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
Bastion vs Skull Type: Solo Location: Staples' Center Arena Terrain: Concrete Battlefield similar to the Manga Battlefield. Range: 7m Time Limit: Each fighter gets 7 rounds. Objective Level: Tough
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: Fortress Mk 1 Costume Type:Costume Costume Grade: C Stats:
+5 STA
Damage: 4 HP Description: Inspired by the Japanese Hero Kamui Wood's costume, Roland's costume is a black unitard composed of compression material with what appear to be gauntlets made out of white ceramic plates, military style boots with the same ceramic plating, and a white ceramic breastplate, along with a gold-colored belt and rings on his arms, in the same manner of the costume that belongs to Kamui Woods.
Stock: 1 Payment:1000 Gold
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]
Name: Pepper Spray Equipment Type: Weapon Equipment Grade: C Stats:
1 Meter Range Deals 0.5 DMG Causes temporary (lasts 3 turns) blindness if it hits the eyes. Causes difficulty in breathing (reduce moves lots per turn by one for one turn) if inhaled.
Damage: 3 Description: A piece of riot gear, this is a canister of pepper spray made to work like tear-gas. Working like a grenade, the canister will spin and release a short-range cloud of smoke laced with pepper-spray once primed; the cloud persists for one turn unless dispersed.
Stock: 5 canisters Payment: 1000 Gold (200 per canister)
Starting PHY: 15/30/15/15
Roland walked out into the arena, outfitted with as much of his arsenal that he had amassed over the past year that the Officials had allowed him to bring. Still slightly surprised with himself that he had qualified for the tournament, he still wondered how he would fare against his opponent; for while Roland had made it to the tournament, he had effectively been the bottom seat. Roland was fundamentally not an offensive fighter, not with his lack of power, and the lack of offensive applications of his Quirk. Beyond that, he had teamed up previously with Skull in the last challenge, and had a fair grasp on the scope of his abilities, and knew that he was at a disadvantage against this opponent.
Thinking, Roland hoped Asahi would fare better than he would, for while Roland was going to give it an honest effort...it was truly not a fight Roland foresaw himself winning.
When he saw his opponent, Roland nodded, and spoke before the opening shot was given. "Thanks for working with us in that last challenge. Sorry I couldn't keep us afloat, but good luck going forward."
He knew that there had been some animosity - really, just competitive spirit - between students between the various schools, but at the end of the day everyone here had aspirations to be a hero, and they were all united in that regard.
Despite doubting it would be much use to him, knowing the effectiveness of Skull's Binging Balls, Roland coated himself in "Fortitude", and also put "Adventure" on reserve, just in case it became required during the fight. He knew he could also dispel his barriers to prevent feeding Skull's quirk, but when the environment itself was a source of fuel, the fight would only get harder.
His barrier protecting him, Roland tried the most straight forward strategy he had available to him, rushing at Skull with his top speed; when within one meter, he would activate the canister in his hand, releasing a shroud of pepper-spray laced tear gas, knowing that his barrier would protect him from its effects; Roland was borrowing a tactic that Gogo tried to demonstrate, though Roland questioned its effectiveness with himself.
Should he be able to close enough, Roland fully intended to try and end it one blow, aiming to strike Skull with the electrified stun baton in his right hand, paralyzing the boy.
Name: Fortitude Quirk: Repairrier Quirk Level: Basic Rank: D Experience Points: 10 Type: Supplementary | Defensive Range: Self Damage: 2 Description: Utilizing his Quirk, Roland will coat his body in a barrier which is mobile, so that it forms over his body and garb like a suit of armor; this grants Roland the obvious protection of his barriers, while also restoring his person to optimal condition, as well as any restoring any equipment on his person to its optimal condition at the rates appropriate for the barrier's rank. Due to the nature of this barrier, it remains mobile and fluid once 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.
Note: Maintaining this technique occupies a move slot each turn until deactivated; if the barrier is still present upon the new turn, it refreshes to its maximum durability, still only consuming a single moveslot.
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: Strike Custom Fighting Style: Dawn University's Combat Training Rank: E-D (D) Experience Points: 15 Type: Offensive Range: Close Damage: 1-2 Description: A forceful blow delivered from the body, such as a punch or kick, or with a held weapon.
Post by Big News Gecko on Aug 29, 2018 21:26:30 GMT
Filler Description
Skull looked at his opponent and could not help but laugh. It seemed fate had pit the teammates against each other and considering the knowledge gained from the President Challenge, Skull could not help but see this fight as an easy victory. Mockingly, the dusk representative began to antagonize his opponent. before the match began.
“I hope you know, you are going to be stomped into the dirt!”
Parent Technique and Equipment
Name: Binging Ball Quirk: Emitter Quirk Level: Basic [Ascended] Rank: G Experience Points: Free Type: Supplementary Range: Self Damage: 0 Description: The user is capable of releasing small floating sphere with mouths from their body. These spheres can be used as projectiles, however their significant power is the ability to ingest inorganic materials of various natures: solids, liquids, and gases.
~ The user is capable of telekinetically controlling the floating sphere, intricately deciding their behavior. ~ The user is capable of releasing x amount of floating spheres, where x depends on the technique rank. ~ E-Rank = 2 | D-Rank = 4 | G-Rank = 6 | B-Rank = 8 | A-Rank = 10 | Z-Rank = 12 ~ Each floating sphere is capable of consuming 2 Damage Point worth of opposing techniques. ~ Each floating sphere is capable of consuming 2 meter diameter worth of substance. ~ Each floating sphere possesses 2 HP, Regardless of the technique. ~ Each Floating Sphere is capable of moving five meters away from the user.
Move Layout
This entire part is if Bastion continues running. Not me dictating you are continuing to run at the sight of Binging Balls spawning.
When Bastion reached one meter in his travel towards Skull [6 Meters are left between both fighters], he would stop laughing and spawn eight Binging Balls from his body.
Name: Chain of Hunger Quirk: Binging Ball Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: 0 Description: The user spawns a certain amount of black orbs with the ability to eat anything, the appropriate targets discussed in the parent technique, and the size of each sphere is worth one meter in diameter regarding volume. These spheres move at their own speed, which is determined by the user's accuracy since they control them.
They would finish spawning when Bastion reached two meters. [5 Meters are left between both fighters] Skull would form another group of eight Binging Balls once Bastion reached three meters. [4 Meters are left between both fighters]
Name: Chain of Hunger Quirk: Binging Ball Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: 0 Description: The user spawns a certain amount of black orbs with the ability to eat anything, the appropriate targets discussed in the parent technique, and the size of each sphere is worth one meter in diameter regarding volume. These spheres move at their own speed, which is determined by the user's accuracy since they control them.
Once Bastion reached the fourth meter mark, Skull would command six of them to outline the backside of his legs. The point was to form some sort of levitating machine that carried not only him, but allowed him to move at higher speeds than natural capabilities. [Bastion is 3 meters from Skull before moving. Skull would move five meters upwards in an arc to approach Bastion from above. The movement speed is 3 SPM.]
The remaining ten would separate, establishing several meters of distance (at least four meters apart), and maneuver to swarm his opponent. Six of them would rush the opponent to breakthrough the barrier that his opponent had created. [Each Binging Ball will deal 1 Damage]
Name: Overwhelming Stampede Quirk: Binging Ball Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: 2-4 (6 due to +2 Damage Trait) Description: the user commands the Binging Balls to spear into the opponent. Dependent on the number of spheres created, the damage splits evenly as possible.
Skull's speed was such that Roland could not even see him move; and beyond that, it appeared Roland's demeanor wasn't met in kind. Though, from what little Roland had interacted with Skull, he couldn't say it surprised him. Skull was likely right, in that Roland would lose the battle. However, he could stand his ground, and force his competitor to earn his victory, rather than just bowing out.
The Binging Balls bombarded Bastion, breaking the barrier that protected him, and doing him a fair amount of damage in the process (breaking 2 DMG barrier leaves me with 4 DMG taken). Manifesting "Sanctuary" around him in rapid succession, summoning and dispelling it as quickly as he could, Roland healed himself up, leaving a fragile barrier up with the third cast; though he knew Skull could easily destroy it, Roland knew that he healed more rapidly than others seemed to.
If nothing else, he was going to see how long he could last in this slug fest.
"Even so, I'm going to make you work for it," said Roland, standing again with full health, staring at Skull in the sky.
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.
Burst Restore means each cast grants me a 1 HP heal, and my Everlasting Vigor increases that by 50% to 1.5 HP per cast, healing me a total of 4.5 HP, thus back up to max, and leaving me with a 1 HP overshield due to the standing Sanctuary.
Post by Big News Gecko on Sept 1, 2018 13:01:38 GMT
Filler Description
Skull scoffed at the fact that the pretty boy was still standing. The crowd loved and adored their precious Bastion, yet Skull was receiving none of the applause. He decided to hush all of them up, prove they were the reigning and defending school for heroism.
Move Description
Skull would command the same Binging Balls to repeat the process. This time the other four would perform an assault of their own [Performing 4 Free-Form actions separately to stack 2.5 Damage which equals 10], slipping through the onslaught that is Overwhelming Stampede.
Name: Overwhelming Stampede Quirk: Binging Ball Rank: D-B Experience Points: 80 Type: Supplementary Range: Self Damage: 2-4 (6 due to +2 Damage Trait) Description: the user commands the Binging Balls to spear into the opponent. Dependent on the number of spheres created, the damage splits evenly as possible.
As the last seat in the qualifiers, Roland knew that he was at the bottom of the ladder of the competitors; as Skull's partner in the previous round, he also knew that he was outmatched by his opponent. Perhaps by how much, though, he wasn't quite aware.
There was only a quick blur, as the Binging Balls, moving faster than Roland could readily track, burst through his barrier like paper and bombarded his body; the blow knocked the wind out of him, and with nary a gasp, Roland collapsed to the ground, defeated.
Post by Big News Gecko on Sept 4, 2018 16:35:45 GMT
Announcer Booth
MAN, SINCE THE BATTLE STARTED, IT HAS BEEN COMPLETELY ONE SIDED! SKULL HAS PERFORMED A SERIES OF PUMMELTING STRIKES FROM HIS BINGING BALLS!
Moments later…
WHEW! ALTHOUGH HIS DEFENSE IS GREAT, IT WAS NOT GREATER THAN SKULL’S OFFENSIVE POWER. WE HAVE OURSELF A VICTOR FOLK!
AFFILIATES
The skin OTHERWORLD was made by JAWN of WICKED WONDERLAND.
DAWN OF TORRMOW [DoT] was created by WHOA. The sample background image was created by AVODKABOTTLE.
Images belong to their respective artists. All codes and scripts belong to their respective coders.