Post by Revenant on Jul 4, 2018 14:47:45 GMT
Objective: Defeat the Villain Heroes Dispute
Range: 7 Meters
Terrain: Forest clearing 20 meters in area
All Traits and Equipments Active
Jason Rusch ran into a forest clearing of 20 meters in area. He had tracked him down. A man in black stood 7 meters away from the opening.
"Found you!"
Due to "Regulated Heating and Cooling" and "Refinement" Firestorm is currently experiencing the DMG buildup [but not the Drawback of the 3rd Turn of "Fission"] Firestorm releases a 5 meter wide wave of energy into the ground. The moment this energy begins to enter the ground, it creates a series of strong tremors that range throughout the forest up to 7 meters in all directions (Aftershock = 5 Meters + 2 Meters Due to "Burnup"). 1.2 meter tall and 3 meter wide chunks of jagged earth rise up all around you, enclosing you and pinning your body in in a sort of makeshift tomb of rock with your head and neck exposed. These tremors creates an effect making it so that you are unable to forcefully move in any way unless you possess [25+10=35 STR]. It also produces jagged rocks doting the land and creates a sort of ring of jagged rocks 7 meters in area all around the two of you.
Immediately after releasing the energy into the ground via Aftershock, Firestorm projects energy from all over his body. He uses this and most notably the energy from his feet to immediately blast him forwards through the air in a low arc that doesn't reach any higher than 2 meters as it is being projected. Firestorm would also become shrouded in the strong nuclear force as it projected from his body. Through his propulsion, he will aim to slam into your lungs with the might of his nuclear energy [3.5 SPM Movement Speed]. He aims to smash into the you while bursting through the rock to knock you backwards into the ground with the overwhelming force of Megaton. As he does this, he invokes the powers of Chain Reaction by projecting Freeform fire through his limbs to add onto the shroud of Nuclear energy (0.5 FF (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission" +1 "Unstoppable Force")=5.0]. This results in a total of (6.5+5.0= 11.5 DMG)
The ovewhelming force of this blast would would send you straight into the ground in a sort of crater 3 meters wide and 7 meters deep.
As he takes off, Firestorm begins releasing bouts of radiation that acts to take down the Health of any Costume or Equipment within its 7 meter range of effect. Exposure deals 5.5 DMG to all Costumes and Equipments
Parent Technique
Techniques Used
Name: Aftershock
Quirk: Meltdown
Rank: D
Experience Points: 10
Type: Supplementary
Range: Close
Damage: N/A
Description: Firestorm will release a large wave of nuclear energy directly and deeply into the ground, immediately triggering a large tremor of all of parts of the ground within range coupled by several aftershocks. The nuclear energy won't destroy the ground completely but is able to cause large chunks of earth to jut outwards, similar to the effects of a powerful localized earthquake. The effects of this quake and subsequent aftershock is that no one within it's range is able to run on its surface, they only stand in place upon the surface in order to keep themselves up with the great tremors (or risk falling completely to the ground), but no one is able to run due to the great earthquakes caused by the explosion. Being that the user originated the quake, if he uses some method to avoid contact with the ground in the next timeframe, he will avoid falling prey to this technique. Similarly, the opponent may also negate this technique's effects by removing contact between themselves and the ground or by having more +10 more STR than Firestorm does at the time of this technique.
Name: Megaton
Quirk: Meltdown
Quirk Level: Basic
Rank: G
Experience Points: 20
Type: Offensive
Range: Close-Mid
Damage: 3 (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission") = 6.5
Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condensed and superheated nuclear energy from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. These blasts are very potent and due to the user having control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion.
Drawbacks: This flight only extends 10 meters high, and may be sustained for up to 3 Turns (triggers Meltdown's consecutive turn clause)
Name: Exposure
Quirk: Meltdown
Rank: D
Experience Points: 10
Type: Offensive
Range: Close
Damage: 2 (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission")=5.5
Description: Firestorm will start releasing bouts of gamma radiation, which is the type of radiation noted to penetrate the deepest, in all directions from his entire body. All objects in that range will be met by wave after wave of strong nuclear radiation, which will of course weaken its structural integrity. Due to this weakening in structure, all equipment and costumes hit by the radiation will lose health up to the amount of damage that this technique carries. If the damage produced by this technique reduces the health to zero, that equipment/costume will experience failure and lose all of its functions until the end of the technique. Therefore, if this technique were to hit an object with 2 Health Points, it would remove those capabilities completely. Due to the piercing effect of gamma radiation, this may even affect objects hidden beneath the skin.
Drawbacks: While this technique may affect actual human bodies, it does not deal damage to them at all. This only affects the health points of equipment/costumes. As such. This technique occupies a move slot each turn, if maintained for additional turns, thus triggering the Meltdown clause.
Costume/Equipments
Relevant Traits
Custom Fighting Style Name: Chain Reaction
Trait Point Cost: 8
Description Of Fighting Style: The user uses this fighting style to truly use this energy to become a "force" of nature, using generated nuclear energy to empower his strikes and movements. With this trait, all of the user's techniques and movements utilizing his Quirk are controlled by the STR Attribute. With this, they will use the pure force generated by nuclear energy to generate motion both on himself and when determining how fast his projectiles move. Due to his mastery in this trait, the user is able to utilize residual nuclear energy in his body to fight. Therefore, the user's freeform may be affected by any accessory or ability that effects the Meltdown Quirk. His movements are also powered up and he gains a slight increase in his projectile and movement speed. The user has become so in touch with the power of nuclear energy that he is able to produce close range freeform blasts of fire that stem from his limbs and eyes.
Perks Of Fighting Style:
All Techniques Related to the Users Quirk Gain 1 DMG
User's Tracking Limits is raised by 1 SPM
User's Projectile is raised by 0.5 SPM
User's Movement Speed is raised by 0.5 SPM
User becomes able to propel himself via his Quirks power, speed determined via STR stat
Name: Glowing One
Trait Point Cost: 4
Description: Due to constantly producing radiation, whenever techniques are being used and they are external, there are debilitating effects due to the large dosages that inflict the opponent’s physical body. When an opponent has been within 3 Meters of Firestorm or an Equipment/Costume affected by his radiation for 2 full turns, then they will lose 5 ACC. If they remain for an additional turn (must also be consecutive from the initial 2 full turns), then they lose 5 from their movement speed. When utilizing techniques, they do not have to directly hit the targets – should the opponent remain within 3 meters of the effected zone, the debuffs will trigger.
When Firestorm has experienced the effects of the 3rd Turn of his DMG Buildup because of Meltdown, the range expressed above increases by two meters and each effect takes 1 less turn to trigger due to the raising buildup of radiation. Because of this major build up, there is a naturally developed ward of radiation that clashes with any foreign – tiny solid, liquid, and gas like particles. This is due to any outside techniques or effects needing to get through this layer of radiation stemming from Firestorm. This grants a -5 PHY immunity to a debuff.
Name: Rad Regeneration
Trait Point Cost: 8
Description: Firestorm has had Atomic Energy coursing through his body for so long that his body has naturally adapted to using it's power to check itself, even combining with his immune system. Due to this, his cells, organs, and entire body have become supercharged with nuclear energy. To represent this, the body becomes stronger as the bonus damage of Meltdown increase.
~ The First Bonus Damage Increase Results in Gaining 10 PHY: Must Put 5 PHY into Two Different Attributes | Heals 1 Damage Per Turn
~ The Second Bonus Damage Increase Results in Gaining 10 PHY: Must Put 5 PHY into the Other Two Different Attributes Not Chosen | Heals 2 Damage Per Turn
Name: Nuclear Physicist [Free Trait]
Trait Point Cost: 10
Description: By doing a heavy amount of study on nuclear phenomena, then applying the learnings into disciplinary training, Firestorm has learned new and improved techniques on handling his power. As a result of this study, Firestorm now gains a +2 Turn Extension for his Meltdown Quirck (this naturally increases the Bonus Damage & Cool Down Aspects). Another improvement to handling Meltdown more efficiently results in a durable, fast body.
Perks: +5 STA | +5 STR | +0.5 SPM to Movement | +0.5 SPM to Projectile Speed
Name: Unstoppable Force
Trait Point Cost: 8
Description: Firestorm underwent a grueling training regime to turn himself into an Unstoppable Force. The training regime consist of Firestorm training to discipline not only his quirk mastery but discipline his physical body to contain and maintain such power effectively. This trait represents the intense training in mind, will, body, and ability that Firestorm endured.
Perks of Trait:
STR - 15 (+5 "Rad Regeneration") (+5 Accelerator) = 25
STA- 15 (+5 "Rad Regeneration")
SPD- 15 (+5 "Rad Regeneration")
ACC- 15 (+5 "Rad Regeneration") )(+5 Accelerator) = 25
Range: 7 Meters
Terrain: Forest clearing 20 meters in area
All Traits and Equipments Active
Jason Rusch ran into a forest clearing of 20 meters in area. He had tracked him down. A man in black stood 7 meters away from the opening.
"Found you!"
Due to "Regulated Heating and Cooling" and "Refinement" Firestorm is currently experiencing the DMG buildup [but not the Drawback of the 3rd Turn of "Fission"] Firestorm releases a 5 meter wide wave of energy into the ground. The moment this energy begins to enter the ground, it creates a series of strong tremors that range throughout the forest up to 7 meters in all directions (Aftershock = 5 Meters + 2 Meters Due to "Burnup"). 1.2 meter tall and 3 meter wide chunks of jagged earth rise up all around you, enclosing you and pinning your body in in a sort of makeshift tomb of rock with your head and neck exposed. These tremors creates an effect making it so that you are unable to forcefully move in any way unless you possess [25+10=35 STR]. It also produces jagged rocks doting the land and creates a sort of ring of jagged rocks 7 meters in area all around the two of you.
Immediately after releasing the energy into the ground via Aftershock, Firestorm projects energy from all over his body. He uses this and most notably the energy from his feet to immediately blast him forwards through the air in a low arc that doesn't reach any higher than 2 meters as it is being projected. Firestorm would also become shrouded in the strong nuclear force as it projected from his body. Through his propulsion, he will aim to slam into your lungs with the might of his nuclear energy [3.5 SPM Movement Speed]. He aims to smash into the you while bursting through the rock to knock you backwards into the ground with the overwhelming force of Megaton. As he does this, he invokes the powers of Chain Reaction by projecting Freeform fire through his limbs to add onto the shroud of Nuclear energy (0.5 FF (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission" +1 "Unstoppable Force")=5.0]. This results in a total of (6.5+5.0= 11.5 DMG)
The ovewhelming force of this blast would would send you straight into the ground in a sort of crater 3 meters wide and 7 meters deep.
As he takes off, Firestorm begins releasing bouts of radiation that acts to take down the Health of any Costume or Equipment within its 7 meter range of effect. Exposure deals 5.5 DMG to all Costumes and Equipments
Parent Technique
Name: Meltdown
Quirk: Emitter
Quirk Level: Basic
Rank: D
Experience Points: None
Type: Supplementary
Range: Self
Damage: None
Description: Meltdown is an emitter quirk that allows the user to control and manipulate the nuclear energy their body naturally produces, due to the biological waste the body produces. The user possesses a great level of control over the nuclear energy, being capable of emitting the energy in various projectile tactics: the control extends to trajectory alteration & releasing the energy from any point of their body. The user also possesses the ability to maintain control over a field of nuclear energy for various purposes. When active, the user’s head become alight with thermonuclear fire, which is a signature of the quirk. The user can only use this energy if it sterns from their own self, thus they are immune to their own power and effects.
Drawback: Meltdown is an destructive, violent power that requires maintenance. Using any of the power related to Meltdown for five consecutive turns results in an overload. The explosion has a ten diameter, in meter, effect range and deals five damage to anything caught by the blast. (this ignores damage shaving capabilities)
Disadvantage: To prevent an complete overload, the user can refrain from using the power of Meltdown to initial a cool down. During the cool down, none of the powers of Meltdown can be activated - otherwise it would ruin the cool down and result in an abrupt explosion for five damage. (this ignores damage shaving capabilities) After the cool down, the user's turn clock restarts over.
2 Turn Consecutive Use: 1 Turn Cool Down.
3 Turn Consecutive Use: 2 Turn Cool Down
4 Turn Consecutive Use: 3 Turn Cool Down
5 Turn Consecutive Use: 4 Turn Cool Down
Advantage: Consequently using the power of Meltdown results in an buildup of power, this is represented by a Bonus Damage Increase.
Second Turn: +0.5 Damage
Third Turn: +1 Damage
Fourth Turn: +1.5 Damage
Fifth Turn: +2 Damage
Quirk: Emitter
Quirk Level: Basic
Rank: D
Experience Points: None
Type: Supplementary
Range: Self
Damage: None
Description: Meltdown is an emitter quirk that allows the user to control and manipulate the nuclear energy their body naturally produces, due to the biological waste the body produces. The user possesses a great level of control over the nuclear energy, being capable of emitting the energy in various projectile tactics: the control extends to trajectory alteration & releasing the energy from any point of their body. The user also possesses the ability to maintain control over a field of nuclear energy for various purposes. When active, the user’s head become alight with thermonuclear fire, which is a signature of the quirk. The user can only use this energy if it sterns from their own self, thus they are immune to their own power and effects.
Drawback: Meltdown is an destructive, violent power that requires maintenance. Using any of the power related to Meltdown for five consecutive turns results in an overload. The explosion has a ten diameter, in meter, effect range and deals five damage to anything caught by the blast. (this ignores damage shaving capabilities)
Disadvantage: To prevent an complete overload, the user can refrain from using the power of Meltdown to initial a cool down. During the cool down, none of the powers of Meltdown can be activated - otherwise it would ruin the cool down and result in an abrupt explosion for five damage. (this ignores damage shaving capabilities) After the cool down, the user's turn clock restarts over.
2 Turn Consecutive Use: 1 Turn Cool Down.
3 Turn Consecutive Use: 2 Turn Cool Down
4 Turn Consecutive Use: 3 Turn Cool Down
5 Turn Consecutive Use: 4 Turn Cool Down
Advantage: Consequently using the power of Meltdown results in an buildup of power, this is represented by a Bonus Damage Increase.
Second Turn: +0.5 Damage
Third Turn: +1 Damage
Fourth Turn: +1.5 Damage
Fifth Turn: +2 Damage
Techniques Used
Name: Aftershock
Quirk: Meltdown
Rank: D
Experience Points: 10
Type: Supplementary
Range: Close
Damage: N/A
Description: Firestorm will release a large wave of nuclear energy directly and deeply into the ground, immediately triggering a large tremor of all of parts of the ground within range coupled by several aftershocks. The nuclear energy won't destroy the ground completely but is able to cause large chunks of earth to jut outwards, similar to the effects of a powerful localized earthquake. The effects of this quake and subsequent aftershock is that no one within it's range is able to run on its surface, they only stand in place upon the surface in order to keep themselves up with the great tremors (or risk falling completely to the ground), but no one is able to run due to the great earthquakes caused by the explosion. Being that the user originated the quake, if he uses some method to avoid contact with the ground in the next timeframe, he will avoid falling prey to this technique. Similarly, the opponent may also negate this technique's effects by removing contact between themselves and the ground or by having more +10 more STR than Firestorm does at the time of this technique.
Name: Megaton
Quirk: Meltdown
Quirk Level: Basic
Rank: G
Experience Points: 20
Type: Offensive
Range: Close-Mid
Damage: 3 (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission") = 6.5
Description: The basic technique of the Meltdown Quirk. This technique allows the user to produce raw blasts of nuclear energy in the form of an extremely condensed and superheated nuclear energy from any points on his body. The user may also produce weaker and more controlled blasts from this technique to achieve propulsion and a sort of flight because of this. These blasts are very potent and due to the user having control over the nuclear energy, he may either keep the blasts condensed upon hitting their target to simply have the blast do damage via its overwhelming force or he may release the atoms within the blast to have it end in an explosion.
Drawbacks: This flight only extends 10 meters high, and may be sustained for up to 3 Turns (triggers Meltdown's consecutive turn clause)
Name: Exposure
Quirk: Meltdown
Rank: D
Experience Points: 10
Type: Offensive
Range: Close
Damage: 2 (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission")=5.5
Description: Firestorm will start releasing bouts of gamma radiation, which is the type of radiation noted to penetrate the deepest, in all directions from his entire body. All objects in that range will be met by wave after wave of strong nuclear radiation, which will of course weaken its structural integrity. Due to this weakening in structure, all equipment and costumes hit by the radiation will lose health up to the amount of damage that this technique carries. If the damage produced by this technique reduces the health to zero, that equipment/costume will experience failure and lose all of its functions until the end of the technique. Therefore, if this technique were to hit an object with 2 Health Points, it would remove those capabilities completely. Due to the piercing effect of gamma radiation, this may even affect objects hidden beneath the skin.
Drawbacks: While this technique may affect actual human bodies, it does not deal damage to them at all. This only affects the health points of equipment/costumes. As such. This technique occupies a move slot each turn, if maintained for additional turns, thus triggering the Meltdown clause.
Costume/Equipments
Name: Accelerator
Equipment Type: Costume
Equipment Grade: B
Stats: +5 STR | +5 ACC
Damage: 5
Description: This suit works as a regulator for Firestorm's nuclear abilities and remains in sync with the nuclear energy flowing throughout Firestorms body. By focusing and refining the user's energy output both outside of his body and within his body, the resulting effects is an increase in his vitality and overall control over himself and abilities, resulting in a boost in STA and ACC as well as an decrease in the cooldown turns incurred by the use of his quirk by -1. Accelerator is an alternating pattern of black and gold and allows Firestorm to produce his energy safely from all body parts without harming him or the suit in any manner. Naturally, working with his natural powers, this suit is also immune to Firestorm's ability, other than the drawbacks from Meltdown.
Payment: 4,000 Gold
Name: Regulated Heating and Cooling
Equipment Type: Equipment
Equipment Grade: B
Type: Supplementary
Range: Self
Damage: 4
Description: This is a small black and hexagonal shaped core that goes into the center of the “Accelerator" costume . This core improves the efficiency, flow, and use of the "Meltdown" Quirk by regulating and distributing the energy that Firestorm creates evenly along his body. The heating regulation grants the user faster times in accumulating damage, thus the damage increases described in Meltdown occur one turn earlier. Due to it's link with "Accelerator" which is also designed to increase the utilization of Firestorm's quirk, this regulation creates a decrease in the cooldown turns incurred by the use of his quirk by -1 and also spreads a firm and even layer of nuclear energy within "Accelerator", increasing it's resistance to DMG and allowing it to block an additional 1.0 DMG
Stock: 1
Payment: 3,000 Gold
Name: Refinement
Equipment Type: Accessory
Equipment Grade: B
Type: Supplementary
Range: Self
Damage: +1.0 DMG Blocking
Description: This device takes the form of a small circlet with a core center that lies in the front of it, designed to refine all nuclear energy and prevent waste from it's release as it flows throughout Firestorm. This device is "plugged in" to Firestorm's "Accelerator" and works in sync with it similar to his "Regulated Heating and Cooling" equipment. All nuclear energy from Firestorm's body flows in and out of this device and is refined, resulting in the effects of the damage buildup of Meltdown occuring 2 turns earlier than usual. Not only this, but it also refines and strengthens the nuclear energy flowing throughout "Accelerator", boosting its DMG resistance and enabling it to block an additional +1.0 DMG
Stock: 1
Payment: 4,000 Gold
Name: Burnup
Equipment Type: Accessory
Equipment Grade: B
Type: Supplementary
Range: Short
Damage: +1.0 DMG To all Quirk related techniques
Description: Just like a normal nuclear reactor core, this piece of equipment will attach to Firestorm's costume and work to amplify the powers of his natural nuclear energy to much higher levels than ever before. It will also work with his body to continue to regulate all outputs of said energy to its most precise scale. The result of this amplification also extends the total size of all Quirk related techniques and effects by an area of 2 meters. The device takes the form of a strap that goes across the user's chest, drawing in his natural nuclear energy and and glowing in colors ranging from red to white hot as it heats up.
Stock: 1
Payment: 4000
Equipment Type: Costume
Equipment Grade: B
Stats: +5 STR | +5 ACC
Damage: 5
Description: This suit works as a regulator for Firestorm's nuclear abilities and remains in sync with the nuclear energy flowing throughout Firestorms body. By focusing and refining the user's energy output both outside of his body and within his body, the resulting effects is an increase in his vitality and overall control over himself and abilities, resulting in a boost in STA and ACC as well as an decrease in the cooldown turns incurred by the use of his quirk by -1. Accelerator is an alternating pattern of black and gold and allows Firestorm to produce his energy safely from all body parts without harming him or the suit in any manner. Naturally, working with his natural powers, this suit is also immune to Firestorm's ability, other than the drawbacks from Meltdown.
Payment: 4,000 Gold
Name: Regulated Heating and Cooling
Equipment Type: Equipment
Equipment Grade: B
Type: Supplementary
Range: Self
Damage: 4
Description: This is a small black and hexagonal shaped core that goes into the center of the “Accelerator" costume . This core improves the efficiency, flow, and use of the "Meltdown" Quirk by regulating and distributing the energy that Firestorm creates evenly along his body. The heating regulation grants the user faster times in accumulating damage, thus the damage increases described in Meltdown occur one turn earlier. Due to it's link with "Accelerator" which is also designed to increase the utilization of Firestorm's quirk, this regulation creates a decrease in the cooldown turns incurred by the use of his quirk by -1 and also spreads a firm and even layer of nuclear energy within "Accelerator", increasing it's resistance to DMG and allowing it to block an additional 1.0 DMG
Stock: 1
Payment: 3,000 Gold
Name: Refinement
Equipment Type: Accessory
Equipment Grade: B
Type: Supplementary
Range: Self
Damage: +1.0 DMG Blocking
Description: This device takes the form of a small circlet with a core center that lies in the front of it, designed to refine all nuclear energy and prevent waste from it's release as it flows throughout Firestorm. This device is "plugged in" to Firestorm's "Accelerator" and works in sync with it similar to his "Regulated Heating and Cooling" equipment. All nuclear energy from Firestorm's body flows in and out of this device and is refined, resulting in the effects of the damage buildup of Meltdown occuring 2 turns earlier than usual. Not only this, but it also refines and strengthens the nuclear energy flowing throughout "Accelerator", boosting its DMG resistance and enabling it to block an additional +1.0 DMG
Stock: 1
Payment: 4,000 Gold
Name: Burnup
Equipment Type: Accessory
Equipment Grade: B
Type: Supplementary
Range: Short
Damage: +1.0 DMG To all Quirk related techniques
Description: Just like a normal nuclear reactor core, this piece of equipment will attach to Firestorm's costume and work to amplify the powers of his natural nuclear energy to much higher levels than ever before. It will also work with his body to continue to regulate all outputs of said energy to its most precise scale. The result of this amplification also extends the total size of all Quirk related techniques and effects by an area of 2 meters. The device takes the form of a strap that goes across the user's chest, drawing in his natural nuclear energy and and glowing in colors ranging from red to white hot as it heats up.
Stock: 1
Payment: 4000
Relevant Traits
Custom Fighting Style Name: Chain Reaction
Trait Point Cost: 8
Description Of Fighting Style: The user uses this fighting style to truly use this energy to become a "force" of nature, using generated nuclear energy to empower his strikes and movements. With this trait, all of the user's techniques and movements utilizing his Quirk are controlled by the STR Attribute. With this, they will use the pure force generated by nuclear energy to generate motion both on himself and when determining how fast his projectiles move. Due to his mastery in this trait, the user is able to utilize residual nuclear energy in his body to fight. Therefore, the user's freeform may be affected by any accessory or ability that effects the Meltdown Quirk. His movements are also powered up and he gains a slight increase in his projectile and movement speed. The user has become so in touch with the power of nuclear energy that he is able to produce close range freeform blasts of fire that stem from his limbs and eyes.
Perks Of Fighting Style:
All Techniques Related to the Users Quirk Gain 1 DMG
User's Tracking Limits is raised by 1 SPM
User's Projectile is raised by 0.5 SPM
User's Movement Speed is raised by 0.5 SPM
User becomes able to propel himself via his Quirks power, speed determined via STR stat
Name: Glowing One
Trait Point Cost: 4
Description: Due to constantly producing radiation, whenever techniques are being used and they are external, there are debilitating effects due to the large dosages that inflict the opponent’s physical body. When an opponent has been within 3 Meters of Firestorm or an Equipment/Costume affected by his radiation for 2 full turns, then they will lose 5 ACC. If they remain for an additional turn (must also be consecutive from the initial 2 full turns), then they lose 5 from their movement speed. When utilizing techniques, they do not have to directly hit the targets – should the opponent remain within 3 meters of the effected zone, the debuffs will trigger.
When Firestorm has experienced the effects of the 3rd Turn of his DMG Buildup because of Meltdown, the range expressed above increases by two meters and each effect takes 1 less turn to trigger due to the raising buildup of radiation. Because of this major build up, there is a naturally developed ward of radiation that clashes with any foreign – tiny solid, liquid, and gas like particles. This is due to any outside techniques or effects needing to get through this layer of radiation stemming from Firestorm. This grants a -5 PHY immunity to a debuff.
Name: Rad Regeneration
Trait Point Cost: 8
Description: Firestorm has had Atomic Energy coursing through his body for so long that his body has naturally adapted to using it's power to check itself, even combining with his immune system. Due to this, his cells, organs, and entire body have become supercharged with nuclear energy. To represent this, the body becomes stronger as the bonus damage of Meltdown increase.
~ The First Bonus Damage Increase Results in Gaining 10 PHY: Must Put 5 PHY into Two Different Attributes | Heals 1 Damage Per Turn
~ The Second Bonus Damage Increase Results in Gaining 10 PHY: Must Put 5 PHY into the Other Two Different Attributes Not Chosen | Heals 2 Damage Per Turn
Name: Nuclear Physicist [Free Trait]
Trait Point Cost: 10
Description: By doing a heavy amount of study on nuclear phenomena, then applying the learnings into disciplinary training, Firestorm has learned new and improved techniques on handling his power. As a result of this study, Firestorm now gains a +2 Turn Extension for his Meltdown Quirck (this naturally increases the Bonus Damage & Cool Down Aspects). Another improvement to handling Meltdown more efficiently results in a durable, fast body.
Perks: +5 STA | +5 STR | +0.5 SPM to Movement | +0.5 SPM to Projectile Speed
Name: Unstoppable Force
Trait Point Cost: 8
Description: Firestorm underwent a grueling training regime to turn himself into an Unstoppable Force. The training regime consist of Firestorm training to discipline not only his quirk mastery but discipline his physical body to contain and maintain such power effectively. This trait represents the intense training in mind, will, body, and ability that Firestorm endured.
Perks of Trait:
Built to Destroy ~ An natural increase in damage magnitude, thus each rank's realism scale functions on the next tier {E-Ranks Perform on D-Rank Realism Scale}
Pyromaniac ~ The intensity and power of Firestorm's techniques have grown to such a degree that all of Firestorms Quirk Related techniques now ignore Damage Shaving On Equipments and Costumes.
Here and Now ~ A Result from the Training Regime, Firestorm's body strengthens - grating +5 PHY to SPD and ACC.
Slayer ~ Meltdown Related Techniques or Free-Form Results in an 1.0 DMG Increase.
Toughness ~ A Result from the Training Regime, Firestorm Gains +0.5 DMG Shaving.
Pyromaniac ~ The intensity and power of Firestorm's techniques have grown to such a degree that all of Firestorms Quirk Related techniques now ignore Damage Shaving On Equipments and Costumes.
Here and Now ~ A Result from the Training Regime, Firestorm's body strengthens - grating +5 PHY to SPD and ACC.
Slayer ~ Meltdown Related Techniques or Free-Form Results in an 1.0 DMG Increase.
Toughness ~ A Result from the Training Regime, Firestorm Gains +0.5 DMG Shaving.
STR - 15 (+5 "Rad Regeneration") (+5 Accelerator) = 25
STA- 15 (+5 "Rad Regeneration")
SPD- 15 (+5 "Rad Regeneration")
ACC- 15 (+5 "Rad Regeneration") )(+5 Accelerator) = 25