Legends aren't born! Legends are made! From the humble beginning of those seeking glory, they strive to rise to the occasion to establish their legacy.
Legacies crafted from the ambitions and actions of those extraordinary. Born with powers that exceed the capabilities of mere mortals, everyone is destined for greatness.
Remember, Legends aren't born. Legends are made! However, every legend is different from the other. Every legacy leaves a wake of darkness in its wake or a shining ray of hope. The question is, what type of legend will you be?
WELCOME TO Dawn of Tomorrow!
< People Read, Please! >
updates
< CRISIS SYSTEM ARRIVED! > The Crisis System has finally be constructed and release to the general public. We encourage people to test out the system and enjoy themselves in drafting grand stories capable of changing the dynamics of the Role-Play World. Understand that the system is new, thus there are some kinks to be worked out that we couldn't due to not having enough man power to test! Make sure to read the rules which are placed in the Rules and Checks section of the RP Boards.
< THE NEXT MAJOR EVENT! > The Next Major Event will arrive starting the first week of Decemeber! Why are we making this announcement so early? Because we want to provide ample amount of opportunity to warn the community to start preparing and testing out their move sets. It will be a faction event once more, which means Heroes vs Villains BUT remember that Vigilantes are now thrown into the fray. It would be utter chaos so stay tune!
< To Be Announced > TBA
A man standing at 7'8 screams in pain as a black tight-skinned leather suit shoved a Katana up his ass, bladed end. The man's yells would be deafened by the roar of the crowd as he would slump to his death. The killer is a ruthless reformed rapist known to the world as Pulp. During the day he would work as a Janitor for Dawn University but at night...let's just say his nocturnal activities are diverse.
"MUNCHO IS DOWN! I REPEAT, MUNCHO IS DOWN!"
Pulp tosses the body to the top left corner as dildos and panties come flying in from the crowd. He raises his a black dildo to the crowd, causing the girls and boys to fangasm. They loved Pulp as his deviant ways.
"He's not even going for the ball! This man just defeating anyone that enters the arena! Can no one stop this sex crazed lunatic?!"
"This boy can!" Said a random voice in the crowd. Suddenly an unconscious child in a black clad mask would be teleported to the bottom-right corner. Pulp had no idea who this kid was but he seemed cute enough despite his clear forced entry.
"...Uhh, okay! We have a new challenger! I would ask for his name but..!"
The crowd cheers. The scene was very abattoir-chic with touches of punk as spiked chokers and pink hair littered the bodies in the crowd.
"WE ALL KNOW PULP FINNA WIPE THE FLOOR WIT DIS BUM ASS ***** LET'S GET IT. FIGHT START!"
Pulp grabs a dildo and throws it in a boomerang fashion at the unconscious boy. As much as he enjoyed taking advantage of non-resistant bodies, he had no intention of fighting an unconscious child. The dildo would be aimed at the child's crotch, dealing 1.5 Damage. The curving arc of the dildo throw would hopefully make it hard to track. Hero: Defeat the Villain Villain: Defeat the Hero
Name: Adumbration Quirk: Overshadow Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: Self Damage: 0 Description: An emitter quirk, the user is able to 'freeze' anything by maintaining physical contact with their shadow. When 'frozen' the target is unable to move whatsoever, even going as far to suspend them in air if that was their position. The user may manipulate the target freely as long as they maintain contact with the shadow. The user oddly enough lacks a shadow but obtains one if the quirk is overused. Drawbacks:
~ E-Rank Possession: Should the Opponent Possess Five [10] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ D-Rank Possession: Should the Opponent Possess Ten [15] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ G-Rank Possession: Should the Opponent Possess Fifteen [20] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ B-Rank Possession: Should the Opponent Possess Twenty [25] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ A-Rank Possession: Should the Opponent Possess Twenty-Five [30] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ Z-Rank Possession: Should the Opponent Possess Thirty [35] More PHY in the Strength Attribute, They are Capable of Breaking Free
Drawbacks:
~ If the user uses the quirk for three turns in a row, they develop a shadow of their own that remains for three turns. If anyone else makes contact with the shadow, the user if frozen.
Name: Passion Suit Equipment Type: Costume Equipment Grade: C Stats: +5 ACC Damage: 4 Description: Modeled after the gimp from Pulp Fiction, this is a tight black leather costume that wraps they body in all the right areas. Equipped with a chasity belt, straps, and a chocker, the most important piece of this outfit is the bug-like goggles shading the wearer from harsh light and granting him better vision.
A man standing at 7'8 screams in pain as a black tight-skinned leather suit shoved a Katana up his ass, bladed end. The man's yells would be deafened by the roar of the crowd as he would slump to his death. The killer is a ruthless reformed rapist known to the world as Pulp. During the day he would work as a Janitor for Dawn University but at night...let's just say his nocturnal activities are diverse.
"MUNCHO IS DOWN! I REPEAT, MUNCHO IS DOWN!"
Pulp tosses the body to the top left corner as dildos and panties come flying in from the crowd. He raises his a black dildo to the crowd, causing the girls and boys to fangasm. They loved Pulp as his deviant ways.
"He's not even going for the ball! This man just defeating anyone that enters the arena! Can no one stop this sex crazed lunatic?!"
"This boy can!" Said a random voice in the crowd. Suddenly an unconscious child in a black clad mask would be teleported to the bottom-right corner. Pulp had no idea who this kid was but he seemed cute enough despite his clear forced entry.
"...Uhh, okay! We have a new challenger! I would ask for his name but..!"
The crowd cheers. The scene was very abattoir-chic with touches of punk as spiked chokers and pink hair littered the bodies in the crowd.
"WE ALL KNOW PULP FINNA WIPE THE FLOOR WIT DIS BUM ASS ***** LET'S GET IT. FIGHT START!"
Pulp grabs a dildo and throws it in a boomerang fashion at the unconscious boy. As much as he enjoyed taking advantage of non-resistant bodies, he had no intention of fighting an unconscious child. The dildo would be aimed at the child's crotch, dealing 1.5 Damage. The curving arc of the dildo throw would hopefully make it hard to track. Hero: Defeat the Villain Villain: Defeat the Hero
Name: Adumbration Quirk: Overshadow Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: Self Damage: 0 Description: An emitter quirk, the user is able to 'freeze' anything by maintaining physical contact with their shadow. When 'frozen' the target is unable to move whatsoever, even going as far to suspend them in air if that was their position. The user may manipulate the target freely as long as they maintain contact with the shadow. The user oddly enough lacks a shadow but obtains one if the quirk is overused. Drawbacks:
~ E-Rank Possession: Should the Opponent Possess Five [10] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ D-Rank Possession: Should the Opponent Possess Ten [15] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ G-Rank Possession: Should the Opponent Possess Fifteen [20] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ B-Rank Possession: Should the Opponent Possess Twenty [25] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ A-Rank Possession: Should the Opponent Possess Twenty-Five [30] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ Z-Rank Possession: Should the Opponent Possess Thirty [35] More PHY in the Strength Attribute, They are Capable of Breaking Free
Drawbacks:
~ If the user uses the quirk for three turns in a row, they develop a shadow of their own that remains for three turns. If anyone else makes contact with the shadow, the user if frozen.
Name: Passion Suit Equipment Type: Costume Equipment Grade: C Stats: +5 ACC Damage: 4 Description: Modeled after the gimp from Pulp Fiction, this is a tight black leather costume that wraps they body in all the right areas. Equipped with a chasity belt, straps, and a chocker, the most important piece of this outfit is the bug-like goggles shading the wearer from harsh light and granting him better vision.
Payment: 1,000 Gold
Ⓐ Approved. - Whoa
"Wake up, Boy! Now!" Mob awakened with a mask on to a cage surrounded by people with dead bodies on the inside of of the cage and a man across from him. Mob did not know how he ended up in this situation but since there was a cage with dead bodies he was cautious of the situation. Mob saw the man grab an object.
"I don't know what's happening and what he is grabbing but I got to act fast" Mob thought activating his mental focus.
The man attempts to throw the object at Mob.
"I don't know what is happening but I need to first handle the situation in front of me and stop this man." , Mob thought activating freeform telekinetic
Mob would get up with his feet planted in the ground in a running stance and side step to the right to avoid the object thrown at him and then while tracking his opponent fly forward towards him(initially taking off in a running stance as if he was running towards his opponent). Mob would blitz to his opponent by flying forwards slightly elevating during the flight to touch the top of the opponent’s head with his finger (at this point Mob is floating above the opponent diagonally so that from his finger to his foot make a diagonal upwards line) using his Mad touch technique to damage the opponent's insides just enough so that the opponent would faint from shock.
Name: Savage Mind Quirk: The Minds...Still Quirk Level: Basic Rank: Delta Experience Points: Free Type: Offensive, Defensive, Supplementary Range: Self-Close Damage: None Description: Savage Mind is the Parent Technique to “The Minds…Still” quirk. An Esper’s Quirk in nature, the user can utilize their mental capacity to perform telekinetic and telepathic abilities for offensive – defensive – supplementary measures. At this level of mastery, the user can only use basic levels of telekinetic application such as lifting solid and liquid like matter. At this level of mastery, the user can only connect telepathically to one individual at a time. That individual must be of human nature and contain a functioning brain and central nervous system. At this level, the user can only utilize one spirit at a time with themselves, although it is only possible to communicate with the spirits. The user holds great control over their telekinetically abilities, being able to control objects within four-meter radius. The user cannot lift more than four meters in length/width.
Inner Workings:
~ At this level, Telekinetic Abilities require physical cues, such as raising the arms to life targets or pointing to send the targets in a desire direction, thus without the cues the telekinetic abilities cannot be properly used.
~ At this level, Telepathy Abilities can only connect the user with human life that they can see. Once losing track of the target results in the connecting being broken. Due to directly linking together the minds, any mental base damage is amplified for the user - thus they receive an additional damage.
~Being an Esper Mob can interact with the emotional spectrum which can be applied to techniques via his psionic energy, assorted colors will show when specific emotions are present for each different emotion.
~The Attack Speed, Movement Speed, and/or Projectile Speed of Mental Based Attacks/Objects Mob Mentally Manipulates is Dependent on his Accuracy Attribute
Drawbacks: The Quirk requires Mental Energy. Abusing the quirk results in exhausting the Mental Energy. At certain points, using psionics will physically drain the user's stamina.
E Rank: 10% D Rank: 15% G Rank: 25% B Rank: 35% A Rank: 45% Z Rank: 55%
Once 50% Has Been Used, Stamina Depletion Occurs.
D Rank: -5 STA G Rank: -10 STA B Rank: -15 STA A Rank: -20 STA Z Rank: -25 STA
Name: Black Psionic Uniform 2 Equipment Type: Costume Equipment Grade: B Stats: +5 PHY to ACC Attribute and SPD attribute | Also Reduces Quirk Drawback by 10% Per Turn Damage: 5 HP Description: The black psionic uniform is a black uniform with gold buttons and a white collar made with a special stitching infused with an ointment that is absorbed through the skin to bloodstream. This formula was created by Mob’s knowledge of medicines, his biology, and the assistance of the lingering will of a neurosurgeon, using Mob’s cells, it helps to ease strain on the brain. This time the technology has been improved from the last model.
Stock: 1 Payment: 5,000 Gold
Name: Dupe’s Flower Missions: South America
Cost: 6
Description: In attempt to gain favor from Professor Dupe, Mob traveled to South America to find a rare flower. While investigating the area, the student was ambushed by extremely venomous snakes. Studying the snakes’ movement and attack pattern, the student became adaptive in his own means of combat; growing to at least anticipate the strikes of aggressive snakes. After defeating the venomous snakes, the student found out that the flowers due to the snakes adapting to their environment were the reason for the snake’s venom properties, and that Mob needed to utilize the flower’s chemical properties in his equipment.
Perks of this Trait:
~ Adapting to the environment, Mob adopted the explosive nature of the snakes' strikes. This is represented by an +1 SPM increase in Movement Speed & Projectile Speed. [Does not Stack]
~ As a reaction to being to exposed small dilutes of the harmful chemicals in the flowers, the body’s immune system reacted and adapted, granting more vitality represented by +5 STA.
~ Equipment utilizing this trait become F-Grade, the F standing for Flower. The flowers deal an additional 5 PHY debuff.
Name: Psionic Strengthening
Trait Point Cost: 5
Description: The user engages in a trial, which trains the mind to achieve an level of efficiency regarding the energy expenditure for their mental abilities. Due to time of disciplining and honing one's abilities, they become capable of reducing the necessary energy needed to performing mental based techniques as well maintaining active/passive techniques.
Inner workings:
~ Due to the risen efficiency, the user's standard percentage cost for the technique ranks are reduced by 5%.
Name: Mad Touch Quirk: The Minds...Still Quirk Level: Basic Rank: D-G Experience Points: 30 Type: Supplementary Range: Touch Damage: 2-3 Description: Mad Touch is a technique which is meant to do an absurd amount of damage to an opponent. Once touched Mob, telekinetically manipulates the opponent’s insides to violently churn and rupture, dealing massive damage to all the opponent’s major organs and brain/body. This was learned from Mob trying to finish an opponent after learning about how human biology works and how to cause major damage to it.
Inner Workings:
~This technique heavily damages all major and minor organs in the body, activating all the damage modifiers.
Drawback: Requires Mob to touch the opponent
Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Offensive/ Defensive/ Supplementary Range: Self-Long Damage: Delta Ranks Require 5 PHY More in Strength to Break || Gamma Ranks Require 10 PHY More || Beta Ranks Require 15 PHY More Description: The user utilizes psionic energy to freely utilize their telekinetic powers freely: such as telekinetically pushing, lifting, binding, etc. Thus, the user is capable of utilizing his power to telekinetically manipulate the environment and beings around them (including themselves as well). Versatile in application, the user is capable of inducing certain outcomes when telekinetically assaulting targets. When launching invisible telekinetic projectile attacks through the air, there are air distortions that are present for the opponent to see if they are able to track the attack.
Drawbacks: The Drawbacks and Restrictions Expressed in the Parent Technique Follow Suit.
Drawbacks: This technique drains the user 2% of mental reserves per freeform action.
Name: Mental Focus Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: N/A Description: Mob utilizes his mental capacity/telekinesis to augment/facilitate brain function. This done by telekinetically circulating/pumping more blood with oxygen in the brain, utilizing more mental energy towards techniques, and increasing the speed of electrical signals in the brain. This allows for greater reaction speeds, ability to track movements, and greater acuity/prowess. This is represented by an increase in ACC. This also has an interesting side effect of increasing the brainwaves regarding the prowess of certain supplementary techniques, adding specific minor effects. To reflect the power emotion, Mob's hair starts to float with a purple tinge surrounding it.
Inner Workings: The minor effects that this technique helps provide must be submitted in the individual techniques themselves, and each technique must be purely supplementary in nature.
~ D rank grants +5 ACC or +5 SPD ~ G rank grants +10 ACC or +10 SPD ~ B rank grants +1 SPM in Tracking or +1 SPM in Movement
Drawbacks: Once the technique is activated it remains passive, although it passively drains the user 3% of their mental reserves. 4% for G rank and 5% for B rank. Drawbacks: This cannot be activated multiple times unless it is upgrading/downgrading a rank or reactivating. This technique cannot stack itself. Follows activation limits in techniques and realism.
I activated D rank freeform telekinetic, G rank Mad touch, G rank Mental focus giving 10 ACC. G rank mad touch with modifiers does 11.5 DMG. 52%-10% from trait equals 42% mental energy used. Because of parent tech and freeform telekinetic I fly at ACC which is 15 base plus 10 from mental focus plus 5 from costume and 1 SPM in movement from trait equaling 4 SPM total. Also note that If I am moving faster then Hero can track then he can’t track my shadow as we have discussed in DMs. Also note that at the point of contact I believe my shadow will be 3 meters behind me because of the light in Hero’s corner.
A man standing at 7'8 screams in pain as a black tight-skinned leather suit shoved a Katana up his ass, bladed end. The man's yells would be deafened by the roar of the crowd as he would slump to his death. The killer is a ruthless reformed rapist known to the world as Pulp. During the day he would work as a Janitor for Dawn University but at night...let's just say his nocturnal activities are diverse.
"MUNCHO IS DOWN! I REPEAT, MUNCHO IS DOWN!"
Pulp tosses the body to the top left corner as dildos and panties come flying in from the crowd. He raises his a black dildo to the crowd, causing the girls and boys to fangasm. They loved Pulp as his deviant ways.
"He's not even going for the ball! This man just defeating anyone that enters the arena! Can no one stop this sex crazed lunatic?!"
"This boy can!" Said a random voice in the crowd. Suddenly an unconscious child in a black clad mask would be teleported to the bottom-right corner. Pulp had no idea who this kid was but he seemed cute enough despite his clear forced entry.
"...Uhh, okay! We have a new challenger! I would ask for his name but..!"
The crowd cheers. The scene was very abattoir-chic with touches of punk as spiked chokers and pink hair littered the bodies in the crowd.
"WE ALL KNOW PULP FINNA WIPE THE FLOOR WIT DIS BUM ASS ***** LET'S GET IT. FIGHT START!"
Pulp grabs a dildo and throws it in a boomerang fashion at the unconscious boy. As much as he enjoyed taking advantage of non-resistant bodies, he had no intention of fighting an unconscious child. The dildo would be aimed at the child's crotch, dealing 1.5 Damage. The curving arc of the dildo throw would hopefully make it hard to track. Hero: Defeat the Villain Villain: Defeat the Hero
Name: Adumbration Quirk: Overshadow Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: Self Damage: 0 Description: An emitter quirk, the user is able to 'freeze' anything by maintaining physical contact with their shadow. When 'frozen' the target is unable to move whatsoever, even going as far to suspend them in air if that was their position. The user may manipulate the target freely as long as they maintain contact with the shadow. The user oddly enough lacks a shadow but obtains one if the quirk is overused. Drawbacks:
~ E-Rank Possession: Should the Opponent Possess Five [10] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ D-Rank Possession: Should the Opponent Possess Ten [15] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ G-Rank Possession: Should the Opponent Possess Fifteen [20] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ B-Rank Possession: Should the Opponent Possess Twenty [25] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ A-Rank Possession: Should the Opponent Possess Twenty-Five [30] More PHY in the Strength Attribute, They are Capable of Breaking Free ~ Z-Rank Possession: Should the Opponent Possess Thirty [35] More PHY in the Strength Attribute, They are Capable of Breaking Free
Drawbacks:
~ If the user uses the quirk for three turns in a row, they develop a shadow of their own that remains for three turns. If anyone else makes contact with the shadow, the user if frozen.
Name: Passion Suit Equipment Type: Costume Equipment Grade: C Stats: +5 ACC Damage: 4 Description: Modeled after the gimp from Pulp Fiction, this is a tight black leather costume that wraps they body in all the right areas. Equipped with a chasity belt, straps, and a chocker, the most important piece of this outfit is the bug-like goggles shading the wearer from harsh light and granting him better vision.
Payment: 1,000 Gold
Ⓐ Approved. - Whoa
"Wake up, Boy! Now!" Mob awakened with a mask on to a cage surrounded by people with dead bodies on the inside of of the cage and a man across from him. Mob did not know how he ended up in this situation but since there was a cage with dead bodies he was cautious of the situation. Mob saw the man grab an object.
"I don't know what's happening and what he is grabbing but I got to act fast" Mob thought activating his mental focus.
The man attempts to throw the object at Mob.
"I don't know what is happening but I need to first handle the situation in front of me and stop this man." , Mob thought activating freeform telekinetic
Mob would get up with his feet planted in the ground in a running stance and side step to the right to avoid the object thrown at him and then while tracking his opponent fly forward towards him(initially taking off in a running stance as if he was running towards his opponent). Mob would blitz to his opponent by flying forwards slightly elevating during the flight to touch the top of the opponent’s head with his finger (at this point Mob is floating above the opponent diagonally so that from his finger to his foot make a diagonal upwards line) using his Mad touch technique to damage the opponent's insides just enough so that the opponent would faint from shock.
Name: Savage Mind Quirk: The Minds...Still Quirk Level: Basic Rank: Delta Experience Points: Free Type: Offensive, Defensive, Supplementary Range: Self-Close Damage: None Description: Savage Mind is the Parent Technique to “The Minds…Still” quirk. An Esper’s Quirk in nature, the user can utilize their mental capacity to perform telekinetic and telepathic abilities for offensive – defensive – supplementary measures. At this level of mastery, the user can only use basic levels of telekinetic application such as lifting solid and liquid like matter. At this level of mastery, the user can only connect telepathically to one individual at a time. That individual must be of human nature and contain a functioning brain and central nervous system. At this level, the user can only utilize one spirit at a time with themselves, although it is only possible to communicate with the spirits. The user holds great control over their telekinetically abilities, being able to control objects within four-meter radius. The user cannot lift more than four meters in length/width.
Inner Workings:
~ At this level, Telekinetic Abilities require physical cues, such as raising the arms to life targets or pointing to send the targets in a desire direction, thus without the cues the telekinetic abilities cannot be properly used.
~ At this level, Telepathy Abilities can only connect the user with human life that they can see. Once losing track of the target results in the connecting being broken. Due to directly linking together the minds, any mental base damage is amplified for the user - thus they receive an additional damage.
~Being an Esper Mob can interact with the emotional spectrum which can be applied to techniques via his psionic energy, assorted colors will show when specific emotions are present for each different emotion.
~The Attack Speed, Movement Speed, and/or Projectile Speed of Mental Based Attacks/Objects Mob Mentally Manipulates is Dependent on his Accuracy Attribute
Drawbacks: The Quirk requires Mental Energy. Abusing the quirk results in exhausting the Mental Energy. At certain points, using psionics will physically drain the user's stamina.
E Rank: 10% D Rank: 15% G Rank: 25% B Rank: 35% A Rank: 45% Z Rank: 55%
Once 50% Has Been Used, Stamina Depletion Occurs.
D Rank: -5 STA G Rank: -10 STA B Rank: -15 STA A Rank: -20 STA Z Rank: -25 STA
Name: Black Psionic Uniform 2 Equipment Type: Costume Equipment Grade: B Stats: +5 PHY to ACC Attribute and SPD attribute | Also Reduces Quirk Drawback by 10% Per Turn Damage: 5 HP Description: The black psionic uniform is a black uniform with gold buttons and a white collar made with a special stitching infused with an ointment that is absorbed through the skin to bloodstream. This formula was created by Mob’s knowledge of medicines, his biology, and the assistance of the lingering will of a neurosurgeon, using Mob’s cells, it helps to ease strain on the brain. This time the technology has been improved from the last model.
Stock: 1 Payment: 5,000 Gold
Name: Dupe’s Flower Missions: South America
Cost: 6
Description: In attempt to gain favor from Professor Dupe, Mob traveled to South America to find a rare flower. While investigating the area, the student was ambushed by extremely venomous snakes. Studying the snakes’ movement and attack pattern, the student became adaptive in his own means of combat; growing to at least anticipate the strikes of aggressive snakes. After defeating the venomous snakes, the student found out that the flowers due to the snakes adapting to their environment were the reason for the snake’s venom properties, and that Mob needed to utilize the flower’s chemical properties in his equipment.
Perks of this Trait:
~ Adapting to the environment, Mob adopted the explosive nature of the snakes' strikes. This is represented by an +1 SPM increase in Movement Speed & Projectile Speed. [Does not Stack]
~ As a reaction to being to exposed small dilutes of the harmful chemicals in the flowers, the body’s immune system reacted and adapted, granting more vitality represented by +5 STA.
~ Equipment utilizing this trait become F-Grade, the F standing for Flower. The flowers deal an additional 5 PHY debuff.
Name: Psionic Strengthening
Trait Point Cost: 5
Description: The user engages in a trial, which trains the mind to achieve an level of efficiency regarding the energy expenditure for their mental abilities. Due to time of disciplining and honing one's abilities, they become capable of reducing the necessary energy needed to performing mental based techniques as well maintaining active/passive techniques.
Inner workings:
~ Due to the risen efficiency, the user's standard percentage cost for the technique ranks are reduced by 5%.
Name: Mad Touch Quirk: The Minds...Still Quirk Level: Basic Rank: D-G Experience Points: 30 Type: Supplementary Range: Touch Damage: 2-3 Description: Mad Touch is a technique which is meant to do an absurd amount of damage to an opponent. Once touched Mob, telekinetically manipulates the opponent’s insides to violently churn and rupture, dealing massive damage to all the opponent’s major organs and brain/body. This was learned from Mob trying to finish an opponent after learning about how human biology works and how to cause major damage to it.
Inner Workings:
~This technique heavily damages all major and minor organs in the body, activating all the damage modifiers.
Drawback: Requires Mob to touch the opponent
Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Offensive/ Defensive/ Supplementary Range: Self-Long Damage: Delta Ranks Require 5 PHY More in Strength to Break || Gamma Ranks Require 10 PHY More || Beta Ranks Require 15 PHY More Description: The user utilizes psionic energy to freely utilize their telekinetic powers freely: such as telekinetically pushing, lifting, binding, etc. Thus, the user is capable of utilizing his power to telekinetically manipulate the environment and beings around them (including themselves as well). Versatile in application, the user is capable of inducing certain outcomes when telekinetically assaulting targets. When launching invisible telekinetic projectile attacks through the air, there are air distortions that are present for the opponent to see if they are able to track the attack.
Drawbacks: The Drawbacks and Restrictions Expressed in the Parent Technique Follow Suit.
Drawbacks: This technique drains the user 2% of mental reserves per freeform action.
Name: Mental Focus Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: N/A Description: Mob utilizes his mental capacity/telekinesis to augment/facilitate brain function. This done by telekinetically circulating/pumping more blood with oxygen in the brain, utilizing more mental energy towards techniques, and increasing the speed of electrical signals in the brain. This allows for greater reaction speeds, ability to track movements, and greater acuity/prowess. This is represented by an increase in ACC. This also has an interesting side effect of increasing the brainwaves regarding the prowess of certain supplementary techniques, adding specific minor effects. To reflect the power emotion, Mob's hair starts to float with a purple tinge surrounding it.
Inner Workings: The minor effects that this technique helps provide must be submitted in the individual techniques themselves, and each technique must be purely supplementary in nature.
~ D rank grants +5 ACC or +5 SPD ~ G rank grants +10 ACC or +10 SPD ~ B rank grants +1 SPM in Tracking or +1 SPM in Movement
Drawbacks: Once the technique is activated it remains passive, although it passively drains the user 3% of their mental reserves. 4% for G rank and 5% for B rank. Drawbacks: This cannot be activated multiple times unless it is upgrading/downgrading a rank or reactivating. This technique cannot stack itself. Follows activation limits in techniques and realism.
I activated D rank freeform telekinetic, G rank Mad touch, G rank Mental focus giving 10 ACC. G rank mad touch with modifiers does 11.5 DMG. 52%-10% from trait equals 42% mental energy used. Because of parent tech and freeform telekinetic I fly at ACC which is 15 base plus 10 from mental focus plus 5 from costume and 1 SPM in movement from trait equaling 4 SPM total. Also note that If I am moving faster then Hero can track then he can’t track my shadow as we have discussed in DMs. Also note that at the point of contact I believe my shadow will be 3 meters behind me because of the light in Hero’s corner.
UPDATE ON MAP *This was agreed upon in DMs, but felt it needed to be stated.
Hard-on aside, Pulp had realized this kid was either far too fast for him or some kind of trickster. Like a magician with his hands. Wonder what else the kid could do with his hands? If Pulp got his hands on him...no no no. This was not the time for now. Before The kid disappeared he took a running stance aimed at the reformed rapist, cluing him that it was indeed some sort of dash aimed in his direction. It’s established that he can’t see him but it’s also established that he’s on the way. The distance between them is approximately 9 Meters, Pulp knows this. He’s traveled to each corner dispersing bodies through the night.
Several nights.
These were his people.
This was his home.
With one look to the announcer floating in the air like a little bird, the man smiled.
“YOU KNOW WHAT TIME IT IS DEVIANTS! CHANT IT WITH ME! GYRO GYRO--” Yelled the announcer enthusiastically.
“SPIN! SPIN!” Replied the audience, with even more enthusiasm.
“BLOODY BLOODY!”
“SPIN SPIN”
“TONIGHT WE’RE GOING TO-”
“SPIN, SPINNN!!!!!”
After the first chant Pulp had already begun to take action. With a mighty step into one of the cage-bar’s shadow casted by to overhead corner light, Pulp used his hand to push the cage slightly. With another step, on the second chant Pulp with use even more force to tilt it towards his foot. With the final step, Pulp took off. Stepping into the ceiling bar’s shadow casted onto the wall bars he’d kick off, spinning the cage and stepping into the wall’s shadow casted over the ceiling shadow. Despite being a square cage, Pulp, dashing in and out of the dark zones in order to keep the kid guessing would create a spinning cage transforming the whole arena greatly.
Dildos once on the floor now lifted into the air. Bodies lying around flew from wall to wall. And Pulp was the reason behind it all, dashing in random patterns around the cage keeping the cage motion unpredictable as he continuously entered and exited the dark zones of the cage which were the only constant with the only difference being the middle zone had now taken a dark, ominous 3D sphere.
When Pulp first dashed away he took an immediate step to the left since it was one of the closer dark zones. After entering the dark zone, he’d travel at a diagonal right into the outermost region of the bottom-right spinning the cage even further. His next steps were at a random movement, but always followed a pattern of appearing in and out of the dark zones to keep the cage spinning and his presence minimal as at times he’d go from the bottom of the cage to the top of the cage in a single moment by leaping 3 Meters into the air, landing on a body, leaping again to another body, and finally leaping onto a corner spot. Those movement would usually take place by crossing the middle dark sphere, making it appear as if he flew from one corner to the next at times.
Description: The user of the Adumbration Quirk can force a target to mimic their actions or re-position them by physically moving them as long as the user remains contact with their shadow. This technique remains passive until it is de-activated.
Drawbacks: If the user uses the quirk for three turns in a row, they develop a shadow of their own that remains for three turns. If anyone else makes contact with the shadow, the user if frozen.
Ⓐ All Approved. Edits Made. - Whoa
Name: Perverted Run <3
Custom Fighting Style: Sexy Points
Rank: D
Experience Points: 10
Type: Supplementary
Range: Self
Damage: 0
Description: Running in exaggerated and perverted fashion, once activated Pulp may run at high speeds at any angle by exerting extra force into each takeoff and dragging the wind behind him with his hands as if grabbing the balls of Goliath. After activation, this technique remains passive unless the user has not run for more than two turns.
Note: The User Receives an Additional 5 PHY in the Speed Attribute.
APPROVED BUDDY BOY
Name: Super Horny <3
Custom Fighting Style: Sexy Points
Rank: D
Experience Points: 10
Type: Supplementary
Range: Self
Damage: 0
Description: If Pulp deems his target desirable, his blood rushes, brain activity increases, and his skin crawls in a delightful manner or in other words; He get's horny. When Pulp is horned up, due to the factors listed above he becomes slightly stronger than before. This technique remains passive after activation.
Note: The User Receives an Additional 5 PHY in the Strength Attribute.
APPROVED BUDDY BOY
Ⓐ Approved. - Whoa
Name: Ultra Instinct
Trait Point Cost: 5
Description: A very rare mental state, users who have attained this style of of combat can react to any threat without the need to acknowledge it. Their body can also adapt while in battle on its own allowing the user to focus on his target without thinking about his own actions.
~ The user of this trait gains +1SPM to movement speed.
~ The user of this trait gains +1SPM to tracking.
~ The user of this trait gains +5 STR.
Ⓐ Approved. Edits Made. - Whoa
25/15/20/20
(Pulp is moving at 3 SPM, The cage is spinning at 2.5 SPM (STR) )
"Wake up, Boy! Now!" Mob awakened with a mask on to a cage surrounded by people with dead bodies on the inside of of the cage and a man across from him. Mob did not know how he ended up in this situation but since there was a cage with dead bodies he was cautious of the situation. Mob saw the man grab an object.
"I don't know what's happening and what he is grabbing but I got to act fast" Mob thought activating his mental focus.
The man attempts to throw the object at Mob.
"I don't know what is happening but I need to first handle the situation in front of me and stop this man." , Mob thought activating freeform telekinetic
Mob would get up with his feet planted in the ground in a running stance and side step to the right to avoid the object thrown at him and then while tracking his opponent fly forward towards him(initially taking off in a running stance as if he was running towards his opponent). Mob would blitz to his opponent by flying forwards slightly elevating during the flight to touch the top of the opponent’s head with his finger (at this point Mob is floating above the opponent diagonally so that from his finger to his foot make a diagonal upwards line) using his Mad touch technique to damage the opponent's insides just enough so that the opponent would faint from shock.
Name: Savage Mind Quirk: The Minds...Still Quirk Level: Basic Rank: Delta Experience Points: Free Type: Offensive, Defensive, Supplementary Range: Self-Close Damage: None Description: Savage Mind is the Parent Technique to “The Minds…Still” quirk. An Esper’s Quirk in nature, the user can utilize their mental capacity to perform telekinetic and telepathic abilities for offensive – defensive – supplementary measures. At this level of mastery, the user can only use basic levels of telekinetic application such as lifting solid and liquid like matter. At this level of mastery, the user can only connect telepathically to one individual at a time. That individual must be of human nature and contain a functioning brain and central nervous system. At this level, the user can only utilize one spirit at a time with themselves, although it is only possible to communicate with the spirits. The user holds great control over their telekinetically abilities, being able to control objects within four-meter radius. The user cannot lift more than four meters in length/width.
Inner Workings:
~ At this level, Telekinetic Abilities require physical cues, such as raising the arms to life targets or pointing to send the targets in a desire direction, thus without the cues the telekinetic abilities cannot be properly used.
~ At this level, Telepathy Abilities can only connect the user with human life that they can see. Once losing track of the target results in the connecting being broken. Due to directly linking together the minds, any mental base damage is amplified for the user - thus they receive an additional damage.
~Being an Esper Mob can interact with the emotional spectrum which can be applied to techniques via his psionic energy, assorted colors will show when specific emotions are present for each different emotion.
~The Attack Speed, Movement Speed, and/or Projectile Speed of Mental Based Attacks/Objects Mob Mentally Manipulates is Dependent on his Accuracy Attribute
Drawbacks: The Quirk requires Mental Energy. Abusing the quirk results in exhausting the Mental Energy. At certain points, using psionics will physically drain the user's stamina.
E Rank: 10% D Rank: 15% G Rank: 25% B Rank: 35% A Rank: 45% Z Rank: 55%
Once 50% Has Been Used, Stamina Depletion Occurs.
D Rank: -5 STA G Rank: -10 STA B Rank: -15 STA A Rank: -20 STA Z Rank: -25 STA
Name: Black Psionic Uniform 2 Equipment Type: Costume Equipment Grade: B Stats: +5 PHY to ACC Attribute and SPD attribute | Also Reduces Quirk Drawback by 10% Per Turn Damage: 5 HP Description: The black psionic uniform is a black uniform with gold buttons and a white collar made with a special stitching infused with an ointment that is absorbed through the skin to bloodstream. This formula was created by Mob’s knowledge of medicines, his biology, and the assistance of the lingering will of a neurosurgeon, using Mob’s cells, it helps to ease strain on the brain. This time the technology has been improved from the last model.
Stock: 1 Payment: 5,000 Gold
Name: Dupe’s Flower Missions: South America
Cost: 6
Description: In attempt to gain favor from Professor Dupe, Mob traveled to South America to find a rare flower. While investigating the area, the student was ambushed by extremely venomous snakes. Studying the snakes’ movement and attack pattern, the student became adaptive in his own means of combat; growing to at least anticipate the strikes of aggressive snakes. After defeating the venomous snakes, the student found out that the flowers due to the snakes adapting to their environment were the reason for the snake’s venom properties, and that Mob needed to utilize the flower’s chemical properties in his equipment.
Perks of this Trait:
~ Adapting to the environment, Mob adopted the explosive nature of the snakes' strikes. This is represented by an +1 SPM increase in Movement Speed & Projectile Speed. [Does not Stack]
~ As a reaction to being to exposed small dilutes of the harmful chemicals in the flowers, the body’s immune system reacted and adapted, granting more vitality represented by +5 STA.
~ Equipment utilizing this trait become F-Grade, the F standing for Flower. The flowers deal an additional 5 PHY debuff.
Name: Psionic Strengthening
Trait Point Cost: 5
Description: The user engages in a trial, which trains the mind to achieve an level of efficiency regarding the energy expenditure for their mental abilities. Due to time of disciplining and honing one's abilities, they become capable of reducing the necessary energy needed to performing mental based techniques as well maintaining active/passive techniques.
Inner workings:
~ Due to the risen efficiency, the user's standard percentage cost for the technique ranks are reduced by 5%.
Name: Mad Touch Quirk: The Minds...Still Quirk Level: Basic Rank: D-G Experience Points: 30 Type: Supplementary Range: Touch Damage: 2-3 Description: Mad Touch is a technique which is meant to do an absurd amount of damage to an opponent. Once touched Mob, telekinetically manipulates the opponent’s insides to violently churn and rupture, dealing massive damage to all the opponent’s major organs and brain/body. This was learned from Mob trying to finish an opponent after learning about how human biology works and how to cause major damage to it.
Inner Workings:
~This technique heavily damages all major and minor organs in the body, activating all the damage modifiers.
Drawback: Requires Mob to touch the opponent
Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Offensive/ Defensive/ Supplementary Range: Self-Long Damage: Delta Ranks Require 5 PHY More in Strength to Break || Gamma Ranks Require 10 PHY More || Beta Ranks Require 15 PHY More Description: The user utilizes psionic energy to freely utilize their telekinetic powers freely: such as telekinetically pushing, lifting, binding, etc. Thus, the user is capable of utilizing his power to telekinetically manipulate the environment and beings around them (including themselves as well). Versatile in application, the user is capable of inducing certain outcomes when telekinetically assaulting targets. When launching invisible telekinetic projectile attacks through the air, there are air distortions that are present for the opponent to see if they are able to track the attack.
Drawbacks: The Drawbacks and Restrictions Expressed in the Parent Technique Follow Suit.
Drawbacks: This technique drains the user 2% of mental reserves per freeform action.
Name: Mental Focus Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: N/A Description: Mob utilizes his mental capacity/telekinesis to augment/facilitate brain function. This done by telekinetically circulating/pumping more blood with oxygen in the brain, utilizing more mental energy towards techniques, and increasing the speed of electrical signals in the brain. This allows for greater reaction speeds, ability to track movements, and greater acuity/prowess. This is represented by an increase in ACC. This also has an interesting side effect of increasing the brainwaves regarding the prowess of certain supplementary techniques, adding specific minor effects. To reflect the power emotion, Mob's hair starts to float with a purple tinge surrounding it.
Inner Workings: The minor effects that this technique helps provide must be submitted in the individual techniques themselves, and each technique must be purely supplementary in nature.
~ D rank grants +5 ACC or +5 SPD ~ G rank grants +10 ACC or +10 SPD ~ B rank grants +1 SPM in Tracking or +1 SPM in Movement
Drawbacks: Once the technique is activated it remains passive, although it passively drains the user 3% of their mental reserves. 4% for G rank and 5% for B rank. Drawbacks: This cannot be activated multiple times unless it is upgrading/downgrading a rank or reactivating. This technique cannot stack itself. Follows activation limits in techniques and realism.
I activated D rank freeform telekinetic, G rank Mad touch, G rank Mental focus giving 10 ACC. G rank mad touch with modifiers does 11.5 DMG. 52%-10% from trait equals 42% mental energy used. Because of parent tech and freeform telekinetic I fly at ACC which is 15 base plus 10 from mental focus plus 5 from costume and 1 SPM in movement from trait equaling 4 SPM total. Also note that If I am moving faster then Hero can track then he can’t track my shadow as we have discussed in DMs. Also note that at the point of contact I believe my shadow will be 3 meters behind me because of the light in Hero’s corner.
UPDATE ON MAP *This was agreed upon in DMs, but felt it needed to be stated.
Hard-on aside, Pulp had realized this kid was either far too fast for him or some kind of trickster. Like a magician with his hands. Wonder what else the kid could do with his hands? If Pulp got his hands on him...no no no. This was not the time for now. Before The kid disappeared he took a running stance aimed at the reformed rapist, cluing him that it was indeed some sort of dash aimed in his direction. It’s established that he can’t see him but it’s also established that he’s on the way. The distance between them is approximately 9 Meters, Pulp knows this. He’s traveled to each corner dispersing bodies through the night.
Several nights.
These were his people.
This was his home.
With one look to the announcer floating in the air like a little bird, the man smiled.
“YOU KNOW WHAT TIME IT IS DEVIANTS! CHANT IT WITH ME! GYRO GYRO--” Yelled the announcer enthusiastically.
“SPIN! SPIN!” Replied the audience, with even more enthusiasm.
“BLOODY BLOODY!”
“SPIN SPIN”
“TONIGHT WE’RE GOING TO-”
“SPIN, SPINNN!!!!!”
After the first chant Pulp had already begun to take action. With a mighty step into one of the cage-bar’s shadow casted by to overhead corner light, Pulp used his hand to push the cage slightly. With another step, on the second chant Pulp with use even more force to tilt it towards his foot. With the final step, Pulp took off. Stepping into the ceiling bar’s shadow casted onto the wall bars he’d kick off, spinning the cage and stepping into the wall’s shadow casted over the ceiling shadow. Despite being a square cage, Pulp, dashing in and out of the dark zones in order to keep the kid guessing would create a spinning cage transforming the whole arena greatly.
Dildos once on the floor now lifted into the air. Bodies lying around flew from wall to wall. And Pulp was the reason behind it all, dashing in random patterns around the cage keeping the cage motion unpredictable as he continuously entered and exited the dark zones of the cage which were the only constant with the only difference being the middle zone had now taken a dark, ominous 3D sphere.
When Pulp first dashed away he took an immediate step to the left since it was one of the closer dark zones. After entering the dark zone, he’d travel at a diagonal right into the outermost region of the bottom-right spinning the cage even further. His next steps were at a random movement, but always followed a pattern of appearing in and out of the dark zones to keep the cage spinning and his presence minimal as at times he’d go from the bottom of the cage to the top of the cage in a single moment by leaping 3 Meters into the air, landing on a body, leaping again to another body, and finally leaping onto a corner spot. Those movement would usually take place by crossing the middle dark sphere, making it appear as if he flew from one corner to the next at times.
Description: The user of the Adumbration Quirk can force a target to mimic their actions or re-position them by physically moving them as long as the user remains contact with their shadow. This technique remains passive until it is de-activated.
Drawbacks: If the user uses the quirk for three turns in a row, they develop a shadow of their own that remains for three turns. If anyone else makes contact with the shadow, the user if frozen.
Ⓐ All Approved. Edits Made. - Whoa
Name: Perverted Run <3
Custom Fighting Style: Sexy Points
Rank: D
Experience Points: 10
Type: Supplementary
Range: Self
Damage: 0
Description: Running in exaggerated and perverted fashion, once activated Pulp may run at high speeds at any angle by exerting extra force into each takeoff and dragging the wind behind him with his hands as if grabbing the balls of Goliath. After activation, this technique remains passive unless the user has not run for more than two turns.
Note: The User Receives an Additional 5 PHY in the Speed Attribute.
APPROVED BUDDY BOY
Name: Super Horny <3
Custom Fighting Style: Sexy Points
Rank: D
Experience Points: 10
Type: Supplementary
Range: Self
Damage: 0
Description: If Pulp deems his target desirable, his blood rushes, brain activity increases, and his skin crawls in a delightful manner or in other words; He get's horny. When Pulp is horned up, due to the factors listed above he becomes slightly stronger than before. This technique remains passive after activation.
Note: The User Receives an Additional 5 PHY in the Strength Attribute.
APPROVED BUDDY BOY
Ⓐ Approved. - Whoa
Name: Ultra Instinct
Trait Point Cost: 5
Description: A very rare mental state, users who have attained this style of of combat can react to any threat without the need to acknowledge it. Their body can also adapt while in battle on its own allowing the user to focus on his target without thinking about his own actions.
~ The user of this trait gains +1SPM to movement speed.
~ The user of this trait gains +1SPM to tracking.
~ The user of this trait gains +5 STR.
Ⓐ Approved. Edits Made. - Whoa
25/15/20/20
(Pulp is moving at 3 SPM, The cage is spinning at 2.5 SPM (STR) )
Ok, so 808 Mob has expressed concerns about Hero's altering of the battlefield mid-fight, and his spinning of the stage thereafter. As far as Hero altering the stage to add more shadows, I think it's ok. As a matter of fact, if you look at the description in his first post, he's not really changing anything - more like he's just elaborating on the details of the stage.
You guys are within a "9x9x10 Meter Cubed Cage with 1 light in each corner. The lights are 15 meters high, with each one shining light up to 3 meters away from their corner" (although Hero's description in this area was lacking).
If each light shines up to 3 meters away and the cage is 9 meters wide on each side, then it stands to reason that there would be a 3 Meter area of shade in between each corner that appears exactly as Hero depicted in his newest map.
So, as for the matter of Hero's "alteration" of the stage to add more shade, I think it's fine. In my opinion, he didn't actually change anything.
Now, as for Hero's spinning of the cage, I don't agree with that. Hero made the argument that his "Mimic / Reposition" technique would allow him to move the cage by stepping on its shadow. That might be true, but common sense tells me that a cage that's meant to lock people in would be bolted to the ground. Since Hero has said nothing about the cages ability to swivel on the concrete, I'm led to believe that my assumption is right. Now even though the cage casts a shadow, the ground never does. It's my opinion that you wouldn't be able to spin the cage because it would be lodged into the concrete, and even your Quirk shouldn't be able to help you move it.
If I'm wrong, and your Quirk somehow allows you to move the cage regardless, then please let me know (because I based the majority of this verdict off the fact that you couldn't move the cage).
Hero, you may not want to reveal all of the details about your Home stage to someone, but that doesn't mean you can make the stage do whatever you want. You can't take liberties and say that the stage can spin, when you never once said that it can. If you just make up these rules as you go, that can be considered meta-gaming.
Final Verdict
Hero's spinning of the cage never happens and his entire move is essentially cancelled. He therefore doesn't raise any defense to Mob's attack and would still be standing in his corner; as a result, he suffers 10.5 DMG from Mad Touch. I arrived at this nukber hrought the following formula: 3(1.5+2) = 10.5 DMG with all modifiers applied.
With only 6 HP to start with, Pulp would be incapacitated. This would result in Pulp's loss of the fight. This is my opinion based on what I gathered from your fight so far. If either of you disagree with my opinion, feel free to message me to discuss it, or request another staff check from a different Mod. Deuces
Last Edit: Jul 6, 2018 16:31:02 GMT by Pretty Flacko
Mob defeats the reformed rapist, Pulp. Here are your rewards for Completing an Intermediate Battle Objective:
Mob Receives:
50 Fame (x2 for Winning + 25% from Hitlist Modifier)
63 EXP
625 Gold (x25% from Hitlist)
Pulp Receives:
20 Fame
63 EXP
500 Gold
Last Edit: Jul 9, 2018 15:25:16 GMT by Pretty Flacko
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.