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 Feb 20, 2018 18:10:35 GMT
Korra had heard rumors of a local criminal terrorizing the Rockefeller district. Having been accepted into Dawn University, she felt it was time for her take up the mantle of hero. Although prohibit to perform any heroic acts, especially since Korra was a student without a Hero License – she was hoping she could “accidently” stumble upon a crime in process. Even if it was just petty thief the criminal turned out to be committing, she could rough them up a bit and then call the police to handle the rest. With that intentions, Korra continued to walk until she spotted a man with a large Afro in possession of a sword. He seemed to fit the description, it was time to be a hero…
“Excuse me sir, but your time of terrorizing this district is over.”
[Korra] vs [Afro] Type: Real Location: Rockefeller Center Terrain: Urban Street | Fire Hydrants - Buildings - Trees Range: Eight Meters Time Limit: Three Days
As Korra speaks, she readies herself for battle. [For Shifting Tides, the +0.5 SPM Boost is Chosen]
Name: Flowing Tides Quirk: Water Bending Quirk Level: Basic Rank: Delta Experience Points: Free Type: Offensive | Defensive | Supplementary Range: Close Damage: None Description: Flowing Waves is the Parent Technique of the Waterbending Quirk. The user is capable of telekinetically controlling nearby water, and its various forms, through sheer will while body movement aids in navigating in however manner chosen. In the basic level of Waterbending, the user is only capable of bending water and various liquid forms that contain large portions of water. This means that solid and gaseous forms escape the user’s ability until further mastery. The amount of water capable of being bended at this level of mastery is 27 cubic meters, which converts to 3 meters in diameter.
Inner Workings ~
The user of the Water Bending Quirk doesn't need to be in immediate contact with water. They are capable of bending water Five [5] Meters, in radius, away from their location.
The user of the Water Bending Quirk navigates the water through body movement (Body or Arms or Legs), thus the movement speed of bending water depends on the user's Speed Attribute.
The user of the Water Bending Quirk is capable of reforming and forging the water into limitless amounts of constructs of design. It does nothing to enhance the offensive or defensive abilities of techniques.
Drawbacks ~
In Extremely dry and/or humid environments, this includes areas where the temperatures have rapidly spiked, all quirk based techniques of Water Bending are reduced in power by 50%.
In Environments that are absent of Water, areas such as desert, the user is unable to utilize the Water Bending Quirk. Any preexisting water brought to the desert is reduced in power by 50%.
Failure to Move or Restricted Movement prevents the user from properly utilizing the Water Bending Quirk.
Name: Shifting Tides Quirk: Water Bending Rank: Delta Experience Points: 10 Type: Supplementary Range: Close Damage: +1 Damage Magnitude or +0.5 SPM to Water Bending Techniques & Freeform Description: A fundamental technique within the arsenal of the Water Bender, the user is capable of compacting or thinning the water as they bend. The results of compacting the water is increasing the density in whatever form the user forges, this grants water techniques an additional damage. The results of thinning the water is creating small masses in whatever form the user forges, this grants the water techniques an additional half SPM increase.
Notes ~
After Activating Shifting Tides, the Technique Remains Passive.
Upon Activation, the User Decides what Boost Water Techniques Receive.
The User can Change the Boosting Water Techniques Receive, it Requires Reposting this Technique.
When the Speed Boost is Active, Water Techniques Lose 1 Damage | When the Damage Boost is Active, Water Techniques Lose 0.5 SPM
Name: Swaying Tides Quirk: Water Bending Rank: Delta Experience Points: 10 Type: Supplementary Range: Close Damage: 0 Description: A fundamental technique within the arsenal of the Water Bender, the user is capable of freely manipulating nearby water sources passively. The technique's purpose is for quick, snap like judgment when utilizing nearby water sources. Despite the nature of the technique, it is quite possible for premeditated judgements to be made when passively bending nearby water sources. The amount of water capable of being bended at this level of mastery is 27 cubic meters, which converts to 3 meters in diameter.
Notes ~
The user of the Water Bending Quirk navigates the water through body movement (Body or Arms or Legs), thus the movement speed of bending water depends on the user's Speed Attribute.
The user of the Water Bending Quirk is capable of reforming and forging the water into limitless amounts of constructs of design. It does nothing to enhance the offensive or defensive abilities of techniques.
The user of the Water Bending Quirk doesn't need to be in immediate contact with water. They are capable of bending water Five [5] Meters, in radius, away from their location.
[Korra's Equipments]
Name: Water Tribe Garb Equipment Type: Costume Equipment Grade: C Stats: Additional +5 PHY for Accuracy | Additional +5 PHY for SPD Damage: Four Description: The Water Tribe Garb is heavily influenced by her family back in Alaska. Despite Korra being homesick, there are more beneficial reasons that she chooses the garb to be her costume. The comfortability of the costume allows for Korra to bend without hinderance, she has been bending water in these garbs since her adolescent age. More importantly, they aren't simple clothing to begin with. The material used in the garb features compression technology, which has been developed to provide a substantial level of pressure to specific parts of the body. The result is blood circulation increase, which grants her muscles more vital oxygen. This effectively enhances both her natural senses and speed.
Name: Reliquaries Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Self Damage: Each Reliquary HP is 0.5 Description: Reliquaries are vessels attached to the belt line of Korra's clothing or costume, depends on what clothing is being worn. They contain purified water from the oceans of Alaska. These reliquaries are primarily used as last resorts, or in areas where there is minimal to no existence of water. There are Six [6] total vessels, each one containing One [1] Meter in radius worth of water. Whenever Korra Water Bends, there is rates she must abide by to monitor the amount the reliquaries contain. If a technique requires Four [4] Meters worth of Water, then Four Reliquaries must be used.
Stock: Six Reliquaries Payment: 200 Gold Each Reliquary
[Korra's Stats]
STR: 10
STA: 10
SPD: 25 [+5 from Jack of All Trades | +5 from Water Tribe Garb | +5 from Blitzing Speed | +5 from Shifting Tides Only To Water Bending Techs]
A Weird looking woman dressed in even weirder garbs seemed to want to stop his current plans. Afro didn't take offence to the girl infact he was inwardly happy finally a battle worth putting his life on the line for, Afro drew his word with his right hand while his left hand grabbed his sheath in a reverse blade grip. Suddenly a white aura envelops Zeeds body, expelling from every pore until it reaches a 5 meter diameter around the user.
"Theres no use in talking it out, get ready"
Name: Build Up Quirk: Multiplication Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: Self Damage:N/A Description: Build Up is the initial level of the Multiplication Quirk. The owner of the power is capable of statically boosting their physical capabilities as well as features regarding physical objects of the world. The source of power stems from the aura that is emitted from Afro’s body. With the current level of mastery, Afro can multiply any attribute regarding his body - Afro can also multiple the size and speed of any object he is currently holding or thrown respectively. When multiplying the body, the user can only boost one attribute at once. However, he can freely switch between the attributes boosted by reposting the technique "Times Two" (Or Any Other Related Technique) and specifying which attribute.
Drawback: Extreme usage of this Quirk reduces the Aura's presence, eventually reaching zero.
Drawback: During those extreme uses, the body succumbs to debuffs relative to the amount of boosting if unmonitored.
E-Rank: Six Turn Duration before Debuff Occurs D-Rank: Five Turn Duration before Debuff Occurs G-Rank: Four Turn Duration before Debuff Occurs B-Rank: Three Turn Duration before Debuff Occurs A-Rank: Two Turn Duration before Debuff Occurs Z-Rank: One Turn Duration before Debuff Occurs
Drawback: Seperation from the Aura immediately dispels the effects.
Name: Break Down Quirk: Division Quirk Level: Basic Rank: D Experience Points: Free Type: Supplementary Range: 2.5 Radius of Coated Target Damage: N/A Description: Break Down is the initial level of the Division Quirk. The owner of the power is capable of statically lowering certain aspects of an opponent, weapon, or incoming attack. The source of power stems from the aura that is emitted from Afro’s body, but this time it turns white to signal the change in its nature. With the current level of mastery, Afro can divide any attribute regarding his opponent - divide the nature of objects - and divide the power behind incoming attacks. When dividing, the user can only lower one feature at once. However, he can freely switch between aspect using the "Divide by Two" (Or Any Other Related Technique) and specifying which attribute.
Drawback: Extreme usage of this Quirk reduces the Aura's presence, eventually reaching zero.
E-Rank: One Turn Duration D-Rank: Two Turn Duration G-Rank: Three Turn Duration B-Rank: Four Turn Duration A-Rank: Five Turn Duration Z-Rank: Six Turn Duration
Drawback: Separation from the Aura immediately dispels the effects.
Name: Divided Force Quirk: Division Rank: D Experience Points: 10 Type: Supplementary Range: 2.5 Radius of Self Damage: Blocks 2 damage Description: Utilizing his second power "Division" The user will coat either himself or his weapons in a white aura that, when coming in to contact with an incoming attack, reduces the force of said attack by 2 damage. Any attack that the aura completely nullifies will have its motion stopped completely.
Drawbacks: Can only have one augmentation on at the same time (One each for bdy and for weapon using the "Division" Power) Drawbacks: After the Aura disrupts 2 Damage, the user has to reactivate this technique. Divided Force lasts for one turn. Name: Swifter Than Death
Equipment Type: Costume
Equipment Grade: C
Stats: +5 SPD | +5 STA
Damage: 4
Description: Swifter than death is a simple samurais garb with a white kendo shirt and red kendo pants. Each material of the user is made with the own users hair allowing them to be immune to the users own powers, The design of the costume is extremely lax to better allow ease of movement while also maintaining some meager defence from the users hair. The clothes themselves gives the user some warmth through out the day but otherwise nothing special.
Payment: 1,000 Gold
Name: Rokutaro
Equipment Type: Weapon
Equipment Grade: C
Type: Defensive/Offensive
Range: 1 meter
Damage: Blocks 1 DMG
Description: Rokutaro is a long bladed sword with a square grey colored guard and a red hilt and sheath, nothing seems to be out of the ordinary for the weapon however the sheath is built mainly out of metal enabling it to block damage when used as such.
Post by Big News Gecko on Feb 20, 2018 19:22:31 GMT
The man with the Afro was exerting such a murderous intent. He gripped his weapon and declared talking to be worthless. He held every intention of engaging in physical confrontation. Perhaps confident in his skill, for he issued a challenge not knowing anything about her, Korra too possess confidence. This was not a time to lose, especially since her life would be in danger. Death seemed no fun, but if she survived the ordeal – being discovered to have breaking university rules wasn’t any better in her eyes. With that said, Korra decided to go on the assault. She had to subdued the criminal at all costs, especially since he possessed an Quirk. At least that was Korra's assumption with a white aura began to emit from his body.
Korra began to quickly sprint [Korra moves at 20 SPD] towards the opponent while gathering control of the water in some of the nearby fire hydrants. As the water sprouted out, they quickly culminated behind her. [The Water Flowed to her at 25 SPD] <see picture below>.
As she entered the five meter range, [five meter distance away from the opponent], Korra rotated while navigating her arm movements to cause the water to swirl. Upon the completion of the rotation, Korra shot the water towards her opponent. Also upon completion of the rotation, she would halt any further movement. Korra wanted to see how the man would respond. <see second picture below>
Name: Torrential Rush [Moving at 25 Speed] Quirk: Water Bending Rank: Delta Experience Points: 10 Type: Offensive Range: Close Damage: 2 [1 Due to Shifting Tides] Description: Few of its kind, Torrential Rush is designed to be purely offensive within Water Bending Quirk applications. Due to the emphasis on relaxed, indefinite freedom the water bender has - the user moves their body <primarily their arms - rare exceptions feet can be the conduit> to navigate a nearby source of water. The only strict principle behind the technique is that navigation path requires a full rotation, which means the user must perform a full rotation. The water would trace the body movement and be released upon completion of the rotation. The attack is intended to send a torrential (spiraling pillar) rush of water at the opponent.
Notes ~
Torrential Rush's maximum dimensions are Five Meters in Length x One Meter in Width due to the design of the technique,
The user can split Torrential Rush evenly, creating two spiraling pillars. The second pillar can be sent after the first or both can be sent in whatever angle. <Damage Magnitude is Split as Well>
Things happened too fast for Afro to see, at one instance the woman was standing some distance away from him and in the next a quick blur of motion is all afro could see before the woman appeared in a new position, her arms pointed in his direction while a trace of water could be seen suspended in the air as Afro's aura blocked the force of the apparent attack. the fact he didnt see any of that surprised him enough to activate his second ability's power, a blue aura enveloping his body as he boosted his accuracy to better see the opponents movements, afro raised his sheath in a horizontal stance directly in front of his chest. Suddenly a white aura enveloped the sheath forming a 5 meter diameter wall infront of afro, with his pseudo shield afro began lightly jogging 2 meters towards the womans current location, Afro intended to test the woman more before going all out.
Name: Times Two Quirk: Multiplication Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: N/A Description: Once activated the user can multiply different aspects of the body and/or weapons, at its base the user can multiply each of the four attributes of the users body, this is represented by a static boost to the users attributes. When using this technique the user must specify which attribute will be boosted with each post.
Body Multiplication Boosts:
STR +5 SPD + 5 STA +5 ACC +5
Name: Divided Force Quirk: Division Rank: D Experience Points: 10 Type: Supplementary Range: 2.5 Radius of Self Damage: Blocks 2 damage Description: Utilizing his second power "Division" The user will coat either himself or his weapons in a white aura that, when coming in to contact with an incoming attack, reduces the force of said attack by 2 damage. Any attack that the aura completely nullifies will have its motion stopped completely.
Drawbacks: Can only have one augmentation on at the same time (One each for bdy and for weapon using the "Division" Power) Drawbacks: After the Aura disrupts 2 Damage, the user has to reactivate this technique. Divided Force lasts for one turn.
Post by Big News Gecko on Feb 20, 2018 21:09:13 GMT
Korra expressed a look of disbelief as the water dispelled once it became interactive with the man’s aura. The torrent of water seemed to be disrupted by aura as if it was a physical opposition. Unsure of what this man’s abilities were, trying to learn the inner workings of it seemed too danger. Especially since the man seemed to be possessed by every intent to engage in a death match.
Korra did make a mental note that the aura seemed to be sturdy than she would ever think, thus as the man began to move towards her [at this point, he has moved 1 meter further] Korra would strengthen the residual water that now laid on the fall. The man with the Afro had advanced forward, stepping closer to the water with no care [at this point, he has moved the 2 meters he intended] – strange since he had just seen her control it. What she thought was confidence, now seem to be insanity the man possessed.
Korra would quickly swipe upwards at an angle, the angle caused her arm to curve diagonally across her chest. As she swiped up [she used her right arm] she would continue the momentum, having the arm flow behind her head as the left arm followed up in similarly fashion. She would follow up with her right arm once more, but finish with an open palm thrust.
The first time she swung her arm, she bended the water into a whip like fashion that would strike from the man's left side. It snapped towards the man, whom was submerged in his aura. Believing that the aura would hold up, it’s the reason why Korra did not let up this time. With the next two swings [the second swing bended the water into a whip like fashion that would strike from the man's right side & and the third strike would send water straight towards the man], she would attack with the water remaining on the floor. If this aura was not almighty, it would break and her efforts would prove successful. During each swipe, Korra would take a step back - ending in three steps and roughly increasing the distance between her and the man by 1 meter.
OCC: Since your Aura is 2.5 Radius, when the water clashes with the aura it dispels right there. You intend to move 2 meters and I allow you, which means you are 0.5 meters in front of the water. I am using the water from 0.5 to 1 meter of your location to attack. I have strengthen the water to become stronger, so now the water moves at 15 SPD.
Name: Torrential Pulse x3 Quirk: Water Bending Rank: Epsilon Experience Points: 5 Type: Offensive Range: Close Damage: 1 [2 Due to Shifting Tides] x 3 = 6 Damage Total Description: Few of its kind, Torrential Pulse is designed to be purely offensive within Water Bending Quirk applications. Due to the emphasis on relaxed, indefinite freedom the water bender has - the user moves their body <primarily their arms> to navigate a nearby source of water. This technique lacks any strict principle behind the technique, especially since the user only has to quickly strike the air towards their target with open hands. With each strike, water in the shape of small torrential whips shoot at the target.
Notes ~
Torrential Pulse maximum dimensions are Two Meter in Length x Two Meter in Width due to the design of the technique,
The user can strike up to a number of times appropriate to Damage Magnitude Split. Each whip remains the same dimensions as expressed. <Damage Magnitude is Split Appropriately - One = 1 Damage | Two = 0.5 Damage Each | So On...>
As afro finished the distance he was willing to jog, making sure to keep his eyes on the woman at all time, he witnessed something peculiar as the womans arm made a bending motion similar to whip and, from the corner of his eye, afro could see the water followed suit as it bended in a whip like motion to attack afros aura, effectively dissipating it. As the water and his aura dispersed Afro gleamed three things from the apparent exchange, 1. The speed of the opponents water seemed to decrease or his accuracy increased dramatically to the point that he had no problem tracking her attacks at the current state. 2. The water attacks seemed to increase in power as the water whip actually broke afros aura as opposed to last time were it only weakened it. 3. It would be foolish to not expect a follow up attack after his shield is destroyed.
Wasting no time in his response, the aura around his body flared as he boosted a different aspect of his body while at the same time his blue aura engulfed his sheath to better block damage. As the woman started and finished her motions, afro noticing the water to his right side start to move, he twisted the upper part of his body slightly, moving his left arm in tandem with the twist to hit the incoming water whip with his sheath effectively blocking it. With the right most water whip blocked Afro quickly turned his upper body fast enough to see the movement of the opponents hand and another water construct heading directly infront of him, using the motion of the twist zeed hit the frontal water whip with his sheath successfully blocking the attack from hitting him.
"So were Playing this game huh? Lets make this Gameover"
Once again A white Aura enveloped the users body while Afro ran full speed towards the direction of the opponent, Afro planned to cover 4 meters of distance between the two, perfect range for his sword, before bringing his sword upwards in a right to left diagnol swing.
OOC: I release the "Defensive multiplication" as soon as all of the whips are blocked
Name: Times Two Quirk: Multiplication Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: N/A Description: Once activated the user can multiply different aspects of the body and/or weapons, at its base the user can multiply each of the four attributes of the users body, this is represented by a static boost to the users attributes. When using this technique the user must specify which attribute will be boosted with each post.
Body Multiplication Boosts:
STR +5 SPD + 5 STA +5 ACC +5 Name: Defensive Multiplication Quirk: Multiplication Rank: D Experience Points: 10 Type: Supplementary Range: Contact Damage: -1 Damage to Incoming Attacks Description: The user covers his weapon or his body in a blue aura before multiplying either his own or his items defensive property's better allowing him to block incoming damage from opponents.
Drawbacks: Can only have one augmentation on at the same time, (One each for body and for weapon using the "Mulltiplication" Power). Drawbacks: After activation, the Aura's amount is drained 3% each turn as long as the technique remains active. Name: Divided Force Quirk: Division Rank: D Experience Points: 10 Type: Supplementary Range: 2.5 Radius of Self Damage: Blocks 2 damage Description: Utilizing his second power "Division" The user will coat either himself or his weapons in a white aura that, when coming in to contact with an incoming attack, reduces the force of said attack by 2 damage. Any attack that the aura completely nullifies will have its motion stopped completely.
Drawbacks: Can only have one augmentation on at the same time (One each for bdy and for weapon using the "Division" Power) Drawbacks: After the Aura disrupts 2 Damage, the user has to reactivate this technique. Divided Force lasts for one turn.
Post by Big News Gecko on Feb 20, 2018 23:31:05 GMT
The man would declare his frustration and claimed the game was over. Unbeknownst to Korra, she had not considered this bout some game. It was more chilling to believe that the criminal perhaps perceived this all some children’s game. None the less, Korra could feel through her connection with the water that this time – something shattered. Perhaps it was the aura – it would explain why the man imbued his own sheath in it however it still remained. Even if that wasn’t the case, Korra still seemed a bit in the dark of this man’s ability. An aura that could defend for him? Could it possibly attack? This man’s aura was extension of himself, identical to how water was an extension of herself. That much was known. Whose will would prevail?
Having stepped back, she could witness the man fend for himself – countering all assault Korra threw at him. Afterwards, his aura would change from blue to white – another strange characteristic of her opponent. What did the two colors indicate? Answers would need to come later, especially since the man began to sprint towards her. Last time it was some brisk jog, but now he was intended to close the gap – it was obvious since he wielded a sword.
His speed was not amazing considering that Korra could track him easily, so as he took his first two steps she would leap backwards while drawing water from another set of fire hydrants. [The Leap would begin just as you close the gap to 3 meters, she would “land” two meters away from her original position. The attack begins once you reach 2 meters into your run. Upon seeing the attack, should you halt to defend the distance will return back to 4 meters.] In the similar manner to the first time Korra performed the technique, she would release a torrential rush of water at the opponent – this time the water compacted. As of now, this was her strongest technique. Surely, he could not defeat it. <see picture below for reference>
Name: Shifting Tides x2 Quirk: Water Bending Rank: Delta Experience Points: 10 Type: Supplementary Range: Close Damage: +1 Damage Magnitude or +0.5 SPM to Water Bending Techniques & Freeform Description: A fundamental technique within the arsenal of the Water Bender, the user is capable of compacting or thinning the water as they bend. The results of compacting the water is increasing the density in whatever form the user forges, this grants water techniques an additional damage. The results of thinning the water is creating small masses in whatever form the user forges, this grants the water techniques an additional half SPM increase.
Notes ~
After Activating Shifting Tides, the Technique Remains Passive.
Upon Activation, the User Decides what Boost Water Techniques Receive.
The User can Change the Boosting Water Techniques Receive, it Requires Reposting this Technique.
When the Speed Boost is Active, Water Techniques Lose 1 Damage | When the Damage Boost is Active, Water Techniques Lose 0.5 SPM
[Korra uses Shifting Tides - Speed Mode to draw the water quickly to her. That means for the sake of the travel to her, the water is at 25 SPD. As she rotates, Korra switches back to Shifting Tide - Damage Mode to send Torrential Rush at you with 3 DMG.]
Name: Torrential Rush Quirk: Water Bending Rank: Delta Experience Points: 10 Type: Offensive Range: Close Damage: 2 [3 Damage due to Shifting Tides] Description: Few of its kind, Torrential Rush is designed to be purely offensive within Water Bending Quirk applications. Due to the emphasis on relaxed, indefinite freedom the water bender has - the user moves their body <primarily their arms - rare exceptions feet can be the conduit> to navigate a nearby source of water. The only strict principle behind the technique is that navigation path requires a full rotation, which means the user must perform a full rotation. The water would trace the body movement and be released upon completion of the rotation. The attack is intended to send a torrential (spiraling pillar) rush of water at the opponent.
Notes ~
Torrential Rush's maximum dimensions are Five Meters in Length x One Meter in Width due to the design of the technique,
The user can split Torrential Rush evenly, creating two spiraling pillars. The second pillar can be sent after the first or both can be sent in whatever angle. <Damage Magnitude is Split as Well>
AS Afro moved forward he watched the woman intently for any changes in posture or sudden movement however with his accuracy so low he never saw when the woman began her dance nor when the water around him flew to the woman at speeds afro couldnt see, infact the only thing Afro was aware of is the incoming water attack headed straight for his body,
(Strange, the water attacks seem to fluctuate between fast and strong)
Afro thought as the water attack was not only visible to afro when it previously wasnt but it appeared to be even stronger than the first time and the attack broke through his aura albeit at a weakened state. Afro didnt even stop his forward momentum as he quickly brought his sheath infront of the attack, swiping it away from his view as the water dissipated only to find the woman had moved a few meters back from here original position.
"You can keep running but theres only so many water sources near hear, how long can you continue?"
As he spoke those words, Afros blue aura flared signaling a change in what hes multiplying, while a white aura began to engulf his body.
Name: Times Two Quirk: Multiplication Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: N/A Description: Once activated the user can multiply different aspects of the body and/or weapons, at its base the user can multiply each of the four attributes of the users body, this is represented by a static boost to the users attributes. When using this technique the user must specify which attribute will be boosted with each post.
Body Multiplication Boosts:
STR +5 SPD + 5 STA +5 ACC +5
Name: Divide By Two Quirk: Division Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary Range: 2.5 Radius of Coated Target Damage: N/A Description: The Second ability of the user allows for the user to divide certain aspects of an opponent, weapon, or incoming attack by coating the user and/or his weapons with a white aura if he so chooses. The basic aspects of the ability allows the user to divide the attributes of any one that comes in to contact with the white aura (the user is unaffected by his own division powers).
Body Division Debuff:
STR -5 SPD -5 STA -5 ACC -5
Ⓐ All Approved, Edits Made. Speak with me if you feel indifferent about the changes. No promises that changes will be made. - Whoa
Post by Big News Gecko on Feb 21, 2018 22:38:22 GMT
Korra strongest technique in her arsenal was defeated. Completely shocked at the power of her opponent, perhaps she was a bit overconfident of her abilities, that he was capable of not only withstanding the assault – but he continued to move forward without hesitation. New information was gathered however. Korra was certain that whatever wall the man’s aura could create, he could do it multiple times without strain or so it seemed. Another fact was that it could not withstand majority of her offensive power, being that it broke earlier and just then. Another important information acquired was that the man’s strength must have been incredible, especially since he countered the remaining water with his sheath alone.
"What the hell is this man?"
As the man finished countering torrential rush, Korra would reach the intended destination of two meters.
Especially because your main wall of defense stretches 2.5 Meters, which means if you have to finish your counter with the sheath then my water pierced through that.
More specifically, she would reach the two-meter mark on one knee as she rolled up into a kneeling position. Immediately, without any hesitation, after the roll up – Korra swiped her wrist across her chest in a parallel fashion and flick both open hands inward. <see picture below for reference of how arms are crossed>
Having originally been four meters, you cross two and I back up by two - it returns back to four meters. That would be the case if you halted, but you continued to move even during the clash - I would say you closed the gap by one meter. (You disagree, we can talk)
The inward swipes caused the water that was behind the man, considering he had defended the water and continued to walk the path that it traveled, to whip towards both knee joints [one whip for each knee joint. They are traveling at the same time. Each one's dimensions 0.5 Meter in length and width.] If successful, the water would successfully cause the man to buckle and fall to his knees.
We are three meters apart, if everything I said above checks out. The water chosen to be bend is from the source of Torrential Rush, what you blocked. That means its at the most one meter away. So the map out goes as following < Water 1 Meter Away from you - You - three meters away from me - Me>
Immediately after flicking her wrist, Korra would assume an upright yet flexible body posture. She had no intentions of being caught by this man's aura.
"As long as it takes to subdue you, as that is my job!"
Name: Torrential Pulse x2 Quirk: Water Bending Rank: Epsilon Experience Points: 5 Type: Offensive Range: Close Damage: 1 [2 Damage Each Due to Shifting Tides] Description: Few of its kind, Torrential Pulse is designed to be purely offensive within Water Bending Quirk applications. Due to the emphasis on relaxed, indefinite freedom the water bender has - the user moves their body <primarily their arms> to navigate a nearby source of water. This technique lacks any strict principle behind the technique, especially since the user only has to quickly strike the air towards their target with open hands. With each strike, water in the shape of small torrential whips shoot at the target.
Notes ~
Torrential Pulse maximum dimensions are Two Meter in Length x Two Meter in Width due to the design of the technique,
The user can strike up to a number of times appropriate to Damage Magnitude Split. Each whip remains the same dimensions as expressed. <Damage Magnitude is Split Appropriately - One = 1 Damage | Two = 0.5 Damage Each | So On...>
OOC: By the way, you did not add percentages. Your Multiplication is at 60% right now. Your division is at 57%.
It seems the woman had some sort of plan as, in response to Afros sheath block, the woman seemed to be prepared for the worst as she immediately rolled then did some kind of complicated jesture with her hands. Afro recognized this from the previous times she controlled water and expected an attack, as the woman continued her first hand motion Afro took stock of his surroundings through a quick eye graze, no water in the front, no water to the sides so it must be...
"Behind"
As he said those words Afro jumped 2 meters forward in the air, effectively dodging the two slowed down water whips unwittingly(Slowed down because of White aura). As Afro soared through the air the white and blue aura around his body flared up briefly signalling a fundamental change in the auras, when afro reaches within range he would then diagnoly slash (From right to left) towards the opponent,while in the air, before landing.
Name: Times Two Quirk: Multiplication Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: N/A Description: Once activated the user can multiply different aspects of the body and/or weapons, at its base the user can multiply each of the four attributes of the users body, this is represented by a static boost to the users attributes. When using this technique the user must specify which attribute will be boosted with each post.
Body Multiplication Boosts:
STR +5 SPD + 5 STA +5 ACC +5
Name: Divided Force Quirk: Division Rank: D Experience Points: 10 Type: Supplementary Range: 2.5 Radius of Self Damage: Blocks 2 damage Description: Utilizing his second power "Division" The user will coat either himself or his weapons in a white aura that, when coming in to contact with an incoming attack, reduces the force of said attack by 2 damage. Any attack that the aura completely nullifies will have its motion stopped completely.
Drawbacks: Can only have one augmentation on at the same time (One each for bdy and for weapon using the "Division" Power) Drawbacks: After the Aura disrupts 2 Damage, the user has to reactivate this technique. Divided Force lasts for one turn.
It seems the woman had some sort of plan as, in response to Afros sheath block, the woman seemed to be prepared for the worst as she immediately rolled then did some kind of complicated jesture with her hands. Afro recognized this from the previous times she controlled water and expected an attack, as the woman continued her first hand motion Afro took stock of his surroundings through a quick eye graze, no water in the front, no water to the sides so it must be...
"Behind"
As he said those words Afro jumped 2 meters forward in the air, effectively dodging the two slowed down water whips unwittingly(Slowed down because of White aura). As Afro soared through the air the white and blue aura around his body flared up briefly signalling a fundamental change in the auras, when afro reaches within range he would then diagnoly slash (From right to left) towards the opponent,while in the air, before landing.
Name: Times Two Quirk: Multiplication Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: N/A Description: Once activated the user can multiply different aspects of the body and/or weapons, at its base the user can multiply each of the four attributes of the users body, this is represented by a static boost to the users attributes. When using this technique the user must specify which attribute will be boosted with each post.
Body Multiplication Boosts:
STR +5 SPD + 5 STA +5 ACC +5
Name: Divided Force Quirk: Division Rank: D Experience Points: 10 Type: Supplementary Range: 2.5 Radius of Self Damage: Blocks 2 damage Description: Utilizing his second power "Division" The user will coat either himself or his weapons in a white aura that, when coming in to contact with an incoming attack, reduces the force of said attack by 2 damage. Any attack that the aura completely nullifies will have its motion stopped completely.
Drawbacks: Can only have one augmentation on at the same time (One each for bdy and for weapon using the "Division" Power) Drawbacks: After the Aura disrupts 2 Damage, the user has to reactivate this technique. Divided Force lasts for one turn.
Multiplication: 50% Division: 47%
OOC: As we discussed, the water will strike at the back of your knees. This results in you dropping to your knees. You have taken two damage.
Korra’s attacks had finally been successful. Although sneaky in nature, not really her style of fighting, she learned that the aura was not always defensive.
"OH! Its Will Base! If you cannot see it, you do not know when to block!”
With the man’s guard drastically reduced, Korra took the opportunity to finish the fight. Korra would bend three meters in diameter of water from her reliquaries while performing three steps backwards. In those steps, she would perform a full rotation to release yet another torrential rush of water aiming for the man's chest. [Korra has extended the distance back to 4 meters]
After releasing the water, Korra would begin to run towards the man's left (her right). She wanted to reposition herself just incase the man's aura proved to be stronger than he had displayed thus far. [Korra is running to the man's left in a curved fashion. Picture a cross with Afro in the center. She moved from one stem to another, keeping the same relative distance.]
Name: Reliquaries Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Self Damage: Each Reliquary HP is 0.5 Description: Reliquaries are vessels attached to the belt line of Korra's clothing or costume, depends on what clothing is being worn. They contain purified water from the oceans of Alaska. These reliquaries are primarily used as last resorts, or in areas where there is minimal to no existence of water. There are Six [6] total vessels, each one containing One [1] Meter in radius worth of water. Whenever Korra Water Bends, there is rates she must abide by to monitor the amount the reliquaries contain. If a technique requires Four [4] Meters worth of Water, then Four Reliquaries must be used.
Stock: Six Reliquaries [3 Reliquaries used] Payment: 200 Gold Each Reliquary
Name: Torrential Rush Quirk: Water Bending Rank: Delta Experience Points: 10 Type: Offensive Range: Close Damage: 2 [3 Damage due to Shifting Tides] Description: Few of its kind, Torrential Rush is designed to be purely offensive within Water Bending Quirk applications. Due to the emphasis on relaxed, indefinite freedom the water bender has - the user moves their body <primarily their arms - rare exceptions feet can be the conduit> to navigate a nearby source of water. The only strict principle behind the technique is that navigation path requires a full rotation, which means the user must perform a full rotation. The water would trace the body movement and be released upon completion of the rotation. The attack is intended to send a torrential (spiraling pillar) rush of water at the opponent.
Notes ~
Torrential Rush's maximum dimensions are Five Meters in Length x One Meter in Width due to the design of the technique,
The user can split Torrential Rush evenly, creating two spiraling pillars. The second pillar can be sent after the first or both can be sent in whatever angle. <Damage Magnitude is Split as Well>
Shit what a miscalculation!. Afro thought as an unforeseen attack hit his knees from behind him bringing afro down to a kneeling position, It seems afro had gotten himself in a sort of predicament as he could see in front of him water, moving from some source, flowing with the blurred movements of the woman before firing off towards the front of Afro. As the water moved forward 1 foor towards his direction afro enveloped himself in a white aura meant to defend while at the same time putting his sheath infront of the path the water attack would take to hit him as a precautionary measure, remembering the previous times the water had broken through his aura in a burst of strength. It seems Afros fears weren't unfounded as the water attack once again broke through his aura only to be stopped by his sheath blocking the minimal dmg left from the water shot.
"You got a lucky hit on me, it wont happen again"
Afro quickly stood up from his kneeling position, his eyes focused on the woman at all times, while once again a white aura eveloped his body replacing the old one.
Name: Divided Force Quirk: Division X2 Rank: D Experience Points: 10 Type: Supplementary Range: 2.5 Radius of Self Damage: Blocks 2 damage Description: Utilizing his second power "Division" The user will coat either himself or his weapons in a white aura that, when coming in to contact with an incoming attack, reduces the force of said attack by 2 damage. Any attack that the aura completely nullifies will have its motion stopped completely.
Drawbacks: Can only have one augmentation on at the same time (One each for bdy and for weapon using the "Division" Power) Drawbacks: After the Aura disrupts 2 Damage, the user has to reactivate this technique. Divided Force lasts for one turn.
Post by Big News Gecko on Feb 22, 2018 17:44:18 GMT
The man lifted his sword, most likely to embrace the impact of the torrential rush. Korra’s memory wasn’t perfect, but the last time he had raised his sheath it was for protective purposes. Fortunately for her, the water clashed with the man’s aura – breaking through. That was expected, especially now that he had been injured.
Korra having understood that and sending the man raise his sheath, she decided to punish the fact that he had not attempted to move or stand up right. He had remained on his knees, which drastically limited his mobility. [Remember Korra started moving to the man’s left – she should reach her position by the time the water clashes with your sheath.]
As the water clashed with the sheath, being dissipated, she immediately followed up with two separate swipes. Each swipe would bend the dissipating water, the first being a small water wipe that would curve behind the man’s back to strike him on the right side of the ribcage. The second swipe, would cause a water whip to curve to his front side to strike him in the abdomen. Lastly, Korra would perform an open palm thrust to send another meter worth of water from his reliquary. This one aimed for the left side of the opponent’s ribcage.
I ran to your left and you blocked to your left, I am most likely viewing the side of your body since you are on your knees. I began my assault after you blocked with the Divided Force, to make sure I don’t break time frame.
The first water whip to hit would be the one striking at your left side of the ribcage, since the distance to travel is the shortest. The second water whip to strike would be the one that curved behind your back to strike the right side of the ribcage, that is the 2nd shortest distance. The last strike is the open palm thrust, for that is the longest distance. Each swipe is one meter in diameter.
Korra intended to keep the man pressured, limit his movement options as well means of blocking wit that sheath. If he needed that sheath to defend, surely he would be screwed if he could only defend against one assault. [The First Whip will be Blocked due to Your Wall]
Name: Reliquaries Equipment Type: Accessory Equipment Grade: C Type: Supplementary Range: Self Damage: Each Reliquary HP is 0.5 Description: Reliquaries are vessels attached to the belt line of Korra's clothing or costume, depends on what clothing is being worn. They contain purified water from the oceans of Alaska. These reliquaries are primarily used as last resorts, or in areas where there is minimal to no existence of water. There are Six [6] total vessels, each one containing One [1] Meter in radius worth of water. Whenever Korra Water Bends, there is rates she must abide by to monitor the amount the reliquaries contain. If a technique requires Four [4] Meters worth of Water, then Four Reliquaries must be used.
Stock: Six Reliquaries [4 Reliquaries used] Payment: 200 Gold Each Reliquary
Name: Torrential Pulse x3 Quirk: Water Bending Rank: Epsilon Experience Points: 5 Type: Offensive Range: Close Damage: 1 [2 Damage to Shifting Tides] Description: Few of its kind, Torrential Pulse is designed to be purely offensive within Water Bending Quirk applications. Due to the emphasis on relaxed, indefinite freedom the water bender has - the user moves their body <primarily their arms> to navigate a nearby source of water. This technique lacks any strict principle behind the technique, especially since the user only has to quickly strike the air towards their target with open hands. With each strike, water in the shape of small torrential whips shoot at the target.
Notes ~
Torrential Pulse maximum dimensions are Two Meter in Length x Two Meter in Width due to the design of the technique,
The user can strike up to a number of times appropriate to Damage Magnitude Split. Each whip remains the same dimensions as expressed. <Damage Magnitude is Split Appropriately - One = 1 Damage | Two = 0.5 Damage Each | So On...>
As expected the woman retaliated with one of her annoying water attacks this time it seems she was being more tactical with their use as the first water whip she created moved around and hit Afros aura with enough power to completely dissipate both. As soon as his aura disappeared immediately a blue aura enveloped his body and his sheath giving afro a boost in attributes and allowing him to reach the same speed as the opponents attacks while at the same time boosting the blocking aspects of his sheath. Afro noticed a water construct whipping to his left to hit his abdomen, with a quick flurry of motion and a slight twist of his body towards the attack afro slapped the attack away with his sheath before turning to his left to intercept another water attack in the same manner as the last time.
"These are annoying, how about you fight me fairly HERO!?"
As he said this afro stabbed his sword in the ground, swinging it forward to kick up dirt towards the opponents face, his blue aura augmenting the rocks to go even faster.
Name: Times Two Quirk: Multiplication Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: N/A Description: Once activated the user can multiply different aspects of the body and/or weapons, at its base the user can multiply each of the four attributes of the users body, this is represented by a static boost to the users attributes. When using this technique the user must specify which attribute will be boosted with each post.
Body Multiplication Boosts:
STR +5 SPD + 5 STA +5 ACC +5
Name: Defensive Multiplication Quirk: Multiplication Rank: D Experience Points: 10 Type: Supplementary Range: Contact Damage: -1 Damage to Incoming Attacks Description: The user covers his weapon or his body in a blue aura before multiplying either his own or his items defensive property's better allowing him to block incoming damage from opponents.
Drawbacks: Can only have one augmentation on at the same time, (One each for body and for weapon using the "Mulltiplication" Power). Drawbacks: After activation, the Aura's amount is drained 3% each turn as long as the technique remains active.
OOC: Rocks are augmented by my aura, they should be going at 15 SPD
Post by Big News Gecko on Feb 22, 2018 19:35:10 GMT
The man’s resilience proved stronger than Korra have ever anticipated. Surely with all this commotion, a crowd of people would be drawn She had to end this quick, notify the police to arrest this man with the afro. As the man swatted away the whip aiming to his left, his attention on Korra had diminished. For her to beat him, she had to be relentless in her assault – but absent of all killing intent. Therefore, she refrained from targeting his head, only body shots.’
At the sight of the man moving to block one whip, this notified Korra that the first intended whip had not struck her opponent. Going forward, the man raised his sheath to block the second and third water whip. This gave the impression the defensive walls were down once more. Korra took the opportunity to strike since there seemed to be an opening. Using the first water whip that had been countered by this wall, Korra gathered it once more and swipe her right arm across her chest with an open hand - striking again at the right side of his ribcage.
With your attentions focused on blocking the third water whip, which was targeting the left side of your body - your head is turned a certain way to remove all peripheral view of the water your Aura Wall blocked. Since you dropped your accuracy for the sake of speed, you cannot track my movement anymore that is 20 SPD. There is nothing to indicate I am attacking, which means there isn't anything to indicate water is striking at you once more.
If successful, the man would be forced to react to being struck in his ribcage. Assuming that to be the case, Korra immediately after swiping her right arm - she did not stop her movement while performing another swipe with her left arm - same fashion of the right one. This one would gather the second and third water whips (together) the man countered, and send it upward - striking the man's jawline. [Korra would factor in most likely body withdrawal response]
Take into account, you have not gotten up from your knees. You was knocked down and been forced to block since. The water whips are 1 meter in diameter, once again. If you cannot properly defend, that is another 1 Damage from the first Torrential Pulse - and then another 1 Damage from the first Torrential Pulse aimed for your jawline.
Name: Torrential Pulse x2 Quirk: Water Bending Rank: Epsilon Experience Points: 5 Type: Offensive Range: Close Damage: 1 [2 Damage to Shifting Tides] Description: Few of its kind, Torrential Pulse is designed to be purely offensive within Water Bending Quirk applications. Due to the emphasis on relaxed, indefinite freedom the water bender has - the user moves their body <primarily their arms> to navigate a nearby source of water. This technique lacks any strict principle behind the technique, especially since the user only has to quickly strike the air towards their target with open hands. With each strike, water in the shape of small torrential whips shoot at the target.
Notes ~
Torrential Pulse maximum dimensions are Two Meter in Length x Two Meter in Width due to the design of the technique,
The user can strike up to a number of times appropriate to Damage Magnitude Split. Each whip remains the same dimensions as expressed. <Damage Magnitude is Split Appropriately - One = 1 Damage | Two = 0.5 Damage Each | So On...>
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.