Post by Jojoclaw on May 16, 2018 0:22:26 GMT
Battle R&R 6m apart Greenhouse. 36 hour time limit) |
Merlin looked at the strange creature, slightly repulsed at its sight and speech. He stood there as he spoke to aloud to his partner, Kuvira whom began separating the distance between each other. As Kuvira ran,Merlin projected light beams intending to strike the biggest target, which would be the creature’s torso region.
“Surround it, we will finish this quick attacking from multiple angles!”
Equipments
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: 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:
Traits
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”
Parent Techniques
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
Activated Techniques
Name: Let there be light! x3
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: 10
Type: Offensive
Range: Close
Damage: 2 | +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.
"Yeah! Yeah!"
As this occurred, Kuvira would focus on her ability to Earth Bend. Her travel design consisted of arcing from her partner and towards the opponent. Since both parties were six meters away, the arch’s peak would place her three meters away from the creature and partner. At the beginning of her run, Kuvira preformed rapid jabs. Each jab caused a pillar of earth to shoot towards the creature’s legs and torso reason.
“Surround it, we will finish this quick attacking from multiple angles!”
Equipments
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: 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:
Traits
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”
Parent Techniques
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
Activated Techniques
Name: Let there be light! x3
Quirk: Project
Quirk Level: Basic
Rank: Delta
Experience Points: 10
Type: Offensive
Range: Close
Damage: 2 | +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.
"Yeah! Yeah!"
As this occurred, Kuvira would focus on her ability to Earth Bend. Her travel design consisted of arcing from her partner and towards the opponent. Since both parties were six meters away, the arch’s peak would place her three meters away from the creature and partner. At the beginning of her run, Kuvira preformed rapid jabs. Each jab caused a pillar of earth to shoot towards the creature’s legs and torso reason.
Traits
Custom Fighting Style Name: Grounded [Limit Break x1]
Trait Point Cost: 7
Description Of Fighting Style: Grounded is a fighting style that revolves around the use of Kuvira's Earthbending quirk. Having a strong geokinetic connection with the earth has allowed Kuvira to now "Feel" the earth to a much greater degree. This connection is so great that she can now feel even the most miniscule vibrations in the earth below her giving her a "Seismic Sense".
Perks Of Fighting Style:
This Seismic sense grants kuvira a passive ability of creating an image of her surroundings in her head by feeling current vibrations traveling through the ground. Even when blinded Kuvira may use this to navigate around just as well as with normal vision. Range as far as the Accuracy stat allows for vision. This new found feel for the earth also increases the range for all Earthbending techniques by 1 Meters in Radius.
~ Combining Seismic Sense w/ Earth Bending Results in Additional 10 PHY for Strength and Accuracy.
~ Combining Seismic Sense w/ Earth Bending Results in Stronger Bending Techniques [1 DMG Increase]
Equipment
Name: Gaia
Equipment Type: Costume
Equipment Grade: B-Grade | Z-Grade
Stats: +10 STR
Damage: Unbreakable
Description: Gaia Is a green costume, symbolic to her connection to the earth. Its shoulders, arms, torso, and lower body are all coated in strips of metal. Due to the metal the suit is quite heavy, however Kuvira got used to the weight, not only making her stronger from wearing it but not allowing it to slow down her base speed.
Payment: 3,000 Gold
Parent Technique
Name: Mother Earth
Quirk: Earth Bending
Quirk Level: Basic
Rank: Delta
Experience Points: Free
Type: Offensive | Defensive | Supplementary
Range: Close
Damage: None
Description: Mother Earth is the Parent Technique of the Earthbending Quirk. The user is capable of telekinetically controlling nearby earth, and its various forms, through sheer will while physical strikes aids in navigating in however manner chosen. In the basic level of Earthbending, the user is only capable of bending earth and various solid forms that contain large portions of unrefined earth. This means that liquid and gaseous forms escape the user’s ability until further mastery. The amount of earth capable of being bended at this level of mastery is five meters in diameter.
Inner Workings ~
The user of the earth bending quirk needs to be in immediate contact with earth. They are capable of bending earth Five [5] Meters, in diameter, away from their location.
The user of the earth bending quirk navigates the earth through physical strikes (Body or Arms or Legs), thus the movement speed of bending earth depends on the user's strength attribute.
The user of the earth bending quirk is capable of reforming and forging the earth into limitless amounts of constructs of design. It does nothing to enhance the offensive or defensive abilities of techniques.
Drawbacks ~
In environments with heavily processed earth or aqueous forms of earth, such as metal or mud/sand respectively, the user is unable to bend earth around.
Failure to move or restricted movement prevents the user from properly utilizing the Earth Bending Quirk.
Activated Technique
Name: Pop Rock
Quirk: Earth Bending
Rank: Delta
Experience Points: 10
Type: Supplementary
Range: Close
Damage: 0
Description: A fundamental technique within the arsenal of the Earth Bender, the user is capable of freely manipulating nearby earth sources passively. The technique's purpose is for quick, snap like judgment when utilizing nearby earth sources. Despite the nature of the technique, it is quite possible for premeditated judgements to be made when passively bending nearby earth sources. The amount of earth capable of being bended at this level of mastery is three meters in diameter.
Notes ~
The user of the Earth Bending Quirk navigates the earth through physical strikes (Body or Arms or Legs), thus the movement speed of bending earth depends on the user's Strength Attribute.
The user of the Earth Bending Quirk is capable of reforming and forging the earth into limitless amounts of constructs of design. It does nothing to enhance the offensive or defensive abilities of techniques.
The user of the Earth Bending Quirk does need to be in immediate contact with earth. They are capable of bending earth Three [3] Meters, in diameter, away from their location.
Custom Fighting Style Name: Grounded [Limit Break x1]
Trait Point Cost: 7
Description Of Fighting Style: Grounded is a fighting style that revolves around the use of Kuvira's Earthbending quirk. Having a strong geokinetic connection with the earth has allowed Kuvira to now "Feel" the earth to a much greater degree. This connection is so great that she can now feel even the most miniscule vibrations in the earth below her giving her a "Seismic Sense".
Perks Of Fighting Style:
This Seismic sense grants kuvira a passive ability of creating an image of her surroundings in her head by feeling current vibrations traveling through the ground. Even when blinded Kuvira may use this to navigate around just as well as with normal vision. Range as far as the Accuracy stat allows for vision. This new found feel for the earth also increases the range for all Earthbending techniques by 1 Meters in Radius.
~ Combining Seismic Sense w/ Earth Bending Results in Additional 10 PHY for Strength and Accuracy.
~ Combining Seismic Sense w/ Earth Bending Results in Stronger Bending Techniques [1 DMG Increase]
Equipment
Name: Gaia
Equipment Type: Costume
Equipment Grade: B-Grade | Z-Grade
Stats: +10 STR
Damage: Unbreakable
Description: Gaia Is a green costume, symbolic to her connection to the earth. Its shoulders, arms, torso, and lower body are all coated in strips of metal. Due to the metal the suit is quite heavy, however Kuvira got used to the weight, not only making her stronger from wearing it but not allowing it to slow down her base speed.
Payment: 3,000 Gold
Parent Technique
Name: Mother Earth
Quirk: Earth Bending
Quirk Level: Basic
Rank: Delta
Experience Points: Free
Type: Offensive | Defensive | Supplementary
Range: Close
Damage: None
Description: Mother Earth is the Parent Technique of the Earthbending Quirk. The user is capable of telekinetically controlling nearby earth, and its various forms, through sheer will while physical strikes aids in navigating in however manner chosen. In the basic level of Earthbending, the user is only capable of bending earth and various solid forms that contain large portions of unrefined earth. This means that liquid and gaseous forms escape the user’s ability until further mastery. The amount of earth capable of being bended at this level of mastery is five meters in diameter.
Inner Workings ~
The user of the earth bending quirk needs to be in immediate contact with earth. They are capable of bending earth Five [5] Meters, in diameter, away from their location.
The user of the earth bending quirk navigates the earth through physical strikes (Body or Arms or Legs), thus the movement speed of bending earth depends on the user's strength attribute.
The user of the earth bending quirk is capable of reforming and forging the earth into limitless amounts of constructs of design. It does nothing to enhance the offensive or defensive abilities of techniques.
Drawbacks ~
In environments with heavily processed earth or aqueous forms of earth, such as metal or mud/sand respectively, the user is unable to bend earth around.
Failure to move or restricted movement prevents the user from properly utilizing the Earth Bending Quirk.
Activated Technique
Name: Pop Rock
Quirk: Earth Bending
Rank: Delta
Experience Points: 10
Type: Supplementary
Range: Close
Damage: 0
Description: A fundamental technique within the arsenal of the Earth Bender, the user is capable of freely manipulating nearby earth sources passively. The technique's purpose is for quick, snap like judgment when utilizing nearby earth sources. Despite the nature of the technique, it is quite possible for premeditated judgements to be made when passively bending nearby earth sources. The amount of earth capable of being bended at this level of mastery is three meters in diameter.
Notes ~
The user of the Earth Bending Quirk navigates the earth through physical strikes (Body or Arms or Legs), thus the movement speed of bending earth depends on the user's Strength Attribute.
The user of the Earth Bending Quirk is capable of reforming and forging the earth into limitless amounts of constructs of design. It does nothing to enhance the offensive or defensive abilities of techniques.
The user of the Earth Bending Quirk does need to be in immediate contact with earth. They are capable of bending earth Three [3] Meters, in diameter, away from their location.
Merlin performs his techniques. It involves spawning light beams five meters from Merlin (thus 1 meter from Alien) aimed to damage the torso region. Through a combination of traits and equipment, the light strikes at 8 Damage total and travel 5.5 SPM. This is an speed you cannot track nor dodge, especially with the proximity.
Kuvira strikes, sending those earth pillars in small distance intervals (no more than one meter apart). Each pillar is the maximum range that the Pop Rock technique allows. Due to the combination of traits (Remember that Kuvira has Blitzing Speed Trait, a Canon one) and equipment, each pillar will do 1.5 DMG each (totaling for 9 Damage) and move at 4.5 SPM. These rocks spawn at 3.5 Meter range from her. You cannot track this as well
If every technique hits, the total amount of damage Alien will take is 17 Damage. Pop rock already actives from previous fight.