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
Ga-Va-No. A fearsome trio of villains boasting brain and brawn had spread itself before the heroes. Assuming their respective positions, the triad readied their quirks. Suspended four meters above ground on an ice platform was Nox. His attention directed to the emaciated figure that stood closest to him. A man draped in leather garments and too vulgar in expression to be underestimated. For associates he had a young African teen and a non threatening effeminate man. "Me'll take the sexual deviant." Nox (M'sondaa) roared gliding himself one meter ahead. All the while retaining his four meter elevation. Time was of utmost essence to the success of Zel's operation. Thus, he saw fit to start simple and buy as much time as possible. With his hands concealed within his pocket's he'd snap his fingers. Giving rise to five meter wave of ice that would materialize from the ground beneath all three opponents (Baridi). As this transpired he would unleash an underground wave of electromagnetic power (Amp). Using the guise of ice to conceal the move to the opponent's and his electromagnetic power to his comrades. At which point both attacks would cripple the enemies strength. Unbeknownst to Nox, Vader's insatiable thirst for battle surpassed his own. The living tower of hatred had followed suit and stepped forward; one meter and extended his arm to their opponents. A signal which forced a concentrated bout of gravity to act on the heroes. Its overwhelming might designed to counter would be projectiles whilst neutering their conditioning (Force Stasis). Whereas Gambit, true to character lingered behind.
Baridi Quirk: EM Rank: D Experience Points: 10 Type: Offensive | Defensive | Supplementary Range: Short Damage: 3 = 2 (Base) +1 (T'jwan) Description: A technique designed to alter the responsiveness of magnetic fields and produce magnetic charged ice. This is achieved by slowing localized magnetic fields' travelling speed to and from respective poles. In normal environmental conditions, magnetic field alignment between the poles and foster standard magnetism. However, in extremely cool temperatures the fields/atoms will move slower and less erratic-ly. This technique serves in creating the desired temperature condition. In turn resulting in a more controlled alignment that produces a cold magnetic field. Aforementioned field materializes as condensed ice crystals (magnetic ice) which can be telekineticly manipulated. Furthermore, magnetism is slightly stronger in cold temperatures; resulting in abilities from this branch being powerful relative to normal attacks. As such successful attacks inflict both a charge and -5PHY to SPD, this does not stack.
Drawbacks: If performed within the EM threshold this moves inflicts no expenditure. However, once EM expenditure drops below 50% usage rate will be inflicted. For every construct erected a 1% EM fee will be individually charged. Limiting the total output to ten constructs for a maximum of 10% (standard D rank usage rate fee). The strength of magnetic ice is different from standard EM magnetism or Ice. This is reflected with; A minimum 20PHY strength to shatter it or equal to more damage.
Amp Quirk: EM Rank: D Experience Points: 10 Type: Offensive | Defensive | Supplementary Range: Short Damage: 3 = 2 (Base) +1 (T'jwan) Description: The combatant will trigger a minor albeit ruthless omni-directional tremor. This is achieved by electromagnetically disrupting their surrounding. Upon which EM will cause airborne and/or underground shatters. Disrupting opponent's balance whilst delivering a ruthless blend of power &mtechnique. As the frequency aspect unleashes a wave that electrocutes and crushes everything in the environment. Underground execution results in the creation of a five meter wide crater of equal depth. Whilst airborne ones will induce a distortion of the air and reduce opponent's perception. Drawbacks: If performed within the EM threshold this moves inflicts no expenditure. However, once EM expenditure drops below 50% usage rate will be inflicted. For every performance a 5% EM fee will be charged. Underground and Airborne execution results in a -0.5SPM in movement and perception respectively. Those exposed to either versions will receive an electric charge; doesn't paralyze.
Gwo Trait Point Cost: 8 Description Of Fighting Style: An art hailing from ancient Africa where it is revered as The Reaper's Requiem. An admixture of Tsenako (Taekwondo) and G'are (Karate), it balances elegance and technical precision to a power based foundation. The style utilizes strength as its power source for swift efficient full-body, joint movement. Hence its activation bases practitioners movement and attack speed(s) to the attribute. Versatile in execution it can be used independently or combined with one's quirk. However, its brilliance truly shines through in-cooperation of O'go. Technique's are based on three unique sects termed Ovuu: Ao: An aggressive and raw precursor for all techniques and emphasizes strong Tsenako. It is characterized by its acrobatics, leaping and powerful strikes from multiple directions; both for attack and defense. While seemingly clumsy in performance it is fluid and unpredictable. Hwe: Built around the principles of G'are it empowers all attacks. Fundamentally, it places focus on precision and economy of motion. It emphasizes tactful, power attacks for enhanced offense and/or weapon in-cooperation for defensive fortification. Jcha: An art utilizing aimed hits that puncture pressure points and vital regions on the body. Offensively this is achieved through deliberate tactics aimed towards disarming, injuring or eliminating foes. Centralizing O'gu frequencies to the point of impact, its offensive attacks can rupture (PIC) internally and/or momentarily numb organs. Furthermore, it may be used to supplement a practitioners own physical condition.
Perks Of Fighting Style: Individual through O'go deals frequency based damage. Individual combatants mastery over Ao enables +5STR. Individual combatants mastery over Hwe enables +5ACC. Individual frequencies can have A.O.E or pinpoint damage. Individual exposure to robust movements fosters +1SPM perception. Individual efficiency of maneuvers contributes +1SPM in movement & attack speed.
Oma Equipment Type: Costume Equipment Grade: B Stats: Supplementary (+10ACC) Damage: 4 Description: An ensemble piece comprised of black pants held in place by a double beaded golden sash. This is complimented by a black '02' numbered, half-sleeve draped jacket, worn over a white stripped t-shirt and wooden beaded neck and head-laces. Its final touch and most striking feature is 13" in height and almost 3' wide brimmed hat that often obscures his face. Fashioned from compression fabric, powdered glass particles and mylar the costume is rather impressive. The compression element influences circulation in turn boosting vitality and alertness. Its powder glass reducing noise production from movement. Whilst mylar obstructs the emission thermal or electromagnetic signals which effectively makes him untraceable via sonar, infrared and x-ray. (PIC).
Beopgu Equipment Type: Weapon Equipment Grade: C Type: Supplementary (Polearm; Contact | Ranged | Freeform) Range: 2M Damage:+0.5 DMG (Noma | Soma) OR -5ACC (Beogpu's Sound Production) Description: A 3-inch thick, 200-cm long metallic, mechanical staff. In its original form, it is much shorter, retracting down to two 8-inch bottle shaped eskrima. Individually they are Noma (North) and Soma (South). Noma functions as a mobile vander graff generator producing static electricity whilst Soma is infused with wire and coil creating an electromagnet. For this reason either can produce their corresponding energy types & inflict increase damage rates. At the middle of the either is a knob which can be activated by applying moderate strength to it. This in turn triggers hydraulic gears within them causing it to extend up-to 30inches. It is by connecting their hilts that Beopgu is a complete polearm. In this state the the staff combines trait to become a sonic weapon. This achieved by Noma's electric current acting upon Soma's wire and coil enabling sound production. The nature of this sound waves inflicts accuracy on contact. Thus, giving beopgu electrical, electromagnetic and sound properties.
VADER
The Force Quirk: Gravity Manipulation Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: Self-Close Damage: N/A Description: “The Force” is the technique which “activates” the quirk and allows the user to manipulate and control gravitational fields. In this case, the user becomes capable of manipulating the gravity of his own body, objects around him, or even small areas. That means he can increase or decrease the attraction between objects, alter their weight, launch projectiles, etc. Drawbacks: Using this quirk requires intense concentration. Thus, using it for pro-longed periods of time can lead to mental exhaustion and fatigue. The technique's rank is dependent on its effects and how much total fatigue the user is caused. Interactions go as follows:
E Rank: 5% D Rank: 10% G Rank: 20% B Rank: 30% A Rank: 40% Z Rank: 50%Drawbacks: Though the user is capable of enough control to make sure that he can regulate the areas being manipulated, so as not to unwittingly increase his own weight, he must still use some sort of physical cue in order to initiate his techniques. So, by paralyzing the user, he becomes incapable of using the Force.
The Dark Side Trait Point Cost: 10 [free] Description: The Dark Side of the Force is a philosophy, allowing its user to utilize his more 'raw' emotions in the pursuit of power. The user is able to focus his 'passion' his anger, fear, and, ambition, and to use this energy in order to fuel his own body. A Sith is a normal human, however, his abilities are naturally heightened through his exclusive focus on his emotions, his anger, and hatred. In other words, anyone who partakes in the use of this trait gains the title of 'Sith'. He gains a strong resistance to enemy techniques which attempt to cloud the user's mind with fear, desire, lust, etc, gaining an epsilon to delta rank immunity to mind base assaults.
Moreover, this allows him to focus more energy into his body. As a side effect to this, Sith practitioners' bodies begin to suffer from the increased anger, ferocity, and energy. Their bodies become paler, their eyes became tinged with a ferality not found within normal humans, and their pupils and corneas became sulphuric yellow, tinged with red. To provide a real world application, emotion has been shown to influence the body -- when someone gets angry or experiences increased stress, their body secretes more adrenaline, making the world appear 'slower' and also increasing the amount of oxygen and blood circulating through his muscles (link). With the increased strength, it becomes much easier for the user to manipulate his quirk, causing an additional point of damage.
- Purchasing this trait, grants the bio an additional 5 PHY for Strength, Speed, Stamina, and Accuracy. - This Trait Cannot Stack with Any Other PHY Boosting Traits. - An +1 DMG to Physical Based Techniques and Freeform. - E-D Rank Mind Based Immunity. - Damage Shaving Equal 1 DMG.
Pankration Trait Point Cost: 10 Description Of Fighting Style: Pankration (/p�n.ˈkreɪti.ɒn/ or /p�ŋˈkreɪʃən/) (Greek: παγκράτιον) was a sporting event introduced into the Greek Olympic Games in 648 BC and was an empty-hand submission sport with scarcely any rules. The athletes used boxing and wrestling techniques, but also others, such as kicking and holds, locks and chokes on the ground. The only things not acceptable were biting and gouging out the opponent's eyes. The term comes from the Greek παγκράτιον [paŋkr�tion], literally meaning "all of power" from πᾶν (pan-) "all" and κράτος (kratos) "strength, might, power".
The athletes engaged in a pankration competition—i.e., the pankratiasts (παγκρατιαστ�*ς) employed a variety of techniques in order to strike their opponent as well as take him to the ground in order to use a submission technique. When the pankratiasts fought standing, the combat was called Anō Pankration (ἄνω παγκράτιον, "upper Pankration"); and when they took the fight to the ground, that stage of pankration competition was called katō pankration (κάτω παγκράτιον "lower pankration"). Some of the techniques that would be applied in anō pankration and katō pankration, respectively, are known to us through depictions on ancient pottery and sculptures, as well as in descriptions in ancient literature. There were also strategies documented in ancient literature that were meant to be used to obtain an advantage over the competitor. For illustration purposes, below are examples of striking and grappling techniques (including examples of counters), as well as strategies and tactics, that have been identified from the ancient sources (visual arts or literature).
Perks Of Fighting Style: Pankration practitioners gain +5 STR, +5SPD, +5 STA and +5ACC. Pankration practitioners gain +1DMG to physical, melee based Freeform. Pankration practitioners gain -1DMG to blunt and cutting based damage.
Djem So Trait Point Cost: 6 Description: Djem So is a powerful fighting style utilized to embrace and benefit from the Strength Attribute [This includes Attack Speed & Movement Speed] while wielding any sword like item. Djem So placed a heavy focus on brute strength and pure power, with wide, powerful strikes and parries followed immediately by a counterattack. The user's weapon becomes a battering ram, a force of destruction, where the user utilizes brute and powerful strikes to try and batter away through defenses with pure power. While movements are ungraceful, and seemingly sloppy the style actually requires a moderate amount of precision in order to properly utilize it, as users must quickly find and target weaknesses in defense, exploiting them to their fullest. For instance, in a battle of blades, the user would attempt to target the opponent's sword and batter at it in areas where the opponent's grip is weak, possibly causing them to drop their own weapon. What makes this different from other fighting styles, is the use of the lightsaber. By using the lightsaber's energy emission, and the powerful strikes of Djem So, it becomes much easier for the user to Cleave through materials.
- Djem So Fighting Style Grants the User +1 Additional Damage to Sword Related Techniques and Freeform. - Djem So Fighting Style Grants the User's Sword Strikes to Ignore Damage Immunity. - Djem So Fighting Style Grants the User an Additional 5 PHY for Strength and Accuracy.
Force Stasis Quirk: Gravity Rank: D Experience Points: 10 Type: Offense Range: Close Damage: 2 Damage Only Against Projectile Based Attacks Description: Using the force, the user is able to suddenly increase the gravity over a certain area or certain objects, seemingly multiplying their weight by a factor of 50. Anything over the area would suddenly collapse due to its new-found weight, with enough force that the ground itself would crack. The user would also be capable of using this as a defense to projectiles, assuming he had the ACC factor to be able to track them. The weighted zone that the user can create is capable of being up to 5 square meters diameter, and is based upon the user's strength factor. Though, due to the user's control, he is passively capable of making himself unaffected by his own technique (with another technique), even if he steps into his own 'zone'. Moreover, the user is able to use a more precise application, and to simply weigh down specific objects or people (as long as they are within close range).
Drawbacks: Depending on the opponent's STR, they may be able to overcome, or even disregard the weight placed. Anyone with STR greater than the user would be completely unaffected by the weight. Drawbacks: People with STR below the user would find themselves with halved movement speed, while people with less than half of the user's strength would be unable to move completely. Due to the concentration required, this technique can only last up to two turns, and must be actively maintained by the user. This means that he must be using a physical cue the entire time that this is active (i.e having a had outstretched). Drawbacks: A Two Turn Cooldown is required before using this technique again.
GAMBIT
Molecular Accelerate Quirk: Emitter Quirk Level: Basic Rank: D Experience Points: Free(free) Type: Offense | Defense Range: Self Damage: N/A Description: Molecular Acceleration is an Emitter Quirk which allows the user to convert the potential energy stored in an object to kinetic energy thus “charging” that item with explosive results. The “charging” takes place by touching an object indicated by a pinkish red color around the object. All objects have a maximum amount of charge they can handle before exploding, however the charge time is dependent on the size of the object.
Drawback: ~ Below One Meter in Dimension: 1 Move Slot ~ Roughly One Meter in Dimension: 2 Move Slots ~ Roughly Two Meters in Dimension: - 3 Move Slots ~ Roughly Three Meters in Dimension: - 2 Turns ~ Roughly Four Meters in Dimension: - 3 Turns ~ Roughly Five Meters in Dimension: - 4 Turns
Deck of Cards Equipment Type: Weapon Equipment Grade: C Type: Supplementary Range: None Damage: None Description: The deck of cards is used by Gambit when he was learning to use his abilities. He became in loved with the cards and carries decks of cards which doesn't have any damage to anything but only when used with his Quirk is when damaged comes into place with the technique that is being used. Stock: Three Decks of Cards | Each Deck has 52 Cards Payment: Each Deck of Cards is 100 Gold.
Static Protection Trait Point Cost: 3 Description: Due to Gambit’s Kinetic Energy abilities, he passively keeps his potential energy charged. This results in a buildup of un-harmful, bioelectricity since the potential energy has become charged; hence, a stronger mental fortitude is development. The perk to this condition is that the kinetic energy shields (D-Rank and Below) his mind from detection and intrusion of mental base assaults.
Ga-Va-No. A fearsome trio of villains boasting brain and brawn had spread itself before the heroes. Assuming their respective positions, the triad readied their quirks. Suspended four meters above ground on an ice platform was Nox. His attention directed to the emaciated figure that stood closest to him. A man draped in leather garments and too vulgar in expression to be underestimated. For associates he had a young African teen and a non threatening effeminate man. "Me'll take the sexual deviant." Nox (M'sondaa) roared gliding himself one meter ahead. All the while retaining his four meter elevation. Time was of utmost essence to the success of Zel's operation. Thus, he saw fit to start simple and buy as much time as possible. With his hands concealed within his pocket's he'd snap his fingers. Giving rise to five meter wave of ice that would materialize from the ground beneath all three opponents (Baridi). As this transpired he would unleash an underground wave of electromagnetic power (Amp). Using the guise of ice to conceal the move to the opponent's and his electromagnetic power to his comrades. At which point both attacks would cripple the enemies strength. Unbeknownst to Nox, Vader's insatiable thirst for battle surpassed his own. The living tower of hatred had followed suit and stepped forward; one meter and extended his arm to their opponents. A signal which forced a concentrated bout of gravity to act on the heroes. Its overwhelming might designed to counter would be projectiles whilst neutering their conditioning (Force Stasis). Whereas Gambit, true to character lingered behind.
Baridi Quirk: EM Rank: D Experience Points: 10 Type: Offensive | Defensive | Supplementary Range: Short Damage: 3 = 2 (Base) +1 (T'jwan) Description: A technique designed to alter the responsiveness of magnetic fields and produce magnetic charged ice. This is achieved by slowing localized magnetic fields' travelling speed to and from respective poles. In normal environmental conditions, magnetic field alignment between the poles and foster standard magnetism. However, in extremely cool temperatures the fields/atoms will move slower and less erratic-ly. This technique serves in creating the desired temperature condition. In turn resulting in a more controlled alignment that produces a cold magnetic field. Aforementioned field materializes as condensed ice crystals (magnetic ice) which can be telekineticly manipulated. Furthermore, magnetism is slightly stronger in cold temperatures; resulting in abilities from this branch being powerful relative to normal attacks. As such successful attacks inflict both a charge and -5PHY to SPD, this does not stack.
Drawbacks: If performed within the EM threshold this moves inflicts no expenditure. However, once EM expenditure drops below 50% usage rate will be inflicted. For every construct erected a 1% EM fee will be individually charged. Limiting the total output to ten constructs for a maximum of 10% (standard D rank usage rate fee). The strength of magnetic ice is different from standard EM magnetism or Ice. This is reflected with; A minimum 20PHY strength to shatter it or equal to more damage.
Amp Quirk: EM Rank: D Experience Points: 10 Type: Offensive | Defensive | Supplementary Range: Short Damage: 3 = 2 (Base) +1 (T'jwan) Description: The combatant will trigger a minor albeit ruthless omni-directional tremor. This is achieved by electromagnetically disrupting their surrounding. Upon which EM will cause airborne and/or underground shatters. Disrupting opponent's balance whilst delivering a ruthless blend of power &mtechnique. As the frequency aspect unleashes a wave that electrocutes and crushes everything in the environment. Underground execution results in the creation of a five meter wide crater of equal depth. Whilst airborne ones will induce a distortion of the air and reduce opponent's perception. Drawbacks: If performed within the EM threshold this moves inflicts no expenditure. However, once EM expenditure drops below 50% usage rate will be inflicted. For every performance a 5% EM fee will be charged. Underground and Airborne execution results in a -0.5SPM in movement and perception respectively. Those exposed to either versions will receive an electric charge; doesn't paralyze.
Gwo Trait Point Cost: 8 Description Of Fighting Style: An art hailing from ancient Africa where it is revered as The Reaper's Requiem. An admixture of Tsenako (Taekwondo) and G'are (Karate), it balances elegance and technical precision to a power based foundation. The style utilizes strength as its power source for swift efficient full-body, joint movement. Hence its activation bases practitioners movement and attack speed(s) to the attribute. Versatile in execution it can be used independently or combined with one's quirk. However, its brilliance truly shines through in-cooperation of O'go. Technique's are based on three unique sects termed Ovuu: Ao: An aggressive and raw precursor for all techniques and emphasizes strong Tsenako. It is characterized by its acrobatics, leaping and powerful strikes from multiple directions; both for attack and defense. While seemingly clumsy in performance it is fluid and unpredictable. Hwe: Built around the principles of G'are it empowers all attacks. Fundamentally, it places focus on precision and economy of motion. It emphasizes tactful, power attacks for enhanced offense and/or weapon in-cooperation for defensive fortification. Jcha: An art utilizing aimed hits that puncture pressure points and vital regions on the body. Offensively this is achieved through deliberate tactics aimed towards disarming, injuring or eliminating foes. Centralizing O'gu frequencies to the point of impact, its offensive attacks can rupture (PIC) internally and/or momentarily numb organs. Furthermore, it may be used to supplement a practitioners own physical condition.
Perks Of Fighting Style: Individual through O'go deals frequency based damage. Individual combatants mastery over Ao enables +5STR. Individual combatants mastery over Hwe enables +5ACC. Individual frequencies can have A.O.E or pinpoint damage. Individual exposure to robust movements fosters +1SPM perception. Individual efficiency of maneuvers contributes +1SPM in movement & attack speed.
Oma Equipment Type: Costume Equipment Grade: B Stats: Supplementary (+10ACC) Damage: 4 Description: An ensemble piece comprised of black pants held in place by a double beaded golden sash. This is complimented by a black '02' numbered, half-sleeve draped jacket, worn over a white stripped t-shirt and wooden beaded neck and head-laces. Its final touch and most striking feature is 13" in height and almost 3' wide brimmed hat that often obscures his face. Fashioned from compression fabric, powdered glass particles and mylar the costume is rather impressive. The compression element influences circulation in turn boosting vitality and alertness. Its powder glass reducing noise production from movement. Whilst mylar obstructs the emission thermal or electromagnetic signals which effectively makes him untraceable via sonar, infrared and x-ray. (PIC).
Beopgu Equipment Type: Weapon Equipment Grade: C Type: Supplementary (Polearm; Contact | Ranged | Freeform) Range: 2M Damage:+0.5 DMG (Noma | Soma) OR -5ACC (Beogpu's Sound Production) Description: A 3-inch thick, 200-cm long metallic, mechanical staff. In its original form, it is much shorter, retracting down to two 8-inch bottle shaped eskrima. Individually they are Noma (North) and Soma (South). Noma functions as a mobile vander graff generator producing static electricity whilst Soma is infused with wire and coil creating an electromagnet. For this reason either can produce their corresponding energy types & inflict increase damage rates. At the middle of the either is a knob which can be activated by applying moderate strength to it. This in turn triggers hydraulic gears within them causing it to extend up-to 30inches. It is by connecting their hilts that Beopgu is a complete polearm. In this state the the staff combines trait to become a sonic weapon. This achieved by Noma's electric current acting upon Soma's wire and coil enabling sound production. The nature of this sound waves inflicts accuracy on contact. Thus, giving beopgu electrical, electromagnetic and sound properties.
VADER
The Force Quirk: Gravity Manipulation Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: Self-Close Damage: N/A Description: “The Force” is the technique which “activates” the quirk and allows the user to manipulate and control gravitational fields. In this case, the user becomes capable of manipulating the gravity of his own body, objects around him, or even small areas. That means he can increase or decrease the attraction between objects, alter their weight, launch projectiles, etc. Drawbacks: Using this quirk requires intense concentration. Thus, using it for pro-longed periods of time can lead to mental exhaustion and fatigue. The technique's rank is dependent on its effects and how much total fatigue the user is caused. Interactions go as follows:
E Rank: 5% D Rank: 10% G Rank: 20% B Rank: 30% A Rank: 40% Z Rank: 50%Drawbacks: Though the user is capable of enough control to make sure that he can regulate the areas being manipulated, so as not to unwittingly increase his own weight, he must still use some sort of physical cue in order to initiate his techniques. So, by paralyzing the user, he becomes incapable of using the Force.
The Dark Side Trait Point Cost: 10 [free] Description: The Dark Side of the Force is a philosophy, allowing its user to utilize his more 'raw' emotions in the pursuit of power. The user is able to focus his 'passion' his anger, fear, and, ambition, and to use this energy in order to fuel his own body. A Sith is a normal human, however, his abilities are naturally heightened through his exclusive focus on his emotions, his anger, and hatred. In other words, anyone who partakes in the use of this trait gains the title of 'Sith'. He gains a strong resistance to enemy techniques which attempt to cloud the user's mind with fear, desire, lust, etc, gaining an epsilon to delta rank immunity to mind base assaults.
Moreover, this allows him to focus more energy into his body. As a side effect to this, Sith practitioners' bodies begin to suffer from the increased anger, ferocity, and energy. Their bodies become paler, their eyes became tinged with a ferality not found within normal humans, and their pupils and corneas became sulphuric yellow, tinged with red. To provide a real world application, emotion has been shown to influence the body -- when someone gets angry or experiences increased stress, their body secretes more adrenaline, making the world appear 'slower' and also increasing the amount of oxygen and blood circulating through his muscles (link). With the increased strength, it becomes much easier for the user to manipulate his quirk, causing an additional point of damage.
- Purchasing this trait, grants the bio an additional 5 PHY for Strength, Speed, Stamina, and Accuracy. - This Trait Cannot Stack with Any Other PHY Boosting Traits. - An +1 DMG to Physical Based Techniques and Freeform. - E-D Rank Mind Based Immunity. - Damage Shaving Equal 1 DMG.
Pankration Trait Point Cost: 10 Description Of Fighting Style: Pankration (/p�n.ˈkreɪti.ɒn/ or /p�ŋˈkreɪʃən/) (Greek: παγκράτιον) was a sporting event introduced into the Greek Olympic Games in 648 BC and was an empty-hand submission sport with scarcely any rules. The athletes used boxing and wrestling techniques, but also others, such as kicking and holds, locks and chokes on the ground. The only things not acceptable were biting and gouging out the opponent's eyes. The term comes from the Greek παγκράτιον [paŋkr�tion], literally meaning "all of power" from πᾶν (pan-) "all" and κράτος (kratos) "strength, might, power".
The athletes engaged in a pankration competition—i.e., the pankratiasts (παγκρατιαστ�*ς) employed a variety of techniques in order to strike their opponent as well as take him to the ground in order to use a submission technique. When the pankratiasts fought standing, the combat was called Anō Pankration (ἄνω παγκράτιον, "upper Pankration"); and when they took the fight to the ground, that stage of pankration competition was called katō pankration (κάτω παγκράτιον "lower pankration"). Some of the techniques that would be applied in anō pankration and katō pankration, respectively, are known to us through depictions on ancient pottery and sculptures, as well as in descriptions in ancient literature. There were also strategies documented in ancient literature that were meant to be used to obtain an advantage over the competitor. For illustration purposes, below are examples of striking and grappling techniques (including examples of counters), as well as strategies and tactics, that have been identified from the ancient sources (visual arts or literature).
Perks Of Fighting Style: Pankration practitioners gain +5 STR, +5SPD, +5 STA and +5ACC. Pankration practitioners gain +1DMG to physical, melee based Freeform. Pankration practitioners gain -1DMG to blunt and cutting based damage.
Djem So Trait Point Cost: 6 Description: Djem So is a powerful fighting style utilized to embrace and benefit from the Strength Attribute [This includes Attack Speed & Movement Speed] while wielding any sword like item. Djem So placed a heavy focus on brute strength and pure power, with wide, powerful strikes and parries followed immediately by a counterattack. The user's weapon becomes a battering ram, a force of destruction, where the user utilizes brute and powerful strikes to try and batter away through defenses with pure power. While movements are ungraceful, and seemingly sloppy the style actually requires a moderate amount of precision in order to properly utilize it, as users must quickly find and target weaknesses in defense, exploiting them to their fullest. For instance, in a battle of blades, the user would attempt to target the opponent's sword and batter at it in areas where the opponent's grip is weak, possibly causing them to drop their own weapon. What makes this different from other fighting styles, is the use of the lightsaber. By using the lightsaber's energy emission, and the powerful strikes of Djem So, it becomes much easier for the user to Cleave through materials.
- Djem So Fighting Style Grants the User +1 Additional Damage to Sword Related Techniques and Freeform. - Djem So Fighting Style Grants the User's Sword Strikes to Ignore Damage Immunity. - Djem So Fighting Style Grants the User an Additional 5 PHY for Strength and Accuracy.
Force Stasis Quirk: Gravity Rank: D Experience Points: 10 Type: Offense Range: Close Damage: 2 Damage Only Against Projectile Based Attacks Description: Using the force, the user is able to suddenly increase the gravity over a certain area or certain objects, seemingly multiplying their weight by a factor of 50. Anything over the area would suddenly collapse due to its new-found weight, with enough force that the ground itself would crack. The user would also be capable of using this as a defense to projectiles, assuming he had the ACC factor to be able to track them. The weighted zone that the user can create is capable of being up to 5 square meters diameter, and is based upon the user's strength factor. Though, due to the user's control, he is passively capable of making himself unaffected by his own technique (with another technique), even if he steps into his own 'zone'. Moreover, the user is able to use a more precise application, and to simply weigh down specific objects or people (as long as they are within close range).
Drawbacks: Depending on the opponent's STR, they may be able to overcome, or even disregard the weight placed. Anyone with STR greater than the user would be completely unaffected by the weight. Drawbacks: People with STR below the user would find themselves with halved movement speed, while people with less than half of the user's strength would be unable to move completely. Due to the concentration required, this technique can only last up to two turns, and must be actively maintained by the user. This means that he must be using a physical cue the entire time that this is active (i.e having a had outstretched). Drawbacks: A Two Turn Cooldown is required before using this technique again.
GAMBIT
Molecular Accelerate Quirk: Emitter Quirk Level: Basic Rank: D Experience Points: Free(free) Type: Offense | Defense Range: Self Damage: N/A Description: Molecular Acceleration is an Emitter Quirk which allows the user to convert the potential energy stored in an object to kinetic energy thus “charging” that item with explosive results. The “charging” takes place by touching an object indicated by a pinkish red color around the object. All objects have a maximum amount of charge they can handle before exploding, however the charge time is dependent on the size of the object.
Drawback: ~ Below One Meter in Dimension: 1 Move Slot ~ Roughly One Meter in Dimension: 2 Move Slots ~ Roughly Two Meters in Dimension: - 3 Move Slots ~ Roughly Three Meters in Dimension: - 2 Turns ~ Roughly Four Meters in Dimension: - 3 Turns ~ Roughly Five Meters in Dimension: - 4 Turns
Deck of Cards Equipment Type: Weapon Equipment Grade: C Type: Supplementary Range: None Damage: None Description: The deck of cards is used by Gambit when he was learning to use his abilities. He became in loved with the cards and carries decks of cards which doesn't have any damage to anything but only when used with his Quirk is when damaged comes into place with the technique that is being used. Stock: Three Decks of Cards | Each Deck has 52 Cards Payment: Each Deck of Cards is 100 Gold.
Static Protection Trait Point Cost: 3 Description: Due to Gambit’s Kinetic Energy abilities, he passively keeps his potential energy charged. This results in a buildup of un-harmful, bioelectricity since the potential energy has become charged; hence, a stronger mental fortitude is development. The perk to this condition is that the kinetic energy shields (D-Rank and Below) his mind from detection and intrusion of mental base assaults.
DM Stats: 25/20/20/25 Zora Stats: 25/35/55/45 Lee Stats: (if his base is 5 in everything then the +15 from my reverse technique would put him at 20/20/20/20)
Just as Zora expected, the two people who were around the villain he knew, were allies of his. Zora didnt typically like to take the lead, but felt that because his leader became randomly weaker, he had to step up so to speak. Releasing his reverse technique, not allowing neither of them to receive any more boost. Zora wasnt the type to need any boost regardless, but the plan was pretty nice.
Look here brats. Goofy kid that looks like a cheesy hero. I want you to take out the the guy who doesnt stand out. The one not in black, and not the one im familiar with. This is supposed to be an exam, but they probably came here to crash it. Dude who lost his power, just rush over to the flag or stand back. I dont care, but I dont want to have to save your ass
As Zora says this, an ice platform was created below the person Zora fought before. It seemed the person had new tricks. But the other person. something about his appearance alone was more intimidating. But looks can be deceiving so Zora quickly acted stepping one meter up aswell the moment his opponent glided one meter up. Without much hesitation, he quickly leaped over towards and slightly above his opponent in black. Typically, Zora dont like to speed blitz but this isnt the time to hold back. He needed to increase his rank, and if that means defeating these villains faster than usual so he can capture the flag, he will. As he launched in his opponents direction with his right leg extended. He slammed down on his opponents head, slamming his opponent to the ground. While right after, slamming his left leg into the opponents back.
While at the very same time, both his comrades acted. Even though he told his comrade derek not to act he did anyway. Zora would strike before the ice rising, and gravity force but not before the ice below the person he fought before. This of course puts zora out of harms way, but still leaving Derek and Saiyaman. The ground slightly shaking right when derek and saiyanman was moving forward, knew something was coming from below. Saiyaman quickly grabbing the shirt of derek, released plasma through his feet, propelling himself upwards at an right angle. Making sure to get out of harms way for whatever that may be coming from below, while Throwing derek at the guy on ice. While Saiyaman was 5 meters from the ground facing the guy in a brown jacket it seems. Everything was now in position.
Rage Of The Black Leg Custom Fighting Style: Stygian Leg Rank: D Experience Points: D Type: Offensive Range: Close Damage: 2 +1 (Fighting sty Description: This is a very powerful technique, which utlizes both the speed aspect and strength of said technique. The user will quickly leap above his opponent with his dominant leg stretched out. As he does this, he comes crashing down from above said opponent, dealing a very powerful leg strike.
Name: Clover Kingdom Trait Point Cost: 6 Description: Clover Kingdom is a nation in the middle of the Bermuda, thus rarely visited. The kingdom has moderate weather all year long, roughly the size of Texas. The Clover Kingdom is governed by a ruler who is said to be one of the strongest in the kingdom, that ruler is Zoru Ideale – the father of Zora Ideale. The Clover Kingdom are an incredible, intelligent kingdom, constantly reading books nonstop. This has become such a part of their daily lives, that they adapted to using books with their quirks throughout centuries. The books synergize the quirk with the book and if the book doesn’t open, it’s not for them. Each cover of the book shows a Three Clover to Five Clover. Three being the typical quirk, must be made as equipment and typically when used it levitates around the user to their liking.
- All Members of the Kingdom have +5 SPD and +5 ACC. - Those who decide to create a book, will occupy an equipment slot. - The Equipment will be S-Grade, which represents its indestructibility. - The book grants +0.5 DMG and SPM to Techniques to B-Rank & Below. - The book grants +1 DMG and SPM to techniques A-Rank & Above. - The Damage & SPM Boosting Does Not Stack Between Each Other. - Permission from the Current King/Prince Of Clover Kingdom to join
Name: Black Bull Equipment Type: Costume Equipment Grade: B Stats: +10 STA Damage: 5 DMG Description: Black Bull is a costume made from Zoras father, made after a model of his fathers favorite doll. The costume consist of a two piece sash around his upper torso, leading down the bicep region, with a mask underneath that cover half of his face with an open slit in the mouth region. This costume has two small needles that insert drugs into the users system right in the chest region of the costume, meant to increase the users durability and endurance - this results in a stamina increase.
Payment: 3,000 Gold
Name: 5 ☘ Equipment Type: Weapon | Accessory Equipment Grade: C Type: Supplementary Range: None Damage: None Description: This is the book blessed to Zora Ideale. This book works perfect for Zoras Quirk, Incantation. The book holds all the spells and techniques of the Zora. This book is the live stone of the user, meaning without this book they arent able to cast high ranking techniques, essentially making a pact with the book. Though due to the pact with the book, the user is granted much more power than they would have originally had. This book is special to Zora due to its unique skill. Normally using the incantation quirk, a kanji symbol with whatever he speaks would appear in said location of its intended use. T
Stock: 1 Payment: 1,000 Gold
Name: Ionic propulsion Quirk: Iokinesis Rank: D Experience Points: 10 Type: Supplementary Range: Close- long Damage: n/a Description: The user is able to fly at varying speeds, levitate, or propel themselves without taking flight, including enhanced jumping by a short burst of flight by releasing streams of Plasma from their limbs.
Drawbacks: Can sustain flight for 3 turns and requires a two turn cooldown.
Breakdown: 1.Ice Platform 2.Strike Vex 3.Ice Technique from below 4.Dodge using flight/Throwing Derek at the EM guy
Ga-Va-No. A fearsome trio of villains boasting brain and brawn had spread itself before the heroes. Assuming their respective positions, the triad readied their quirks. Suspended four meters above ground on an ice platform was Nox. His attention directed to the emaciated figure that stood closest to him. A man draped in leather garments and too vulgar in expression to be underestimated. For associates he had a young African teen and a non threatening effeminate man. "Me'll take the sexual deviant." Nox (M'sondaa) roared gliding himself one meter ahead. All the while retaining his four meter elevation. Time was of utmost essence to the success of Zel's operation. Thus, he saw fit to start simple and buy as much time as possible. With his hands concealed within his pocket's he'd snap his fingers. Giving rise to five meter wave of ice that would materialize from the ground beneath all three opponents (Baridi). As this transpired he would unleash an underground wave of electromagnetic power (Amp). Using the guise of ice to conceal the move to the opponent's and his electromagnetic power to his comrades. At which point both attacks would cripple the enemies strength. Unbeknownst to Nox, Vader's insatiable thirst for battle surpassed his own. The living tower of hatred had followed suit and stepped forward; one meter and extended his arm to their opponents. A signal which forced a concentrated bout of gravity to act on the heroes. Its overwhelming might designed to counter would be projectiles whilst neutering their conditioning (Force Stasis). Whereas Gambit, true to character lingered behind.
Baridi Quirk: EM Rank: D Experience Points: 10 Type: Offensive | Defensive | Supplementary Range: Short Damage: 3 = 2 (Base) +1 (T'jwan) Description: A technique designed to alter the responsiveness of magnetic fields and produce magnetic charged ice. This is achieved by slowing localized magnetic fields' travelling speed to and from respective poles. In normal environmental conditions, magnetic field alignment between the poles and foster standard magnetism. However, in extremely cool temperatures the fields/atoms will move slower and less erratic-ly. This technique serves in creating the desired temperature condition. In turn resulting in a more controlled alignment that produces a cold magnetic field. Aforementioned field materializes as condensed ice crystals (magnetic ice) which can be telekineticly manipulated. Furthermore, magnetism is slightly stronger in cold temperatures; resulting in abilities from this branch being powerful relative to normal attacks. As such successful attacks inflict both a charge and -5PHY to SPD, this does not stack.
Drawbacks: If performed within the EM threshold this moves inflicts no expenditure. However, once EM expenditure drops below 50% usage rate will be inflicted. For every construct erected a 1% EM fee will be individually charged. Limiting the total output to ten constructs for a maximum of 10% (standard D rank usage rate fee). The strength of magnetic ice is different from standard EM magnetism or Ice. This is reflected with; A minimum 20PHY strength to shatter it or equal to more damage.
Amp Quirk: EM Rank: D Experience Points: 10 Type: Offensive | Defensive | Supplementary Range: Short Damage: 3 = 2 (Base) +1 (T'jwan) Description: The combatant will trigger a minor albeit ruthless omni-directional tremor. This is achieved by electromagnetically disrupting their surrounding. Upon which EM will cause airborne and/or underground shatters. Disrupting opponent's balance whilst delivering a ruthless blend of power &mtechnique. As the frequency aspect unleashes a wave that electrocutes and crushes everything in the environment. Underground execution results in the creation of a five meter wide crater of equal depth. Whilst airborne ones will induce a distortion of the air and reduce opponent's perception. Drawbacks: If performed within the EM threshold this moves inflicts no expenditure. However, once EM expenditure drops below 50% usage rate will be inflicted. For every performance a 5% EM fee will be charged. Underground and Airborne execution results in a -0.5SPM in movement and perception respectively. Those exposed to either versions will receive an electric charge; doesn't paralyze.
Gwo Trait Point Cost: 8 Description Of Fighting Style: An art hailing from ancient Africa where it is revered as The Reaper's Requiem. An admixture of Tsenako (Taekwondo) and G'are (Karate), it balances elegance and technical precision to a power based foundation. The style utilizes strength as its power source for swift efficient full-body, joint movement. Hence its activation bases practitioners movement and attack speed(s) to the attribute. Versatile in execution it can be used independently or combined with one's quirk. However, its brilliance truly shines through in-cooperation of O'go. Technique's are based on three unique sects termed Ovuu: Ao: An aggressive and raw precursor for all techniques and emphasizes strong Tsenako. It is characterized by its acrobatics, leaping and powerful strikes from multiple directions; both for attack and defense. While seemingly clumsy in performance it is fluid and unpredictable. Hwe: Built around the principles of G'are it empowers all attacks. Fundamentally, it places focus on precision and economy of motion. It emphasizes tactful, power attacks for enhanced offense and/or weapon in-cooperation for defensive fortification. Jcha: An art utilizing aimed hits that puncture pressure points and vital regions on the body. Offensively this is achieved through deliberate tactics aimed towards disarming, injuring or eliminating foes. Centralizing O'gu frequencies to the point of impact, its offensive attacks can rupture (PIC) internally and/or momentarily numb organs. Furthermore, it may be used to supplement a practitioners own physical condition.
Perks Of Fighting Style: Individual through O'go deals frequency based damage. Individual combatants mastery over Ao enables +5STR. Individual combatants mastery over Hwe enables +5ACC. Individual frequencies can have A.O.E or pinpoint damage. Individual exposure to robust movements fosters +1SPM perception. Individual efficiency of maneuvers contributes +1SPM in movement & attack speed.
Oma Equipment Type: Costume Equipment Grade: B Stats: Supplementary (+10ACC) Damage: 4 Description: An ensemble piece comprised of black pants held in place by a double beaded golden sash. This is complimented by a black '02' numbered, half-sleeve draped jacket, worn over a white stripped t-shirt and wooden beaded neck and head-laces. Its final touch and most striking feature is 13" in height and almost 3' wide brimmed hat that often obscures his face. Fashioned from compression fabric, powdered glass particles and mylar the costume is rather impressive. The compression element influences circulation in turn boosting vitality and alertness. Its powder glass reducing noise production from movement. Whilst mylar obstructs the emission thermal or electromagnetic signals which effectively makes him untraceable via sonar, infrared and x-ray. (PIC).
Beopgu Equipment Type: Weapon Equipment Grade: C Type: Supplementary (Polearm; Contact | Ranged | Freeform) Range: 2M Damage:+0.5 DMG (Noma | Soma) OR -5ACC (Beogpu's Sound Production) Description: A 3-inch thick, 200-cm long metallic, mechanical staff. In its original form, it is much shorter, retracting down to two 8-inch bottle shaped eskrima. Individually they are Noma (North) and Soma (South). Noma functions as a mobile vander graff generator producing static electricity whilst Soma is infused with wire and coil creating an electromagnet. For this reason either can produce their corresponding energy types & inflict increase damage rates. At the middle of the either is a knob which can be activated by applying moderate strength to it. This in turn triggers hydraulic gears within them causing it to extend up-to 30inches. It is by connecting their hilts that Beopgu is a complete polearm. In this state the the staff combines trait to become a sonic weapon. This achieved by Noma's electric current acting upon Soma's wire and coil enabling sound production. The nature of this sound waves inflicts accuracy on contact. Thus, giving beopgu electrical, electromagnetic and sound properties.
VADER
The Force Quirk: Gravity Manipulation Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: Self-Close Damage: N/A Description: “The Force” is the technique which “activates” the quirk and allows the user to manipulate and control gravitational fields. In this case, the user becomes capable of manipulating the gravity of his own body, objects around him, or even small areas. That means he can increase or decrease the attraction between objects, alter their weight, launch projectiles, etc. Drawbacks: Using this quirk requires intense concentration. Thus, using it for pro-longed periods of time can lead to mental exhaustion and fatigue. The technique's rank is dependent on its effects and how much total fatigue the user is caused. Interactions go as follows:
E Rank: 5% D Rank: 10% G Rank: 20% B Rank: 30% A Rank: 40% Z Rank: 50%Drawbacks: Though the user is capable of enough control to make sure that he can regulate the areas being manipulated, so as not to unwittingly increase his own weight, he must still use some sort of physical cue in order to initiate his techniques. So, by paralyzing the user, he becomes incapable of using the Force.
The Dark Side Trait Point Cost: 10 [free] Description: The Dark Side of the Force is a philosophy, allowing its user to utilize his more 'raw' emotions in the pursuit of power. The user is able to focus his 'passion' his anger, fear, and, ambition, and to use this energy in order to fuel his own body. A Sith is a normal human, however, his abilities are naturally heightened through his exclusive focus on his emotions, his anger, and hatred. In other words, anyone who partakes in the use of this trait gains the title of 'Sith'. He gains a strong resistance to enemy techniques which attempt to cloud the user's mind with fear, desire, lust, etc, gaining an epsilon to delta rank immunity to mind base assaults.
Moreover, this allows him to focus more energy into his body. As a side effect to this, Sith practitioners' bodies begin to suffer from the increased anger, ferocity, and energy. Their bodies become paler, their eyes became tinged with a ferality not found within normal humans, and their pupils and corneas became sulphuric yellow, tinged with red. To provide a real world application, emotion has been shown to influence the body -- when someone gets angry or experiences increased stress, their body secretes more adrenaline, making the world appear 'slower' and also increasing the amount of oxygen and blood circulating through his muscles (link). With the increased strength, it becomes much easier for the user to manipulate his quirk, causing an additional point of damage.
- Purchasing this trait, grants the bio an additional 5 PHY for Strength, Speed, Stamina, and Accuracy. - This Trait Cannot Stack with Any Other PHY Boosting Traits. - An +1 DMG to Physical Based Techniques and Freeform. - E-D Rank Mind Based Immunity. - Damage Shaving Equal 1 DMG.
Pankration Trait Point Cost: 10 Description Of Fighting Style: Pankration (/p�n.ˈkreɪti.ɒn/ or /p�ŋˈkreɪʃən/) (Greek: παγκράτιον) was a sporting event introduced into the Greek Olympic Games in 648 BC and was an empty-hand submission sport with scarcely any rules. The athletes used boxing and wrestling techniques, but also others, such as kicking and holds, locks and chokes on the ground. The only things not acceptable were biting and gouging out the opponent's eyes. The term comes from the Greek παγκράτιον [paŋkr�tion], literally meaning "all of power" from πᾶν (pan-) "all" and κράτος (kratos) "strength, might, power".
The athletes engaged in a pankration competition—i.e., the pankratiasts (παγκρατιαστ�*ς) employed a variety of techniques in order to strike their opponent as well as take him to the ground in order to use a submission technique. When the pankratiasts fought standing, the combat was called Anō Pankration (ἄνω παγκράτιον, "upper Pankration"); and when they took the fight to the ground, that stage of pankration competition was called katō pankration (κάτω παγκράτιον "lower pankration"). Some of the techniques that would be applied in anō pankration and katō pankration, respectively, are known to us through depictions on ancient pottery and sculptures, as well as in descriptions in ancient literature. There were also strategies documented in ancient literature that were meant to be used to obtain an advantage over the competitor. For illustration purposes, below are examples of striking and grappling techniques (including examples of counters), as well as strategies and tactics, that have been identified from the ancient sources (visual arts or literature).
Perks Of Fighting Style: Pankration practitioners gain +5 STR, +5SPD, +5 STA and +5ACC. Pankration practitioners gain +1DMG to physical, melee based Freeform. Pankration practitioners gain -1DMG to blunt and cutting based damage.
Djem So Trait Point Cost: 6 Description: Djem So is a powerful fighting style utilized to embrace and benefit from the Strength Attribute [This includes Attack Speed & Movement Speed] while wielding any sword like item. Djem So placed a heavy focus on brute strength and pure power, with wide, powerful strikes and parries followed immediately by a counterattack. The user's weapon becomes a battering ram, a force of destruction, where the user utilizes brute and powerful strikes to try and batter away through defenses with pure power. While movements are ungraceful, and seemingly sloppy the style actually requires a moderate amount of precision in order to properly utilize it, as users must quickly find and target weaknesses in defense, exploiting them to their fullest. For instance, in a battle of blades, the user would attempt to target the opponent's sword and batter at it in areas where the opponent's grip is weak, possibly causing them to drop their own weapon. What makes this different from other fighting styles, is the use of the lightsaber. By using the lightsaber's energy emission, and the powerful strikes of Djem So, it becomes much easier for the user to Cleave through materials.
- Djem So Fighting Style Grants the User +1 Additional Damage to Sword Related Techniques and Freeform. - Djem So Fighting Style Grants the User's Sword Strikes to Ignore Damage Immunity. - Djem So Fighting Style Grants the User an Additional 5 PHY for Strength and Accuracy.
Force Stasis Quirk: Gravity Rank: D Experience Points: 10 Type: Offense Range: Close Damage: 2 Damage Only Against Projectile Based Attacks Description: Using the force, the user is able to suddenly increase the gravity over a certain area or certain objects, seemingly multiplying their weight by a factor of 50. Anything over the area would suddenly collapse due to its new-found weight, with enough force that the ground itself would crack. The user would also be capable of using this as a defense to projectiles, assuming he had the ACC factor to be able to track them. The weighted zone that the user can create is capable of being up to 5 square meters diameter, and is based upon the user's strength factor. Though, due to the user's control, he is passively capable of making himself unaffected by his own technique (with another technique), even if he steps into his own 'zone'. Moreover, the user is able to use a more precise application, and to simply weigh down specific objects or people (as long as they are within close range).
Drawbacks: Depending on the opponent's STR, they may be able to overcome, or even disregard the weight placed. Anyone with STR greater than the user would be completely unaffected by the weight. Drawbacks: People with STR below the user would find themselves with halved movement speed, while people with less than half of the user's strength would be unable to move completely. Due to the concentration required, this technique can only last up to two turns, and must be actively maintained by the user. This means that he must be using a physical cue the entire time that this is active (i.e having a had outstretched). Drawbacks: A Two Turn Cooldown is required before using this technique again.
GAMBIT
Molecular Accelerate Quirk: Emitter Quirk Level: Basic Rank: D Experience Points: Free(free) Type: Offense | Defense Range: Self Damage: N/A Description: Molecular Acceleration is an Emitter Quirk which allows the user to convert the potential energy stored in an object to kinetic energy thus “charging” that item with explosive results. The “charging” takes place by touching an object indicated by a pinkish red color around the object. All objects have a maximum amount of charge they can handle before exploding, however the charge time is dependent on the size of the object.
Drawback: ~ Below One Meter in Dimension: 1 Move Slot ~ Roughly One Meter in Dimension: 2 Move Slots ~ Roughly Two Meters in Dimension: - 3 Move Slots ~ Roughly Three Meters in Dimension: - 2 Turns ~ Roughly Four Meters in Dimension: - 3 Turns ~ Roughly Five Meters in Dimension: - 4 Turns
Deck of Cards Equipment Type: Weapon Equipment Grade: C Type: Supplementary Range: None Damage: None Description: The deck of cards is used by Gambit when he was learning to use his abilities. He became in loved with the cards and carries decks of cards which doesn't have any damage to anything but only when used with his Quirk is when damaged comes into place with the technique that is being used. Stock: Three Decks of Cards | Each Deck has 52 Cards Payment: Each Deck of Cards is 100 Gold.
Static Protection Trait Point Cost: 3 Description: Due to Gambit’s Kinetic Energy abilities, he passively keeps his potential energy charged. This results in a buildup of un-harmful, bioelectricity since the potential energy has become charged; hence, a stronger mental fortitude is development. The perk to this condition is that the kinetic energy shields (D-Rank and Below) his mind from detection and intrusion of mental base assaults.
DM Stats: 25/20/20/25 Zora Stats: 25/35/55/45 Lee Stats: (if his base is 5 in everything then the +15 from my reverse technique would put him at 20/20/20/20)
Just as Zora expected, the two people who were around the villain he knew, were allies of his. Zora didnt typically like to take the lead, but felt that because his leader became randomly weaker, he had to step up so to speak. Releasing his reverse technique, not allowing neither of them to receive any more boost. Zora wasnt the type to need any boost regardless, but the plan was pretty nice.
Look here brats. Goofy kid that looks like a cheesy hero. I want you to take out the the guy who doesnt stand out. The one not in black, and not the one im familiar with. This is supposed to be an exam, but they probably came here to crash it. Dude who lost his power, just rush over to the flag or stand back. I dont care, but I dont want to have to save your ass
As Zora says this, an ice platform was created below the person Zora fought before. It seemed the person had new tricks. But the other person. something about his appearance alone was more intimidating. But looks can be deceiving so Zora quickly acted stepping one meter up aswell the moment his opponent glided one meter up. Without much hesitation, he quickly leaped over towards and slightly above his opponent in black. Typically, Zora dont like to speed blitz but this isnt the time to hold back. He needed to increase his rank, and if that means defeating these villains faster than usual so he can capture the flag, he will. As he launched in his opponents direction with his right leg extended. He slammed down on his opponents head, slamming his opponent to the ground. While right after, slamming his left leg into the opponents back.
While at the very same time, both his comrades acted. Even though he told his comrade derek not to act he did anyway. Zora would strike before the ice rising, and gravity force but not before the ice below the person he fought before. This of course puts zora out of harms way, but still leaving Derek and Saiyaman. The ground slightly shaking right when derek and saiyanman was moving forward, knew something was coming from below. Saiyaman quickly grabbing the shirt of derek, released plasma through his feet, propelling himself upwards at an right angle. Making sure to get out of harms way for whatever that may be coming from below, while Throwing derek at the guy on ice. While Saiyaman was 5 meters from the ground facing the guy in a brown jacket it seems. Everything was now in position.
Rage Of The Black Leg Custom Fighting Style: Stygian Leg Rank: D Experience Points: D Type: Offensive Range: Close Damage: 2 +1 (Fighting sty Description: This is a very powerful technique, which utlizes both the speed aspect and strength of said technique. The user will quickly leap above his opponent with his dominant leg stretched out. As he does this, he comes crashing down from above said opponent, dealing a very powerful leg strike.
Name: Clover Kingdom Trait Point Cost: 6 Description: Clover Kingdom is a nation in the middle of the Bermuda, thus rarely visited. The kingdom has moderate weather all year long, roughly the size of Texas. The Clover Kingdom is governed by a ruler who is said to be one of the strongest in the kingdom, that ruler is Zoru Ideale – the father of Zora Ideale. The Clover Kingdom are an incredible, intelligent kingdom, constantly reading books nonstop. This has become such a part of their daily lives, that they adapted to using books with their quirks throughout centuries. The books synergize the quirk with the book and if the book doesn’t open, it’s not for them. Each cover of the book shows a Three Clover to Five Clover. Three being the typical quirk, must be made as equipment and typically when used it levitates around the user to their liking.
- All Members of the Kingdom have +5 SPD and +5 ACC. - Those who decide to create a book, will occupy an equipment slot. - The Equipment will be S-Grade, which represents its indestructibility. - The book grants +0.5 DMG and SPM to Techniques to B-Rank & Below. - The book grants +1 DMG and SPM to techniques A-Rank & Above. - The Damage & SPM Boosting Does Not Stack Between Each Other. - Permission from the Current King/Prince Of Clover Kingdom to join
Name: Black Bull Equipment Type: Costume Equipment Grade: B Stats: +10 STA Damage: 5 DMG Description: Black Bull is a costume made from Zoras father, made after a model of his fathers favorite doll. The costume consist of a two piece sash around his upper torso, leading down the bicep region, with a mask underneath that cover half of his face with an open slit in the mouth region. This costume has two small needles that insert drugs into the users system right in the chest region of the costume, meant to increase the users durability and endurance - this results in a stamina increase.
Payment: 3,000 Gold
Name: 5 ☘ Equipment Type: Weapon | Accessory Equipment Grade: C Type: Supplementary Range: None Damage: None Description: This is the book blessed to Zora Ideale. This book works perfect for Zoras Quirk, Incantation. The book holds all the spells and techniques of the Zora. This book is the live stone of the user, meaning without this book they arent able to cast high ranking techniques, essentially making a pact with the book. Though due to the pact with the book, the user is granted much more power than they would have originally had. This book is special to Zora due to its unique skill. Normally using the incantation quirk, a kanji symbol with whatever he speaks would appear in said location of its intended use. T
Stock: 1 Payment: 1,000 Gold
Name: Ionic propulsion Quirk: Iokinesis Rank: D Experience Points: 10 Type: Supplementary Range: Close- long Damage: n/a Description: The user is able to fly at varying speeds, levitate, or propel themselves without taking flight, including enhanced jumping by a short burst of flight by releasing streams of Plasma from their limbs.
Drawbacks: Can sustain flight for 3 turns and requires a two turn cooldown.
Breakdown: 1.Ice Platform 2.Strike Vex 3.Ice Technique from below 4.Dodge using flight/Throwing Derek at the EM guy
Post by Big News Gecko on May 9, 2018 22:20:56 GMT
Ϙ The Official Verdict
The Fight Between Team Ultralight & the Villains have reached a conclusion. The official verdict of the fight is that the Villains have lost due to Timelimit, thus the fighters are hereby defeated and knocked unconscious. They are not allow to continue the event, unless a phase allows for it or a power play allows for it.
AFFILIATES
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.