Post by Herbal Essence on Apr 10, 2018 3:01:24 GMT
Type: Real
Location: Look at the picture boy
Range: 6M
Time Limit: 3 Days
Merlin stood before his opponent, with Caliburn within it sheath gripped in Merlin's left hand. His opponent was too ugly to be a hero so Merlin had so swiftly deduced he was a villain. Merlin activated both of his quirks waiting for the man's response.
Name: Conjure
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: Free
Type: Supplementary
Range: Close
Damage: 0
Description: Enchant is one half of Merlin’s Quirk, Project. This ability allows the user manifest and project whatever is in the user’s mind into the real world. At this point, anything manifested using this half of Project isn’t real, meaning that it can’t affect the opponent. Considering that it takes concentration to project an idea into the real world, there are limitations to the projections. Any technique used will feature both "Conjure" and "Caste" being utilized, there are no E-Rank Versions Available to this Quirk.
Drawback: At this Level of Mastery, the user can only conjure one manifestation at once. This means if the user conjures the idea of flames, flames would appear in the world unable to interact with the real world. They cannot conjure flames and lightning at the same time.
Drawback: At this Level of Mastery, the user's manifestations must be its own separate existent in concept. This means that the user can only manifest ideas that are separate of the user, the user does not have the ability to manifest ideas that interact in conjunction of the body. (Cannot Manifest My Body Becoming Bulky)
Drawback: At this Level of Mastery, the user's manifestations can only be five meters dimensions. This means that if you create flames, the flames can be three meters in width and two meters length. The range a manifestation can be conjured up to three meters radius, moving outside the range results in the manifestation cancelling.
Name: Caste
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: Free
Type: Offensive | Defensive
Range: Close
Damage: 0
Description: Enchant is the other half of Merlin’s quirk, Project. This ability allows the user to make any of the projections made from Merlin’s quirk real. This quirk can only materialize anything within a certain range of Merlin, while the necessary requirements for the projection to become real needs to be present. Whenever this is active, the user can materialize any projection within range.
Any technique used will feature both "Conjure" and "Caste" being utilized, there are no E-Rank Versions Available to this Quirk.
Drawback: At this Level of Mastery, the user can only materialize one manifestation at once. This means if the user conjures the idea of flames, the user can only materialized flames. They cannot materialize flames and lightning at the same time.
Drawback: At this Level of Mastery, the user's manifestations must be its own separate existent in concept. This means that the user can only manifest ideas that are separate of the user, the user does not have the ability to conjure ideas that interact in conjunction of the body and then materialize it. (Cannot Conjure the idea of my body becoming bulky and then materialize it.)
Drawback: At this Level of Mastery, the user's manifestations can only be five meters dimensions. This means that if you create flames, the flames can be three meters in width and two meters length. The range a manifestation can be materialized is up to three meters.
Drawback: The Laws of Physics still apply, thus the necessary requirements to materialize an idea still play a factor. If its raining, the user cannot materialize the idea of flames due to it being to wet to spark. If the temperature is not sufficient for lightning or freezing, then its impossible to material lightning or ice.
Drawback: Materialize features a Mental Strain on the user, resulting in adverse drawback upon abuse of the quirk.
D-Rank - 10%
G-Rank - 20%
B-Rank - 30%
A-Rank - 40%
Z-Rank - 50%
Drawback: Upon certain percentages, the user loses the ability to use certain ranks.
20%: Locked from Z-Ranks
40%: Locked from A-Ranks
60%: Locked from B-Ranks
80%: Locked from G-Ranks
100%: Locked from D-Ranks
Name: Not Melvin's Fit
Equipment Type: Costume
Equipment Grade: B | T | R
Stats:
+10 ACC
Lady Morgan's Blessing - The Wife of the Seventeenth King of Camelot, Mordred. These garments boost the mental fortitude of Merlin. These blessing come in the form of -5% from Merlin's quirk usage due to his quirk heavily relying on his mind.
Trial of Solidarity - Increases the Durability of the Not Melvin's fit costume set. This is Represented by the Not Melvin's fit being capable of Nullifying Damage (1 Damage) for Itself. Any Damage to Target the Wearer of Not Melvin's fit will suffer damage accordingly, just the armor set possesses resilience.
Damage: 7 HP
Description: Not Melvin's Fit is Merlin's hero costume and the attire he wears the most and what he wears in combat. The costume has compression technology that increases blood flow and overall physical performance.
Payment: 3,000 Gold
Illustration:
Name: Caliburn
Equipment Type: Weapon
Equipment Grade: S | T | R
Type: Supplementary
Stats:
Uther's gratification ~ The last king of Camelot, Uther Pendragon gifted Merlin his blade, Caliburn. Unlike most blades, his sheath came in the form of a staff which was rumored to belong to a great mage. While this staff doesn't grant Merlin any powers it enhances Merlin's mental fortitude, this increases the range of Merlin's quirk by 2 meters.
Trial of Strength - Increases the Offensive Properties of Caliburn. This is Represented by Caliburn increasing any sword related strikes (+1 Damage) and the blade being capable of ignoring damage shaving capabilities.
Range: Hilt - 0.3M | Blade - 0.8M
Damage: Infinite normally | 8 HP against other Sacred Treasures
Description: Caliburn: Golden Sword of the Victorious is the sword Merlin carries around. Unlike most swordsman, Merlin doesn't have a standard sword and sheath. The sheath takes the form of a big staff with an opening where Caliburn is placed.
Stock: 1
Payment: 2,500 Gold
Illustration:
Name: Clairvoyance | Thousand-League Eyes
Trait Point Cost: 10 (freebie trait)
Description: Clairvoyance is a trait which improves the user's eyes and importantly, their mind. Clairvoyance clears the user's mind allowing them to focus more in battle. Merlin developed up with this in order to sharpen his mind and eyes in battle which allows him to focus more. The additional focus and clear mind allow Merlin to project a more accurate and potent projection. This is due to his quirk being based on his imagination, this also allows Merlin to see the flow of battle better.
The users of Clairvoyance gains +1SPM to quirk moves.
The users of Clairvoyance gains +1SPM to Tracking.
The user of Clairvoyance gains +1DMG to quirk related moves.
The users of Clairvoyance cannot Stack with Any Other Accuracy-Related Traits.
Name: Trials of the Mystics
Trait Point Cost: 6
Description: Purchasing this Trait converts all the equipments and costumes from ordinary items, to Camelot exclusive items that have passed the "Trials of the Mystics". The trial is an unique blacksmithing technique known as brazing, which is a process that consists of the broad heating of base metals - to the point where the filler metal, applied to the joint area, will be melted and drawn by capillary action through the entire joint. The brazed joint constitutes a strong metallurgical bond between the filler and base metals, a bond greater than the normal techniques of forging such as welding and soldering. Equipment/Costumes Slots become T-Grade, which stands for Trials Grade to symbolize that the items have passed the test of the mystics.
Trials Grade Grants the Following Perks:
~ The Trials of the Mystic Grants Equipments & Costumes Natural Reinforcements.
~ Natural Reinforcements Consist of Offensive & Defensive Enhancements:
~ Increased Damage Shaving (Higher Resistance Against Physical, Elemental, and/or Concussive/Explosive Damages)
~ Increased Damage Dealing (Better Lacerations, Extra Damage, Ignores Damage Immunities)
~ The Strong Metallurgical Bond is Represented by 2 Additional Health.
~ Purchasing Trials of the Mystic Requires Owning the Camelot Trait.
Name: Sacred Treasure
Trait Point Cost: 3
Description: Purchasing this trait grants the character a unique, irreplaceable item that serves as invaluable token within their life. Whether important to the character’s style of battle, vital to the character’s utilization of their quirk, or a memento that can directly influence the will of the owner - the item's preciousness is second to none for the character. The Sacred Treasure, occupies one equipment slot and upgrades it to Special Grade “S-Grade”, must be submitted and approved.
Special Grade Offers the following Perks:
~ The Sacred Treasure has an infinite health pool, literally making it indestructible.
~ The Sacred Treasure can be a conduit for Quirks, of course if it makes sense.
~ The Sacred Treasure cannot deal damage or block damage independently.
~ The Sacred Treasure cannot boost any capabilities independently.
~ The Sacred Treasure has 6 Health Points when vs Another Sacred Treasure.
Name: No Wasted Movement
Trait Point Cost: 4
Description: This trait allows the user to move with no wasted movement in battle. The loss of unwanted allows the user to move more efficiently, allowing for faster movement. The user's of this trait allows for faster movement and melee speed.
The user of this trait gains +1SPM to movement speed.
The user of this trait gains +1SPM to melee speed.
These SPM Boosts Do Not Stack if One Attribute Dictates Attack & Movement Speed
Custom Fighting Style Name: Camelot Combat
Trait Point Cost: 8
Description Of Fighting Style: Camelot Combat is a style of swordsman primarily taught in Europe. The style itself revolves around generating more power and speed in their strikes by using their whole body opposed to just the user's arms, this, in general, allows more momentum to be gathered in their strikes. This style generally drains more stamina than usual, in order to counteract this, the user's of this style usually undergo physical conditioning. The style is a rather offensive one, opting to use the gained speed and power from the style to overwhelm the opponent.
Perks Of Fighting Style:
The users of Camelot Combat gain +5 in STR | ACC | STA | SPD
The users of Camelot Combat combines both the Speed & Strength Attribute to determine the Striking Speed
The Formula to determine the Combined Striking Speed: Attribute that Determines Strike Speed + Half of the Other Attribute
Must have Purchased the Camelot Trait to Purchase This Trait.
Name: Fortification of the Mystics
Trait Point Cost: 8
Description: Fortification of the Mystics trait is a trait that takes advantage of the adrenaline that pumps through the user's body. When in battle, the users gain a rush of adrenaline after four turns, the result is that the user's physical attributes are increased. The user gains +5PHY in STR | STA | SPD | ACC along with an additional +1DMG to Melee Attacks.
This can’t stack with anything “Jack of All Trade” type traits”
Location: Look at the picture boy
Range: 6M
Time Limit: 3 Days
Merlin stood before his opponent, with Caliburn within it sheath gripped in Merlin's left hand. His opponent was too ugly to be a hero so Merlin had so swiftly deduced he was a villain. Merlin activated both of his quirks waiting for the man's response.
Name: Conjure
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: Free
Type: Supplementary
Range: Close
Damage: 0
Description: Enchant is one half of Merlin’s Quirk, Project. This ability allows the user manifest and project whatever is in the user’s mind into the real world. At this point, anything manifested using this half of Project isn’t real, meaning that it can’t affect the opponent. Considering that it takes concentration to project an idea into the real world, there are limitations to the projections. Any technique used will feature both "Conjure" and "Caste" being utilized, there are no E-Rank Versions Available to this Quirk.
Drawback: At this Level of Mastery, the user can only conjure one manifestation at once. This means if the user conjures the idea of flames, flames would appear in the world unable to interact with the real world. They cannot conjure flames and lightning at the same time.
Drawback: At this Level of Mastery, the user's manifestations must be its own separate existent in concept. This means that the user can only manifest ideas that are separate of the user, the user does not have the ability to manifest ideas that interact in conjunction of the body. (Cannot Manifest My Body Becoming Bulky)
Drawback: At this Level of Mastery, the user's manifestations can only be five meters dimensions. This means that if you create flames, the flames can be three meters in width and two meters length. The range a manifestation can be conjured up to three meters radius, moving outside the range results in the manifestation cancelling.
Name: Caste
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: Free
Type: Offensive | Defensive
Range: Close
Damage: 0
Description: Enchant is the other half of Merlin’s quirk, Project. This ability allows the user to make any of the projections made from Merlin’s quirk real. This quirk can only materialize anything within a certain range of Merlin, while the necessary requirements for the projection to become real needs to be present. Whenever this is active, the user can materialize any projection within range.
Any technique used will feature both "Conjure" and "Caste" being utilized, there are no E-Rank Versions Available to this Quirk.
Drawback: At this Level of Mastery, the user can only materialize one manifestation at once. This means if the user conjures the idea of flames, the user can only materialized flames. They cannot materialize flames and lightning at the same time.
Drawback: At this Level of Mastery, the user's manifestations must be its own separate existent in concept. This means that the user can only manifest ideas that are separate of the user, the user does not have the ability to conjure ideas that interact in conjunction of the body and then materialize it. (Cannot Conjure the idea of my body becoming bulky and then materialize it.)
Drawback: At this Level of Mastery, the user's manifestations can only be five meters dimensions. This means that if you create flames, the flames can be three meters in width and two meters length. The range a manifestation can be materialized is up to three meters.
Drawback: The Laws of Physics still apply, thus the necessary requirements to materialize an idea still play a factor. If its raining, the user cannot materialize the idea of flames due to it being to wet to spark. If the temperature is not sufficient for lightning or freezing, then its impossible to material lightning or ice.
Drawback: Materialize features a Mental Strain on the user, resulting in adverse drawback upon abuse of the quirk.
D-Rank - 10%
G-Rank - 20%
B-Rank - 30%
A-Rank - 40%
Z-Rank - 50%
Drawback: Upon certain percentages, the user loses the ability to use certain ranks.
20%: Locked from Z-Ranks
40%: Locked from A-Ranks
60%: Locked from B-Ranks
80%: Locked from G-Ranks
100%: Locked from D-Ranks
Name: Not Melvin's Fit
Equipment Type: Costume
Equipment Grade: B | T | R
Stats:
+10 ACC
Lady Morgan's Blessing - The Wife of the Seventeenth King of Camelot, Mordred. These garments boost the mental fortitude of Merlin. These blessing come in the form of -5% from Merlin's quirk usage due to his quirk heavily relying on his mind.
Trial of Solidarity - Increases the Durability of the Not Melvin's fit costume set. This is Represented by the Not Melvin's fit being capable of Nullifying Damage (1 Damage) for Itself. Any Damage to Target the Wearer of Not Melvin's fit will suffer damage accordingly, just the armor set possesses resilience.
Damage: 7 HP
Description: Not Melvin's Fit is Merlin's hero costume and the attire he wears the most and what he wears in combat. The costume has compression technology that increases blood flow and overall physical performance.
Payment: 3,000 Gold
Illustration:
Name: Caliburn
Equipment Type: Weapon
Equipment Grade: S | T | R
Type: Supplementary
Stats:
Uther's gratification ~ The last king of Camelot, Uther Pendragon gifted Merlin his blade, Caliburn. Unlike most blades, his sheath came in the form of a staff which was rumored to belong to a great mage. While this staff doesn't grant Merlin any powers it enhances Merlin's mental fortitude, this increases the range of Merlin's quirk by 2 meters.
Trial of Strength - Increases the Offensive Properties of Caliburn. This is Represented by Caliburn increasing any sword related strikes (+1 Damage) and the blade being capable of ignoring damage shaving capabilities.
Range: Hilt - 0.3M | Blade - 0.8M
Damage: Infinite normally | 8 HP against other Sacred Treasures
Description: Caliburn: Golden Sword of the Victorious is the sword Merlin carries around. Unlike most swordsman, Merlin doesn't have a standard sword and sheath. The sheath takes the form of a big staff with an opening where Caliburn is placed.
Stock: 1
Payment: 2,500 Gold
Illustration:
Name: Clairvoyance | Thousand-League Eyes
Trait Point Cost: 10 (freebie trait)
Description: Clairvoyance is a trait which improves the user's eyes and importantly, their mind. Clairvoyance clears the user's mind allowing them to focus more in battle. Merlin developed up with this in order to sharpen his mind and eyes in battle which allows him to focus more. The additional focus and clear mind allow Merlin to project a more accurate and potent projection. This is due to his quirk being based on his imagination, this also allows Merlin to see the flow of battle better.
The users of Clairvoyance gains +1SPM to quirk moves.
The users of Clairvoyance gains +1SPM to Tracking.
The user of Clairvoyance gains +1DMG to quirk related moves.
The users of Clairvoyance cannot Stack with Any Other Accuracy-Related Traits.
Name: Trials of the Mystics
Trait Point Cost: 6
Description: Purchasing this Trait converts all the equipments and costumes from ordinary items, to Camelot exclusive items that have passed the "Trials of the Mystics". The trial is an unique blacksmithing technique known as brazing, which is a process that consists of the broad heating of base metals - to the point where the filler metal, applied to the joint area, will be melted and drawn by capillary action through the entire joint. The brazed joint constitutes a strong metallurgical bond between the filler and base metals, a bond greater than the normal techniques of forging such as welding and soldering. Equipment/Costumes Slots become T-Grade, which stands for Trials Grade to symbolize that the items have passed the test of the mystics.
Trials Grade Grants the Following Perks:
~ The Trials of the Mystic Grants Equipments & Costumes Natural Reinforcements.
~ Natural Reinforcements Consist of Offensive & Defensive Enhancements:
~ Increased Damage Shaving (Higher Resistance Against Physical, Elemental, and/or Concussive/Explosive Damages)
~ Increased Damage Dealing (Better Lacerations, Extra Damage, Ignores Damage Immunities)
~ The Strong Metallurgical Bond is Represented by 2 Additional Health.
~ Purchasing Trials of the Mystic Requires Owning the Camelot Trait.
Name: Sacred Treasure
Trait Point Cost: 3
Description: Purchasing this trait grants the character a unique, irreplaceable item that serves as invaluable token within their life. Whether important to the character’s style of battle, vital to the character’s utilization of their quirk, or a memento that can directly influence the will of the owner - the item's preciousness is second to none for the character. The Sacred Treasure, occupies one equipment slot and upgrades it to Special Grade “S-Grade”, must be submitted and approved.
Special Grade Offers the following Perks:
~ The Sacred Treasure has an infinite health pool, literally making it indestructible.
~ The Sacred Treasure can be a conduit for Quirks, of course if it makes sense.
~ The Sacred Treasure cannot deal damage or block damage independently.
~ The Sacred Treasure cannot boost any capabilities independently.
~ The Sacred Treasure has 6 Health Points when vs Another Sacred Treasure.
Name: No Wasted Movement
Trait Point Cost: 4
Description: This trait allows the user to move with no wasted movement in battle. The loss of unwanted allows the user to move more efficiently, allowing for faster movement. The user's of this trait allows for faster movement and melee speed.
The user of this trait gains +1SPM to movement speed.
The user of this trait gains +1SPM to melee speed.
These SPM Boosts Do Not Stack if One Attribute Dictates Attack & Movement Speed
Custom Fighting Style Name: Camelot Combat
Trait Point Cost: 8
Description Of Fighting Style: Camelot Combat is a style of swordsman primarily taught in Europe. The style itself revolves around generating more power and speed in their strikes by using their whole body opposed to just the user's arms, this, in general, allows more momentum to be gathered in their strikes. This style generally drains more stamina than usual, in order to counteract this, the user's of this style usually undergo physical conditioning. The style is a rather offensive one, opting to use the gained speed and power from the style to overwhelm the opponent.
Perks Of Fighting Style:
The users of Camelot Combat gain +5 in STR | ACC | STA | SPD
The users of Camelot Combat combines both the Speed & Strength Attribute to determine the Striking Speed
The Formula to determine the Combined Striking Speed: Attribute that Determines Strike Speed + Half of the Other Attribute
Must have Purchased the Camelot Trait to Purchase This Trait.
Name: Fortification of the Mystics
Trait Point Cost: 8
Description: Fortification of the Mystics trait is a trait that takes advantage of the adrenaline that pumps through the user's body. When in battle, the users gain a rush of adrenaline after four turns, the result is that the user's physical attributes are increased. The user gains +5PHY in STR | STA | SPD | ACC along with an additional +1DMG to Melee Attacks.
This can’t stack with anything “Jack of All Trade” type traits”