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Post by Zeed on Feb 22, 2018 20:28:26 GMT
AHH! Yelled Afro as another attack he couldnt see due to his precarious position, whipped around and hit his right ribcage. This was looking bad for afro taking more damage than necessary, immediately after the first whip hit him he created another white aura to block any incoming attack, which came in the form of another water whip, and taking the momentary reprieve granted to him for blocking the second whip to quickly stand up in place before hopping 2 meters backwards from his position. "Is this all a hero amounts to? Cheap tricks and cowardly fighting"
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:40% Division:24%
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Post by Big News Gecko on Feb 22, 2018 23:31:30 GMT
Korra noticed the man standing up, the second water whip was blocked yet again. Perhaps adapting to Korra’s tactics, he immediately called for the aura to come to his aid once more. Korra had been the aggressor the entire fight, seeing the man stand up gave her the impression that the criminal very well would try to turn the tides. Better yet, the criminal could decide to retreat – especially since he had not survived Korra’s onslaught uninjured.
At the sight of the man standing, Korra decided the best way to defeating her opponent was to blitz him. When he hopped backwards, she saw the opportunity to strike – deal the finishing blow. She would run forward, intending to close the gap the man desperate wanted to create left closing the distance. The man would speak some words that annoyed Korra.
"Heh?! He is acting like a big baby...."
As Korra sprinted, she performed two open-palm thrusts. This would result in the water from the remaining two reliquaries to be shot at the opponent's general abdomen region. By the time he would land, they would strike his chest. Each water pulse is 1 meter in diameter, one behind the other so that they hit at separate times.
- Originally, both Korra and Afro were four meters away from each other. As you jump backwards for two meters, Korra would begin to rush towards you. You cannot track me until I bring out the water since its moving slower. Awkwardly enough, you can only see the water and I guess glimpse of me since its so close.
- I would say as you moved 1.5 meters (since your speed is 15) in the same time it took me to run 2 meters. Normal runs say that the time it takes you to move 1 meter with 10 SPD, I would move 2 meters since I have 20 speed.
- Math Time: 4 Meter Original Distance. 4 + 1.5 = 5.5 but I moved 2 Meters so 5.5 - 2 = 3.5 Meter Distance. At this mark, I sent Torrential Rush at you. By the time your hop ends, it would be 3.5 + 1.5 = 5 Meters but I move 2 Meters once more so 5 - 2 = 3 Meters. By the time we stop moving for this round, the distance should be 3 meters if I did this correctly. Any problems, please hit me up.
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 [6 Reliquaries used] Payment: 200 Gold Each Reliquary |
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...>
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Post by Zeed on Feb 23, 2018 17:55:33 GMT
I took the damage dog, you got it good fight
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Post by Big News Gecko on Feb 26, 2018 2:47:35 GMT
Unfortunately, the objective had not dropped yet for you two to fully benefit from this fight, but nonetheless – this will be considered a Battle Objective but of the easiest difficulty (this is to determine the modifier).
For the winner, Whoa receives the following rewards for beating Zeed
- 50 EXP & 200 Gold. - Addition Rewards: 0 ~~~ (50 x 1(0) == 50 x 0 = 0)
For the loser, Zeed receives the following for fighting until the end
- 25 EXP & 100 Gold - Addition Rewards: 0 ~~~~ (50 x 1(0) == 50 x 0 = 0)
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