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
M'sondaa arrived on the grassy fields on the outskirts metropolitan America. A calm paradise of curated lush vegetation that stretched to the horizon. It was an ideal location to have one's ashes scattered. Thus, as he saw his opponent he smiled and steeled himself. It was time.
Base: 35-15-15-30 Total: 40-20-20-35 All existing customs are present in MS. OBJ: Defeat The Villain [H] | Defeat The Hero [V]
Name: Accelerator Equipment Type: Costume Equipment Grade: A Stats: +10 STR +5 ACC Damage: 6 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 STR and ACC as well as an decrease in the cooldown turns incurred by the use of his quirk by -2. 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. Due to the technological advancement granted by "Nuclear Physicist", Accelerator is now able to integrate fully with Firestorm's body and naturally produced energy and radiation.
Payment: 8,000 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
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: 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.
M'sondaa activated his ocular powers [Jicho] and performed a affirmative two finger salute. The latter the precursor to him triggering the ground [three meters] beneath the opponent to explode [Mawe]. Subsequently, propelling [Vuta] his opponent violently airborne. [Both actions occurs at 7SPM]. No sooner would the eruption occur than would he induce two consecutive electromagnetic waves [Freeform]. Intent on triggering the implosions of all Dia, Ferro and Parra magnetic substances around Duma. Completing the circle he'd reach out for Beogpu [Weapon] and utilizing it as a medium to unleash a shrieking EM wave [Freeform]. Enhancing the pole-arm's range of effect with radio waves. [Beogpu's sound range is amplified and matches M'sondaa's accuracy range.]
Name: Jicho Quirk: EM Rank: G Experience Points: 20 Type: Supplementary Range: Mid Damage: +10 ACC Description: A passive technique utilizing electromagnetic properties of spectrum. This is achieved through sensing for audio-visual and neural discernment. M'sondaa perceives EM sources, concentrations, movements and disruptions through them: within his accuracy range. Enabling spontaneous recreation of EM related tactics. Facilitated through harnessing electric fields, magnetic fields and electromagnetic energies. The vibrancy afforded to his sight heightens his perceptiveness and allows overcoming irregular lighting conditions; weather (wind, fog), environment (smoke, dust) condition (light, dark). Drawbacks: The move is susceptible to a one-off 5% EM expenditure. It allows Freeform execution of the parent technique. Techniques follow rank and usage turn restrictions: FF Rank (6).
Name: Mawe Quirk: EM Rank: D-B [G] Experience Points: 80 Type: Offensive | Defensive Range: Self - Long Damage: 6 = 3 (Vuta) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) | +1SPM (Light) | Microwave [X2 Modifier Per Successful Hit] Description: A passive technique utilizing electromagnetic properties for terrakinesis. This is realized through electric discharge or magnetic interaction with targeted surfaces. M’sondaa can induce vertical, horizontal or diagonal: implosions, ruptures or generate telekinetic constructs. Outcome is relative to surface but maximum generation size is limited to five meters. Damage splits should multiple sources be created. Drawbacks: The move is susceptible to EM expenditure. Limited total construct output D Rank (4) and G Rank (6). Incurs 1% EM expenditure per construct at Threshold. Techniques follow usage rank restrictions: G Rank (4).
Name: Vuta Quirk: EM Rank: D-B [G] Experience Points: 80 Type: Offensive | Defensive Range: Self - Long Damage: 6.5 = 3 (Vuta) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) | +0.5 (Conductor) | +1SPM (Light) | Microwave [X2 Modifier Per Successful Hit] Description: A technique utilizing electromagnetic properties of attraction, repulsion and telekinesis. This realized through inducement of environmental, artificial or quirk generated magnetic fields. M'sondaa can fire translucent projectiles, influence polarity (magnetize), levitate and create constructs capable of withstanding damage per rank interaction. Dia, Para and Ferro Magnetic targets serve as great conduit & will experience additional damage. Drawbacks: D-G Ranks deals additional 0.5 damage. B-Ranks deals additional 1 damage. Drawbacks: The moves is susceptible to the workings of EM expenditure. Techniques follow usage rank restrictions: G Rank (4) and B Rank (3).
Name: EM [X2] Quirk: Emitter Quirk Level: Basic [Ascend] Rank: D [Freeform] Experience Points: None Type: Supplementary Range: Close Damage: 3.5 = 0.5 (Freeform) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) | Ultraviolet [Bypasses Damage Shaving] | Microwave [X2 Modifier Per Successful Hit] Description: EM enables the manipulation of electromagnetism, one of Four Fundamental Forces. M'sondaa can control and interact with electric fields, magnetic fields and electromagnetic wavelengths. These manifest through telekinetic harnessing or producing charged particles. Attraction, repelling and levitation via distortion of magnetic polarity. Influence over electromagnetic energies by altering frequencies. Either's application, limited to targets that don't exceed five meters in size. At this level electric and magnetic feats can be achieved at FF (Requires Technique to be Made). Once activated the user exudes an inconspicuous EM membrane-like sheen. EM is largely dependent on ones physical and mental capabilities. Physical and Ranged attacks are determined by STR and ACC respectively. The former also determines required STR superiority to resist EM force.
Name: EM Quirk: Emitter Quirk Level: Basic [Ascend] Rank: D [Freeform] Experience Points: None Type: Supplementary Range: Close Damage: 3.5 = 0.5 (Freeform) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) and -5 (ACC) | Radiowaves Description: EM enables the manipulation of electromagnetism, one of Four Fundamental Forces. M'sondaa can control and interact with electric fields, magnetic fields and electromagnetic wavelengths. These manifest through telekinetic harnessing or producing charged particles. Attraction, repelling and levitation via distortion of magnetic polarity. Influence over electromagnetic energies by altering frequencies. Either's application, limited to targets that don't exceed five meters in size. At this level electric and magnetic feats can be achieved at FF (Requires Technique to be Made). Once activated the user exudes an inconspicuous EM membrane-like sheen. EM is largely dependent on ones physical and mental capabilities. Physical and Ranged attacks are determined by STR and ACC respectively. The former also determines required STR superiority to resist EM force.
Name: EM Quirk: Emitter Quirk Level: Basic [Ascend] Rank: D Experience Points: None Type: Supplementary Range: Close Damage: 0 Description: EM enables the manipulation of electromagnetism, one of Four Fundamental Forces. M'sondaa can control and interact with electric fields, magnetic fields and electromagnetic wavelengths. These manifest through telekinetic harnessing or producing charged particles. Attraction, repelling and levitation via distortion of magnetic polarity. Influence over electromagnetic energies by altering frequencies. Either's application, limited to targets that don't exceed five meters in size. At this level electric and magnetic feats can be achieved at FF (Requires Technique to be Made). Once activated the user exudes an inconspicuous EM membrane-like sheen. EM is largely dependent on ones physical and mental capabilities. Physical and Ranged attacks are determined by STR and ACC respectively. The former also determines required STR superiority to resist EM force. Drawbacks: A passive skill that is sustained through a %. EM expenditure occurs at post rates of: 3 Turns of Usage: 15% | 4 Turns of Usage: 30% | 5 Turns of Usage: 50% | 6 Turns of Usage: 75% Drawbacks: At 75% or more EM expenditure: The Quirk devolves into individual move % usage. These consume a certain ration from the reserve and cannot naturally replenish. In this state moves cost:
Name: Ongpo Equipment Type: Costume Equipment Grade: Z Type: Offensive | Defensive | Supplementary Stats: N/A Damage: Unbreakable Description: African mythical and sentient costume that previously belonged to Sun N'Kong. In the aftermath of the meteor which ushered emergence of abilities, humans then objects followed suit. Through a biological quirk, Kisoomi's ancestor traded their life & transformed fabric. Imparting it with their amorphous biological abilities & its transcendent abilities. Thus, it was passed down through generations to the various Shujaa who'd lead the clan into battle. After the tragedy of Kisoomi, it was lost in time & eventually wound in the legendary Lucas Manor. Where it was reclaimed by N'Kong's son & via blood transfusion imprinted its will in his psyche and him with it. In containment, it takes the form of a mass of blackened red energy within a silver two-meter tower: [REF]. If equipped it manifests an indestructible avant-garde black imperial gown. A vitalizing compression gear with proper limb coverage: arm-length gloves, knee-high limb footwear & even a head-mask: [REF]. Its abilities develop as:
Kwanza; Required Quirk Level: Basic Bonus: +5 PHY to Stamina | +0.5 SPM Movement & Tracking | +0.5 DMG Boosting & Shaving. Amorphous Physiology: Elastic and malleable in nature, its properties can be manipulated via commands. All submitted moves are a maximum of D Rank.
Name: Reaper Hat Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Self Stats: +0.5 SPM Tracking Description: A black wide brimmed hat, 13" in height and almost 3' in width. It combines technology with style via external materials that protect its sensory laced internals. The former casting a perpetual shade over its wearers face to obscure them from all manner of elements. Where-as the later's electronics spikes neural signals & boosts one's spatial awareness. This reflected as a drop to incoming projectile & physical speeds & an increase to quirk execution technique range by two meters. Tailored to EM, its last application allows for resistance; D-rank & below immunity, to science based forced motor control or mental illusions: (PIC). Payment: 3000G
Name: The Spectrum Equipment Type: Equipment Equipment Grade: A Type: Supplementary Stats: Visible Light Spectrum: EM Related Techniques become rays Opaque to Translucent White. It can reflect and refract, which grants all EM Techniques bonus projectile speed by 1 SPM. Microwave Spectrum: EM Related Techniques become rays of a Red Heat Haze appearance. It bears penetrative heat that deals internal damage & nullifies physical regeneration and healing. Ultraviolet Spectrum: EM Related Techniques become rays of Translucent Purple. These allow all EM Related Techniques to bypass all damage shaving granted by techniques and traits. Gamma Spectrum: EM Related Techniques become rays of Translucent Orange. These allow all EM Related Techniques to grants all EM Techniques Bonus 1 Damage. X-Ray Spectrum: EM Related Techniques become rays of Translucent Blue. These allow all EM Related Techniques that deal Debuffs to increase by 5 PHY regarding PHY Debuffs, 0.5 SPM regarding SPM Debuffs, 1 Turn Regarding Deliberating Effect Durations, and 0.5 Damage Regarding DMG Debuffs. Radio Spectrum: EM Related Techniques become rays of Translucent Yellow. These allow all EM Related Techniques to carries & interact with audio signals, which can amplify sound for a series of techniques. Inner Workings: At any point M'sondaa can mentally change the modes to experience their supplementing features, but only two of them can be active at once. Only One Spectrum can be Active Per Gauntlet, but techniques can be performed utilizing both to gain each effect at once. It takes one full turn to switch modes. Damage: 10 (5 HP Each Gauntlet) Description: Rumble noticed the potential laying inside you. The potential of mayhem that can reshape the world - now for the greater good or not, it does not matter to Rumble. You are the first human companion of his and although he is weary of you, he intends to find his entertainment in your endeavors. He has built these state of the art, technological gauntlets. They are used to supplement his EM Quirk Ability to manipulate the electromagnetic spectrum. Accompanied with identical designed headband - M'sondaa is capable of mentally controlling the supplementation via enhancing his EM techniques' frequencies and wavelengths.
Name: Beopgu Equipment Type: Weapon Equipment Grade: C Type: Supplementary (Polearm; Contact | Ranged | Freeform) Range: 2M Damage:+0.5 DMG (Noma | Soma) OR -5ACC (Beogpu's Sound Production) Description: A 3-inch thick, 200-cm long metallic, mechanical staff. In its original form, it is much shorter, retracting down to two 8-inch bottle shaped eskrima. Individually they are Noma (North) and Soma (South). Noma functions as a mobile vander graff generator producing static electricity whilst Soma is infused with wire and coil creating an electromagnet. For this reason either can produce their corresponding energy types & inflict increase damage rates. At the middle of the either is a knob which can be activated by applying moderate strength to it. This in turn triggers hydraulic gears within them causing it to extend up-to 30inches. It is by connecting their hilts that Beopgu is a complete polearm. In this state the the staff combines trait to become a sonic weapon. This achieved by Noma's electric current acting upon Soma's wire and coil enabling sound production. The nature of this sound waves inflicts accuracy on contact. Thus, giving beopgu electrical, electromagnetic and sound properties.
Base: 35-15-15-30
Total: 40-20-20-45 All existing customs are present in MS. Revenant
SPM: Tracking [7] , Movement [5.5] and Attacks [5.5 or 6]
Seeing you perform your finger salute, representing the start of battle, Jason would too acknowledge the start of the fight near simultaneously by tapping his head with his fist. This would be no normal tap however, as it was actually designed to deal a small amount (1 DMG worth) of Damage to himself. This would "psyche him up" for the match which would manifest in an increase in adrenaline and abilities due to ("Nerd Rage"). In addition As you are motioning for your salute you wouldn't notice Firestorm had been releasing large amounts of radiation upon arriving ("Glowing One") that would serve to hinder you by robbing you of 5 ACC in your next turn. The range and effectiveness of radiation was increased by Jason's armaments ("Regulated Heating and Cooling" & "Refinement" = +3 Turns of DMG Buildup to "Fission" 1+3=4th Turn of "Fission"). In addition he would increase his own vitals via his nuclear energy (this would be just after you activate Jicho), which would also trigger a conversion process in his body that would further increase its effectiveness. This would work in tandem with the knowledge of his fighting style and natural abilities already pushing Jason's senses to the next level.
New Stats STR - 30 (+5 "Incorporation") ("+10 Conversion "+5 Nerd Rage") = 45 STA- 20 (+5 "Incorporation")"+10 Conversion") =35 SPD- 20 ACC- 25 (+5 "Incorporation") "+10 Conversion")=40 All SPM's +1 Due to ("Nuclear Physicist & "Chain Reaction")
Soon after though, a rumbling would start underground as it began to explode upwards towards Jason. Knowing that physical movement may not be the correct action to do here, he simply chooses to manipulate his energy into forming a strong suit of armor around himself made of pure nuclear energy. Resembling the picture below, the bulky armor would absorb the force and energy of your technique, keeping Firestorm rooted through the ground through pure power.
This armor would protect him completely from any sort of attack but would still leave him able to do basic functions such as seeing and breathing of course (7.5-6.0=1.5) However this wouldn't be the only things he did, for he would in that exact same timeframe fire off 2 freeform blast of nuclear energy stemming from his eyes towards your head (this would counter your FF waves easily if you continued to perform them) (1 Base FF "STR Bonus"+ 1 "Unstoppable Force" + 1 "Burnup" +1 "Chain Reaction" +1.5 "Fission" ".5 STR Bonus"=6X2=12 DMG FF X 2 Major Organ DMG Modifier if hit)[5.5 SPM]. This blast would be large enough to damage your head as well as your Reaper s Hat. and both of these actions take place before Vuta. Vuta would miss anyway due to Jason moving from his position (you didn't state the size of Vuta so taking this to mean it is very small in range) Alongside the suit's creation Firestorm would begin dashing towards you [5.5 SPM} in a rage whilst again sending another FF blast of Nuclear Energy towards the ground just before your feet [6 DMG FF] and explode dealing damage to you and sending you flying helplessly into the air
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
Description: By diverting his natural atomic energies into his own body in order to provoke stimulation, Firestorm can improve his physical body as well as his senses. As his body and overall senses are raised due to this production of energy into his body, he gains +5 STR,ACC,and STA.
Drawbacks: Can only be used three times
Drawbacks: Boost last four turns and two turn cool down
Drawbacks: Each turn counts towards triggering the Meltdown Clause.
Name: Conversion
Quirk: Meltdown
Rank: G
Experience Points: 20
Type: Supplementary
Range: Self
Damage: None
Description: This technique, once activated, remains passive for the duration of the battle. Utilizing the increase in energy and power that comes as a result of the build of Meltdown, Firestorm utilizes this technique to enhance non-damaging techniques. When this technique is activated, can only be activated when there is bonus damage to convert, all non-damaging Meltdown related techniques utilize the buildup of energy (the bonus damage) to receive an increase in effectiveness. This effectiveness is represented by increased PHY or SPM to an attribute. To illustrate, a technique that boosts PHY would receive an additional. For example, a technique that boosts +PHY/SPM would receive an additional +10 PHY/0.5 SPM, a technique requiring a certain amount of PHY/SPM to break or defeat would require an additional +10 PHY/0.5 SPM in the stat related, and a technique that decreases an opponents PHY/SPM would decrease it an additional +10 PHY/0.5 SPM when this technique is in use. Naturally, as the DMG from the Parent technique falls under Bonus Damage, this boost falls under Bonus PHY/SPM
Drawbacks: Naturally, as the DMG from the Parent technique falls under Bonus Damage, this boost falls under Bonus PHY/SPM.
Drawbacks: This Technique Does Trigger the Drawback of Meltdown.
Drawbacks: Can only be activated 4 times per battle
Name: Excursion
Quirk: Meltdown
Rank: G
Experience Points: 20
Type: Offensive
Range: Close
Damage: 3 (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission" + .5 "Unstoppable Force" +.5 "STR Bonus") = 7.5 Description: By carefully releasing and manipulating nuclear energy from his limbs and body, Firestorm can create weapons, armor, and shields made out of strong nuclear energy from his person. He may create multiple weapons at once, such as 2 swords in his hands, with a maximum of 3 objects totals being able to be created, with damage divided between them. Weapons cannot exceed 2 meters in diameter.
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: 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
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: Unstoppable Force
Trait Point Cost: 10
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:
Overload ~ Due to Firestorm's incredible power, his techniques force all techniques that work on a rank vs rank basis to work via DMG. Firestorm's immense energy simply overloads and destroys the boundaries of those techniques. Still adheres to the overall Rank Interaction Rules.
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.
Name: Nerd Rage!
Trait Point Cost: 4
Description: Ouch that hurt! Now I'm mad :fire:!! Its normal for a cowpoke to get an adrenaline rush when damaged, but things work a bit differently when your body is charged with the might of nuclear energy. When you take damage, your energy surges and you provide an overflow of power to "Conversion", granting it a boost in effectiveness until Firestorm enters his cooldown/explodes from Fission's effect. If Conversion has already affected a technique that is still active, this new boost will apply to said technique. The boost only goes up to the corresponding amount of DMG built up in the Fission technique, as is referenced by Conversion.
10% Health Loss: Conversion can boost an Additional 0.5 SPM or 5 PHY in One Attribute
20% Health Loss: Conversion can boost an Additional 1.0 SPM or or 5 PHY in Two Attributes
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
You will lose 5 ACC during your turn due to "Glowing One" Damage Done to Firestorm is healed by Rad Regeneration however effects of Nerd Rage remains
Seeing you perform your finger salute, representing the start of battle, Jason would too acknowledge the start of the fight near simultaneously by tapping his head with his fist. This would be no normal tap however, as it was actually designed to deal a small amount (1 DMG worth) of Damage to himself. This would "psyche him up" for the match which would manifest in an increase in adrenaline and abilities due to ("Nerd Rage"). In addition As you are motioning for your salute you wouldn't notice Firestorm had been releasing large amounts of radiation upon arriving ("Glowing One") that would serve to hinder you by robbing you of 5 ACC in your next turn. The range and effectiveness of radiation was increased by Jason's armaments ("Regulated Heating and Cooling" & "Refinement" = +3 Turns of DMG Buildup to "Fission" 1+3=4th Turn of "Fission"). In addition he would increase his own vitals via his nuclear energy (this would be just after you activate Jicho), which would also trigger a conversion process in his body that would further increase its effectiveness. This would work in tandem with the knowledge of his fighting style and natural abilities already pushing Jason's senses to the next level.
New Stats STR - 30 (+5 "Incorporation") ("+10 Conversion "+5 Nerd Rage") = 45 STA- 20 (+5 "Incorporation")"+10 Conversion") =35 SPD- 20 ACC- 25 (+5 "Incorporation") "+10 Conversion")=40 All SPM's +1 Due to ("Nuclear Physicist & "Chain Reaction")
Soon after though, a rumbling would start underground as it began to explode upwards towards Jason. Knowing that physical movement may not be the correct action to do here, he simply chooses to manipulate his energy into forming a strong suit of armor around himself made of pure nuclear energy. Resembling the picture below, the bulky armor would absorb the force and energy of your technique, keeping Firestorm rooted through the ground through pure power.
This armor would protect him completely from any sort of attack but would still leave him able to do basic functions such as seeing and breathing of course (7.5-6.0=1.5) However this wouldn't be the only things he did, for he would in that exact same timeframe fire off 2 freeform blast of nuclear energy stemming from his eyes towards your head (this would counter your FF waves easily if you continued to perform them) (1 Base FF "STR Bonus"+ 1 "Unstoppable Force" + 1 "Burnup" +1 "Chain Reaction" +1.5 "Fission" ".5 STR Bonus"=6X2=12 DMG FF X 2 Major Organ DMG Modifier if hit)[5.5 SPM]. This blast would be large enough to damage your head as well as your Reaper s Hat. and both of these actions take place before Vuta. Vuta would miss anyway due to Jason moving from his position (you didn't state the size of Vuta so taking this to mean it is very small in range) Alongside the suit's creation Firestorm would begin dashing towards you [5.5 SPM} in a rage whilst again sending another FF blast of Nuclear Energy towards the ground just before your feet [6 DMG FF] and explode dealing damage to you and sending you flying helplessly into the air
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
Description: By diverting his natural atomic energies into his own body in order to provoke stimulation, Firestorm can improve his physical body as well as his senses. As his body and overall senses are raised due to this production of energy into his body, he gains +5 STR,ACC,and STA.
Drawbacks: Can only be used three times
Drawbacks: Boost last four turns and two turn cool down
Drawbacks: Each turn counts towards triggering the Meltdown Clause.
Name: Conversion
Quirk: Meltdown
Rank: G
Experience Points: 20
Type: Supplementary
Range: Self
Damage: None
Description: This technique, once activated, remains passive for the duration of the battle. Utilizing the increase in energy and power that comes as a result of the build of Meltdown, Firestorm utilizes this technique to enhance non-damaging techniques. When this technique is activated, can only be activated when there is bonus damage to convert, all non-damaging Meltdown related techniques utilize the buildup of energy (the bonus damage) to receive an increase in effectiveness. This effectiveness is represented by increased PHY or SPM to an attribute. To illustrate, a technique that boosts PHY would receive an additional. For example, a technique that boosts +PHY/SPM would receive an additional +10 PHY/0.5 SPM, a technique requiring a certain amount of PHY/SPM to break or defeat would require an additional +10 PHY/0.5 SPM in the stat related, and a technique that decreases an opponents PHY/SPM would decrease it an additional +10 PHY/0.5 SPM when this technique is in use. Naturally, as the DMG from the Parent technique falls under Bonus Damage, this boost falls under Bonus PHY/SPM
Drawbacks: Naturally, as the DMG from the Parent technique falls under Bonus Damage, this boost falls under Bonus PHY/SPM.
Drawbacks: This Technique Does Trigger the Drawback of Meltdown.
Drawbacks: Can only be activated 4 times per battle
Name: Excursion
Quirk: Meltdown
Rank: G
Experience Points: 20
Type: Offensive
Range: Close
Damage: 3 (+1 "Burnup" +1"Chain Reaction" +1.5 "Fission" + .5 "Unstoppable Force" +.5 "STR Bonus") = 7.5 Description: By carefully releasing and manipulating nuclear energy from his limbs and body, Firestorm can create weapons, armor, and shields made out of strong nuclear energy from his person. He may create multiple weapons at once, such as 2 swords in his hands, with a maximum of 3 objects totals being able to be created, with damage divided between them. Weapons cannot exceed 2 meters in diameter.
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: 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
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: Unstoppable Force
Trait Point Cost: 10
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:
Overload ~ Due to Firestorm's incredible power, his techniques force all techniques that work on a rank vs rank basis to work via DMG. Firestorm's immense energy simply overloads and destroys the boundaries of those techniques. Still adheres to the overall Rank Interaction Rules.
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.
Name: Nerd Rage!
Trait Point Cost: 4
Description: Ouch that hurt! Now I'm mad :fire:!! Its normal for a cowpoke to get an adrenaline rush when damaged, but things work a bit differently when your body is charged with the might of nuclear energy. When you take damage, your energy surges and you provide an overflow of power to "Conversion", granting it a boost in effectiveness until Firestorm enters his cooldown/explodes from Fission's effect. If Conversion has already affected a technique that is still active, this new boost will apply to said technique. The boost only goes up to the corresponding amount of DMG built up in the Fission technique, as is referenced by Conversion.
10% Health Loss: Conversion can boost an Additional 0.5 SPM or 5 PHY in One Attribute
20% Health Loss: Conversion can boost an Additional 1.0 SPM or or 5 PHY in Two Attributes
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
You will lose 5 ACC during your turn due to "Glowing One" Damage Done to Firestorm is healed by Rad Regeneration however effects of Nerd Rage remains
Okay was asked to check this. I'll keep it brief as I'm on my phone. The issue of the timeframe I don't think is valid, broly is acting after you have activated a technique. It's rather nitpicky and abusive in regards to the rules to call that a timeframe breach based on particular examples you found in the timeframe rulings imo. So yeah I don't think that's an issue.
On to the second part your moves are triggered at a higher spm yes but they're also not allowed to just appear within the spawning rules meaning he will have time imo to reply to what he is considering as sensory cues the shaking of the ground and the sound caused by you activating the technique to alter the area.
A final note while EM vision will allow you to see radiation coming from his body you can't determine what this energy is capable of doing just because you see it. In fact the method of viewing via EM is poorly explained in the custom itself you should specify how you visualise these different elements or things under the blanket of em otherwise you are just gonna be seeing everything the same tbh.
With that said I don't think there's an issue here you should both continue. Feel free to ask someone else to check however if there's an issue.
Post by Pretty Flacko on Aug 14, 2018 21:04:37 GMT
Time Limit Reached. The Battle has concluded, with Firestorm emerging as the Winner. Here are your Rewards for Completing an Intermediate Battle Objective:
Firestorm Receives:
40 Fame (x2 for Winning)
75 EXP
500 Gold
5 Tokens
M'sondaa Receives:
30 Fame (x50% from Fang Trait)
38 EXP
250 Gold
Last Edit: Aug 14, 2018 21:04:59 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.
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