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
Jiren watches the chaos unfold beneath him, soaring safely above everyone else except for a few others he spots familiar figures beneath him. Blackmayne moved as fast as ever, probably all that practice avoiding the "12" as he called them. Arthur's shiny armor was visible too unsurprisingly. He wondered how much polish the young man went through every week maintaining that.
Post by Big News Gecko on Jul 11, 2018 17:07:33 GMT
The competition was intense! To say the least. All of the students were stripped of their accessories and quite frankly, that turned the prince from an individual with a quirk to an individual without. His gift was dependent on The Holy Sword Excalibur, hell it was even dependent on that Cursed Weapon Lostvayne. He held neither by his side, thus Arthur was a shell of his full potential. The confidence he exerted prior to the start signal had quickly been waved away when some of the competitors immediately began using their quirks to gain an advantage or defend impeding hazards.
As for Arthur? He was subjected to it all. Go Go had released a smoke and considering he been exposed to her cruel pranks, the prince feared being struck by that. Knowing her – it was not wise to even challenge that…except that the classmate Jason done just that. As the smoke dissipated, a surge of heat rushed the zone. Great! One of the phenomenon that Arthur hated most in the world…being hot. Not only did the heat make the prince feel uncomfortable, but it began to rob him of his strength. Feeling tired, the prince began to run sluggish. So, sluggish that the other competitors began to pass him by. He soon found himself running alongside a student he barely recognizes, but they were of Dawn University. The uniform they wore proved it.
“Hey! I am dying here. Hahaa!”
The diction that Arthur used was being influenced, as expected since he lived in America for a year now. However, was it being influenced for the best? Whom knew?
“Arthur Pendragon. Nice to meet you?”
The prince would hold his hand out, trying to shake the student’s hand (Roland) while continuing to sprint.
The speed some of the other students possessed was astounding, as even though Roland was one of the first to take off, he was quickly overtaken. The explosion of Quirk usage made him grateful that he had coated himself in a barrier, as several effects overtook the field; yet he remained safe and unfettered.
A young man, blond, with a Dawn University uniform, quickly matched pace with Roland, and laughed in disbelief at what had occurred. Roland chuckled too, shaking the young man’s hand as he extended it, and introduced himself as Arthur Pendragon.
“The name’s Roland Orlandu,” he said, noticing the pained struggles of the boy. It seemed the effects of the other’s Quirks were quite intense, but they were moving so quickly that the slow Roland and poor Arthur were far outside the field of effect left by the others. A feeling took place in Roland’s chest. Pity? Compassion? He wasn’t sure, but it was a strong desire to help none-the-less.
“Fortitude” vanished, and in its place, “Sanctuary” instantly sprang up, with the two boys at the furthest back they could manage within the large barrier, with the rest of its entirety to move into; Roland would simply repeat this process, “moving” the stationary Sanctuary and creating a safe-zone for the two to run inside of; Arthur would almost certainly feel its effects immediately.
“That any better?” asked Roland, already formulating ways he could use his Quirk in the events ahead.
Roland stole a glance back, and saw his friend, Asahi, who appeared to have gotten a late start compared to Roland, but was closing at a tremendous speed; hilariously, a few people seemed to be being pulled along, due to Asahi’s powerful quirk; something Roland had experience in their previous encounter. This sight, however, sparked an idea.
“Hey, Arthur, let’s catch a ride. Jump!” shouted Roland, timing it so that as Asashi blazed by, Roland encompassed himself, Arthur, and Asahi in a sphere with about a 5m diameter, and performed the same feat as he did with Arthur, re-projecting the barrier to reposition it as they approached its edge.
“Sorry, Asahi, hope you don’t mind if we catch a ride,” laughed Roland.
Powerplay: Hitching a ride in Asahi’s gravity and using my “Sanctuary” technique in repetition to keep us protected.
Name: Sanctuary Quirk: Repairrier Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary | Defensive Range: Close Damage: 2 Description: Sanctuary is Roland's principle technique utilizing his Quirk, Repairrier. This allows Roland to create a single barrier up to close-range away, with a close-range radius in size. The barrier itself is variable in shape, but retains the healing properties appropriate for its rank. The barrier is immobile once it is 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.
Blackmayne had cleared the first obstacle quicker than he had anticipated. Being quirkless and without most equipment, it was natural to assume that he'd be at the bottom of the race. Surprisingly, he was one of the few better off here. Others vaused effects that targeted the other competitors, perhaps to slow them down or other reasons, he didnt know but he didnt let him bother him. As he approaches the forest, he begins to move diagonally, spreading himself out from the rest of the others. In the forest, there was a higher chance of getting through without being seen by the others, the thick trees and canopy of leaves preventing much sunlight from entering from above, which worked in his favor. As he continued his now parkour-like acrobatic movement through the forest, Blackmayne never took a moment to hesitate in movement, maintaining that same pace. Thanks to the thick trees and his own dark clothes, it was easy for him to become effectively hidden as he moved.
Naturally, the open sky provided less trouble than the common ground and it gave Asahi a panoramic view of current events; there were others who could fly that were zooming out of sight at alarming speed whereas others managed similar feats through the ground. “Whoa, this school is the real deal. I better not let up”
However, mid flight, his sensing picked up two heat signatures that were being left behind and at least one of them seemed eerily familiar. Roland had rushed into the fray as soon as the festival had started and could have easily made it that far already. Asahi took a long hard look at his road ahead, filled with endless possibilities of notoriety and popularity. “Maybe next time.”
In a flash, Asahi changed directions and instead plummeted as fast as he could towards the direction of the heat signatures. As he reached a distance of 5 meters from the signature, two figures jumped at him. They weren’t nearly close enough to reach Asahi, but at the three meter mark his gravity picked both of them up and prevented them from falling down. Fearing further exposure to the gas, Asahi checked his surroundings for any other heat signatures before speeding off into the horizon again.
Roland’s witty remark,followed by a quick introduction of his friend, got a quiet laugh out of him. “No problem, as long as you’ve got wallet ready to pay up.”
Go Go continued to run into the next zone. There was no time to take in the scenery like she wanted to, that would come later. She would glance at the opponents every other second to keep an eye on what was happening. She would witness that girl from before copying firestorms quirk.
Does she have my quirk as well? Damn I shouldn't have taunted her.
Go Go decided to place 3 more smoke bombs down for all those entering the second zone behind her.
Speed is 3.5 spm cause of terrain.
POWERPLAY:
Name: Rotation x3 Quirk: Hotbox Rank: D-B (g) 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.) 1/2 Through the second obstacle.
As Great Saiyaman was gullibly believing that this was a foot race, he was able to notice everyone swiftly passing him up and leaving him in the their dust. Great Saiyaman quickly realized that if he kept up this pace he was going to be the last into the next obstacle course. he couldnt let that happen. As he was noticing all the tactics and quirks being used with great ingenuity meters far ahead of himself, Great Saiyaman saw it fit to use his own quirks to his advantage.
In order to pick up the pace a little, He cause his electric potential within his body to rise at his feet in order to generate plasma and release it towards the ground in the form of powerful streams that would lift him off the ground and propel him towards the next obstacle. Even though he is doing all he can to gain some traction in this race he wants to be smart and make sure not to get too close to other quirks to prevent the situation from getting even more complicated.
1.5 SPM
Powerplay: using Ionic propulsion to continue towards the next obstacle.
Name: Ionic propulsion Quirk: Iokinesis Rank: D Experience Points: 10 Type: Supplementary Range: Close- long Damage: n/a Description: The user is able to fly at varying speeds, levitate, or propel themselves without taking flight, including enhanced jumping by a short burst of flight by releasing streams of Plasma from their limbs.
Drawbacks: Can sustain flight for 3 turns and requires a two turn cooldown.
Post by Miles Morales on Jul 11, 2018 17:52:56 GMT
This is insane! Shin thought with a mix of excitement, awe, and frustration. Both himself and Aimi had already gained a lead on most of the other students from both their class and Dawn Academy, but some of the members were already moving through the second stage. Seeing this as the perfect opportunity to gain an advantage, Shin pulled out a small orb from his pocket and released his friend, Garou. As the three of them continued forward, Shin also stretched his arm out to compress a portion of a nearby tree trunk, roughly four meters tall and a meter wide.
NPC Stats 15 / 15 / 35 / 35 [3.5 SPM; +1 Movement SPM (Traits); -1 Movement SPM (Obstacle 2)]
"Fucking Hell" i said as i made my way from track one to track 2, decompressing when i came to into the second round, it had been a wild ride to get out of the first little track what with every hero and their mother spewing out quirk moves like a got damn gumball machine. It seemed every hero is really out to look out for themselves which, in his perspective, is more villain than actual hero but on the other hand i didnt really care all that much as long as i got what i wanted then the consequences be damned. So far i had successfully dodge and weaved through obstacles withought any real use of my quirk, thanks to me being decompressed, but it seems my luck in the first round had run out, a girl( who's name i didnt care to remember) had used her quirk to cover the immediate area in smoke in an attempt to make it harder for heroes making it in the second round. too bad that that smoke wont do jack shit to me.
"Alright, time to put in some fucking work"
With a wave of my hand i activated my quirk abilities allowing me to spawn 16 small black orbs of rough sentience, telekinetically controlling the orbs to move 5 meters around me in a constant 360 degree motion so as soon as the orbs made contact with the smoke they began to quickly eat the gas fast enough to stop the smoke coming within 5 meters of me allowing me to run unhindered until all of the smoke within the area had been eaten by my ability, my orbs now visibly bigger than when they first came out.
"Piece of fucking cake"
Name: Binging Ball Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: Free Type: Supplementary Range: Self Damage: 0 Description: The user is capable of releasing small floating sphere with mouths from their body. These spheres can be used as projectiles, however their significant power is the ability to ingest inorganic materials of various natures: solids, liquids, and gases.
Inner Workings:
~ The user is capable of telekinetically controlling the floating sphere, intricately deciding their behavior. ~ The user is capable of releasing x amount of floating spheres, where x depends on the technique rank. ~ Each floating sphere is capable of consuming 2 Damage Point worth of opposing techniques. ~ Each floating sphere is capable of consuming 3 meter diameter worth of substance. ~ Each floating sphere possesses 2 HP, Regardless of the technique. ~ Each Floating Sphere is capable of moving five meters away from the user.
Name: Chain Of hunger X2 Quirk: Emitter Quirk Level: Basic Rank:D-B Experience Points: 80 Type: Supplementary Range: Self Damage:2-4 Description: With but a thought the user spawns up to 8 1 meter black orbs with the ability to eat an individual amount of 3 meter Diameter worth of an item/Technique. Each black orb can consume 2 damage worth of a substance/Technique while the health of the Black orbs always starts at 2 HP(Parent technique ability). When successfully eating a material/Technique the orbs gain +1 to their individual health, The user retains the ability to telekinetically control the orbs whenever he sees fit.
(+1 Movement Speed thanks to Trait,-1 SPM to movement speed because of terrain )
Name: Path To Strength Trait Point Cost: 6 Description: Path to strength is a trait based around a training regime that solely focuses on strength and the points that revolve around it, specifically accuracy and Stamina. through months and months of grueling training the user is able to bring these three stats up significantly from there previous base and most notable the defense of his skin, the real treasure of this training is its focus on the user to walk by pushing off the tips of his toes and foot, this style of moving forces the user to use more of his calf muscles instead of other minute muscles allowing the user to move by his strength
~ Cant be combined with "Jack of all trades" like traits
POWERPLAY: Irradiate's penalty is -1.5 SPM. Irradiation would linger for 3 turns in stage 1 and 2. Irradiate would have at the very least seeped into the ground beneath firestorm's heat and would not have been included in Aimi's lift. The heatwave only affects the NPC's and their enviroment Those here and in the previous stage would lose 5 ACC due to the "Glowing One" Trait.
Firestorm would take note of the people around himself, Blackmayne, and Blitz (the three Dawn University students) and formulate as they approached the jungle. He was surprised that someone had been able to take control of his energy, having stolen his quirk, but he would stay cool under the heat of battle. He would immediately direct the heat of "Irradiate" directly to the 3 Dusk Institute students as well as the ground around them, diverting the heat around his fellow students. He would also spread this heat outwards behind the Dusk trio and into the ground and environment around at the entrance before the jungle. When entering the jungle he would release the heatwave so that it only permeated the entrance environment and ground
POWERPLAY: NPC's lose 1.5 SPM as they enter the jungle, Firestorm ceases heating from the jungle area
Firestorm would also send his nuclear energy deep into the ground as they entered the forest ("Aftershock") directing the energy to affect the area around that which the Dusk Students were located. The energy that ran deeply underground would also affect the surrounding are of the Dusk Students, yet not affecting Blackmayne, Blitz, and Firestorm. The energy would however, cause great tremors for the entire turn, immediately halting the advance or movement at all of the Dusk Students. as well as immediately causing trees to fall over in various directions. The trees falling would split up the npc's and thick trunks and branches would split them up. In addition, Jagged rock would serve to rise up around all of them, caging them in as the ground trembled with Firestorm's might. In addition, the jagged rocks would split all in front of Firestorm, Blackmanyne, and Blitz, making a sort of cleared path as it would rip the ground as large earth slabs would split to reveal a relatively clear valley for the Trio to run through
POWERPLAY: The use of Aftershock in the jungle area will cause trees to fall over , rocks to rise, and things to in generally be a hazard for more than 1 person at a time to traverse. This also serves to split the NPC up so that they can't travel together, this would happen before Shin was in arms reach of the tree. Aftershock would leave the NPC's unable to move unless they possessed 15 more STR than Firestorm. The remaining Dawn University students would see a completely separate entrance open up at the beginning of the jungle as the trees and debris is cleared, thus they are unable to take the path Firestorm, Blitz, and Blackmayne took. They are free to enter and exit as groups.
Blitz! Blackmayne! Get behind My shield and keep up with me!
However Firestorm wouldn't leave that to chance as he would create a curved shield in front of him made of pure Nuclear Energy. This shield would scrape into the ground and clear it away with a clean path and the nuclear energy would destroy and obstruction the ground may have created for the 3. The shield spanned 4 meters in width and height, curving inwards on the top and sides in order to protect the trio from any obstructions the jungle may present from those areas as the plow ahead somewhat like a Bulldozer. Firestorm makes sure to keep the shield in front of the two. He would also create a full body suit of Nuclear Energy Armor. As the Dawn University team run, Firestorm directs the heat from Irradiation to spread and stay between the two parties and any newcomers, trailing behind them. Firestorm also ends Glowing One as the team runs behind the shield (radiation lingers behind for effects of Glowing One)
POWERPLAY: The Nuclear Shield destroys any and all obstructions (ground or air) that would impede the Blackmayne, Blitz, and Firestorm. There is nothing that gets in their way, thus the SPM Penalty is logically removed. Thus, all 3 clear the jungle stage
POWERPLAY: The crowd sees the lead pack, Dusk and Dawn University vying for the lead. Being the fan favorite, of course more than a few eyes are watching Firestorm. Many of them remarked on how difficult and creative one must be to use a purely destructive quirk such as Nuclear Power (he WAS "Firestorm, The Nuclear Man" officially of course) in nonlethal, yet effective ways. "It must require the precision of a master musician" One fan would say. The people began to cheer a bit more for the young Hero, admiring his skill and teamwork.
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.
Damage: 3 (+0.5 "Fission" +1 "Unstoppable Force" +1 "Chain Reaction") = 5.5 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.
Drawbacks: Weapons last a max of 3 turns
Drawbacks: Can only be used four times
Name: Aftershock
Quirk: Meltdown
Rank: D
Experience Points: 10
Type: Supplementary
Range: Close
Damage: N/A
Description: Firestorm will release a large wave of nuclear energy directly and deeply into the ground, immediately triggering a large tremor of all of parts of the ground within range coupled by several aftershocks. The nuclear energy won't destroy the ground completely but is able to cause large chunks of earth to jut outwards, similar to the effects of a powerful localized earthquake. The effects of this quake and subsequent aftershock is that no one within it's range is able to run on its surface, they only stand in place upon the surface in order to keep themselves up with the great tremors (or risk falling completely to the ground), but no one is able to run due to the great earthquakes caused by the explosion. Being that the user originated the quake, if he uses some method to avoid contact with the ground in the next timeframe, he will avoid falling prey to this technique. Similarly, the opponent may also negate this technique's effects by removing contact between themselves and the ground or by having more +10 (+5 "Conversion") more STR than Firestorm does at the time of this technique.
Note: The aftershocks last 1 full turn from its creation
Time for Obstacle 2 and Mob knew he had to keep his elevation, but flying was banned as well! Mob was very sad to see that others teamed up and ignored him, but this was what this tournament was all about, to gain acknowledgment from his peers and this instead gave him confidence to succeed! His speed would be a factor for this next part of the obstacle, but he needed to avoid the all the potential hazards by staying at a high elevation. As soon as Mob approached the forest he landed on the ground and then as soon as he landed he started to create ascending steps from earth/the environment to create a very high elevation above the contestants. He also activated mental focus again switching his mode to speed to gain more speed while constantly creating these steps in front of him making a path to avoid more potential mayhem from below staying vigilant of potential threats around him!
STR: 15 STA: 20 SPD: 20 ACC: 15
SPD is 20+15+1 SPM Movement (4.5 movement)-minus 1 environment=3.5 SPM if environment is still there or affected by environment.
Powerplay: Mob created ascending steps with high elevation to keep above the potential hazards from the contestants below preventing debuffs (avoided smoke since I came in at the same time as jojo)(other debuffs was aimed at dusk). He also made sure to activate mental focus again giving speed while he runs on the steps. Made sure to sure run on steps instead of flying to guarantee that he kept inside the rules.
Used a freeform telekinetic move (activated it previously), reactivating G rank Mental focus giving 10 Speed (15 because of trait) (switching mode), and I have 1 SPM movement from trait. Moving at SPD now.
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.
With the event still on going, Aimi found herself in a tight position as she lagged behind of her teammates but little did they know she had already copied Garou’s quirk the moment he was decompressed from Shin’s quirk. She saw the technique left behind by Firestorm up ahead to which she stopped using the nuclear energy in her body as she reduces in speed – but making her own balls. Based on the information she learnt about his quirk, she assumed that he placed the energy to cause the aftershock and thus leading into the area’s terra morph. "You two idiots get onto the balls, NOW. Otherwise you’ll get fucked up" she ordered the two of them as two balls forcefully took them off the ground but they followed suit and stepped onto them going over the technique.
They she would jump off the ground, landing onto one of them but she continued to use each one she made as a step as she went up and over the area affected by Firestorm leaving for anyone else behind to deal with it on their own. "Damn it…" she gritted her teeth as she took care of that situation.
Name: Chain Of hunger Quirk: Emitter Quirk Level: Basic Rank:D-B Experience Points: 80 Type: Supplementary Range: Self Damage:2-4 Description: With but a thought the user spawns up to 8 1 meter black orbs with the ability to eat an individual amount of 3 meter Diameter worth of an item/Technique. Each black orb can consume 2 damage worth of a substance/Technique while the health of the Black orbs always starts at 2 HP(Parent technique ability). When successfully eating a material/Technique the orbs gain +1 to their individual health, The user retains the ability to telekinetically control the orbs whenever he sees fit.
Power Play: Aimi cleared the obstacle made by Firestorm with Shin and Garou in tow through the use of the Bing Balls
Incorporation ended, while Aimi has 3 SPM.
Last Edit: Jul 12, 2018 20:33:14 GMT by Nightingale
Post by Big News Gecko on Jul 12, 2018 23:50:01 GMT
Announcer's Post
The crowd went thunderous as the competition continued to heat up. The students out there were seeming to give it their all. The jumbo trons all around the stadium make sure to keep the audience in on the action, right down to many of the racer’s facial expressions. One led to the actions of one student resembling a bright star.
“Perhaps all of them aren’t savages, as Mr. Dorian here expressed.”
“Pfft.”
“At the school, we emphasize team work. Ain’t that right Dupee”
As Bowser nudged Dupe while speaking, all the screens began showcasing the student whom now was being identified as Antares carrying two other students within a barrier that was being caste by the student Bastion. The ladies in the crowd began to scream, believing that both individuals were so dreamy. As for the third individual, the guys laughed at him for having such a goofy looking face on – while others scoff in jealousy towards the other two.
“Yes. Dawn University prides itself over cooperating together for the greater go…..”
At that moment, the cameras zoomed back to the lead. It caught on camera the actions of the crowd’s favorite teaming with his fellow dawn cohorts.
“IT SEEMS LIKE DAWN UNIVERSITY’S BIG THREE ARE WORKING TOGETHER!!!”
“TSK TSK! SEEMS LIKE DUSK INSTITTUE IS IN TROUBLE!”
“AYE BIFF! I THINK ITS TRUE ABOUT THEIR VICTORY LAST YEAR”
As the announcers rambled on, the sky box began to chatter. One member was starting to flume. It seemed he was wrong to call them savages.
“Seems as if you were….”
“WAIT A MINUTE! WHAT IS FIRESTORM DOING?”
“IT SEEMS HE IS, WAIT…POURING HIS ENERGY INTO THE GROUND? SURELY THE FOREST WILL CATCH FLAMES”
“NO! NOT AT ALL BIFF! FIRE…FIRESTORM! HE IS A WALKING EARTHQUAKE.”
“EVERYONE BUT FIRESTORM, IT SEEMS THEY ARE IMMOBLIZE!”
“I take that back. The savage abandoned his own teammate. HA! Look at my students, working together.”
Professor Dupe looked to the side, away from Dr. Dorian. She was, admitting, disappointed in Firestorm’s behavior.
The Dean of Horizon College began to speak.
"Granted, it is a race. Every man for themselves. Strange of him to use an attack that indiscriminately targets."
"HA! The savage has no morals. Very unfitting of a hero, if I do say so myself"
"You are too harsh on the boy, Mr. Dorian."
“THE ONLY ONE TO EMERGE FROM THE QUAKE UNTOUCHED WAS…QUICK WHO IS THAT?”
“HE GOES BY THE NAME NEXUS! BIFF! MAYBE HE IS ONE OF DAWN UNIVERSITY’S BIG THREE!”
Professor Dupe smiled. Feeling better that at least her pupil was showcasing his growth.
Power Move Log
Roland, Jinbo, and Arthur were successful in their team-power move. The barrier allows them to pass through the Blitz and Firestorm Power Move Uninflected.
Blitz and Firestorm was successful in setting up a hazardous gateway in front of Obstacle 2.
Garou's Power Play successfully consuming the smoke and environment that should endanger his group.
Nexus' Power Move escapes Firestorm's Aftershock Power Move.
Firestorm's Aftershock Power Move is Successful
Everyone inside this turn is immobilized should they not successfully counter on their next turn.
Aimi's Power Move Fails Due to Wording. She is immobilized.
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.
Obstacle Ranges: Most of All Environmental Techniques, Tactics, and Attacks will Effect the Entire Obstacle. Unique Cases will be identified. Left up to Mod Discretion. Meter Mentions will be Disregarded.
New Requirement: Please Post Your SPM Movement or SPD and how you Obtained Such.
Blackmayne Needs 1 More Post to Exit Obstacle 2
Blitz Needs 1 More Post to Exit Obstacle 2
Nexus Needs 1 More Post to Exit Obstacle 2
Firestorm Needs 1 More Post to Exit Obstacle 2
Aimi Still Needs 1 More Post to Exit Obstacle 2
Shin Still Needs 1 More Post to Exit Obstacle 2
Garou Still Needs 1 More Post to Exit Obstacle 2
Bastion has Entered Obstacle 2
Antares has Entered Obstacle 2
Golden Knight has Entered Obstacle 2
SuperNova has Entered Obstacle 2. Properly Defend Against the Smoke and Radiation or Suffer Debuffs
Jiren has Entered Obstacle 2. Properly Defend Against the Smoke and Radiation or Suffer Debuffs
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...
With his sunbreaker ability still charged in to his ward Jiren simply attempted to continue running through the smoke and radiation hoping it wouldn't affect him too badly. Unable to fly in this section jiren would have deactivated his flying upon arriving. With the earth quaking and trembling jiren would add an additional layer to his shield of D rank to prevent any harm to himself.
Name: Layer Quirk: Stellar Battery Rank: D-B Experience Points: 80 Type: Defensive Range: Self Damage: 2-4 Description: The user begins releasing the stellar energy within their body. This ability can be used multiple times in one turn, (however, each usage consumes a stock) – representing a focus to add an additional layer to the ward. These layers can be stacked atop each other and serve as a defensive enhancement, behaving as a technique version of the basic ward. Any technique usable on the ward can apply to the layers formed.
Note: G-Ranks can be used four times per battle. Note: B-Ranks can be used three times per battle.
Charges: 2/3
Powerplay: Ward of dawn with sunbreaker still activated from earlier. Giving me protection hopefully against debuffs. Also using D rank layer to add protection to ward.
AFFILIATES
The skin OTHERWORLD was made by JAWN of WICKED WONDERLAND.
DAWN OF TORRMOW [DoT] was created by WHOA. The sample background image was created by AVODKABOTTLE.
Images belong to their respective artists. All codes and scripts belong to their respective coders.