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
A nonchalant Yuki adjusted her glasses and sashayed past various competitors. Her resolution to succeed had manifested in her one track mindedness. Thus, as she settled onto a makeshift wooden seat, the buxom babe was mentally formulating a game-plan. It was at this time that her fellow classmate bounced over in her direction. The nature of this round was apparent and she resolved to nodding in his direction. An unspoken bond of agreement in whatever he wished to propose. Thus, by the time he'd reach her she'd revert back to her cold introspective self. Though, courteous enough to give her ear and attention to him.
Name: Acid Quirk: Emitter Quirk Level: Basic [Ascended] Rank: G Experience Points: Zero Type: Supplementary / Offensive Range: Self Damage: Complete Immunity to Acid Based Debuffs & Damage [Excluding Concussive, Implosive, etc] | Ignores Damage Shaving Description: This grants the user the ability to create corrosive liquid from her skin. This ability alters the user’s skin pigment, resulting in it having a specific (permanently decide upon bio submission) coloration. The user can control the levels of solubility and viscosity of her acid, by lowering solubility the user can ensure that their power does not become lethal against most living things. And by raising viscosity, the user is able to generate extremely slimy acid that can act as offensive and defensive constructs (to not be wield, just made).
Inner Workings:
~ The produced acid can be strong enough to melt solid objects, including all forms of metal, which means organic substance incapable of handling acid fares worse against the acid. This superiority is represented should the acid interact with organic or inorganic material, which triggers an 1.5x Damage Modifier for both.
Drawback:
~ Abusing the limit results in varying deliberating effects, each one worsen with prolong exposure to the secreting acid. The body is gradually loses its natural resistance to the acid. Using the quirk for a set accumulation of five turns, results in the following effects.
First Five Turn Accumulation: Z-A Rank Acid Immunity is Removed | Each Technique Use Results in 0.5 Damage Taken. Second Five Turn Accumulation: B-G Rank Acid Immunity is Removed | Each Technique Use Results in 1 Damage Taken. Third Five Turn Accumulation: D-E Rank Acid Immunity is Removed | Each Technique Use Results in 1.5 Damage Taken
The crowd went ballistic. It seemed that Biff was shout casting by himself today, quite the feat if he were to pull it off. He spoke with excitement.
“I AM YOUR MAN TODAY! THANKS FOR JOINING ME ONE MORE TIME FOR THE SPORTS FESTIVAL!!!!”
The crowd roared in response. They were fired up, I guess from the thought of seeing the students in hero mode. A foot race and beating bots were exciting, but to see the birth of a hero? It was special in a sense.
“FOUR TERRAINS AND A BUNCH LOAD OF TEAMS! WHICH ONE WILL COME OUT VICTORIOUS? WE SHALL SEE!”
The Crisis: Rules & Regulations
► Sports Festival
→ Challenge III - The Crisis (Team Objective): The Third Challenge of the Sports Festival is a rescue zone. The objective is to reach areas on the map that are occupied by injured civilians. Do your best to deliver them to the center the map where the rescue zone is established.
There will be Two Post Before Each Major Update. Each Major Update is 24 Hours. You Can Only Post a Second Time After Every Captain Posts
Crisis Fundamentals
There are Four Terrains. Each Terrain has Different Effects Should You Enter and Stay in the Terrain.
Top Left: Firestorm Zone (Burning Forest)
Heat and Smoke Lowers Stamina and Accuracy by 10 PHY Each.
Top Right: Tsunami Zone (Ocean with Shipwrecks)
Ocean Converts Movement Speed to the STR Attribute
Bottom Left: Earthquake Zone (Collapsed Buildings)
Uneven Territory Results in -2 SPM to Movement Speed
Bottom Right: Tornado Zone (Raging, Destructive Winds)
At the End of Each Major Update, You Will Move Two Boxes Close to the Center.
Crisis Movement Rules
The Number of Boxes You May Move Determines On One Factor: Movement Speed
For Every 1 SPM in Your Movement Speed - You Can Move One Box.
Everyone is Starting in the Blue Box in the Middle of the Map.
Can Only Move Left, Right, Up, and Down.
You May Move On the White Boxes
Interaction Rules
There are Two Types of Bots.
The Letter "M" Represents Mobile Bots. Once You Land On a Box with the Letter M, They Do Not Require Healing to Move. They will Move Wherever You Move. However, They Will Slow You Down By 1 SPM.
The Letter "H" Represents Handicapped Bots. Once You Land On a Box with the Letter H, They Require Healing to Move, Otherwise You Need to Carry Them Somehow. Carrying Slows You Down by 2 SPM.
There are Four Villain Bots, in the Center of Each Terrain. They are Responsible for the Crisis. You May Interact with Them, But Doing So will Trigger a Cutscene.
Firestorm Zone: The Coordinate is E5
Tsunami Zone: The Coordinate is E15
Earthquake Zone: The Coordinate is O5
Tornado Zone: The Coordinate is O15
Special Rules:
The Previous Challenge Reward Winners - Golden Knight | Jiren | Bastion | Antares | Zircon
Each Winner is a Captain, Which Will Command a Group of Students
The First Post of this Cycle is the Captains Making a Post to Recruit 1 Member and the Members Accepting.
The Contestant known as Derek is unable to use his Quirk without his costume: He is allowed to use his costume from here on out.
The Captain is the Only Person to Post, Unless the Member has Separated from the Captain, Hence Work On the Posts Together.
Each Group has Four Moves They May Perform Per Post, However Each Member Can Only Use Two Mores. Each Member Gets 3 Free-Form Actions.
In the First Post, Choose the Terrain You Want to Enter. Once You Enter, There is No Exiting Accept to Bring the Bots to the Blue Square
Special Note: There is a Shipwreck in the Tsunami Zone. The Coordinates Featuring the Shipwreck is Whatever Boxes the Ship is Touching in the Image.
In the Order of Post, You Will Be Assigned Titles for the Team. They will look like "Team 1, Team 2, etc"
This Challenge Will Only Last 7 Rounds (6 More Updates from This One)
IN EACH POST, PLEASE INCLUDING A STARTING POSITION AND AN ENDING POSITION. USE THE MAPS' COORDINATES TO DO SO.
With the event beginning, Bastion and Mob took a moment to plan out their method of attack; in a real rescue scenario, it was important to go where you would be most helpful, and had the least liability. After a brief discussion comparing what they knew of each other's powers from the previous two challenges, the two men decided to head in a northeasterly direction, with Mob carrying himself and Bastion telepathically, to make up for the latter's slower footspeed; meanwhile, Bastion would contain the two of them within a mobile barrier.
There Quirks would be put on full display in the coming moments; Mob intended to be the one who ferried the desperate souls out of the drink and helped to return them to the safety of dry land, while Bastion would rend them aid.
"Thanks for teaming up with me," said Roland, "it'd be difficult to do anything here by myself."
"Nah bro, its all good. We heroes are better together," said Mob, rushing the two of them forward.
Name: Repairrier Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: 0 Type: Supplementary Range: Self Damage: N/A Description: Reparrier is an Emitter-type Quirk possessed by Roland Orlandu, which allows him to project barriers. Although they possess a durability capable of defensive tactics, inside the barriers the true power lies. The zone within the barrier possesses a flux on time, allowing Roland to rewind the state of things: this including inanimate and sentient. The rewinding of time, creates a sense of restoration since it reverts any damage, debuff, and/or state of condition the entity has been stricken with. This power is incapable of reverting anything beyond its original state. This means that if the person is born without an arm, then returning that person to their original state of existence will not present them with that missing arm. An item could never be made into a better quality than the best it had ever been; the healing properties of the barriers cannot undo death, though it can regenerate lost limbs. As the barriers are solid, they filter damage, debuffs, and other effects from passing through their boundary unless they are destroyed, protecting those within from further harm or negative effects.
Drawbacks: Repairrier’s barriers begin as a mass of twinkling lights that originate at Roland, which he can project away from himself and manifest into their barrier form once they reach their destination. While in their unprojected form, the Barrier cannot be interacted with in anyway – their travel speed is dictated by the ACC stat. They can contain a maximum volume of a spherical area with a 5m diameter.
Drawbacks: Restoring Inanimate or Sentient Objects to its Original State requires time. Any destruction to weapons or the body require two turns to return back to its original state of existence. During this time, the destroyed item or body part still remains nonfunctioning. Any effects administered from the destruction is not removed until the end of the second turn.
Drawbacks: Reverting Damage & Debuff from Inanimate or Sentient Objects requires time. This restoration is more rapid than reverting objects to their original state, thus there are rates of healing based on the rank of the technique used. This also removes non-stat effecting debuffs (example: paralysis) within one turn not originating from total destruction, such as organ damage, which is restored by the two-turn destruction restoration instead.
E-Rank: Restoring 1 DMG Per Turn | Restoring 5 PHY per stat Per Turn D-Rank: Restoring 2 DMG Per Turn | Restoring 10 PHY per stat Per Turn G-Rank: Restoring 3 DMG Per Turn | Restoring 15 PHY per stat Per Turn B-Rank: Restoring 4 DMG Per Turn | Restoring 20 PHY per stat Per Turn A-Rank: Restoring 5 DMG Per Turn | Restoring 25 PHY per stat Per Turn Z-Rank: Restoring 6 DMG Per Turn | Restoring 30 PHY per stat Per Turn
Drawbacks: At the Basic Mastery Level, Roland can Only Conjure and Maintain One Barrier at Once
Name: Adventure Quirk: Repairrier Rank: D Experience Points: 10 Type: Supplementary Range: Close Damage: 0 Description: Due to the nature of the barriers created by Roland's Quirk, being solid, and either mobile or stationary as needed, as well as variable in their shape, this application allows Roland to create platforms for the sake of exploration and maneuvering. The technique is limited by the number of barriers Roland can manifest at once, sometimes requiring platforming in order to be used effectively, and in the case of moving barriers that are rode upon, they move based on Roland's ACC stat, and up to a maximum of short range each.
Note: Once activated this technique remains passively activated. It allows Roland to maneuver over difficult or complex terrain by using his barriers as platforms. As the barriers created by this technique occur passively (or "in freeform"), it refers to the damage needed to destroy the foothold, and is not to the potential of the barriers to actively absorb damage.
Note: Can only make up to four platforms at once, if so the damage splits evenly among 2 Damage. Should three be made, one platform holds 1 damage and the other 2 hold 0.5 Damage. Should there be two, then each one has 1 damage. If just one, then its 2 damage. These cannot be used offensively.
Name: Ward Quirk: Repairrier Quirk Level: Basic Rank: E-D Experience Points: 15 Type: Supplementary | Defensive Range: Close Damage: 1-2 Description: A variant of Roland's "Sanctuary" technique, 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 mobile 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.
Name: Savage Mind Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: Free Type: Offensive, Defensive, Supplementary Range: Self-Close Damage: None Description: Savage Mind is the Parent Technique to “The Minds…Still” quirk. An Esper’s Quirk in nature, the user can utilize their mental capacity to perform telekinetic and telepathic abilities for offensive – defensive – supplementary measures. At this level of mastery, the user can only use basic levels of telekinetic application such as lifting solid and liquid like matter. At this level of mastery, the user can only connect telepathically to one individual at a time. That individual must be of human nature and contain a functioning brain and central nervous system. At this level, the user can only utilize one spirit at a time with themselves, although it is only possible to communicate with the spirits. The user holds great control over their telekinetically abilities, being able to control objects within four-meter radius. The user cannot lift more than four meters in length/width.
Inner Workings:
~ At this level, Telekinetic Abilities require physical cues, such as raising the arms to life targets or pointing to send the targets in a desire direction, thus without the cues the telekinetic abilities cannot be properly used.
~ At this level, Telepathy Abilities can only connect the user with human life that they can see. Once losing track of the target results in the connecting being broken. Due to directly linking together the minds, any mental base damage is amplified for the user - thus they receive an additional damage.
~Being an Esper Mob can interact with the emotional spectrum which can be applied to techniques via his psionic energy, assorted colors will show when specific emotions are present for each different emotion.
~ Due to intense training with the Heroine Dupe, Mob has become mentally efficient in utilizing his quirk which is represented in his ability to maintain techniques without an upkeep cost.
~The Attack Speed, Movement Speed, and/or Projectile Speed of Mental Based Attacks/Objects Mob Mentally Manipulates is Dependent on his Accuracy Attribute
Drawbacks: The Quirk requires Mental Energy. Abusing the quirk results in exhausting the Mental Energy. At certain points, using psionics will physically drain the user's stamina.
E Rank: 5% D Rank: 10% G Rank: 20% B Rank: 30% A Rank: 40% Z Rank: 50%
Once 75% Has Been Used, Stamina Depletion Occurs.
D Rank: -5 STA G Rank: -10 STA B Rank: -15 STA A Rank: -20 STA Z Rank: -25 STA
Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B (D) 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.
Name: Mental Focus Quirk: The Minds...Still Rank: D-B (G) 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.
Base PHYS:
R:15/25/15/15 M:15/20/20/15
Mob has an effective 4 SPM, granting four blocks of movment.
Derek and Asahi agreed to team up and immediately started discussing where their abilities would help the most. The duo turns to the earthquake terrain and immediately move out to look for citizens that need saving. "Let's split up so we can cover more ground!"
Asahi: Splitting up with Derek, who will make his own post to detail his movements. Stats: 25/15/15/15 Flying at 2.5 + 1 + 0.5 = 4 spm. Ignoring debuff due to flight. Starting at: J10 Finishing at: M9
Quirk: Sunbloomer Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: +1 SPM to Movement Speed || +1 DMG to Quirk Related Techniques & Free-form Description: The user of Sunbloomer taps into his power, turning the user into a living self-sufficient Sun. By doing so, the ability to produce and absorb thermal energy, heat, flight based on STR attribute, light and gravitational powers are unlocked.
❖ Inner workings❖
✶ Whilst in this state, the user elevates the temperature of the area around him to the point just being near him produces a -5 STA debuff within close range. It requires three [3] turns, while outside the effected range, to normally outlast the debuff. This ability may be toggled on and off. ✶ The user can create free-form solar blasts (default damage is 0.5) as well as encompass the energy around body parts to amplify their power (default damage increase is 0.5). This allows Asahi to potentially melt through regular objects and potentially vaporize liquids. Attacks originating from this form bypassing DMG Shaving. ✶ The user has developed great affinity for heat and energy like sources. Not only has the user developed a resistance to heat and energy due to his quirk, making him immune to heat/fire based abilities, but he is capable of detecting signatures of heat and energy that emitting from him. ✶ The user's star form allows him to absorb energy it comes into contact with. This translates to the user's touch being able to absorb the underlying energy source residing in the human body in the form of heat. Even through wearables such as costumes and clothes (passive) or absorbing energy from energy based attacks by coming into contact with it (separate technique(s) will be made)
❖ Drawbacks❖
✶ In this state, the user is limited by the amount of energy available to him at any given time in order to perform techniques and dropping down to 0% will immediately revert the transformation. Entering and leaving the Sun state can be done indefinitely and instantly. ✶ Unable to control his gravitational pull (extends up to a three meter radius) with accuracy, anyone caught in the vicinity of the user upon transforming will be pulled to him and forced to remain within close range unless they possess a strength twenty PHY or greater. All projectiles aimed for Asahi has their SPM increase by 0.5 SPM.
Quirk: Sunbloomer Rank: D Experience Points: 10 Type: Supplementary Range: Self Damage: +0.5 Damage Shaving | +0.5 SPM to Movement Speed Description: The user coats himself in energy which allows him to move propel himself through the air at a faster speed than through his passive flying abilities. The coat of energy provides protection.
❖ Drawbacks❖
✶ It consumes the appropriate energy percentage, per the parent technique. ✶ The initial expenditure only covers 3 turns. After conclusion, in order to maintain the boosts, the technique must be used again.
The teams began to disperse from the Safe Zone, each one having drafted their plan. The woman named Marina began to ponder over several tactics to approach each zone, however Arthur could not help but notice the cyclone off in the distance. It seemed the teams were not interested in approaching such crisis, perhaps due to the perceived difficult it posed. But the lives that were endanger by such disastrous were no less than any other disaster, in fact they may have been more important due to the sense of urgency. Arthur would grip the hilt of Excalibur, establishing a communion with the Kings of Old.
“My lady. Those in the land of the winds, it seems the other teams do not value their lives or value the glory. Even more so than being pious.”
He pointed the sheathed Excalibur towards the land of the destructive winds while grasping the woman’s hand.
“My lady, if I may. Let’s be pious on this day.”
A small scowl could be seen on her face. Oh. He talks like that. That's pretty cool I guess. A hand could be seen raising towards her eyes as she leaned forward a bit. Well, he did have a point. The tornado zone seemed to be avoided mostly because of its difficulty. And for all the good reasons. It was probably the most complex here. Even Marina would need to rely on her partner heavily in order to make this work out successfully.
"Right... You know this might be kinda crazy, right?...."
Who was she kidding? It was going to be hell. But, she liked his spunk. She needed to match that energy in order to make this partnership successful. She wasn't going to let her shortcomings get in the way of what was important; working together. Her fist tightening as her armor began to engage. Her skin gleaming with her crystalized second skin.
"Right.. Pious... Let's do this."
Starting Location: J10 Ending Location: O10
Séance & Natural Construct Customs
Name: Knights of the Round Quirk: Séance Quirk Level: Basic [Ascend] Rank: G Experience Points: Free Type: Supplementary Range: Self Damage: None Description: Unique to the Pendragon Bloodline, this ability resides in the Camelot Kingdom’s linage of kings. Séance is a Transformation Type Quirk that cannot be activated nor deactivated, simply triggered upon physical contact with the Holy Weapon Excalibur. An ability that exclusive exists within the royal bloodline, the Pendragon linage can connect with the lingering wills that rest within the sword. This connection, established upon contact, allows Arthur to host the knowledge – skill – and memories of the previous kings. With this ancestral link, the Arthur possesses generations of wisdom that can aid them in any incident. The Current Level of Mastery for Séance allows Arthur to Host One King at Once.
Inner Workings ~
Séance is Exclusive to the Pendragon Bloodline, thus is intrinsic to the DNA. Replication of the Bloodline will Fail in Establishing a Connection.
Séance is NOT Exclusive to the Holy Sword Excalibur. Any Weaponry with Owners that are Now Deceased have Lingering Wills for Connection.
Séance is Strenuous On the Host's Body, Constantly Draining their Physical Stamina Each Turn a Connection is Remaining Active.
Each Turn the Physical Body is Strained thus 10% of Stress is Stockpiled.
Drawbacks ~
Séance Related Connections Immediately Establish or Break When the Host Touches or Ceases Touching Weaponry.
Séance is Strenuous On the Host's Body, Constantly Draining their Physical Stamina Each Turn a Connection is Remaining Active.
Name: Knights of the Round: Sir Lancelot of the Lake Quirk: Séance Quirk Level: Basic Rank: G-B Experience Points: 70 Type: Supplementary Range: Self Damage: Gamma Rank Version: +10 PHY to the Speed Attribute || Beta Rank Version: +1 SPM to Movement/Attack Speed [Does Not Stack] Description: Unique to the Pendragon Bloodline, this ability resides in the Camelot Kingdom’s linage of kings. Séance is a Transformation Type Quirk that cannot be activated nor deactivated, simply triggered upon physical contact with the Holy Weapon Excalibur. Arthur Pendragon wields Excalibur to Summon Forth a King of the Old - Sir Lancelot of the lake. The Twelfth King of Camelot, Lancelot is famously known for his loyalty to the kingdom - having engaged in a war even when the mystics warned for complete utter annihilation on its behalf. A Legend Birthed as Lancelot Slain his Enemies with Fluid, Swaying Movements of a Lake coupled with the Fierce, Crushing Power of a Wave. Arthur Hosts Lancelot's Lingering Will to Embody his Swordsman Style.
Inner Workings ~
Sir Lancelot of the Lake Grants Arthur the Advantage that his Movement and Striking Speed is Dependent on the Base Speed Attribute.
Sir Lancelot of the Lake Remains Active as Long as Arthur Maintains Contact with Excalibur or Changes which Lingering Will is Hosted.
Sir Lancelot of the Lake Demands that Arthur Continuously Wields the Holy Sword - Excalibur with One Hand.
Sir Lancelot of the Lake Triggers the Movement Speed Clause Discussed in the "Sir Tor the Inspired" Trait.
name: natural construct quirk: emitter quirk level: basic rank: delta experience points: free type: offensive | defensive | supplementary range: n/a damage: n/a description: this user is able to move, shape, and manipulate inorganic carbon. this allows the user to form constructs with whatever physical state desired and alter its physical properties changing aspects such as color, density, flammability, and shape. unlike organic carbon which can be found in plant life and living beings, inorganic carbon can be found loosely in ores and minerals within the earth. by giving these freeform carbon molecules a constructive outlet, the users is able to create a wide array of compositions such as graphite and diamond. as of now, the user is only capable of creating components that are completely composed of carbon rather than those that possess a portion of it.
drawbacks: - the user can only manipulate carbon within five [5] meters of their body. the constructs' length and width cannot exceed five [5] meters worth of space.
- the user can only manipulate carbon when they are in contact with substances that contain inorganic carbon. (ex: the ground)
- at the current level of mastery, the user can only create - manipulate - alter - spawn - etc four constructs at once.
- at the current level of mastery, when diamond is created - based on the technique rank's default damage - it shaves half that amount.
name: suit up quirk: carbon manipulation rank: delta experience points: 10 type: defensive range: self damage: 2 description: the user draws in carbon and produces a three-inch thick armor around any part of their body, if not their body as a whole, allowing them to defend up to two damage before its destroyed. the user can reform the armor by using the technique a second time, however, they must still be in contact with a carbon source in order to do so. Additionally, the amount of control the user has over carbon allows them to move their body and the armor in tandem.
note: remains passive after activation
note: the diamond used in this technique naturally shaves a maximum of 1 damage.
Séance Trait Series
Name: Knights of the Round: Sir Gawain the Devoted Trait Point Cost: Ten [10] Description: Unique to the Pendragon Bloodline, this ability resides in the Camelot Kingdom’s linage of kings. Séance is a Transformation Type Quirk that cannot be activated nor deactivated, simply triggered upon physical contact with the Holy Weapon Excalibur. Arthur Pendragon wields Excalibur to Summon Forth a King of the Old – Sir Gawain. The Eighth King of Camelot, Gawain is famously known for his absolute devotion to the kingdom. Born a bastard child, he lived an extreme peasant and lonely life. Still the child strived to become a man of valor and honor, uplifting the kingdom’s name. When his father died, he by law was the rightful heir despite the protest. He died always with the Kingdom’s Honor a priority.
Trait Benefits & Restriction
This Trait Grants the Bio an Extraordinary Devotion to Knighthood. With an Indomitable, Insightful, Inspired,, and Invoked Will - Arthur's Mind and Body fortifies. This fortification is triggered when the technique "Sir Gawain the Devoted" is used (its the technique providing the empowerment): the scale of empowerment is 5 PHY for Strength, Speed, Stamina, and Accuracy.
This Trait Grants the Bio an Additional 5 PHY for Strength, Speed, Stamina, and Accuracy. || This Trait Cannot Stack with Any Other PHY Boosting Traits.
The Technique "Sir Gawain Devoted" Cannot Boost Any PHY Value Regardless of Rank Anymore. || This Trait Only Triggers When Using the Séance Ability.
Name: Knights of the Round: Sir Aglovale the Insightful Trait Point Cost: Ten [10] Description: Unique to the Pendragon Bloodline, this ability resides in the Camelot Kingdom’s linage of kings. Séance is a Transformation Type Quirk that cannot be activated nor deactivated, simply triggered upon physical contact with the Holy Weapon Excalibur. Arthur Pendragon wields Excalibur to Summon Forth a King of the Old – Sir Aglovale. The Nineteenth King of Camelot, Aglovale is famously known for his substitute role as king. Born as the eldest son of four, he assumed the title of king when his younger brother Tor passed from a disease. Tor's disease was groomed from sacrificing his health for the sake of his kingdom. Aglovale served as the substitute king, until a member of the Pendragon Bloodline desired to inherit the kingdom, but during the reign he possessed enough insight to strengthen the political standings of Camelot.
Trait Benefits & Restriction
This Trait Grants the Bio an Extraordinary Insight to Prevail. This insight leads to Arthur's Mind and Body reinforces. This reinforcement is represented by the body and mind being impervious to deliberating effects: the scale of immunity is 5 PHY for Strength, Speed, Stamina, and Accuracy.
Purchasing this trait, grants the bio a natural ability to track higher speeds than normal, which is represented by +1 SPM Tracking. || Grants the bio a natural equilibrium among the senses. When vision becomes impaired, their hearing substitutes to prevent Accuracy Debuffs.
This Trait Can Stack with Any Other Accuracy Related Traits.
This Trait Only Triggers When Using the Séance Ability.
Name: Knights of the Round: Sir Percival the Indomitable Trait Point Cost: Eight [8] Description: Unique to the Pendragon Bloodline, this ability resides in the Camelot Kingdom’s linage of kings. Séance is a Transformation Type Quirk that cannot be activated nor deactivated, simply triggered upon physical contact with the Holy Weapon Excalibur. Arthur Pendragon wields Excalibur to Summon Forth a King of the Old – Sir Percival. The Twenty-First King of Camelot, Percival is famously known for winning the rebellion and war against the Evil Monarch. The youngest brother of the past three kings, Percival dedicated his life and reign to continuing the rebellion and waging war with the Evil Monarch himself. Within an decades time, he personally redeemed the Camelot's name as he successfully regained control of its ancestral land and slaying the monarch himself.
Trait Benefits & Restriction
Purchasing this trait, grants the bio an indomitable will which is represented by the ironclad determination exhibited. In the face of Debuffs:
Those that trigger each turn - a two turn delay is added on. Those that induce an effect to last a certain amount of turns - an two turn reduction applies (cannot reduce to 0 turns). Those that establish a constant infliction is converted to a three turn duration. Requires Techniques to be reactivated to reapply the effects.
Purchasing this trait, grants the bio a natural resilience from physical base damage, this is presented by a 1-Damage Protection || The Damage Shaving Refers to All Damage Non-Elemental & Non-Mental. || This Trait Can Stack with Any Other Damage Immunity Traits.
This Trait Only Triggers When Using the Séance Ability.
Name: Knights of the Round: Sir Tor the Inspired Trait Point Cost: Eight [8] Description: Unique to the Pendragon Bloodline, this ability resides in the Camelot Kingdom’s linage of kings. Séance is a Transformation Type Quirk that cannot be activated nor deactivated, simply triggered upon physical contact with the Holy Weapon Excalibur. Arthur Pendragon wields Excalibur to Summon Forth a King of the Old – Sir Tor. The Eighteenth King of Camelot, Tor is famously known for his inspirational - charismatic nature as king. Through the Great Depression, an period induced by the actions of the previous king, Sir Tor dedicated his reign rebuilding the kingdom's trust and security in the tainted bloodline. Its due to Sir Tor's presence that the kingdom was capable of regaining strength to take revenge against the previous king, but passed before that time arrived.
Trait Benefits & Restriction
Movement Speed will be determined by combining 50% of their STR with their full SPD stat. The formula for determining SPM is as follows: 1/2 (STR) + (SPD) = Movement SPM (Round Down). This Perk Can Only be Active by Knights of the Round Techniques that Announce Triggering Such Effect.
Purchasing this trait, grants the bio an additional 1 SPM in Attack Speed || Purchasing this trait, grants the bio an additional 1 SPM in Movement Speed. || These SPM Boosts Do Not Stack if One Attribute Dictates Attack & Movement Speed.
The Connection Between a King of Old Technique and Sir Tor Establishes Higher Strain, thus whenever Damage Penalty Discussed in the Parent Technique is Triggered - the Penalty is Doubled and health cannot be recovered no matter the method.
This Trait Cannot Stack with Any Other Speed Related Trait (Movement, Attack or Both). || This Trait Only Triggers When Using the Séance Ability.
Name: Knights of the Round: Sir Lamorak the Invoked Trait Point Cost: Six [6] Description: Unique to the Pendragon Bloodline, this ability resides in the Camelot Kingdom’s linage of kings. Séance is a Transformation Type Quirk that cannot be activated nor deactivated, simply triggered upon physical contact with the Holy Weapon Excalibur. Arthur Pendragon wields Excalibur to Summon Forth a King of the Old – Sir Lamorak. The Twentieth King of Camelot, Lamorak is famously known for the rebellion against the monarch established by the betrayal of the seventeenth king. Having survived the Great Depression and restored its political status, Lamorak followed in his brother's footsteps and sought to increase the military might of Camelot. His passing came as a sacrifice in the Great Battle of Vulgate, a battle invoked from the oppressive nature of the Evil Monarch.
Trait Benefits & Restriction
Attack Speed will be determined by combining 50% of their SPD with their full STR stat. The formula for determining SPM is as follows: 1/2 (SPD) + (STR) = Attack SPM (Round Down). This Perk Can Only be Active by Knights of the Round Techniques that Announce Triggering Such Effect.
Purchasing this trait, grants the bio an additional 1 Damage for Sword Related Techniques & Freeform. || Techniques that are Non-Physical <Dealing with the Body> Are Excluded.
The Connection Between a King of Old Technique and Sir Lamorak Establishes Higher Strain, thus whenever Damage Penalty Discussed in the Parent Technique is Triggered - the Penalty is Doubled and health cannot be recovered no matter the method.
This Trait Only Triggers When Using the Séance Ability.
This Trait Cannot Stack with Any Other Speed Related Trait (Movement, Attack or Both). || This Trait Only Triggers When Using the Séance Ability.
Custom Fighting Stye
Custom Fighting Style Name: Mumyo no Mai | Dance of Avidya Trait Point Cost: Ten [10] Description Of Fighting Style: Dance of Avidya is continuous in evolution as each King of Camelot masters the style and then develops their own unique element. This leads to the creation of each king’s signature swordsmanship, which can be experienced using the Séance Quirk that each King of the Pendragon Blood possesses. Mastering Dance of Avidya is essential since it’s the fundamental foundation for each King’s signature swordsmanship. Originally established by the First King of Camelot, Carfen the Master Swordsman, Dance of Avidya is collection of stances and ideologies pass down using the Séance Quirk. Dance of Avidya, the swordsmanship style, is best utilized with the Holy Sword Excalibur – which improves the efficiency of each King’s Signature Swordsmanship. However, Dance of Avidya can be utilized with any sword considering that it’s a collective of stances. [Requires a Technique to be Made]
Perks Of Fighting Style ~
Combining the Dance of Avidya Fighting Style [Stances & Techniques] Results in "Knights of the Round" Techniques Gaining One [1] Damage Increase.
Combining the Dance of Avidya Fighting Style [Stances & Techniques] w/ Séance Results in Gaining One [1] Damage Immunity.
Dance of Avidya Fighting Style Grants An Additional 5 PHY for Strength, Speed, Stamina, and Accuracy.
The Dance of Avidya Fighting Style Grants Arthur the Ability to Utilize "Knights of the Round" Techniques with Any Sword in his Possession.
The Dance of Avidya Fighting Style Lowers Arthur's Damage Output/Attribute Stacking by Half During Actions Performed Without the Holy Sword - Excalibur.
Name: Kings of the Old's Swordsmanship [Signature Technique] [Activated the Hitoshirenu no Shisei (Rear Hidden Posture) Stance] Custom Fighting Style: Mumyo no Mai | Dance of Avidya Rank:G-B Experience Points: 70 Type: Supplementary Range: Self Damage: 0 Description: Dance of Avidya is collection of stances and ideologies. The swordsmanship style is best utilized with the Holy Sword Excalibur – which improves the efficiency of each King’s Signature Swordsmanship. However, Dance of Avidya can be utilized with any sword considering that it’s a collective of stances. After activating, Arthur is capable of shifting to whatever stance he chooses however re-activation of the fighting style is required. The Following Stances:
~ Chuuhan no Shisei (Middle Level Posture)
Chuuhan no Shisei is the most basic of the five stances of Dance of Avidya and offers the optimal balance between offense and defense. Arthur brings his sword to the midsection held in a forty-five degree angle upwards with the dominate hand held at the top of the handle below the guard. The stance is used to transition easily between offense and defense as well as counters. The feet match the positioning of the hands with the dominate side in the forefront.
Perks: Utilizing the Gamma Rank Version of this Stance Grants +10 PHY to the Accuracy Attribute.
~ Hikui no Shisei (Lower Level Posture)
Hikui no Shisei is the most defensive of the five stances of Dance of Avidya and offers the highest peak of defense, deflecting, and creating striking opportunities. Arthur brings his sword to point at the opponent's lower body, typically around the knee or thigh area. The hands are held with the dominate hand near the top of the handle and the feet match with the dominate foot in the forefront.
Perks: Utilizing the Beta Version of this Stance Grants +1 Damage to Defensive Techniques.
~ Kousou no Shisei (Upper Level Posture)
Kousou no Shisei is the most aggressive of the five stances of Dance of Avidya and offers the highest peak of offense. Arthur brings his sword above the head held in a double axe-handle position with the dominate hand held near the apex. This stance is used to optimize the user's initial strength and bodyweight for heavier swordstrokes and counters. The feet match the positioning of the hands with the dominate side in the forefront.
Perks: Utilizing the Gamma Rank Version of this Stance Grants +10 PHY to the Strength Attribute.
~ Hitoshirenu no Shisei (Rear Hidden Posture)
Hitoshirenu no Shisei is the most deceptive of the five stances of Dance of Avidya and offers the highest peak of surprise attacks. Arthur brings his sword down to the waist pointing away to the rear of the body in order to hide the full length of the blade and only show the pommel to the opponent. The hands are held with the dominate hand at the hilt. The user's feet are opposite of the hands with the dominate foot in the rear of the stance.
Perks: Utilizing the Gamma Rank Version of this Stance Grants +10 PHY to the Speed Attribute.
~ Zengosayuu no Shisei (All Directions Posture)
Zengosayuu no Shisei is a Dance of Avidya stance that allows the user to rapidly respond offensively to enemies from all eight angles of attack. The user brings his sword upright until the hilt is in front of the shoulder matching the dominate hand that is held at the apex. This stance is also used to transition into the Kousou no Shisei when striking by sloping the blade slightly to the rear. The user's feet are positioned opposite of the hands with the dominate foot in the rear and the other foot in the forefront. Perks: This Stance Grants the User Access to All Techniques that Specifically Require the Other Stances. Perks: Utilizing the Beta Rank Version of this Stance Grants +5 PHY to the Strength, Speed, and Accuracy Attribute.
Lady of the Lake's Sacrifice – The First Queen of Camelot and Wife to the First King of Camelot – Carfen, legends foretell that she was a mystic stripped of her divinity after falling for a mortal. As an expression of her love, she blessed Carfen’s sword Excalibur to become Holy in nature. Whenever the King wields the Holy Sword - Excalibur, the connection is developed and its holiness enhances the wielder. This holiness is represented by the King acquiring any characteristics & traits that Excalibur owns.
Trial of Strength - Increases the Offensive Properties of the Holy Sword - Excalibur. This is Represented by Excalibur being Empowered in Offensive Sword related Strikes (+1.5 Damage Outgoing) and the Blade being Capable of Ignoring Damage Shaving Capabilities.
Lady Guinevere’s Prayers - The Current Living Queen of Camelot and Widow of Uther Pendragon– Arthur's Father, the lovely woman created the cape that drapes over the Avalon Armor. It’s pure white color represents the purity of their union, and symbolizes her love acting as a ward against evil. This ward is represented by reducing any of Delta Rank & Below - Quirk Related Debuffs (Mental Type).
Trial of Poise - Increases the Supplementary Properties of the Holy Sword - Excalibur. This is Represented by Excalibur being Empowered in Defensive Sword Related Strikes (-1.5 Damage Incoming) and the Hilt being Capable of Eliminating Knock Back (Only When Sword Strikes' Realism Scale is Higher than Opposing Realism Scale)
Range: 1.5 Meters | 18-22cm hilt and a 60-85cm blade | Sheath is 60-85cm blade Damage: Infinite HP | 8 HP when vs Another Sacred Treasure Description: Excalibur is important to the Pendragon Bloodline since its a Generational Relic of all Camelot Kings. The Sacred Treasure Features Intricate Designs Throughout the Blade - the Most Prominent Design being the Cross placed at the Front Side, Base of the Blade. Crafted Separately from the Hilt - the Blade of Excalibur Successfully Triumph in the Trial of Strength and Received the Lady of the Lake's Sacrifice Blessing. The Sacred Treasure Features an Unique Design Throughout the Hilt - the Most Prominent Design being the Cross Guard that is Curved. Crafted Separately from the Blade - the Hilt of Excalibur Successfully Triumph in the Trial of Poise and Received the Lady Guinevere's Prayers Blessing.
Strength: 25 [+5 Dance of Avidya] & [+5 Sir Gawain the Devoted Trait]
Stamina: 25 [+5 Dance of Avidya] & [+5 Sir Gawain the Devoted Trait]
Speed: 45 (5.5 SPM Movement & Attack Speed) [+5 Dance of Avidya] & [+5 Sir Gawain the Devoted Trait] & [+10 Hitoshirenu no Shisei] & (+1 SPM Movement Speed Sir Tor the Inspired Trait) & (+10 PHY Support from Sir Tor the Inspired Trait)
Accuracy: 25 (4.0 SPM Tracking) [+5 Dance of Avidya] & [+5 Sir Gawain the Devoted Trait] & (+1 SPM Tracking Aglovale the Insightful Tracking)
Séance Drain: 10%
Strength: 15 [+5 Jack of All Trades] & [+5 University Combat Training]
Stamina: 15 [+5 Jack of All Trades] & [+5 University Combat Training]
Speed: 15 [+5 Jack of All Trades] & [+5 University Combat Training]
Accuracy: 15 [+5 Jack of All Trades] & [+5 University Combat Training]
Jiren and Blackmayne would stand on the precipice ready for the event to begin. Discussing their plans briefly they came to an agreement on the tornado zone being the one they approach.
Jiren would remain on the safe zone before moving to J13 knowing he and blackmayne would cover more ground splitting up, whilst preparing to begin. Activating his gatherer ability to passively recover his energy. Along with activating his sunbreaker ability hoping that his ward would be empowered enough to ignore the environmental effects of the tornadoes once he does enter the zone.
Charges 4/3
Name: Gatherer Quirk: Stellar Battery Rank: D Experience Points: 20 Type: Supplementary Range: Self Damage: N/A Description: The user sacrifices one of their move slots, per turn, after activation to regain one charge of stellar energy each turn. The ability to recharge can extend the normal cap, becoming overcharged - but the maximum is three additional charges. This move does not consume timeframe, considering it is passive.
Drawbacks: Once activated this ability continues on until deactivated and can be used thrice per battle in regards to activations. However, the move slot will continue to be used every turn it's activated limiting the user to 2/3 moves per turn.
Name: Sunbreaker Quirk: Stellar Battery Rank: G Experience Points: 20 Type: Supplementary Range: Self Damage: None Description: The user sacrifices one of their charges to drastically enhance their ward allowing it to shave Gamma Rank and below debuffs or environmental effects including constituents like Toxins, Energy, (Radiation and anything similar of composition), Gases, Heat, Cold, and Pheromones Based Sources.
Drawbacks: Once activated this ability continues on until overpowered or the ward breaks, it can be used four times per battle.
After hearing the rules, Blackmayne turns to Jiren and suggests the Tornado zone. After a quick discussion, the two split up with Blackmayne moving towards the closest civilian to save. Activating his These Hands gauntlet to enhance his strength, Blackmayne moves in a straight line to end at N10.
Rank: D - G Experience Points: 30 Type: Offensive Range: Close Damage: 2 - 3 Description: The user uses some of the stored units within the gauntlets to generate heated plasma around the knuckles of the gauntlets. This is designed to allow him to carry this damage in a contained manner, able to be utilized in more controlled attacks such as CQC or defending smaller attacks without the need for large blasts. Dealing damage equivalent to the rank, the user can use this to punch through attacks of same or lower damage or significantly incrase his FF damage. Note: G-Rank can only be used 4 times, each use lasting 3 turns. Note: While in use, each additional turn this is active reduces another 0.5 charge units.
Upon the event starting officially, the Princess would turn to Haeso and with a unconcerned look in her eyes she would point in a specific direction. “We can cover more ground if we split up from here; you take to that direction and Ill head over here. We meet back as soon as possible, and remember we are Horizon! Time to show those Dawn Punks they aren’t shit.” she said a she raced over into the firestorm area, where her quirk can provide some added benefits to her own movement when ready.
Haseo nodded and headed in the directed location, meanwhile the Princess would encounter continue to move on the terrain as she ran towards what she can vaguely make out to be a robot. Once she approached the bot, she would guide it back as she headed back to her original spot to drop it off.
Kimiko’s Stats: 20/20/30/30 (4 SPM Tracking) (4 SPM Movement) Kimio Starts at J10 and Ends at J13
Haeso Stats: 25/25/25/25 (2.5 SPM)
Haseo starts at J10, and stops H11. Kimiko starts at J10 moving to J11 to J12 and stops at J13 and thus splits off.
As the event went underway, Ameyuri and his partner decided to split up to cover more ground. Yu went to his right, staying outside of any particular zone while he searched for anyone who he could assist. Yuki did the same, albeit she ran in the opposite direction in hopes of seeking out anyone she could help. Their plan was to enter Earthquake Zone.
Yu's Information Starting Position: J10 Endless Position: M10 30 / 20 / 20 / 30 + Standard Trait Package [3 Movement SPM]
Yuki's Information Starting Position: J10 Endless Position: J7 25 / 25 / 25 / 25 + Standard Trait Package [3.5 Movement SPM]
Post by Big News Gecko on Aug 9, 2018 21:59:37 GMT
Tensei began to listen to Blitz as she ran down the basics of her quirk. Such a heavenly woman, taking charge despite that Tensei was the captain. Not only was she fast, but determined. Quite the turn on. She never took the type to hear out his course of plans, but it did not matter. He was going to use his ability to supplement the amazons. So when Blitz assumed and stance and began racing into the forest, Tensei immediately began to form six clones. The purpose of them were to search for the stranded bots while he and Blitz continued on their own search. It would require too much time to locate all of them one by one and think if this was to mimic a real life crisis, time was extremely precious. Especially with fire and smoke involved. He would immediately follow after finishing.
Name: Negative Jing Custom Fighting Style: Jing Rank: G Experience Points: 20 Type: Supplementary Range: Self Damage: +10 to the Speed Attribute. Description: Negative Jing focuses on the "Evade and dodge" style of fighting. By clearing the mind from all things irrelevant the user's body can go all out and achieve it's maximum potential. This remains passive until deactivated.
Note: G-Ranks can only be used four times per battle. Note: Cannot be used at the Same Time as Neutral Jing.
Name: Hive Mind Quirk: Clone Quirk Level: Basic Rank: E-B Experience Points: 85 Type: Supplementary Range: Self Damage: +1 SPM to Movement Speed Description: The user releases ectoplasm from his mouth and shape it into clones of themselves. The user and their clones also appear to share the same mind, thus the original is aware of what their clones witness even if they are at a long distance from them.
Note: Dependent on the amount of PHY in the Accuracy Attribute, as discussed in the Parent Technique, the user can create X amount of clones.
Blitz's Stat Layout:
Strength: 20 [ +5 Private School Diet] & [+5 Jing]
Stamina: 20 [ +5 Private School Diet] & [+5 Jing] - BUT -10 Due to Heat of Firestorm, Stamina is 10
Speed: 35 (+1 SPM Movement due to Jing) [+5 Private School Diet] & [+5 Jing] & [+10 Neutral Jing] = 4.5 SPM Movement Speed
Accuracy: 25 (+1 SPM to Tracking due to Jing) [+5 Private School Diet] & [+5 Jing] = 3.5 SPM to Tracking Speed - Immune to Smoke Debuff
Hive Mind's Stat Layout:
Strength: 20
Stamina: 20 - BUT -10 Due to Heat of Firestorm, Stamina is 10
Speed: 30 (+1 SPM due to Trait Package) = 4 SPM Movement
Accuracy: 30 (+1 SPM due to Trait Package) = 4 SPM Tracking - BUT -10 Due to Smoke of Firestorm, Accuracy is 30 / Tracking is 3.5 SPM.
Hive Mind's Clones Stat Layout:
Strength: 15
Speed: 15 (+1 SPM to Movement) = 2.5 SPM Movement
Accuracy: 15 BUT -10 Due to Smoke of Firestorm, Accuracy is 5 / Tracking is 1 SPM.
Asashi would turn to Derek and say, "Let's split up so we can cover more ground!" The young hero didn't need another word. He would dash off across the area dividing the terrain.
Derek: Splitting up with Derek, who will make his own post to detail his movements. SStats: 40/20/20/35 RRunning down along the white line to avoid tthe SPM reduction. Starting at: J10 Finishing at: O10
Post by Big News Gecko on Aug 9, 2018 23:16:21 GMT
Announcer's Booth
"AND AFTER BRIEF DISCUSSION, THE TEAMS HAVE BURST INTO ACTION. MAN, THIS IS EXICTING! SEEING ALL THE HEROES WORKING TOGETHER TO SAVE THE CITIZENS OF THE SPORTS FESTIVAL? MAAAANNN DON’T YOU ALL FEEL SAFE!
BUT JUST LIKE ANY CRISIS! THE YOUNG PUPS ARE ABOUT TO GET A TASTE OF HOW A HORRIBLE SITUATION CAN BECOME WORSE! HIT IT!”
At that point, the bots at the center of the map began to accelerate their plans to worsen the situation.
The Crisis: Rules & Regulations
► Sports Festival
→ Challenge III - The Crisis (Team Objective): The Third Challenge of the Sports Festival is a rescue zone. The objective is to reach areas on the map that are occupied by injured civilians. Do your best to deliver them to the center the map where the rescue zone is established.
There will be Two Post Before Each Major Update. Each Major Update is 24 Hours. You Can Only Post a Second Time After Every Captain Posts
Crisis Fundamentals
There are Four Terrains. Each Terrain has Different Effects Should You Enter and Stay in the Terrain.
Top Left: Firestorm Zone (Burning Forest)
Heat and Smoke Lowers Stamina and Accuracy by 10 PHY Each.
The Flames were Intensified - The Bots will Suffocate in 2 Rounds if you Do Not Reach the Bot.
Top Right: Tsunami Zone (Ocean with Shipwrecks)
Ocean Converts Movement Speed to the STR Attribute
The Water will Drown the Bots in 2 Rounds - The Shipwreck will Explode in 3 Turns.
Bottom Left: Earthquake Zone (Collapsed Buildings)
Uneven Territory Results in -2 SPM to Movement Speed
The Earthquakes have caused Dislodging Earth - Its Tougher to Reach the Bots. The Blue Lines Indicate You Cannot Access the Bots from that Side.
Bottom Right: Tornado Zone (Raging, Destructive Winds)
At the End of Each Major Update, You Will Move Two Boxes Close to the Center.
The Winds have Lifted All the Bots in the Air - Each Turn They will Randomize. Defeating the NPC will Cause All of them to Drop.
Crisis Movement Rules
The Number of Boxes You May Move Determines On One Factor: Movement Speed
For Every 1 SPM in Your Movement Speed - You Can Move One Box.
Everyone is Starting in the Blue Box in the Middle of the Map.
Can Only Move Left, Right, Up, and Down.
You May Move On the White Boxes
Interaction Rules
There are Two Types of Bots.
The Letter "M" Represents Mobile Bots. Once You Land On a Box with the Letter M, They Do Not Require Healing to Move. They will Move Wherever You Move. However, They Will Slow You Down By 1 SPM.
The Letter "H" Represents Handicapped Bots. Once You Land On a Box with the Letter H, They Require Healing to Move, Otherwise You Need to Carry Them Somehow. Carrying Slows You Down by 2 SPM.
There are Four Villain Bots, in the Center of Each Terrain. They are Responsible for the Crisis. You May Interact with Them, But Doing So will Trigger a Cutscene.
Firestorm Zone: The Coordinate is E5
Tsunami Zone: The Coordinate is E15
Earthquake Zone: The Coordinate is O5
Tornado Zone: The Coordinate is O15
Special Rules:
The Previous Challenge Reward Winners - Golden Knight | Jiren | Bastion | Antares | Zircon
Each Winner is a Captain, Which Will Command a Group of Students
The First Post of this Cycle is the Captains Making a Post to Recruit 1 Member and the Members Accepting.
The Contestant known as Derek is unable to use his Quirk without his costume: He is allowed to use his costume from here on out.
The Captain is the Only Person to Post, Unless the Member has Separated from the Captain, Hence Work On the Posts Together.
Each Group has Four Moves They May Perform Per Post, However Each Member Can Only Use Two Mores. Each Member Gets 3 Free-Form Actions. If the Members Separate, Everyone Gets the Regular 3 Moves OR 6 Free-Form. Not Both.
In the First Post, Choose the Terrain You Want to Enter. Once You Enter, There is No Exiting Accept to Bring the Bots to the Blue Square
Special Note: There is a Shipwreck in the Tsunami Zone. The Coordinates Featuring the Shipwreck is Whatever Boxes the Ship is Touching in the Image.
In the Order of Post, You Will Be Assigned Titles for the Team. They will look like "Team 1, Team 2, etc"
This Challenge Will Only Last 7 Rounds (6 More Updates from This One)
IN EACH POST, PLEASE INCLUDING A STARTING POSITION AND AN ENDING POSITION. USE THE MAPS' COORDINATES TO DO SO.
Derek would then shoot himself across the battlefield, into the Earth Terrain flying to avoid the reduced speed while traversing the terrain, as well as using his flight to get past the barrier surrounding the mobile bot (O7) leaving it up for his partner while he flew towards the bot causing the ruckus.
Derek: Would transform his body into light to shoot himself above the barrier around the bot at O7. Stats: 40/20/20/35 Flying above the one Mobile Bot. Starting at: O10 Finishing at: O5
Name: August Spirit • Futunomitama Quirk: Photokinesis/Light Embodiment Rank: D Experience Points: 10 Type: Supplementary/Defensive Range: Close Damage: 0 Description: August Spirit is a defensive/evasion technique that refers to the users ability to transform their body into light energy. Through this ability the user is granted the ability to phase through enemy attacks and techniques otherwise capable of harming them. The user can transform specific portions of their body, and even split their body up and reform it in light form. Additionally as a result of transforming into light they can move at enhanced speed, and is even granted the ability to fly by transforming lower body into light or their entire body to light. Aesthetically the user seems to maintain their same physical appearance however their body seems to be composed of golden light. While moving in this form, the users movement speed is determined by the attribute dictating their movement speed. This technique can utilized as an active maneuver and maintained for one turn.
Note: August Spirit Must be used Each Time the User wants to Phase. Phasing Requires a Move Slot.
Post by Big News Gecko on Aug 10, 2018 4:20:51 GMT
The flames were intensifying, which was becoming alarming for Hive Mind. The announcers mentioned that something was causing the natural disasters, but where could the bot possibly be located? The most effective tactic would be in the middle, for an equal spread of flames.
"Blitz! Whatever is turning the heat up! Besides my lov...I mean it must be in the center!"
"Huh? What was that?"
"Noth...NOTHING! My clones are currently moving in on some of the bots! Lets keep moving towards the middle!"
"Sure thing. I bet the culprit is in the middle."
Blitz's Stat Layout:
Strength: 20 [ +5 Private School Diet] & [+5 Jing]
Stamina: 20 [ +5 Private School Diet] & [+5 Jing] - BUT -10 Due to Heat of Firestorm, Stamina is 10
Speed: 35 (+1 SPM Movement due to Jing) [+5 Private School Diet] & [+5 Jing] & [+10 Neutral Jing] = 4.5 SPM Movement Speed
Accuracy: 25 (+1 SPM to Tracking due to Jing) [+5 Private School Diet] & [+5 Jing] = 3.5 SPM to Tracking Speed - Immune to Smoke Debuff
Hive Mind's Stat Layout:
Strength: 20
Stamina: 20 - BUT -10 Due to Heat of Firestorm, Stamina is 10
Speed: 30 (+1 SPM due to Trait Package) = 4 SPM Movement
Accuracy: 30 (+1 SPM due to Trait Package) = 4 SPM Tracking - BUT -10 Due to Smoke of Firestorm, Accuracy is 30 / Tracking is 3.5 SPM.
Hive Mind's Clones Stat Layout:
Strength: 15
Speed: 15 (+1 SPM to Movement) = 2.5 SPM Movement
Accuracy: 15 BUT -10 Due to Smoke of Firestorm, Accuracy is 5 / Tracking is 1 SPM.
Haseo still swimming looking at the the people making sure to prioritize those who are in die need. He quickly swim forward swimming against the aggressive waves
Meanwhile Mob and Roland were seen flying through the tsunami zone. Here was the illustration seen.
ARRRRGG. THE STORM'S ABREWIN! I feel like a Pirate! I think I see our first rescuee over here Roland!
Mob continued to fly himself and Roland over the ocean to encounter a handicapped bot. "Looks like he's injured bro! Let's get him healed up!"
Roland nodded, glad that he had teamed up with Mob; Roland was slow, and doubted he would have been able to do much on his own, due to his inability to rapidly reach those in need. It was a short coming that had manifested itself twice now,and was something he was determined to rectify in the future. Casting his "Ward" twice around the damaged bot, in order to restore it back to full power, Roland watched as Mob picked the bot up telekinetically.
"Nice job, Mob. Let's see if we can find any others that need help."
Name: Ward x2 Quirk: Repairrier Quirk Level: Basic Rank: E-D Experience Points: 15 Type: Supplementary | Defensive Range: Close Damage: 1-2 Description: A variant of Roland's "Sanctuary" technique, 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 mobile 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.
No new activations on Mob.
Base PHYS:
R:15/25/15/15 M:15/20/20/15
Mob has an effective 4 SPM, granting four blocks of movement.
Origin: I13 Destination: G15 Powerplay: Healing and taking H bot at H15.
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.