before this attack reaches your position. The ground would be completely covered in nuclear fire, extremely hot and dangerous to the touch. There would be a gigantic crater in the ground from the explosion of this wicked technique. The street would look like a hellscape. There would be large jagged rocks covered in fire and concrete sticking up all s sticking in various directions all around at up to 2 meters in height all within the crater, preventing you from running in a straight line and thus limiting your ultimate mobility. This explosion is also capably of causing great damage to your legs, preventing you from moving at all as they were hit with this blunt force explosion. And also, I lied when I said he only did 2 things at once. He actually did 3. This quip would accompany his actions
You seem a bit stressed. You know what would work really well for ya? Breaking a sweat hahahahaha!
Name: Burnup Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Short Damage: +1 DMG To all Quirk related techniques Description: Just like a normal nuclear reactor core, this piece of equipment will attach to Firestorm's costume and work to amplify the powers of his natural nuclear energy to much higher levels than ever before. It will also work with his body to continue to regulate all outputs of said energy to its most precise scale. The result of this amplification also extends the total size of all Quirk related techniques and effects by an area of 3 meters. The device takes the form of a strap that goes across the user's chest, drawing in his natural nuclear energy and and glowing in colors ranging from red to white hot as it heats up Stock: 1 Payment: 1,000
Jason wouldn't stop there however, he would ignite his entire body and blast himself towards wherever your grounded body may be, plowing straight through the jagged rocks and concrete as his nuclear fire ate everything in it's path heading towards you. He would aim to use this blast to propel himself into striking you directly into your chest and releasing a grand amount of nuclear explosive force outwards, 10 meters outwards, as he struck downwards into you, eventually hitting the ground and releasing the explosion of nuclear fire as he did so.
Name: Megaton Quirk: Meltdown Quirk Level: Basic Rank: D Experience Points: 10 Type: Offensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+0.5 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6 Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condesned and superheated sort of plasma from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. This flight may be sustained for up to 2 Turns (triggers Meltdown's consecutive turn clause). These blasts are very potent and due to the user having ultimate control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion
Drawbacks: The user may not use flight as well as a blast in the same turn
As agreed, the explosion moves at 1 SPM, and I am outside of it's area of effect, as are the birds, with the range between us being increased.
Through the movement of both Ninja and Firestorm the distance between the two would increase to 16 meters. Ninja, now facing the back of Firestorm, would take into account the range of the previous attack and would chose to remain at a distance, at least until he got an idea of how the man's ability worked. With Ninja stationary he could not be seen. His birds would take action for the moment, with the pigeons apparently scattering around, with each going off in a direction. (North/East/West) This should imply that the birds previous action and their current one was pure coincidence and not some sort of battle based ability. However, one vulture would take action, dropping down from it's 40 meter flight towards Firestorm. The vulture would move to strike Firestorm in his blindspot, on the back of his head, with a powerful clawing attack. The vulture would drop in a manner that even allowed it's shadow to be outside of Firestorm's field of vision. The vulture would aim to strike the back of Firestorm's head before swiftly returning to the skies with it's remaining vulture kin. Naturally, if Firestorm moved, the Vulture would account for that and move in accordance to deliver the strike like previously mentioned.
Ninja would remain at his spot, carefully observing the man and his reaction. In regards to the birds that went away, they would circle around Firestorm from their respective spots from 30 meters distance. Additionally, Firestorm should have a hard time deducing Ninja's movement for two reasons, the first being Ninja's speed making him untraceable to Firestorm, and the second being that the explosion would have hidden the movement regardless of Ninja's speed.
Name: Persian Drop Custom Fighting Style: Law of the Jungle Rank: D Experience Points: 10 Type: Offensive Range: Long (Close) Damage: 2 + 2 (E.X.O.N) Description: Unique to birds of Death From Above, Persian Drop takes the form of the birds diving from the sky to strike down their intended targets. Due to the the dive, the birds would move at +5 PHY speed levels faster than normal. The birds have the option of either clawing their targets or pecking them. If multiple birds attack, the DMG is split between them, in cases of uneven numbers of attackers, one bird would deliver half a DMG extra than the other one's to balance out. In regards to the range of the technique, it can be initiated from long range, but the strikes/pecking/clawing happen upon contact with their intended targets.
From Firestorm's perspective, birds would fly towards the sky, and you would suddenly vanish in a burst of speed, movement's unknown to Jason. Jason realized he had to react quickly, and he also had to account for an attack that may come from any direction, one that may come out faster than he could perceive. With haste, he performed two actions in tandem in response to the previously described actions. He would run forward towards your last known direction, whilst releasing a pulse of nuclear energy all around him.
Name: Overpressure Quirk: Meltdown Rank: D Experience Points: 10 Type: Defensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+0.5 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6 Description: The user will release stable radioactive atoms all around him, creating a sort of near invisible aura around himself, though one would be able to say a sort of haze in the air (similar to seeing heat rise off of pavement). These atoms are controlled to remain stable until they are hit by an object going a speed higher than what the user is able to track clearly. Once they are hit by an object meeting these requirements, the atoms would become extremely unstable, creating a nuclear explosion outwards in all directions and decimating (objects) anything that would be in its range. The user may also control the atoms to release prematurely, releasing a large blast (to defend) that instead suffers a .5 DMG debuff due to the user having to use his energy to completely manipulating the explosion. Drawbacks: May not be used in consecutive turns. This defense lasts for one turn each use.
As your arrows would disturb this pulse of atoms, a nuclear reaction would occur, creating a 8 meter wide omnidirectional blast of nuclear explosion, wiping out everything in it's way. Normally, the area of the explosion would only be 5 meters (Close) but due to the enhancement from "Burnup", the total area of range of this technique is increased by 5 meters. This destructive explosion would completely decimate you as you attempt to run backwards. This is for many reasons. The first being that you only in total attempted to move backwards 8 meters, which would still be in "Overpessure"'s range. The second is that even if you made it back 10 meters, when combining Jason's run towards you, the explosion will have more than covered those 10 meters. You are also just not fast enough to make it back 10 meters before this attack reaches your position. The ground would be completely covered in nuclear fire, extremely hot and dangerous to the touch. There would be a gigantic crater in the ground from the explosion of this wicked technique. The street would look like a hellscape. There would be large jagged rocks covered in fire and concrete sticking up all s sticking in various directions all around at up to 2 meters in height all within the crater, preventing you from running in a straight line and thus limiting your ultimate mobility. This explosion is also capably of causing great damage to your legs, preventing you from moving at all as they were hit with this blunt force explosion. And also, I lied when I said he only did 2 things at once. He actually did 3. This quip would accompany his actions
You seem a bit stressed. You know what would work really well for ya? Breaking a sweat hahahahaha!
Name: Burnup Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Short Damage: +1 DMG To all Quirk related techniques Description: Just like a normal nuclear reactor core, this piece of equipment will attach to Firestorm's costume and work to amplify the powers of his natural nuclear energy to much higher levels than ever before. It will also work with his body to continue to regulate all outputs of said energy to its most precise scale. The result of this amplification also extends the total size of all Quirk related techniques and effects by an area of 3 meters. The device takes the form of a strap that goes across the user's chest, drawing in his natural nuclear energy and and glowing in colors ranging from red to white hot as it heats up Stock: 1 Payment: 1,000
Jason wouldn't stop there however, he would ignite his entire body and blast himself towards wherever your grounded body may be, plowing straight through the jagged rocks and concrete as his nuclear fire ate everything in it's path heading towards you. He would aim to use this blast to propel himself into striking you directly into your chest and releasing a grand amount of nuclear explosive force outwards, 10 meters outwards, as he struck downwards into you, eventually hitting the ground and releasing the explosion of nuclear fire as he did so.
Name: Megaton Quirk: Meltdown Quirk Level: Basic Rank: D Experience Points: 10 Type: Offensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+0.5 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6 Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condesned and superheated sort of plasma from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. This flight may be sustained for up to 2 Turns (triggers Meltdown's consecutive turn clause). These blasts are very potent and due to the user having ultimate control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion
Drawbacks: The user may not use flight as well as a blast in the same turn
As agreed, the explosion moves at 1 SPM, and I am outside of it's area of effect, as are the birds, with the range between us being increased.
Through the movement of both Ninja and Firestorm the distance between the two would increase to 16 meters. Ninja, now facing the back of Firestorm, would take into account the range of the previous attack and would chose to remain at a distance, at least until he got an idea of how the man's ability worked. With Ninja stationary he could not be seen. His birds would take action for the moment, with the pigeons apparently scattering around, with each going off in a direction. (North/East/West) This should imply that the birds previous action and their current one was pure coincidence and not some sort of battle based ability. However, one vulture would take action, dropping down from it's 40 meter flight towards Firestorm. The vulture would move to strike Firestorm in his blindspot, on the back of his head, with a powerful clawing attack. The vulture would drop in a manner that even allowed it's shadow to be outside of Firestorm's field of vision. The vulture would aim to strike the back of Firestorm's head before swiftly returning to the skies with it's remaining vulture kin. Naturally, if Firestorm moved, the Vulture would account for that and move in accordance to deliver the strike like previously mentioned.
Ninja would remain at his spot, carefully observing the man and his reaction. In regards to the birds that went away, they would circle around Firestorm from their respective spots from 30 meters distance. Additionally, Firestorm should have a hard time deducing Ninja's movement for two reasons, the first being Ninja's speed making him untraceable to Firestorm, and the second being that the explosion would have hidden the movement regardless of Ninja's speed.
Name: Persian Drop Custom Fighting Style: Law of the Jungle Rank: D Experience Points: 10 Type: Offensive Range: Long (Close) Damage: 2 + 2 (E.X.O.N) Description: Unique to birds of Death From Above, Persian Drop takes the form of the birds diving from the sky to strike down their intended targets. Due to the the dive, the birds would move at +5 PHY speed levels faster than normal. The birds have the option of either clawing their targets or pecking them. If multiple birds attack, the DMG is split between them, in cases of uneven numbers of attackers, one bird would deliver half a DMG extra than the other one's to balance out. In regards to the range of the technique, it can be initiated from long range, but the strikes/pecking/clawing happen upon contact with their intended targets.
His explosion blasting everything away had cleared away the field, but he noticed after the explosion that you hadn't been in front of him and stops running, nor was your exploded body sitting anywhere within his 180 degree view, which he would check for any signs of you. Seeing none, he could only assumed you had dashed behind him, in the other direction, and it was simply unnoticed due to how fast you were. At this exact moment, your bird would be inches away from Firestorm and as you described would be unnoticed. Firestorm would erupt in a pillar of nuclear fire at that exact moment in an effort to turn himself around and blast back himself back in your direction, using the powerful blast of energy to jettison him in your direction as the nuclear energy erupts out of his body. At the same time, a nuclear blast would be thrown forward 8 meters towards you before erupting in an 8 meter omnidirectional explosion of nuclear fire. Firestorm would quickly repeat this twice over, throwing out blasts of nuclear energy that flew low to the ground within the crater that was created and the craters that would be created. Each blast would continue to travel further and further from the last as the range was extended by the ever approaching Firestorm. These gigantic explosions would engulf you completely. The fact that the houses that decorated the street would be behind you, preventing you from running back much further than you already where without deviating a large amount to go around an entire house, which would leave you susceptible to the first blast. The initial ignition of Firestorm's power would completely decimate your bird via its overwhelming force, razing it into almost nothing the moment it was activated.
Name: Megaton X3 Quirk: Meltdown Quirk Level: Basic Rank: D Experience Points: 10 Type: Offensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+1 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6.5 Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condesned and superheated sort of plasma from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. This flight may be sustained for up to 2 Turns (triggers Meltdown's consecutive turn clause). These blasts are very potent and due to the user having ultimate control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion
Drawbacks: The user may not use flight as well as a blast in the same turn
However you wouldnt actually see the bird be eradicated, you wouldnt see the first blast of nuclear energy being fired, you wouldnt see it land, you would only be aware of it once it exploded. The reason for this would be the depth of the crater that Firestorm and the bird resided in, in addition to the jagged rocks, pillars, and nuclear fire that would litter the entire crater itself. These would block your vision, and it would take time for your bird to rise back up to a height of which you could see it. The blasts that firestorm would create from the Megaton blasts would create craters similar to the ones the first blast he created had done. This would be creating several craters of large depth that are covered in jagged rocks, nuclear fire, and a whole lot of smoke to boot. These rocks would make it so that in totality, one could not run more than 2 steps without having to stop and run in a completely different direction, again, limiting your mobility and aiming to negate your speed factor. Firestorm would stay low and within the craters, moving in the same direction searching and listening for any signs of you as he made his way through the terrible maze he had created. All the jagged rocks would again be 2 meters in height, sticking out in various directions, and covered in nuclear fire, as would the craters themselves. The smoke would also prevent your birds from properly targeting Firestorm from above.
As agreed, the explosion moves at 1 SPM, and I am outside of it's area of effect, as are the birds, with the range between us being increased.
Through the movement of both Ninja and Firestorm the distance between the two would increase to 16 meters. Ninja, now facing the back of Firestorm, would take into account the range of the previous attack and would chose to remain at a distance, at least until he got an idea of how the man's ability worked. With Ninja stationary he could not be seen. His birds would take action for the moment, with the pigeons apparently scattering around, with each going off in a direction. (North/East/West) This should imply that the birds previous action and their current one was pure coincidence and not some sort of battle based ability. However, one vulture would take action, dropping down from it's 40 meter flight towards Firestorm. The vulture would move to strike Firestorm in his blindspot, on the back of his head, with a powerful clawing attack. The vulture would drop in a manner that even allowed it's shadow to be outside of Firestorm's field of vision. The vulture would aim to strike the back of Firestorm's head before swiftly returning to the skies with it's remaining vulture kin. Naturally, if Firestorm moved, the Vulture would account for that and move in accordance to deliver the strike like previously mentioned.
Ninja would remain at his spot, carefully observing the man and his reaction. In regards to the birds that went away, they would circle around Firestorm from their respective spots from 30 meters distance. Additionally, Firestorm should have a hard time deducing Ninja's movement for two reasons, the first being Ninja's speed making him untraceable to Firestorm, and the second being that the explosion would have hidden the movement regardless of Ninja's speed.
Name: Persian Drop Custom Fighting Style: Law of the Jungle Rank: D Experience Points: 10 Type: Offensive Range: Long (Close) Damage: 2 + 2 (E.X.O.N) Description: Unique to birds of Death From Above, Persian Drop takes the form of the birds diving from the sky to strike down their intended targets. Due to the the dive, the birds would move at +5 PHY speed levels faster than normal. The birds have the option of either clawing their targets or pecking them. If multiple birds attack, the DMG is split between them, in cases of uneven numbers of attackers, one bird would deliver half a DMG extra than the other one's to balance out. In regards to the range of the technique, it can be initiated from long range, but the strikes/pecking/clawing happen upon contact with their intended targets.
His explosion blasting everything away had cleared away the field, but he noticed after the explosion that you hadn't been in front of him and stops running, nor was your exploded body sitting anywhere within his 180 degree view, which he would check for any signs of you. Seeing none, he could only assumed you had dashed behind him, in the other direction, and it was simply unnoticed due to how fast you were. At this exact moment, your bird would be inches away from Firestorm and as you described would be unnoticed. Firestorm would erupt in a pillar of nuclear fire at that exact moment in an effort to turn himself around and blast back himself back in your direction, using the powerful blast of energy to jettison him in your direction as the nuclear energy erupts out of his body. At the same time, a nuclear blast would be thrown forward 8 meters towards you before erupting in an 8 meter omnidirectional explosion of nuclear fire. Firestorm would quickly repeat this twice over, throwing out blasts of nuclear energy that flew low to the ground within the crater that was created and the craters that would be created. Each blast would continue to travel further and further from the last as the range was extended by the ever approaching Firestorm. These gigantic explosions would engulf you completely. The fact that the houses that decorated the street would be behind you, preventing you from running back much further than you already where without deviating a large amount to go around an entire house, which would leave you susceptible to the first blast. The initial ignition of Firestorm's power would completely decimate your bird via its overwhelming force, razing it into almost nothing the moment it was activated.
Name: Megaton X3 Quirk: Meltdown Quirk Level: Basic Rank: D Experience Points: 10 Type: Offensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+1 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6.5 Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condesned and superheated sort of plasma from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. This flight may be sustained for up to 2 Turns (triggers Meltdown's consecutive turn clause). These blasts are very potent and due to the user having ultimate control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion
Drawbacks: The user may not use flight as well as a blast in the same turn
However you wouldnt actually see the bird be eradicated, you wouldnt see the first blast of nuclear energy being fired, you wouldnt see it land, you would only be aware of it once it exploded. The reason for this would be the depth of the crater that Firestorm and the bird resided in, in addition to the jagged rocks, pillars, and nuclear fire that would litter the entire crater itself. These would block your vision, and it would take time for your bird to rise back up to a height of which you could see it. The blasts that firestorm would create from the Megaton blasts would create craters similar to the ones the first blast he created had done. This would be creating several craters of large depth that are covered in jagged rocks, nuclear fire, and a whole lot of smoke to boot. These rocks would make it so that in totality, one could not run more than 2 steps without having to stop and run in a completely different direction, again, limiting your mobility and aiming to negate your speed factor. Firestorm would stay low and within the craters, moving in the same direction searching and listening for any signs of you as he made his way through the terrible maze he had created. All the jagged rocks would again be 2 meters in height, sticking out in various directions, and covered in nuclear fire, as would the craters themselves. The smoke would also prevent your birds from properly targeting Firestorm from above.
As agreed the blasts occur after one another, not in the same timeframe.
While Ninja could not naturally see Firestorm moving per se, but he was aware of the movement due to sound indication from Firestorm going through the terrain(Also the superior heat from Firestorm would flare up the infrared detection in Ninjas suit) . Ninja would immediately dash to the right, towards the street. Naturally Ninja would move outside of the area the previously created crater, exploiting his speed(essentially for every 1 meter you and your blasts move I can move 3 meters, in case you need this quantified) to move away before the second set of explosions occur. That would not be all however, in tandem with his movement, Ninja would throw 5 arrow heads high into the sky. Ninja would account for the previous range of the explosion and aim his arrow heads higher than that, specifically throwing them to 15 meters height. This would enable the arrow heads to be outside the area of effect of the explosions. After Firestorm's explosions Ninjas own would occur due to the arrow heads. The arrows heads themselves would have been thrown to fall and hit the terrain where Ninja was standing, and 2.5 meters away.(One for each cardinal spot). This was to ensure that Firestorm would be hit by at the very least one of them or their explosions. With the previous intentions of Firestorm, he should be hit by all of the explosions. In regards to Ninja, he would stop 25 meters away from his previous spot, right on the street. The fact that the explosions from Firestorm's end would have needed to travel 8 meters before exploding meant that Ninja was pretty safe in terms of avoiding them. The birds would remain in their previous spots.
His explosion blasting everything away had cleared away the field, but he noticed after the explosion that you hadn't been in front of him and stops running, nor was your exploded body sitting anywhere within his 180 degree view, which he would check for any signs of you. Seeing none, he could only assumed you had dashed behind him, in the other direction, and it was simply unnoticed due to how fast you were. At this exact moment, your bird would be inches away from Firestorm and as you described would be unnoticed. Firestorm would erupt in a pillar of nuclear fire at that exact moment in an effort to turn himself around and blast back himself back in your direction, using the powerful blast of energy to jettison him in your direction as the nuclear energy erupts out of his body. At the same time, a nuclear blast would be thrown forward 8 meters towards you before erupting in an 8 meter omnidirectional explosion of nuclear fire. Firestorm would quickly repeat this twice over, throwing out blasts of nuclear energy that flew low to the ground within the crater that was created and the craters that would be created. Each blast would continue to travel further and further from the last as the range was extended by the ever approaching Firestorm. These gigantic explosions would engulf you completely. The fact that the houses that decorated the street would be behind you, preventing you from running back much further than you already where without deviating a large amount to go around an entire house, which would leave you susceptible to the first blast. The initial ignition of Firestorm's power would completely decimate your bird via its overwhelming force, razing it into almost nothing the moment it was activated.
Name: Megaton X3 Quirk: Meltdown Quirk Level: Basic Rank: D Experience Points: 10 Type: Offensive Range: Close Damage: 2 (+1 "Uncanny Strength") (+1 "Burnup") (+1 "Regulated Heating and Cooling) (+0.5 Chain Reaction) (+1 Fission's Drawback occurs 1 turn earlier due to "Regulated Heating and Cooling") = 6.5 Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condesned and superheated sort of plasma from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. This flight may be sustained for up to 2 Turns (triggers Meltdown's consecutive turn clause). These blasts are very potent and due to the user having ultimate control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion
Drawbacks: The user may not use flight as well as a blast in the same turn
However you wouldnt actually see the bird be eradicated, you wouldnt see the first blast of nuclear energy being fired, you wouldnt see it land, you would only be aware of it once it exploded. The reason for this would be the depth of the crater that Firestorm and the bird resided in, in addition to the jagged rocks, pillars, and nuclear fire that would litter the entire crater itself. These would block your vision, and it would take time for your bird to rise back up to a height of which you could see it. The blasts that firestorm would create from the Megaton blasts would create craters similar to the ones the first blast he created had done. This would be creating several craters of large depth that are covered in jagged rocks, nuclear fire, and a whole lot of smoke to boot. These rocks would make it so that in totality, one could not run more than 2 steps without having to stop and run in a completely different direction, again, limiting your mobility and aiming to negate your speed factor. Firestorm would stay low and within the craters, moving in the same direction searching and listening for any signs of you as he made his way through the terrible maze he had created. All the jagged rocks would again be 2 meters in height, sticking out in various directions, and covered in nuclear fire, as would the craters themselves. The smoke would also prevent your birds from properly targeting Firestorm from above.
As agreed the blasts occur after one another, not in the same timeframe.
While Ninja could not naturally see Firestorm moving per se, but he was aware of the movement due to sound indication from Firestorm going through the terrain(Also the superior heat from Firestorm would flare up the infrared detection in Ninjas suit) . Ninja would immediately dash to the right, towards the street. Naturally Ninja would move outside of the area the previously created crater, exploiting his speed(essentially for every 1 meter you and your blasts move I can move 3 meters, in case you need this quantified) to move away before the second set of explosions occur. That would not be all however, in tandem with his movement, Ninja would throw 5 arrow heads high into the sky. Ninja would account for the previous range of the explosion and aim his arrow heads higher than that, specifically throwing them to 15 meters height. This would enable the arrow heads to be outside the area of effect of the explosions. After Firestorm's explosions Ninjas own would occur due to the arrow heads. The arrows heads themselves would have been thrown to fall and hit the terrain where Ninja was standing, and 2.5 meters away.(One for each cardinal spot). This was to ensure that Firestorm would be hit by at the very least one of them or their explosions. With the previous intentions of Firestorm, he should be hit by all of the explosions. In regards to Ninja, he would stop 25 meters away from his previous spot, right on the street. The fact that the explosions from Firestorm's end would have needed to travel 8 meters before exploding meant that Ninja was pretty safe in terms of avoiding them. The birds would remain in their previous spots.
(Lobby Law posted before)
As agreed, the arrows would be hit by the explosions as Firestorm traveled, destroying them without Firestorm having to do anything extra.
Firestorm remains idle, standing and looking around for any signs of you from within the flaming crater, stopping 2 meters in front of your previous position.
After the explosions Firestorm would not be seen for a while. Ninja did not see him leave, nor did he track him moving in the ground similar to before, so Ninja was left to assume that Firestorm was still in the deep pit that would be around sixteen meters deep right now. The lack of attacking would lead Ninja to assume that the man had some sort of waiting period between using his abilities. As such, Ninja would have his birds take action. He would command the pigeons to converge on the last expected point of Firestorm and let loose. The pigeons would release their shit towards Firestorm from a relatively high height when compared to Firestorms line of vision. Specifically the birds would be 35 meters from Firestorm, and the shit projectiles would be moving fast and would cover a radial distance of 2 meters on and around Firestorm. They would serve to gauge reactions from the man. Ninja would remain stationary on a new spot 10 meters to left of the road after commanding the birds.
Number 2 is as the name implies, birds literally releasing feces towards intended targets. While this serves to humiliate targets, it does have a battle function. If the feces were to hit the opponent’s eyes, then they would lose 5 accuracy points, whereas if they step into a large quantity, they would slip and lose grip on the terrain, and lose 5 speed points if they were somehow capable of continuing with their movement. The birds can do this passively, but only once pert turn, and every 3 birds can release enough feces to cover a 2.0 meters in radius.
After the explosions Firestorm would not be seen for a while. Ninja did not see him leave, nor did he track him moving in the ground similar to before, so Ninja was left to assume that Firestorm was still in the deep pit that would be around sixteen meters deep right now. The lack of attacking would lead Ninja to assume that the man had some sort of waiting period between using his abilities. As such, Ninja would have his birds take action. He would command the pigeons to converge on the last expected point of Firestorm and let loose. The pigeons would release their shit towards Firestorm from a relatively high height when compared to Firestorms line of vision. Specifically the birds would be 35 meters from Firestorm, and the shit projectiles would be moving fast and would cover a radial distance of 2 meters on and around Firestorm. They would serve to gauge reactions from the man. Ninja would remain stationary on a new spot 10 meters to left of the road after commanding the birds.
Number 2 is as the name implies, birds literally releasing feces towards intended targets. While this serves to humiliate targets, it does have a battle function. If the feces were to hit the opponent’s eyes, then they would lose 5 accuracy points, whereas if they step into a large quantity, they would slip and lose grip on the terrain, and lose 5 speed points if they were somehow capable of continuing with their movement. The birds can do this passively, but only once pert turn, and every 3 birds can release enough feces to cover a 2.0 meters in radius.
The skin OTHERWORLD was made by JAWN of WICKED WONDERLAND.
DAWN OF TORRMOW [DoT] was created by WHOA. The sample background image was created by AVODKABOTTLE.
Images belong to their respective artists. All codes and scripts belong to their respective coders.