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
Post by Big News Gecko on Jul 10, 2018 17:23:28 GMT
Update Post
The cameras caught everything and began spinning the news coverage to make for exciting television. The following narrative went as established. There were arriving teams. There were anxious parents and community within the sporting spirits. AND THEN, there was the altercation between Dawn and Dusk. One of the students from the east had childishly removed her chewing gum, sticking it to the hand of another student whom hailed from Washington State. The look of disgust on her face, it turned her red. Perhaps from anger or humiliation, either way she vowed out loud to crush the girl like a bug.
As for the remainder students apart of the conflict, tension was rising between what the media claims to be the ruffians of the group. Luckily there remained a cool-leveled individual. As of now names were not known, but the scoop is that the one responsible for keeping the situation from escalating was known as Firestorm. Shortly after this declaration of peace, the professors and officials soon separated the schools. It seemed that rivalries die hard within the hero business. As the students and crowd was ushered into the Staple Center, to their respective zones, the stadium’s event stage began to shift. It was constructing the first challenge of the day.
On the grandest teleprompters, there lied the letters that spelled THE GAUNTLET. The proctors of the exam, professors of Horizon College which called California their home, began to speak aloud. The message was clear and concise, informing all the participants whom were grouped up at the starting line:
►Hero - Make Sure to Update Your Move Sets with Your Ascended Parent Technique
→ Challenge I - The Gauntlet: The First Challenge of the Sports Festival is an obstacle course. The objective is to be the first to clear five different terrains. They are designed to test your ability to assess hazardous situations and develop a method to surviving. You May Only Post Once Per 24 Hours OR After Each Global Update
Obstacle Clearing Rules
Each Obstacle Requires Three Post to Clear if Your Movement Speed is Below Three SPM.
Each Obstacle Requires Two Post to Clear if Your Movement Speed is at Least Three SPM.
Each Obstacle Requires One Post to Clear if Your Movement Speed is at Least Four SPM.
Each Obstacle, after the First, Inflicts Additional Debuffs Should You Remain in it for Four Turns.
Each Obstacle Bans the User Costumes and External Equipment For This Challenge.
Interaction Rules
Performing Any Action, whether Quirk or Physical, is Considered a Power Play.
All Actions Performed Can Either Target the Environment or Other Competitors.
Failure to Announce What Your Power Play is at the End of Each Post will Warrant Void.
Staff Members have the Right to Void Any Post Deemed Unfit of a Hero.
The Obstacle
Obstacle 1 - Normal Running Field - No Effects
Obstacle 2 - Jungle Running Field - Reduces Movement Speed by 1 SPM || Everyone's Movement Speed Converts to Speed Attribute. || Flying Banned
Obstacle 3 - Mountain Running Field - Reduces Movement Speed by 1 SPM. || Everyone's Movement Speed Converts to Strength Attribute.
Obstacle 4 - Ocean Running Field - Reduces Movement Speed by 1 SPM. || Everyone's Movement Speed Converts to Strength Attribute. || Flying Banned
Obstacle 5 - Dessert Running Field - Reduces Movement Speed by 1 SPM. || Everyone's Movement Speed Converts to Speed Attribute.
Roland's reunion with Asahi was short lived; the two were capable of exchanging a quick hello, before they were quickly corralled to the starting line, with the first challenge appearing to be a relay race of sorts. Roland himself doubted his ability to come in first, in such a race, but he was going to give it his best shot. Assuming that his best tool would be his endurance, Roland coated himself in a barrier to keep his stamina peaked, and to ward off environmental effects, but also kept in mind his ability to create platforms should the need arise.
When the signal was given that the race had started, Roland took off in a full sprint, knowing that he would never tire.
Name: Fortitude Quirk: Repairrier Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary | Defensive Range: Self Damage: 2 Description: Utilizing his Quirk, Roland will coat his body in a barrier which is mobile, so that it forms over his body and garb like a suit of armor; this grants Roland the obvious protection of his barriers, while also restoring his person to optimal condition, as well as any restoring any equipment on his person to its optimal condition at the rates appropriate for the barrier's rank. Due to the nature of this barrier, it remains mobile and fluid once created. In the event the barrier is damaged (but not broken), this technique can be recast at the cost of a moveslot to reinforce the barrier back up to its maximum integrity.
Note: Maintaining this technique occupies a move slot each turn until deactivated; if the barrier is still present upon the new turn, it refreshes to its maximum durability, still only consuming a single moveslot.
Name: Adventure Quirk: Repairrier Rank: D Experience Points: 10 Type: Supplementary Range: Close Damage: 0 Description: Due to the nature of the barriers created by Roland's Quirk, being solid, and either mobile or stationary as needed, as well as variable in their shape, this application allows Roland to create platforms for the sake of exploration and maneuvering. The technique is limited by the number of barriers Roland can manifest at once, sometimes requiring platforming in order to be used effectively, and in the case of moving barriers that are rode upon, they move based on Roland's ACC stat, and up to a maximum of short range each.
Note: Once activated this technique remains passively activated. It allows Roland to maneuver over difficult or complex terrain by using his barriers as platforms. As the barriers created by this technique occur passively (or "in freeform"), it refers to the damage needed to destroy the foothold, and is not to the potential of the barriers to actively absorb damage.
Note: Can only make up to four platforms at once, if so the damage splits evenly among 2 Damage. Should three be made, one platform holds 1 damage and the other 2 hold 0.5 Damage. Should there be two, then each one has 1 damage. If just one, then its 2 damage. These cannot be used offensively.
Power Play: Utilizing Repairrier's ability to protect from outside debuffs by invoking "Fortitude", and also preparing to use "Adventure" should the need arise, to overcome obstacles. Taking off running like a sprinter who will never tire. Starting at Obstacle 1's starting line.
Wasting no time, Blackmayne stored his equipment and costumes in one of the locker rooms designated for Dawn University and made his way to the starting line. When the time was announced to start, Blackmayne made sure he was the first person to take off, speeding past others as he ran.
Derek quickly realized as the rules were explained that other heroes were still capable of harming him or putting his chances of winning the event at risk. He wouldn't waste any time, he didn't see any use at using his quirk at the mean time considering it was a normal field. The young aspiring hero would dash as quickly as he possible could across the field.
Post by Big News Gecko on Jul 10, 2018 17:55:35 GMT
Arthur had recollected his thoughts and emotions having been humiliated. It was not that the situation was traumatizing, but it was just that he self-conscious about his hero name. Regardless, seeing Jiren had sparked his memories of training with him and Pantheon. The prince had come too far to let the silly antics of Go Go bring him down, but still! He was going to get her back. That seemed like American culture. Perhaps the best way of sweet revenge was to win the tournament? Or at least beat Go Go. Beginning that was the best way to go, the prince kept that mind set as they ushered the students along to begin the Sports Festival.
It was a race known as the Gauntlet. Arthur sulked in all the information while anxiety began to kick in. Strange since he believed this exam would not matter much. Perhaps it was the spirit of competition changing his perspective. None the less, when the signal to start was given. Arthur began to sprint.
Jiren read the rules swiftly, taking in the information as quickly and accurately as possible. It seemed that the race was beginning immediately. Looking around at the other competitors several thoughts crossed his mind quickly. Firstly he had to beat them, but more concerning was the lack of apparent rules for impeding each other. It was likely made to allow the naturally slower people to combat their disadvantage intelligently. While later stages prohibited flying it seemed that this one didn't, so with that in mind Jiren would enact several things quickly.
Firstly to defend himself from potential threats he would activate his sunbreaker ability enhancing his ward dramatically allowing himself to be better protected, secondly he would focus his natural energy around his body allowing him to take flight speeding off with his traits enhancing his natural speed to 3.5 spm, his flying would leave him several meters above everyone else.
Name: Sunbreaker Quirk: Stellar Battery Rank: G Experience Points: 20 Type: Supplementary Range: Self Damage: None Description: The user sacrifices one of their charges to drastically enhance their ward allowing it to shave Gamma Rank and below debuffs or environmental effects including constituents like Toxins, Energy, (Radiation and anything similar of composition), Gases, Heat, Cold, and Pheromones Based Sources.
Drawbacks: Once activated this ability continues on until overpowered or the ward breaks, it can be used four times per battle.
Name: Stellar Flight Quirk: Stellar Battery Rank: G Experience Points: 20 Type: Supplementary Range: Self Damage: 0 Description: The user charges their body with stellar energy sacrificing one charge to give them the ability to fly freely thanks to the energy surrounding them, which allowsfull 3D mobility. The effect of free flight is achieved due to the vast amount of energy being released from the body and it's nature of atomic reactions causing the effect of gravity to lessen around the user.
Drawbacks: Technique lasts 3 turns and can only be used four times per battle.
Powerplay: Protecting Jiren from debuffs via sunbreaker and flying above the rest of the competition by several meters.
Go Go lined up with her fellow classmates, as well as the kids from dusk that she had an altercation with earlier. Other no named racers also stood there. Go Go was excited. She lived for speed, however without her skates she didn't know how she would fare against mutant quirk users. Race and find out she guessed.
Before the firing of the gun Go Go activated her negative Jing (35 phy in speed. 4.5 spm movement from cfs) to increase her speed, by clearing her mind.
She would take off immediatly as the gun was fired. To make sure she gained a lead, she would fire out a ball of smoke on the ground meters in front of her, that would spread upon contact. While she was immune to the smoke, the contestants were not. She would not stop here. As soon she cleared her own smoke, she would send another ball of smoke immediately after, making sure to use the quick moments she had of clearity to take in the track and prepare for any obstacles.
Name: Negative Jing Custom Fighting Style: Jing Rank: G Experience Points: 20 Type: Supplementary Range: Self Damage: +10 to the Speed Attribute. Description: Negative Jing focuses on the "Evade and dodge" style of fighting. By clearing the mind from all things irrelevant the user's body can go all out and achieve it's maximum potential. This remains passive until deactivated.
Note: G-Ranks can only be used four times per battle. Note: Cannot be used at the Same Time as Neutral Jing.
I'm moving at 4.5 spm. I'm already in the next zone right?
Name: Rotation Quirk: Hotbox Rank: D-B Experience Points: 80 Type: Supplementary Range: Close-Mid Damage: N/A Description: Similar to a technique Go Go already has, she creates a ball of smoke by holding her breath an extra second longer when exhaling. The ball of smoke is then fired from her mouth at a target. When the ball reaches the Destination, or the ball comes in contact with something it will expand rapidly, thus covering the area in smoke. This smoke is extremely thick and hard to see through.
Drawbacks:
~All techniques follow Realism scale per rank (D Ranks limited to Close etc.)
Name: Vaping [Limit Break] Trait Point Cost: 4 Description: Vaping refers to the natural composition of the smoke Go Go Tamago releases. It possesses deliberating effects to all sentient life that unfortunately inhale the smoke. Regardless of the amount inhaled, any smoke that is exhaled possesses the following infliction.
~ Any Technique of the Hotbox Quirk Possesses the Following Inflictions [Normal Trait]:
-5 PHY to the Strength Attribute || -5 PHY to the Stamina Attribute || -5 PHY to the Speed Attribute || -5 PHY to the Accuracy Attribute
~ Any Technique of the Hotbox Quirk Possesses the Following Inflictions [Limit Break]:
-10 PHY to the Strength Attribute || -10 PHY to the Stamina Attribute || -10 PHY to the Speed Attribute || -10 PHY to the Accuracy Attribute
~ Smoke Techniques Can No Longer Debuff Attributes Nor SPM Values.
Powerplay:
I'm using my cfs spm, as well as boosting my speed. I'm at 4.5 spm and into the next zone.
Everyone that comes in contact loses 10 each stat. I'm also spamming it so that they will immediately come in contact with more smoke, attempting to trigger my turn duration effects.
[link="http://dawn-of-tomorrow.boards.net/thread/402/tomago" Go Go[/link]
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: 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: 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
Firestorm starts the race off by taking off quickly towards the next obstacle, giving himself a quick boost in power and speed (Incorporation), before releasing a large heatwave that serves to slow down the rest of the competitors as he goes (Irradiation). The heatwave also carries the radiation of "Glowing One" and starts the timer for all effected up to long range. The air pressure and heatwave created would immediately displace and disperse the smoke created, as Firestorm also makes sure he moves himself out of the way to avoid any smoke and the slowed competitors
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: Incorporation Quirk: Meltdown Quirk Level: Basic Rank: B Experience Points: 50 Type: Supplementary Range: Close Damage: +5 (+5 Conversion) STR |+5 ACC (+5 Conversion) |+5 STA (+5 Conversion) 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: Irradiate Quirk: Meltdown Rank: B Experience Points: 50 Type: Supplementary Range: Close-Long Damage: N/A Description: Firestorm will increase the power and intensity of the flame atop his head, creating a large heatwave that takes the form of a sort of orb of heat around the user that even permeates the ground. The heat is very intense and very noticeable, causing great fatigue and sluggishness for all those that enter it's area, reducing their Movement SPM by 1.0 (+0.5 "Conversion")= 1.5 SPM. The immense heat and thus high pressure contained within this orb of heat also provide resistance to objects, slowing them down by the same factor once they enter this orb. Drawbacks: After an opponent enters this field, they will carry the effects of the high heat and fatigue for 4 turns. Drawbacks: This Technique lasts for 3 turns.
Asahi wasn’t allowed to conclude his meeting with Roland before the festival started. Everyone scurried for the finish line and Asahi didn’t want to be left behind. He activated his quirk, entering his star mode and immediately took to the air at high speeds, on the look out for any incoming projectiles ready to avoid them.
Power play: Asahi activates his quirk, taking to the air and flying high above the competition but apart from the rest of the people that are flying. SPD = 15 <==> SPM = 1.5 + 1 ( Activation ) + 0.5 (shooting star) = 3 Anyone in the vicinity would be subjected to his gravity. Tanking the debuff if heat immunity doesn't protect Asahi from it.
Quirk: Sunbloomer Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: +1 SPM to Movement Speed || +1 DMG to Quirk Related Techniques & Free-form Description: The user of Sunbloomer taps into his power, turning the user into a living self-sufficient Sun. By doing so, the ability to produce and absorb thermal energy, heat, flight, light and gravitational powers are unlocked.
❖ Inner workings❖
✶Whilst in this state, the user elevates the temperature of the area around him to the point just being near him produces a -5 STA debuff within close range. It requires three [3] turns, while outside the effected range, to normally outlast the debuff. ✶The user can create free-form solar blasts (default damage is 0.5) as well as encompass the energy around body parts to amplify their power (default damage increase is 0.5). This allows Asahi to potentially melt through regular objects and potentially vaporize liquids. Attacks originating from this form bypassing DMG Shaving. ✶ The user has developed great affinity for heat and energy like sources. Not only has the user developed a resistance to heat and energy due to his quirk, making him immune to heat/fire based abilities, but he is capable of detecting signatures of heat and energy that emitting from him. ✶The user's star form allows him to absorb energy it comes into contact with. This translates to the user's touch being able to absorb the underlying energy source residing in the human body in the form of heat. Even through wearables such as costumes and clothes (passive) or absorbing energy from energy based attacks by coming into contact with it (separate technique(s) will be made)
❖ Drawbacks❖
✶In this state, the user is limited by the amount of energy available to him at any given time in order to perform techniques and dropping down to 0% will immediately revert the transformation. Entering and leaving the Sun state can be done indefinitely and instantly. ✶Unable to control his gravitational pull (extends up to a three meter radius) with accuracy, anyone caught in the vicinity of the user upon transforming will be pulled to him and forced to remain within close range unless they possess a strength twenty PHY or greater. All projectiles aimed for Asahi has their SPM increase by 0.5 SPM.
Quirk: Sunbloomer Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: +0.5 Damage Shaving | +0.5 SPM to Movement Speed Description: The user coats himself in energy which allows him to move propel himself through the air at a faster speed than through his passive flying abilities. The coat of energy provides protection.
❖ Drawbacks❖
✶ It consumes the appropriate energy percentage, per the parent technique. ✶ The initial expenditure only covers 3 turns. After conclusion, in order to maintain the boosts, the technique must be used again.
No time for leisure it seemed. Good. He wanted to be out of here as quickly as possible. A key choice of words because the first event would be a big long race!
...What fun...
He honestly didn't get what everyone was so excited for. Perhaps this was because he was one of the weakest folks here... There might've been some bias in that camp. He lined up though, same as everyone else, though perhaps lacking in all the enthusiasm. Get to the end, scale the obstacles, try not to die to your fellow runner. Oooookay.... Simple, not easy. As dissatisfied as he was with his predicament, Hiku wasn't just gonna give up. It would've been tempting had there been anything to gain from backing out... assuming that was an option at this point, but seeing as there was only his pride on the line, he rolled his eyes and prepared for the embarassment of being the last one to get through it... Hey, someone had to be that guy, right?
With the firing of the gun, Hiku took off after the rest of them as... you know... some of them began flying or throwing themselves through the air with their quirks. Some of that was funny!... Some of it was depressing, seeing them fly like they were shot out of a massive slingshot. Reminded him of all the time he spent slacking off... Oh, the self-consciousness. It was like he could feel the disapproving gaze of the audience, or whoever was watching them, crawling on his back. Suffice it to say he didn't feel like he belonged here... and with good reason.
Still, nonetheless, he was let in and was now competing... hopefully he doesn't trip over his own feet and face-slide into the finish-line...
Speed: 5 (+5)
Name: Tempest Warden Quirk: Mutation Quirk Level: Basic Rank: D Experience Points: Free Type: Offensive/Defensive/Supplementary Range: Self Damage: +1 SPM Bonus to Projectile Speed or Movement Speed or Attack Speed. Description: This quirk displays a strange mutation within his body, creating almost a pair of lung-like organs within the pores of his skin. With these pores, air is sucked in and stored, each one seemingly also linked to his main lungs in his chest, giving him an extreme amount of lung-capacity. The more air is stored, the more powerful his next attack will be. More importantly, this also allows him to control and manipulate the air within his skin through timed releases and mental control. The control manifests in three potential ways of usage.
+1SPM to movements speed bringing it up to 2. ... but then reduced by the smoke to 1 again due to it's debilitating effects.
Before The Great Saiyaman was able to finish his stretches at the starting line it was time to begin as Gohan noticed that the others had began sprinting. Gohan didnt believe of himself to be the strongest or the fastest but what he did know was that he wasnt going to be the one to lost this early in the competition. In response to everyone else beginning the race, he began to sprint as fast as he could so he would be able to keep up with the other stronger and more fit heroes in the race as well.
Powerplay: Running at full speed towards the end of the obstacle.
BUpon arrival into the obstacle course, Aimi would make note of everyone who was present. This was including the students from Dawn University, one of them being Go Go. Though the earlier altercation lead to her gaining the Hotbox Quirk, she saw no use for the time being. She however would see the the individual who came up to her and Gogo. It was Firestorm was it? She didn’t care to remember it but she decided she would like to know what his quirk was like and thus past him tapping his shoulder to pass. “Opps pardon me!” she said as she instantly gained his quirk.
It was more powerful than she imagined, and thus smiled as she waltzed away from him. Once at the lineup, BAM! The guns went off, and the race began to take into effect – and the students where off to a great start but among the crowd was the Dusk Institution students. However this was one swiftly ran through the crowds leaving her comrades behind as she swiftly went for gold. It wasn’t until she saw the Go Go Girl using her quirk so early into the battle. Aimi gritted her teeth together in annoyance at the insolent bitch for doing so but it wasn’t long until Firestorm removed the smoke through the use of quirk.
She knew how to counter it however, as Firestorm continued but Aimi would raise the energy into the air and release it away from the others before it spreads to much and continuously removing it – namely to prevent it from affecting her fellow Dusk Institution Students but she also used the power to boost herself as well as she continued to move from her spot as she got close to the next part of the course.
Name: Copy Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: Free Type: Supplementary Range: Self Damage: 0 Description: Upon physical contact with another individual, which does not need to be much considering strands of hair is enough to meet the requirements, the user gains full access to the quirk that individual owned. The user instantly gains the knowledge of the quirk, including its drawbacks, and all techniques currently approved despite it being their first time seeing or using said quirk.
Inner Workings:
~ The user is capable of copying all Transformation and Emitter based Quirks upon physical contact. ~ The user is capable of using the same power and techniques from the Quirks. ~ The user is capable of maintaining each copied Quirk for ten turns. ~ The user is incapable of using multiple quirks at once.
Drawbacks:
~ The user gains the drawbacks of each quirk they have managed to copy. ~ If multiple drawbacks share a percentage system, the percentage toll is universal.
An Example: Two Quirks - One's D-Rank Drains 15% & the Other's Drains 10% - You have used 25% Until Reach Both Quirks' Drawbacks.
~ If multiple drawbacks trigger after a duration of turns, the turn clock is universal.
An Example: Two Quirks - One's Turn Clock is 5 Consecutive Turns & the Other is an Accumulation of 5 Turns - The Five Consecutive Turns Trigger the Accumulation Clause
Name: Incorporation Quirk: Meltdown Quirk Level: Basic Rank: B Experience Points: 50 Type: Supplementary Range: Close Damage: +5 (+5 Conversion) STR |+5 ACC (+5 Conversion) |+5 STA (+5 Conversion) 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
Power Move: Aimi copies Firestorms’ quirk successfully and removed the radiation by cancelling it out NPC Stats: 20 STR (+10 = 30), 30 STA (+10 = 40), 30 SPD, 20 ACC (+10 = 30) This is as an NPC Post
Last Edit: Jul 11, 2018 13:07:07 GMT by Nightingale
Closing the door to his locker, Shin Kuyua watched the blurred reflections of his classmates as they left their private locker room. The cameras caught him and his comrades on the verge of starting something serious prior to the actual festival, a mistake that he'd hope to correct in the coming hours. Dusk University was a school filled with pride, but it was just as prideful as it was strong. Both schools converged and approached the starting line, some of them stretching while others simply beamed their eyes towards the distant finish line. As soon as the signal went off, Shin dashed with all of his speed, hoping to span the first segment of the battlefield without issue.
Unfortunately, chaos began to erupt only a few attoseconds into the race. One of the contestants immediately released some kind of smoke bomb onto the area. Equipment was banned in this portion of the festival, leading Shin to believe that this was a Quirk ability. He wasn't foolish enough to display his abilities just yet, though he didn't mind the fact that he could study everyone else's.
Just as quickly as the smoke had come, it was gone. Another one of the contestants, the same one who stopped his group from getting into a confrontation earlier, shot out a pressurized wave of heat that immediately removed the smoke. The heat was already slowing Shin down, but it seemed like the worst had passed for the remaining contestants. Aimi, one of his close friends, countered the heat wave with one of her own, causing the area to return to normal.
He didn't want to admit it, but if this was how ferrocious and unrelenting the Dawn University students were, Shin was in for a serious challenge.
Name: Compress Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: Free Type: Supplementary Range: Self Damage: 0 Description: This power allows the user to compress anything in a spherical area into a small marble without actually damaging it. To activate the power, the user needs to touch the target with their hand, even if the user is wearing gloves. The weight of the compressed objects is reduced considerably, making it possible to carry them in one's pockets or even in one's mouth. If used on a person, it effectively entraps them, allowing the user to do as they please.
Inner Workings:
~ The user is capable of using focuses their compression on smaller areas of a target, performing mutilations. ~ The user is capable of compressing all targets whether its solids, liquids, and/or gases. ~ The user is capable of releasing anything compressed by snapping his fingers. ~ Physical Damage (Blunt, Piercing, and Slashing) Cannot Break the Marble. ~ The user is capable of compressing and releasing themselves. ~ The user's techniques are capable of working on Rank vs Rank.
It was almost time to takeoff and Mob took in a mental note of all the rules putting up his costume and equipment. The enthusiasm of everyone excited Mob greatly to the point where he was extremely excited. However, Mob knew to avoid all the competition and potential hazards would be to fly high above them! At the starting line before the bell went of Mob activated mental focus and then immediately flied high above the other competitors towards the next obstacle course when the bell rang by activating freeform telekinetic. However apart from everyone else, he made sure to look all around him for incoming projectiles. He would be flying high above everyone else. It was time to get to the next obstacle course!
Powerplay: Mob activates freeform telekinetic and mental focus and immediately flew high preventing the debuffs by being high above the range of the heatwave and smoke/aimi's cancellation of the heat wave. He is flying above the rest of the competition however apart from the other flyers.
STR: 15 STA: 20 SPD: 20 ACC: 15(+15) (+1 SPM movement) =4 SPM flying(parent tech dictates that I fly at ACC)
Activated G rank Freeform telekinetic, G rank Mental focus giving 10 ACC (15 because of trait), and I have 1 SPM movement from trait. Flying at my ACC because of parent technique.
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.
Custom Fighting Style: Psionic Coherence Cost: 3 Description: Following the Spiritual Trials of the Mind and Body, the user engages within ancient disciplining tactics to rise the efficiency and strength of their own psionic techniques. These tactics concentrate the user's energy internally and focuses it in short bursts, which conserves and lessens the burden on their body. Inner workings: ~ Grants increased buffs by +5 PHY [Restricted to Buffs that Stem from the Brain] ~ Must have Acquired Spiritual Trials of the Mind and Body. 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: 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.
Post by Big News Gecko on Jul 11, 2018 16:59:43 GMT
Announcer's Post
The Gauntlet Started Off with a Bang! The crowd cheering with unbelievable volume. The long-awaited Sports Festival had finally begun. The dead of Horizon College stood in the skybox with the other schools’ deans or representatives, such as Dupe being Stein’s representative.
“Professor Dupe. Those students of yours…”
He pointed to the screen when it was on Jason
“He may acquire the fans’ vote to win the tournament, but should we allow that with his villain like behavior.”
“Trust me, Dr. Hyde. He has exemplary characteristics for being a hero.”
“We’ll see…”
At that moment, the dean of Dusk Institute entered with a drink in her hand.
“Pathetic. We supposed to be raising heroes yet you have these savages."
'Excuse me?"
"Look at my students? They race and aid one another - while keeping your beast's shenanigans under control."
Meanwhile the announcers were shout casting amazingly well, despite the jumbled nature of events happening during the race. They all retained an Over Rev quirk, which heightened their thought process – enough to shoot their attention to multiple things while retaining clarity.
“The rowdy heroine, Blitz immediately unleashed multiple smoke bombs! OMG She intends to add another obstacle to the mix? Clever girl!”
“WAI..WAIT A MINUTE!”
“The crowd rising favorite, Firestorm! He is…He is removing the smoke. So much heat emitting from him. You know they say he is a nuclear plant!”
“Ha! Stay away from him!”
“You can say that again! Look at all those flying.”
“There are all sorts of Quirks at attendance here. Strap into your seats people, we are in for a hell of a show.
Power Move Log
Roland Becomes Immune to Blitz and Firestorm's Power Moves
Blitz's Power Move is Countered by Firestorm
Firestorm's Power Move Countered by Aimi
Jiren's Power Move Escapes Firestorm and Blitz's Power Moves.
Nexus's Power Move Escapes Firestorm and Blitz's Power Moves.
Blitz and Blackmayne's Speed Allows Them to Escape Firestorm's Power Moves
Updates
Retroactive Actions: Considering that Everyone is Running at the Same Time, Post Order Cannot Dictate Anything. The Following Regulation has been Added:
~ RPers and NPCs are Allowed to Make Power Plays. ~ RPers and NPCs are Allowed to Counter if their Post Comes After Power Moves that Inflict Them
~ Those Who Have Posted and Their Actions Did Not Preemptively Protect Them from Power Plays have the Opportunity to Retroactively Respond in the Next Post.
~ Enough Speed Can Escape Some Power Moves, Considering You Escaped the Zone.
New Requirement: Please Post Your SPM Movement or SPD and how you Obtained Such.
Blackmayne has entered Obstacle Two
Blitz has entered Obstacle Two
Nexus has entered Obstacle Two
Firestorm Still in Obstacle Two
Aimi Still in Obstacle One
Shin Still in Obstacle One
Bastion Still in Obstacle One
Antares Still in Obstacle One
Golden Knight Still in Obstacle One
SuperNova Still in Obstacle One
Jiren Still in Obstacle One
Great Saiyaman Still in Obstacle One
Cyclone Still in Obstacle One
Royal Heat Still in Obstacle One
Jungle Obstacle
The vines and uneven displacement of the jungle grounds, along with the randomly spruted trees. Any heat related quirks will spark flames, which will set the jungle ablaze. Tread lightly...
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.