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
Standing stationary in the centre of the battleground. Moving with his team so they were back to back in a triangle facing outwards Jiren, Hive mind and Haseo would notice enemy teams closing in, recognising Arthur and blackmayne on opposing teams Jiren would spend a moment deciding on a course of action. Being pincered by them would be a negative scenario. But Jiren wasn't concerned about it too much unless the two teams were to collude. Adding another two layers to his shield one of G rank and one of B rank Jiren and his team would remain preparing for now.
Name: Layer Quirk: Stellar Battery Rank: D-B Experience Points: 80 Type: Defensive Range: Self Damage: 2-4+2=6 (G rank 3+2=5) Description: The user begins releasing the stellar energy within their body. This ability can be used multiple times in one turn, (however, each usage consumes a stock) – representing a focus to add an additional layer to the ward. These layers can be stacked atop each other and serve as a defensive enhancement, behaving as a technique version of the basic ward. Any technique usable on the ward can apply to the layers formed.
Note: G-Ranks can be used four times per battle. Note: B-Ranks can be used three times per battle.
Moving one more box as he drops some heat like nahpalm, Blackmayne and the team presses forward to meet team three; having already determined the best course of plans as the rest played out how he expected, Blackmayne would not to Supernova to alert him the time had come to act. Grabbing his Ice gun, Blackmayne expels a large blast of energy at the group as he aims a lone beam of energy towards Zircon, his former partner. As he does this, Supernova follows through with his part of the plan, releasing a momentary flash of blinding light that would stun the enemies for the turn. Because of this part of the plan, Blackmayne and Joker would make sure their eyes are closed after Blackmayne aims his techniques, preventing them from being blinded by the tactic.
Name: Sound Like Chiraq Equipment (Weapon): These Hands Rank: D Experience Points: 10 Type: Offensive Range: Close Damage: 2 DMG [ 3 DMG ] Description: By aiming his hands after absorbing UV radiation or energy, the user is able to release a barrage of heated plasma bursts at the target at the user's SPM, aiming to cause high electrical and heat damage on contact. The damage of this is divided accordingly by the amount of bursts created. The user is able to use this 2 times in one timeframe by using his second gauntlet. The user can also make use of this through his shoes to release bursts of blasts via kicks or jumping. Counts as two move slots if used twice
Name: Chill Out Equipment (Weapon): Theraflu Rank: D - G [G] Experience Points: 30 Type: Offensive Range: Close - Mid Damage: 2 - 3 [ 4 DMG ] Description: The user releases a beam of energy designed to slow and damage targets on contact. This 1 meter radius bluish white beam travels at 3 SPM, able to be maintained until released. The user is able to use this as a 3 round of burst as well, each traveling at the same speed to deal damage, split between the number made. If targets are hit with 1 or 3 bursts from a single usage of this, they will suffer the same speed reduction discussed in the actual equipment. Sustained use of the beam version does not extend charge reduction costs or increase damage inflicted.
Note: G Rank can only be used 4 times.
Name: Lightbringer • Raitoburingā Quirk: Photokinesis/Light Embodiment Rank: D Experience Points: 10 Type: Supplementary Range: Close Damage: N/A | - 10 ACC (Nova Plate Trait) Description: Lightbringer is a rather supplementary technique that can be used upon transforming a portion of the users body. The user is capable of manipulating the brightness of their light, effectively causing momentary blindness and even stunning the enemy by damaging the enemies optic nerves due to the exposure to this bright light. This blindness and stun however only lasts for one turn, but the initial damage caused by this technique is translated into a - 5 ACC debuff. Furthermore, as a result of the radiation emitted from this transformation the user effectively induces severe nausea translating to an additional -5 ACC if the enemy is within range
Roland would create a giant barrier which would immediatly be devoured by the multiple binging balls. They would increase in size once more. This increase of size a visible sign of the balls getting stronger.
GoGo: Alright lets move out.
Team 5 would move downwards into the next area. They would find themselves right next to team fours location. GoGo would immediatly activate her thermal vision. Only heat signatures would be made aware to her. The team would also take a formation of sorts, with roland in the back and skull a meter or so ahead of him. The binging balls flying overhead in a circular pattern.
Roland would place a barrier infront of himself and Skull, the barrier being in its maximum size possible. Roland would hand GoGo his stun gun and stun baton.
Orb 1 - 4 HP / 3 DMG Orb 2 - 4 HP / 3 DMG Orb 3 - 4 HP / 3 DMG Orb 4 - 4 HP / 3 DMG Orb 5 - 4 HP / 3 DMG Orb 6 - 4 HP / 3 DMG Orb 7 - 4 HP / 3 DMG Orb 8 - 4 HP / 3 DMG
Name: Sanctuary x2 Quirk: Repairrier Quirk Level: Basic Rank: E-D Experience Points: 15 Type: Supplementary | Defensive Range: Close Damage: 1-2 Description: Sanctuary is Roland's principle technique utilizing his Quirk, Repairrier. This allows Roland to create a single barrier up to close-range away, with a five meter in diameter for size. The barrier itself is variable in shape, but retains the healing properties appropriate for its rank. The barrier is immobile once it is created. In the event the barrier is damaged (but not broken), this technique can be recast at the cost of a moveslot to reinforce the barrier back up to its maximum integrity.
Name: Buff Quirk: Emitter Quirk Level: Basic Rank:B Experience Points: 50 Type: Supplementary Range: Self Damage: +1 dmg Description: The user will make the binging balls already summoned eat an inorganic substance. Whenever this is done, it will add +1 damage to the total amount the binging balls can eat. This is only successful against substances/materials with damage attached to them.
Name: Stun Gun Equipment Type: Weapon Equipment Grade: C Stats:
Deals 0.5 Damage
Causes Paralysis for One Turn.
Damage: 3 Description: A modified taser gun, made to mount to the forearm. The device shoots two cables with hooked prongs that release an electrical current upon finding purchase. The mechanisms of the Stun Gun allow it to retract its cables automatically, but the internal power source only holds enough charge for three (3) discharges before it needs replacement. Successful application of the Stun Gun would result in complete paralysis of the target for the duration that the cables made contact, up to a maximum of one turn, after which the cell would be completely discharged.
Stock: 10 Payment: 2,000 Gold [200 Per Cell]
Name: Stun Baton Equipment Type: Weapon Equipment Grade: C
Deals 0.5 Damage
Causes Paralysis for One Turn.
Damage: 3 Description: A telescopic baton made of steel with a grip coated in vulcanized rubber, with an electrical cell installed in the grip. Not dissimilar to a police baton, the electrical cell in this baton allows it cause a small shock inducing momentary paralysis in an individual, not unlike a taser. The internal cell holds enough charge to be active for three (3) turns before it needs replacing.
Stock: 10 Payment: 2,000 Gold [200 Per Cell]
Thermal Vision: The Helmet of the Costume was designed specifically for Go Go Tamago. The screening allows for her to activate the thermal vision feature (the activation is triggered by her mental command due to the robotics synchronizing with her brainwaves). This allows her to see people through smoke like compositions via detecting heat signatures.
Mirror View: The Screening of the Helmet is no ordinary equipment. Aside from the Thermal Vision, it was designed to prevent leering eyes from looking passing the screen but permits her the ability to still peer through.
[link="http://dawn-of-tomorrow.boards.net/thread/402/tomago" Go Go[/link]
The trio would be met with another team. Being a competitive game of president, it was obvious that they were coming to attack the team, so the trio would be ready to react at the slightest movement. As soon as Blackmayne reached for something, Noir would immediately point three fingers from her right hand at their team saying,
“Look! It’s the enemy team!” immediately activating the illusion technique while Mob’s eyes at the same time glowed bright red looking at the enemy team.
All movement from the opponents would stop before anything happened as they would be placed under the effects of the illusion. While Noir stood still, Mob would activate his freeform telekinetic and mental focus techniques. Then he and Marina would walk up to each team member of the opposing team and touch their heads to tag them.
Noir: 15 / 15 / 30 / 40 Movement SPM: 3 [+1 (Traits)][Tracking: 5 SPM] Name: Invasion Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: Free Type: Supplementary Range: Self Damage: None Description: The user can create, shape and manipulate illusions, causing targets to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. When cast in a normal illusion the victim will be unaware at first, but the illusions cannot be perfect and must contain flaws and triggers essentially for the victim to notice: These flaws must be detailed in the technique submission for each illusion. The damage of the illusions will depend entirely on the rank of the technique but the damage is always considered mental damage with the exception of psychosomatic illusions, meaning the basic illusions are not capable of destroying organs or limbs, even if they cause pain they won't disable an opponents body.
Inner Works:
~ All Illusions Require the user to visibly see the actual target. Targets must be of the techniques' ranges. ~ All Illusions Require triggers to cast the illusion. All illusions require flaws noticeable in the description. ~ All Illusions Require the target(s) to possess a human minds.
Drawbacks:
~ At the Current Level of Mastery, the user can only cast and maintain two illusions at once. Even if the same illusion technique was used separate times. ~ At the Current Level of Mastery, the user can cast an illusion(s) on multiple targets. The number of targets is dependent on the the user's Accuracy.
Name: Tsukuyomi Quirk: Invasion Rank: D-B(G) Experience Points: 80 Type: Offensive/Supplementary Range: Close-Long Damage: 0 Description: The user puts the target(s) into an illusion where they alone are strapped to a cross by metal shackles to which they cannot move surrounded by multiple copies of an executioner(picture shown in spoiler) who in turn stabs the target multiple times endlessly for what seems like an eternity. During this time (in reality) they are unable to move/react to outside stimuli and experience mental pain. At the end of the second turn damage is inflicted. This is dependent on technique rank: D=2, G=3, B=4
Drawbacks: Once the target has witnessed the trigger, which is the pointing of the user’s fingers at the targets, the target is placed under the illusion. To break the illusion, the target must identify that the pointing of the user’s fingers was the trigger for the illusion - thus understanding they are placed under one. Noir must be standing still while performing this technique. This follows the limitations of the parent technique (accuracy dictates 5 right now)
Name: Mad Mindset Quirk: The Minds...Still Rank: D/B Experience Points: 60 Type: Supplementary Range: Self Damage: 0 Description: Mad Mindset is a technique that utilize the emotion of hostility and aggression to channel in his psionic attacks. The buildup of emotion reflected in Mob’s psionic which collects and raises his attack speed. Mob’s pupils turn red as a side effect to reflect this emotion.
Note: The user is capable of maintaining the increased speed via trading energy per turn. Note: D-Rank: +0.5 SPM to Attack Speed. This version drains 3% each turn. B-Rank: +1 SPM to Attack Speed. This version drains 5% each turn. Note: This cannot be activated multiple times unless it is upgrading, downgrading, and reactivating the rank. Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self-Long Damage: 0 Description: The user utilizes psionic energy to freely utilize their telekinetic powers freely such as telekinetically pushing, lifting, binding, etc. The user can utilize his power to telekinetically manipulate the environment and beings around them (including themselves as well). Versatile in application, the user can induce certain outcomes when telekinetically assaulting targets. The user is capable of launching invisible projectiles, although in its travel air distortions can been seen.
Drawbacks: Delta Ranks Require 5 PHY More in Strength to Break Drawbacks: Gamma Ranks Require 10 PHY More in Strength to Break Drawbacks: Beta Ranks Require 15 PHY More in Strength to Break Drawbacks: This technique drains the user 3% of mental reserves per freeform action. Name: Mental Focus Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: N/A Description: Mob utilizes his telekinesis to augment and/or facilitate brain function. This done by telekinetically circulating more blood with oxygen in the brain which increases the speed of electrical signals in the brain. This allows for greater reaction speed or tracking movements. This also has an interesting side effect of increasing the brainwaves regarding the prowess of certain supplementary techniques, adding specific minor effects. Mob's hair starts to float with a purple tinge surrounding it.
Note: 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
Note: 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. Note: This cannot be activated multiple times unless it is upgrading, downgrading, and reactivating a rank.
Note: D rank ff telekinetic and g rank mental focus giving ACC.and mad mindset. 55% usage expenditure once these activate.
Voided: After looking over this move and hearing XZA 's opinion, he and I have decided that this move breaks the Timeframe of Ravager's move. The problem here is that Noir is reacting to Blackmayne grabbing his gun and acting before any of his (and his teammate's) techniques are performed. As a result, this move is voided and Zircon will take 7 DMG and suffer a -20 PHY Debuff to the SPD Attribute [from "Sound Like Chiraq" & "Chill Out"] while the rest of the team takes 4 DMG and suffers a -20 PHY Debuff to the SPD Atribute [from "Chill Out"]. Additionally, the entire Team would be stunned for 1 Turn and suffer a -10 PHY Debuff to their ACC Attributes. - Flacko
Last Edit: Aug 22, 2018 5:24:55 GMT by Pretty Flacko
Post by Big News Gecko on Aug 21, 2018 15:09:26 GMT
Asahi had concocted a plan of action. He could see the barrier and after hearing how strong an opponent Jiren was, from Arthur, he believed they needed to weaken his senses to increase the team’s chances of winning. Asahi would fly forward (he also toggles off his debuff) while the others kept the same right triangle formation. Once Asahi closed the distance he would signal with his hands, a peace sign which was discussed to before team four approached team one, and begin to shine brightly. Arthur would turn around before the light intensified, wanting to keep recon on their backside. Yu would begin releasing electricity, enough to shroud his body but not stretch further than one foot, while covering her eyes.
Name: Brightest Hour Quirk: Sunbloomer Rank: D Experience Points: 10 Type: Supplementary Range: Close Damage: 0 Description: The user exudes intense light from his body, flashing five meters in diameter with light that causes blindness and damage to the cornea.
❖ Drawbacks ❖
Note: Causes - 5 PHY debuff to accuracy should the opponent be caught within the effect zone of the technique. Note: If the opponent was looking directly at the user as this technique is used, it will cause temporal blindness ( 1 turn )
Name: Zeus' Shroud Quirk: Electrification Rank: E Experience Points: 5 Type: Supplementary Range: Self Damage: 0 Description: the user releases electricity from their body that shrouds it for supplementary effects. Should anyone come into contact with the electricity, they will experience paralysis for one turn.
Post by Big News Gecko on Aug 21, 2018 15:28:34 GMT
Announcer's Booth
"WHELP! THE SECOND ROUND HAS BEGAN AND THAT KICKS IN THE BATTLEFIELD CONDITION!
AS YOU MAY NOTICE OR FEEL AUDIENCE AND STUDENTS!
THE STAGE WILL CONTINUE TO DECREASE TO ADD ANOTHER SOURCE OF STRESS FOR THE CHALLENGE! FALL OFF AND YOU WILL AUTOMATICALLY LOSE!"
The President: Rules & Regulations
► Sports Festival
→ Challenge IV - The President (Team Objective): The Fourth Challenge of the Sports Festival is a competition of protecting someone. The objective is to capture the person of interest from another group while defending your own person of interest.
There will be One Post Before Each Major Update. Each Major Update is 24 Hours. You Can Only Post a Second Time After Everyone Posts
President Fundamentals
There are Three Zones. Each Zone is Separated by a Vertical Red Line.
Each Zone is Identified by the Block of Color on the Number 2 Square.
Blue Zone | Orange Zone | Green Zone
The Teams:
Team One: Jiren, Skeith, and Hive Mind.
Team Two: Blackmayne, SuperNova, and Joker
Team Three: Zircon, Nexus, and Noir
Team Four: Golden Knight, Antares, Electrolyte
Team Five: Blitz, Bastion, Skull
President Movement Rules
Each Team Can Only Move Up, Down, Left, and Right.
Each Team Can Only Move to One Box Per Turn
Each Team Can Cross into a Different Zone.
Multiple Teams can be on the box.
Battle Rules
You can Only Attack or Block If Your Team is on the Same Box of Another Team
You CANNOT Dodge Any Attacks Unless a Technique is Used
Retroactive Posting: There is a Posting Order. After each Update, you are allowed counter any and all (if possible) attacks aimed at you (this goes at the beginning of the post)
Technique's Scaling and Realism have been NERFED. You All Understand this is a Game of Tag, not a Death Match.
Because the Scaling and Realism has been nerfed, Each participate's attacks all do superficial damage.
If your Health Pool reaches Zero, you are able to move BUT you CANNOT use any Techniques, Equipment, or Quirks.
Team Rules
Each Team has Three Students.
Each Team must Choose who will be the President, Blocker(s), or Attacker(s).
Each Team must have a President, but Each Team can Choose to have 2 Blockers or 2 Attackers.
You Will Contact RAF (Pretty Flacko On Discord) of Your Choices.
Only the Attackers can Tag People. Attackers Can Only use Offensive & Supplementary Techniques.
Only the Blockers can Tag People. Blockers Can Only use Defensive & Supplementary Techniques.
The President Can use Offensive, Defensive, Supplementary Techniques. Be Careful, You Can Reveal Who the President is On Your Team.
The Team has to Stick Together at All Times. Willingly Separating Equals Immediate Forfeit.
There is no posting order.
One Post will be Made for the Team Each Round, Anyone of the Team can Make that Post.
The Objective is to Tag the Enemy Teams' Presidents.
Should You Tag an Enemy President, You Will Gain Their Presidency
A Team Can Have Multiple Presidencies.
Your Team can earn back Presidency if you Tag an Enemy President.
If Your Team Tags an Enemy Team with Multiple Presidencies, they Just Lose One Presidency.
After Every Two Updates, a Team without a Presidency will be Eliminated.
Special Rules:
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 Contestants May Pick Three Equipment to Use for this Challenge in their Opening Post. (The Challenge will Not Start Until the Next Update)
Each Team has a NPC on it. You are allowed to control that Team. You May Make Custom Quirk Techniques for the NPC. Send Them to Me for Approval Before Using.
Each Team has Bonus Points for Capturing (and being the last team standing) the Presidency of Others:
Team One: 50 Points | Team Two: 40 Points | Team Three: 30 Points | Team Four: 20 Points | Team Five: 10 Points.
Jiren and his team mates would be stood in formation as he recognised Arthur and his team approaching. As they closed in the lead of the group began flashing and a bright light began to emanate from his body, Jiren would activate his sunbreaker ability allowing his ward to nullify the lights blinding effects while his team mates would turn away protecting themselves as best as possible. Jiren would simply smirk however. Nodding to Arthur.
Charge: 3/3
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.
Post by Big News Gecko on Aug 22, 2018 3:11:35 GMT
Asahi groaned from annoyance. Jiren seemed ineffective by the most recent ploy of Team Four. Unsure of what to do, Asahi would fly above Jiren to hopefully establish a more tactical advantage. More importantly he wanted to draw the competitor’s attention away. Whether it worked or not, Electrolyte would grab hold of Excalibur which was lent by Arthur. Normally his costume would help him direct his lighting but was forced without it. The next best thing was channel his electricity through a good conductor. He would fire an electricity bolt and follow up with small power bolts. The intentions was to weaken the barrier.
Name: Electrification Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: None Type: Supplementary Range: Close Damage: 0 Description: This quirk grants the user the ability to charge in electricity and emit it out of their body as a sort of protective aura that electrocutes anyone through contact. The user essentially gains a defense mechanism that shocks those who touch them. If the user emits enough electricity, it automatically discharges in all directions, shocking anyone close to them. Due to the volatile nature of the quirk, the user is completely incapable of directing the electrical energy at all.
Drawbacks: Releasing certain amounts of electricity drains the user of their reserves, however releasing certain thresholds increases the damage magnitude and range of electrical based techniques.
E-Rank: 5% || 1 Meter Radius D-Rank: 10% || 2 Meter Radius | +0.5 Bonus Damage G-Rank: 20% || 3 Meter Radius | +1.0 Bonus Damage B-Rank: 30% || 4 Meter Radius | +1.5 Bonus Damage A-Rank: 40% || 5 Meter Radius | +2.0 Bonus Damage Z-Rank: 50% || 6 Meter Radius | +2.5 Bonus Damage
Drawbacks: It is important to note that too much energy can cause short-circuits to the user’s brain, which results in the user becoming mentally disabled for a certain amount of turns. In this form, the user retains minimal awareness of their surroundings however they are unable to perform certain actions.
Name: Lightning Bolt Quirk: Electrification Rank:G-B Experience Points: 70 Type: Offense Range: Close Damage: 3-4 (3 + 1 Bonus Damage = 4) + 3 Free-Form (1.5 Each) = 8.5 Damage Total Description: the user releases electricity from their body through a medium capable of handling Quirks. If this item successfully holds up, then the user can direct their wild electricity in a more controlled setting. The lightning still receives the same bonus perks expressed in the Parent Technique. This technique allows the user to Free-Form release lighting bolts after activating it one time.
Staying in formation, team 5 slowly approached the center once more. After successfully moving a block, they would once again feed the binging balls with Rolands barriers. The black orbs would increase in size once more.
Not satisfied with the level the balls are at, skull asked the team a question.
Skull: Is there more we can feed it?
Both GoGo and roland looked around before GoGo had an idea.
GoGo: You better pay me back for these!
Gogo would rip the disks off of her shoes that substituted as her skates. She would toss both to the ground as the balls rushed over to devour them.
NEW LOCATION: Middle section, number 6. Leaving the green 4.
Orb 1 - 10 HP / 6 DMG Orb 2 - 10 HP / 6 DMG Orb 3 - 10 HP / 6 DMG Orb 4 - 10 HP / 6 DMG Orb 5 - 10 HP / 6 DMG Orb 6 - 10 HP / 6 DMG Orb 7 - 10 HP / 6 DMG Orb 8 - 10 HP / 6 DMG
Name: Sanctuary x2 Quirk: Repairrier Quirk Level: Basic Rank: E-D Experience Points: 15 Type: Supplementary | Defensive Range: Close Damage: 1-2 Description: Sanctuary is Roland's principle technique utilizing his Quirk, Repairrier. This allows Roland to create a single barrier up to close-range away, with a five meter in diameter for size. The barrier itself is variable in shape, but retains the healing properties appropriate for its rank. The barrier is immobile once it is created. In the event the barrier is damaged (but not broken), this technique can be recast at the cost of a moveslot to reinforce the barrier back up to its maximum integrity.
Name: Gluttony Quirk: Emitter Quirk Level: Basic Rank: B Experience Points: 50 Type: Supplementary Range: Self Damage: +1 HP, +1 DMG Description: Whenever a Binging ball consumes something, it grows slightly in size, and becomes capable of consuming more; each time a Binging Ball eats, the amount of HP it gains each time it eats increases by one, and the amount of damage it can consume out of an object increases by 1. (So after eating something once, a binging ball can consume 3 HP of an item and also has 3 HP, and so on).
This move was already activated but im reposting it so you'll understand how the binging balls are getting more HP. Just using it as a reference.
Name: Chain Of hunger Quirk: Emitter Quirk Level: Basic Rank:D-B Experience Points: 80 Type: Supplementary Range: Self Damage:2-4 Description: With but a thought the user spawns up to 8 1 meter black orbs with the ability to eat an individual amount of 3 meter Diameter worth of an item/Technique. Each black orb can consume 2 damage worth of a substance/Technique while the health of the Black orbs always starts at 2 HP (Parent technique ability). When successfully eating a material/Technique the orbs gain +1 to their individual health, The user retains the ability to telekinetically control the orbs whenever he sees fit.
Skates Grant an 1 Meter to the SPM Advantage Rule.
Damage: 8 HP | 1.5 Damage Shaving | 1.5 Damage Dealing Description: The MagLev Skates on designed similarity to the Femme Fatale Disks, the magnetic aspect at least. With the desire to go even faster than normal, the skates possess magnetic levitation which reduces the friction to near zero when traversing terrain. These skates are attached to her costume.
~ Wallride is a device that consists of a flat plate patterned with holes, each on the order of microns (one-millionth of a meter). A bottom plate holds a liquid reservoir, and in the middle is another porous layer. An electric field applied by a common 9-volt battery pumps water through the device and causes droplets to squeeze through the top layer. The surface tension of the exposed droplets makes the device grip another surface -- much the way two wet glass slides stick together. This allows the wearer of these skates to skate on vertical, or even upside down platforms as they would a normal one. Activated by the Go Go's thoughts as it too is linked with Go Go's suit.
Stock: 1 Payment: 7,000 [3,500 Gold Each]
Powerplay: Giving up my skates.
[link="http://dawn-of-tomorrow.boards.net/thread/402/tomago" Go Go[/link]
Post by Big News Gecko on Aug 22, 2018 15:18:39 GMT
Announcer's Booth
"THE COLLISION BETWEEN TEAM ONE AND TEAM FOUR IS GETTING INTENSE. WHO WILL EMERGE VICTORIOUS?"
The President: Rules & Regulations
► Sports Festival
→ Challenge IV - The President (Team Objective): The Fourth Challenge of the Sports Festival is a competition of protecting someone. The objective is to capture the person of interest from another group while defending your own person of interest.
There will be One Post Before Each Major Update. Each Major Update is 24 Hours. You Can Only Post a Second Time After Everyone Posts
President Fundamentals
There are Three Zones. Each Zone is Separated by a Vertical Red Line.
Each Zone is Identified by the Block of Color on the Number 2 Square.
Blue Zone | Orange Zone | Green Zone
The Teams:
Team One: Jiren, Skeith, and Hive Mind.
Team Two: Blackmayne, SuperNova, and Joker
Team Three: Zircon, Nexus, and Noir
Team Four: Golden Knight, Antares, Electrolyte
Team Five: Blitz, Bastion, Skull
President Movement Rules
Each Team Can Only Move Up, Down, Left, and Right.
Each Team Can Only Move to One Box Per Turn
Each Team Can Cross into a Different Zone.
Multiple Teams can be on the box.
Battle Rules
You can Only Attack or Block If Your Team is on the Same Box of Another Team
You CANNOT Dodge Any Attacks Unless a Technique is Used
Retroactive Posting: There is a Posting Order. After each Update, you are allowed counter any and all (if possible) attacks aimed at you (this goes at the beginning of the post)
Technique's Scaling and Realism have been NERFED. You All Understand this is a Game of Tag, not a Death Match.
Because the Scaling and Realism has been nerfed, Each participate's attacks all do superficial damage.
If your Health Pool reaches Zero, you are able to move BUT you CANNOT use any Techniques, Equipment, or Quirks.
Team Rules
Each Team has Three Students.
Each Team must Choose who will be the President, Blocker(s), or Attacker(s).
Each Team must have a President, but Each Team can Choose to have 2 Blockers or 2 Attackers.
You Will Contact RAF (Pretty Flacko On Discord) of Your Choices.
Only the Attackers can Tag People. Attackers Can Only use Offensive & Supplementary Techniques.
Only the Blockers can Tag People. Blockers Can Only use Defensive & Supplementary Techniques.
The President Can use Offensive, Defensive, Supplementary Techniques. Be Careful, You Can Reveal Who the President is On Your Team.
The Team has to Stick Together at All Times. Willingly Separating Equals Immediate Forfeit.
There is no posting order.
One Post will be Made for the Team Each Round, Anyone of the Team can Make that Post.
The Objective is to Tag the Enemy Teams' Presidents.
Should You Tag an Enemy President, You Will Gain Their Presidency
A Team Can Have Multiple Presidencies.
Your Team can earn back Presidency if you Tag an Enemy President.
If Your Team Tags an Enemy Team with Multiple Presidencies, they Just Lose One Presidency.
After Every Two Updates, a Team without a Presidency will be Eliminated.
Special Rules:
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 Contestants May Pick Three Equipment to Use for this Challenge in their Opening Post. (The Challenge will Not Start Until the Next Update)
Each Team has a NPC on it. You are allowed to control that Team. You May Make Custom Quirk Techniques for the NPC. Send Them to Me for Approval Before Using.
Each Team has Bonus Points for Capturing (and being the last team standing) the Presidency of Others:
Team One: 50 Points | Team Two: 40 Points | Team Three: 30 Points | Team Four: 20 Points | Team Five: 10 Points.
Asahi groaned from annoyance. Jiren seemed ineffective by the most recent ploy of Team Four. Unsure of what to do, Asahi would fly above Jiren to hopefully establish a more tactical advantage. More importantly he wanted to draw the competitor’s attention away. Whether it worked or not, Electrolyte would grab hold of Excalibur which was lent by Arthur. Normally his costume would help him direct his lighting but was forced without it. The next best thing was channel his electricity through a good conductor. He would fire an electricity bolt and follow up with small power bolts. The intentions was to weaken the barrier.
Name: Electrification Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: None Type: Supplementary Range: Close Damage: 0 Description: This quirk grants the user the ability to charge in electricity and emit it out of their body as a sort of protective aura that electrocutes anyone through contact. The user essentially gains a defense mechanism that shocks those who touch them. If the user emits enough electricity, it automatically discharges in all directions, shocking anyone close to them. Due to the volatile nature of the quirk, the user is completely incapable of directing the electrical energy at all.
Drawbacks: Releasing certain amounts of electricity drains the user of their reserves, however releasing certain thresholds increases the damage magnitude and range of electrical based techniques.
E-Rank: 5% || 1 Meter Radius D-Rank: 10% || 2 Meter Radius | +0.5 Bonus Damage G-Rank: 20% || 3 Meter Radius | +1.0 Bonus Damage B-Rank: 30% || 4 Meter Radius | +1.5 Bonus Damage A-Rank: 40% || 5 Meter Radius | +2.0 Bonus Damage Z-Rank: 50% || 6 Meter Radius | +2.5 Bonus Damage
Drawbacks: It is important to note that too much energy can cause short-circuits to the user’s brain, which results in the user becoming mentally disabled for a certain amount of turns. In this form, the user retains minimal awareness of their surroundings however they are unable to perform certain actions.
Name: Lightning Bolt Quirk: Electrification Rank:G-B Experience Points: 70 Type: Offense Range: Close Damage: 3-4 (3 + 1 Bonus Damage = 4) + 3 Free-Form (1.5 Each) = 8.5 Damage Total Description: the user releases electricity from their body through a medium capable of handling Quirks. If this item successfully holds up, then the user can direct their wild electricity in a more controlled setting. The lightning still receives the same bonus perks expressed in the Parent Technique. This technique allows the user to Free-Form release lighting bolts after activating it one time.
Jiren would watch as the student lifted Arthur's sword. Having trained with him considerably he knew that Arthur wouldn't willingly allow this unless the sword was almost useless to him. Had the young Lord used too much of his power already? It was a possibility and Jiren did not approve of attacking a weakened opponent in the slightest. Thus as the bolts of lightning arced forth towards him, Jiren would activate the stellar absorbition ability of his barrier using it once to absorb the largest bolt of lightning and leaving the absorbing ability active and maintaining itself. His ward empowered by an additional 2 dmg thanks to the absorbing. While simply allowing the smaller bolts to hit his barrier lowering it's power.
"Arthur you are exhausted already, withdraw. I've no desire to face you at any less than your best."
Name: Stellar Absorbition Quirk: Stellar Battery Rank: B Experience Points: 50 Type: Defensive / Supplementary Range: Self Damage: 4+2=6 Description: The user charges their ward with stellar energy sacrificing one charge to give them the ability to fully absorb enemy techniques of a stellar energy-based nature (Light, Plasma, Solar Radiation) in to the ward to empower it. This serves as both a supplementary and defensive technique as it negates the enemy attack and empowers the shield. This is achieved by breaking down the enemy technique via damage clashing. The energy from this technique is used to break down the energy of opposing forces and then absorb the residual energy leftover from the collision; a means to strengthen the ward for future use.
Drawbacks: When this technique defends against damage, should the technique possess more damage than the technique it defended against - it will absorb the distance. This technique can be maintained each turn by sacrificing the charge that is gained each turn.
Drawbacks: This ability can be used three times per battle.
Charges: 4.5/3 Ward: 26.5 dmg
While jiren spoke his partners would remain safely in formation both keeping an eye on the flying adversary.
Post by Big News Gecko on Aug 22, 2018 16:10:39 GMT
Seeing Blitz approaching with several floating monsters seemed intimidating. Arthur would shout towards Yu, informing him of the situation and that it would be best to reposition otherwise both teams could pinch. That is when Jiren spoke up, addressing Arthur. It seemed he was quite observant and figured out his conditioning.
“Wise indeed! Do not count me uselss yet ym companion! I am able to fight while I have at least one breath”
Both Arthur and Yu would begin to move upwards to reposition themselves. While doing so, Yu would shout for his team mates.
“My lightning and your star energy, it’s not working. His barrier seems impenetrable!”
Asahi would back off from Jiren, retreating to his team mates. All of them understood that they could not defeat the barrier, not with Arthur unable to fight properly. Perhaps Blitz’s team can create an opening, otherwise Jiren was going to dominate the show.
Roland and Gogo talked with Skull, all planning a method of approach, watching as they seemed to be the only team who had yet to engage any others. Watching Gogo feed her skates to Skull's Binging Balls made Roland have a moment of clarity; casting "Adventure", he conjured up a barrier and allowed Skull's orbs to eat away at them.
Skull smirked, "Yeah, now we're getting somewhere." Cracking his fingers, Roland and Gogo watched as two of Skull's Binging Balls ate two others, and grew considerably in size.
Thinking over some other methodologies, Roland took back his Stun Gun from Gogo, but gave his Pepper Spray grenades to Skull, leaving Gogo with the Stun Baton.
Watching as the arena began shrinking, it seemed their only real option was progression, and they were forced to progress inward.
Seeing Jiren's team, who appeared to have not moved from the spot, meant that while they were in the same area...Roland advised them to not engage immediately.
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: Canabalize x2 Quirk: Emitter
Quirk Level: Basic
Rank:B
Experience Points: 50
Type: Supplementary
Range: Self
Damage: 4
Description: A Binging Ball will consume another Binging Ball, granting the remaining Ball additional HP and eating capability equal to the values contained by the ball it consumed.
Roland created a barrier in freeform, which was consumed, and strengthens the Orbs. Then, Two of the orbs eat other orbs, resulting in a total of six remaining orbs with the following strengths.
Orb 1 - 12 HP / 7 DMG
Orb 2 - 12 HP / 7 DMG
Orb 3 - 12 HP / 7 DMG
Orb 4 - 12 HP / 7 DMG
Orb 5 - 26 HP / 15 DMG
Orb 6 - 26 HP / 15 DMG
Moving into Orange Five, but not engaging Jiren's team.
The trio would be met with another team. Being a competitive game of president, it was obvious that they were coming to attack the team, so the trio would be ready to react at the slightest movement. As soon as Blackmayne reached for something, Noir would immediately point three fingers from her right hand at their team saying,
“Look! It’s the enemy team!” immediately activating the illusion technique while Mob’s eyes at the same time glowed bright red looking at the enemy team.
All movement from the opponents would stop before anything happened as they would be placed under the effects of the illusion. While Noir stood still, Mob would activate his freeform telekinetic and mental focus techniques. Then he and Marina would walk up to each team member of the opposing team and touch their heads to tag them.
Noir: 15 / 15 / 30 / 40 Movement SPM: 3 [+1 (Traits)][Tracking: 5 SPM] Name: Invasion Quirk: Emitter Quirk Level: Basic [Ascend] Rank: G Experience Points: Free Type: Supplementary Range: Self Damage: None Description: The user can create, shape and manipulate illusions, causing targets to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. When cast in a normal illusion the victim will be unaware at first, but the illusions cannot be perfect and must contain flaws and triggers essentially for the victim to notice: These flaws must be detailed in the technique submission for each illusion. The damage of the illusions will depend entirely on the rank of the technique but the damage is always considered mental damage with the exception of psychosomatic illusions, meaning the basic illusions are not capable of destroying organs or limbs, even if they cause pain they won't disable an opponents body.
Inner Works:
~ All Illusions Require the user to visibly see the actual target. Targets must be of the techniques' ranges. ~ All Illusions Require triggers to cast the illusion. All illusions require flaws noticeable in the description. ~ All Illusions Require the target(s) to possess a human minds.
Drawbacks:
~ At the Current Level of Mastery, the user can only cast and maintain two illusions at once. Even if the same illusion technique was used separate times. ~ At the Current Level of Mastery, the user can cast an illusion(s) on multiple targets. The number of targets is dependent on the the user's Accuracy.
Name: Tsukuyomi Quirk: Invasion Rank: D-B(G) Experience Points: 80 Type: Offensive/Supplementary Range: Close-Long Damage: 0 Description: The user puts the target(s) into an illusion where they alone are strapped to a cross by metal shackles to which they cannot move surrounded by multiple copies of an executioner(picture shown in spoiler) who in turn stabs the target multiple times endlessly for what seems like an eternity. During this time (in reality) they are unable to move/react to outside stimuli and experience mental pain. At the end of the second turn damage is inflicted. This is dependent on technique rank: D=2, G=3, B=4
Drawbacks: Once the target has witnessed the trigger, which is the pointing of the user’s fingers at the targets, the target is placed under the illusion. To break the illusion, the target must identify that the pointing of the user’s fingers was the trigger for the illusion - thus understanding they are placed under one. Noir must be standing still while performing this technique. This follows the limitations of the parent technique (accuracy dictates 5 right now)
Name: Mad Mindset Quirk: The Minds...Still Rank: D/B Experience Points: 60 Type: Supplementary Range: Self Damage: 0 Description: Mad Mindset is a technique that utilize the emotion of hostility and aggression to channel in his psionic attacks. The buildup of emotion reflected in Mob’s psionic which collects and raises his attack speed. Mob’s pupils turn red as a side effect to reflect this emotion.
Note: The user is capable of maintaining the increased speed via trading energy per turn. Note: D-Rank: +0.5 SPM to Attack Speed. This version drains 3% each turn. B-Rank: +1 SPM to Attack Speed. This version drains 5% each turn. Note: This cannot be activated multiple times unless it is upgrading, downgrading, and reactivating the rank. Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self-Long Damage: 0 Description: The user utilizes psionic energy to freely utilize their telekinetic powers freely such as telekinetically pushing, lifting, binding, etc. The user can utilize his power to telekinetically manipulate the environment and beings around them (including themselves as well). Versatile in application, the user can induce certain outcomes when telekinetically assaulting targets. The user is capable of launching invisible projectiles, although in its travel air distortions can been seen.
Drawbacks: Delta Ranks Require 5 PHY More in Strength to Break Drawbacks: Gamma Ranks Require 10 PHY More in Strength to Break Drawbacks: Beta Ranks Require 15 PHY More in Strength to Break Drawbacks: This technique drains the user 3% of mental reserves per freeform action. Name: Mental Focus Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: N/A Description: Mob utilizes his telekinesis to augment and/or facilitate brain function. This done by telekinetically circulating more blood with oxygen in the brain which increases the speed of electrical signals in the brain. This allows for greater reaction speed or tracking movements. This also has an interesting side effect of increasing the brainwaves regarding the prowess of certain supplementary techniques, adding specific minor effects. Mob's hair starts to float with a purple tinge surrounding it.
Note: 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
Note: 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. Note: This cannot be activated multiple times unless it is upgrading, downgrading, and reactivating a rank.
Note: D rank ff telekinetic and g rank mental focus giving ACC.and mad mindset. 55% usage expenditure once these activate.
Voided: After looking over this move and hearing XZA 's opinion, he and I have decided that this move breaks the Timeframe of Ravager's move. The problem here is that Noir is reacting to Blackmayne grabbing his gun and acting before any of his (and his teammate's) techniques are performed. As a result, this move is voided and Zircon will take 7 DMG and suffer a -20 PHY Debuff to the SPD Attribute [from "Sound Like Chiraq" & "Chill Out"] while the rest of the team takes 4 DMG and suffers a -20 PHY Debuff to the SPD Atribute [from "Chill Out"]. Additionally, the entire Team would be stunned for 1 Turn and suffer a -10 PHY Debuff to their ACC Attributes. - Flacko
Note: I and Avery have agreed upon the following: • Both of Blackmayne's attacks have went through, causing damage to the opponents as detailed above; however Supernova's light attack did not • Noirs illusions have taken place and Blackmayne's team is paralyzed and Mob has activated his Mad Mindset technique. • Any actions after these are null. It happened quickly, so quickly Blackmayne became slightly perplexed: upon firing his weapons, he became aware of a darkness around him as his surroundings changed, his ice beam and his energy based attacks seemingly disappearing while they were left immobile and chained to giant crosses by chains. It happened too fast to be a Transportation Quirk, he also would have remained in his general body stance. It was also unlikely to be a Binding Quirk, all those he knew of didn't allow the target to change places. No, it happened as the woman pointed at them, suddenly becoming bound. It reminded him of the stories regarding the Illusion Quirk from the last event when the villains invaded. Logic was his friend here and sure enough, he was right in his assumptions: as he realized it to be an illusion, the spell had subsided and faded from him. Joker, having been partners with Noir, was able to identify the quirk as well; upon looking at the finger, she became pinned to stakes and knew it couldn't have been anything but that. Supernova likewise could identify this to be some sort of trick; he had just been running forward and suddenly became bound. Even though the arena had constantly been changing, each one was announced and this wasnt. Furthermore, it only happened after the girl pointed her finger, changing instantly. As the trio each reason the problem out through different ways, the illusion shatters and they all move into action simultaneously.
Blackmayne squeezes the trigger with his right index finger to fireyet another sweeping blast as the group (aiming at Noir general direction without looking at her, closing his eyes as he spreads the gun out, aiming to hit the rest) as he now rushes them, closing the distance. If his suspicions were correct, he'd be able to effortlessly hinder them by the effects of his previously fired blasts (their decreased speed).
As he does this, Joker cautiously approaches the group, remembering their location before closing his eyes and running alongside Blackmayne and delivers 3 FF slaps to the team, hitting each of them once to tag them as Blackmayne could not do so. Meanwhile, Supernova runs as well with the group slightly behind them, releasing his own blast of light to impact the targets and blind them. Timed at the same time as Blackmayne's attack, the two are done with near perfect coordination. With the team avoiding Noir and focusing on Mob, it allows them to avoid potential illusions while focusing on the others on the team. After this, the group moves into square 8
Equipment (Weapon): Theraflu Rank: D - G ( G ) Experience Points: 30 Type: Offensive Range: Close - Mid Damage: 2 - 3 (+1) Description: Adjusting the setting handle and releasing a massive burst of whitish blue energy, the user creates a spreading beam of energy designed to create a massive blast of energy at the opponent. This causes them to constrict and become harder to move, resulting in loss of power and energy from the cold blast. Note: G Rank can only be used 4 times.
Quirk: Photokinesis/Light Embodiment Rank: D Experience Points: 10 Type: Supplementary Range: Close Damage: N/A | - 10 ACC (Nova Plate Trait) Description: Lightbringer is a rather supplementary technique that can be used upon transforming a portion of the users body. The user is capable of manipulating the brightness of their light, effectively causing momentary blindness and even stunning the enemy by damaging the enemies optic nerves due to the exposure to this bright light. This blindness and stun however only lasts for one turn, but the initial damage caused by this technique is translated into a - 5 ACC debuff. Furthermore, as a result of the radiation emitted from this transformation the user effectively induces severe nausea translating to an additional -5 ACC if the enemy is within range.
Timeframe: •Sounds like Chiraq/Chill Out/Tsukiyomi attacks all occur •Breaks illusion and Cold Shoulder/Lightbringer attacks occur
Once the opponents were put into the illusion Mob knew anything could happen especially with the map closing in. So, he would immediately activate freeform telekinetic silently lifting all his teammates up in the air and fly all of them to square four to potentially avoid whatever any possible attacks or anything after Noir alerted him silently enough in his ear that BlackMayne is attacking(reacting to his attack technique). They were positioned like parallel lines above each other with Marina on the bottom, Noir on top of her looking down, and Mob on top of her looking down as well.
Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self-Long Damage: 0 Description: The user utilizes psionic energy to freely utilize their telekinetic powers freely such as telekinetically pushing, lifting, binding, etc. The user can utilize his power to telekinetically manipulate the environment and beings around them (including themselves as well). Versatile in application, the user can induce certain outcomes when telekinetically assaulting targets. The user is capable of launching invisible projectiles, although in its travel air distortions can been seen.
Drawbacks: Delta Ranks Require 5 PHY More in Strength to Break Drawbacks: Gamma Ranks Require 10 PHY More in Strength to Break Drawbacks: Beta Ranks Require 15 PHY More in Strength to Break Drawbacks: This technique drains the user 3% of mental reserves per freeform action.
Activating D rank ff telekinetic which costs 5% making usage at 35%.
Voided - GodModded! Did not properly RP taking any sort of Damage.
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