Post by Herbal Essence on May 8, 2018 6:33:54 GMT
Battle R&R Desert Terrain [Quadrant B] of the Botanical Gardens Distance: 9 meters [ Because of Avery] 36 Hour Reply Limit |
It seems this exam had taken an interesting turn. Merlin was faced with real villain before him, one he's beat already before. Merlin knew about the man's cybercentric enhancements so he knew the villain would survive the attack he planned to send at him. Merlin spawned one beam of light 4 meters from Toguro, this beam was directed for Toguro's right eye and immediately after he spawned another light beam from the same distance aimed for Tugro's left eye. Both would spawn in motion towards Tugro. Merlin had no time to waste on this guy again, the immense heat and their digging would mean this ice footing would soon melt. Merlin stood there with Caliburn in its' sheath within Merlin's left hand.
Name: Let there be light! X2
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: 10
Type: Offensive
Range: Close
Damage: 2 + 1 +1 =4 | +0.5SPM
Description: The user uses his quirk in order to create a beam made of light. The user can shoot out the beam up to five meters from where they're conjured.
Drawback: Requires light to be present.
Drawback: If you make multiple beam the damage is split.
Note: The dimensions of the beam follow the parent technique guidelines.
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:
SPOILER: Click to show
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:
SPOILER: Click to show
This Equipments and Costumes has Been Altered by Whoa
Name: Mage's Concealment.
Equipment Type: Weapon
Equipment Grade: C | T | R
Type: Supplementary
Stats:
Lady Morgan's Blessing - The mother of former King of Camelot, Mordred. These garments boost the mental fortitude of Merlin. These blessing come in the form +1 damage Merlin's quirk attacks due to his quirk heavily relying on his mind.
Trial of Knowledge - Increases the Defensive Properties of the Hooded Cape sown by Lady Guinevere. This is Represented by the Hodded Cape being capable of defending against physical damage on a greater level (Additional 1 Damage Protection Each Turn).
Hooded Cape Blocks 0.5 Damage to physical base damage (technique and freeform)
Range: Self
Damage: 6 HP
Description: Mage's Concealment is a special caped hood that was made separately to Merlin's costume. This was made and blessed Camelot's elders and was blessed
Stock: 1
Payment: 2,000 Gold
Illustration:
PARENT TECHINQUES ALREADY POSTED IN OTHER THREAD.
Selective Breeding ~ Trait Point Cost: 14
This Trait is Special in regards that it takes into account the character's older parents, whom have through whatever means decided to breed an offspring with both their powers. The character is born with both powers, however they do not vastly different from one another.
Both Powers Must Come from the Same Category: Emitter, Transformation, or Mutant.
Both Powers Must Relate to Each Other. One Power Cannot be Earth Manipulation and the Other be Light Manipulation.
In Order to Purchase this Trait after the First Bio Approval, the RPer must Scoop into a Complete New Bio.
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: Camelot
Trait Point Cost: 6
Description: Purchasing this Trait allows the User’s Bio to Originate from the Camelot Kingdom. Officially known as the Ancient Kingdom of Britannia, the nation resides far south of England. For centuries Camelot has remained alive and in good political standings, it prominently known in this current era to possess relics that offer supernatural prosperity. Camelot’s Relics consist of any item that holds significant value and range from traditional weaponry to royal-ornamental garb (Nothing Science Base). Being born from Camelot converts all Equipment/Costume Slots to become R-Grade, which stands for Relic Grade.
Relic Grade Grants the Following Perks:
~ Equipments/Costumes Become Special Invaluable Tokens that Grant Supernatural Advantages
~ Supernatural Advantages Consist of Will Power | Mental Fortitude | Physical Fortitude
~ The Effects of Relics Are Only Active if the Relics are in Possession and Intact.
~ Supernatural Advantages Consist of Defensive/Supplementary Enhancements.
~ Purchasing Camelot Requires Permission from the Arthur Bio.
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”
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: 10
Type: Offensive
Range: Close
Damage: 2 + 1 +1 =4 | +0.5SPM
Description: The user uses his quirk in order to create a beam made of light. The user can shoot out the beam up to five meters from where they're conjured.
Drawback: Requires light to be present.
Drawback: If you make multiple beam the damage is split.
Note: The dimensions of the beam follow the parent technique guidelines.
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:
SPOILER: Click to show
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:
SPOILER: Click to show
This Equipments and Costumes has Been Altered by Whoa
Name: Mage's Concealment.
Equipment Type: Weapon
Equipment Grade: C | T | R
Type: Supplementary
Stats:
Lady Morgan's Blessing - The mother of former King of Camelot, Mordred. These garments boost the mental fortitude of Merlin. These blessing come in the form +1 damage Merlin's quirk attacks due to his quirk heavily relying on his mind.
Trial of Knowledge - Increases the Defensive Properties of the Hooded Cape sown by Lady Guinevere. This is Represented by the Hodded Cape being capable of defending against physical damage on a greater level (Additional 1 Damage Protection Each Turn).
Hooded Cape Blocks 0.5 Damage to physical base damage (technique and freeform)
Range: Self
Damage: 6 HP
Description: Mage's Concealment is a special caped hood that was made separately to Merlin's costume. This was made and blessed Camelot's elders and was blessed
Stock: 1
Payment: 2,000 Gold
Illustration:
PARENT TECHINQUES ALREADY POSTED IN OTHER THREAD.
Selective Breeding ~ Trait Point Cost: 14
This Trait is Special in regards that it takes into account the character's older parents, whom have through whatever means decided to breed an offspring with both their powers. The character is born with both powers, however they do not vastly different from one another.
Both Powers Must Come from the Same Category: Emitter, Transformation, or Mutant.
Both Powers Must Relate to Each Other. One Power Cannot be Earth Manipulation and the Other be Light Manipulation.
In Order to Purchase this Trait after the First Bio Approval, the RPer must Scoop into a Complete New Bio.
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: Camelot
Trait Point Cost: 6
Description: Purchasing this Trait allows the User’s Bio to Originate from the Camelot Kingdom. Officially known as the Ancient Kingdom of Britannia, the nation resides far south of England. For centuries Camelot has remained alive and in good political standings, it prominently known in this current era to possess relics that offer supernatural prosperity. Camelot’s Relics consist of any item that holds significant value and range from traditional weaponry to royal-ornamental garb (Nothing Science Base). Being born from Camelot converts all Equipment/Costume Slots to become R-Grade, which stands for Relic Grade.
Relic Grade Grants the Following Perks:
~ Equipments/Costumes Become Special Invaluable Tokens that Grant Supernatural Advantages
~ Supernatural Advantages Consist of Will Power | Mental Fortitude | Physical Fortitude
~ The Effects of Relics Are Only Active if the Relics are in Possession and Intact.
~ Supernatural Advantages Consist of Defensive/Supplementary Enhancements.
~ Purchasing Camelot Requires Permission from the Arthur Bio.
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”