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
Aaron found himself in a sticky situation. The opponents he had been fighting all ran away, but it appeared a stronger foe appeared before him. Maybe the boss? Maybe not, maybe just a passer by who wanted in on the action. Aaron wasnt too sure, but the man gave off a hostile aura, clearly ready to fight. Turning inwards, Aaron spoke to Cautare.
Guess this wont be as easy as i once assumed. Lets go with Arnamant into Blackout. From there, lets force it in close
Fine by me, just don't lose, otherwise i have to come out and clear up your mess.
Heh, don't be like that Cautare, acting like you don't enjoy running wild occasionally
Aaron was met with Silence, but it mattered not, he felt the Demon stirring inside him as he granted Aaron the power of Rashoman. From every place on Aaron's body, black matter formed, wrapping itself around his body and cloaking him in a black arnamant armor from head to toe, which would absorb a little bit of concrete around him upon activation, to feed Cautare. Once coated in his armor, from his feet, the black matter spread out, extending to 10mm in all directions around Aaron. Activating total blackout, any object that was not alive would be sucked into the blackness in a 5m radius around aaron. With his defences set up, Aaron woulkd activate Murakuma, and prepare to fight.
Quirk Name: Rashomon [Limit breaking] Quirk Type: Transformation Quirk Level: Basic Rank: D Experience Points: free Type: Supplementary Range: Close Damage: 0 Description: This quirk grants the user the ability to call upon the sentient being that resides inside them. Named Rashoman, the spirit appears as a pitch black like malleable matter which extends from anywhere on the user’s body. This black like matter is comparable to steel in hardness, and can be as sharp as a sword. The user is also able to form more matter from already extended matter as a medium, so long as a single piece of Rashoman has been extended. More importantly, the unique ability Rashoman possesses is the ability to be a gateway into this infinite abyss that exists in another dimension. This allows the user to absorb any material, matter, energy, that is not considered "alive" or to have life in it, into the dimension should Rashoman interact with it. During this ability, Rashamon behaves as a ripple in space time thus technique interaction is dependent on rank vs rank.
Drawbacks:
~ The most glaring drawback is, neither of the two abilities can be activated at the same time. ~ The second drawback is the mental and physical strain it takes on the user to use.
D rank: 5% G rank: 10% B rank: 20% A rank: 25% Z rank: 30%
~ Each usage of Rashoman slowly drains the user as the strain of maintaining the quirk wears the user down.
At 40% used: User loses -10 STA At 60% used: User loses -10 ACC At 80% used: User loses -10 STA At 100% used: User goes into a coma like state. Name: Abyssal Armament Quirk: Rashoman Rank: E-B(G rank activated) Experience Points: 85 Type: Defensive Range: Self Damage: 0 Description: the user will wrap his entire body in 2 layers of the black matter, leaving only his eyes and mouth/nose exposed so the user can still see and breath. Once covered in the matter, the inside the layer is hard, like steel, while the outer layer is constantly activated in the absorbing state, allowing the armor to passively absorb anything that comes into contact with it. The user can control this to a degree, so that they can still walk and grab objects, by altering parts of the armor, like the feet, to take on the harder qualities of the matter. Depending on the rank activated, the technique can only passively defend against that rank once per turn. However, while absorbing, the user cannot move in this armor, as the movements come from the inner layer which becomes immobile while the ouster layer is absorbing.
Note: Once activated, remains passive for the remainder of the battle or until the user reaches their limit (100% of quirk usage). Note: The user can reactivate the armor once per turn, to either absorb an additional attack, or increase the rank of the armor. Note: Each turn the user is drained 5% if they maintain the technique. Name: Total Blackout Quirk: Rashoman Rank: D-B(g rank activated) Experience Points: 80 Type: Defensive Range: Close-Long Damage: Rank vs Rank Description: Total Blackout is the primary defensive action of Rashoman. By using the second part of his ability, to absorb all matter and energy thats not organic, the user will set up Rashoman around himself to take in objects around him. However, this differs as this form of Rashoman act's like a black hole, drawing everything around the central point towards it. From the center of Rashoman's activation, Blackout will drag in all matter around it. This pull is strong enough to rip up concrete and tear out poles from the ground. It is also strong enough to forcefully rip equipment off of peoples body, as well as strong enough to full redirect an attack towards it.
Drawbacks: The range of activation is up to long, however the pull is only strong at a maximum 5m radius from the center. Standard % based drain per usage. Once activated, can stay active until the next turn, however the first ability of Rashoman will be unable to be utilized while this is active.
Drawbacks: The user can choose to maintain Total Blackout for the entity of the battle, however it will consume a move slot each turn and drain the user 5% each turn this technique remains active. Name: Murakuma [Signature] Quirk: Rashoman Rank: E-B(D rank activated) Experience Points: 85 Type: Supplementary Range: Close-Long Damage: 1-4 Description: Once activated, the technique remains passive for the remainder of the battle, Murakuma serves as the fundamental application for the Rashomon quirk. From any part of the user's body, black tendrils of unknown matter will sprout. From here, the tendrils can strike with physical attacks or block physical attacks, grasp objects via wrapping, slice through matter like sword, etc. The user is capable of shifting the tendrils between the tangible mode and gateway mode. During the gateway mode, the user can control how much of a target is absorbed, choosing to either absorb it all or part of it. Regarding multiple tendrils, any one of them are incapable of adopting both forms however which form the tendrils are in can differ between each other.
Drawbacks: -
~ If the user has two sets of tendrils out, and activates the second ability with the other set, they cannot control the first set. I.E, If the user is held up in the air by two tendrils and is absorbing matter with another 2 tendrils, the user cannot use the first two tendrils to move or dodge while the matter is being absorbed. This keeps Rashoman inside the confines of only one form being able to be used at a time.
~ All attacks from Rashoman move and act based on ACC. The speed they form, how fast they move once formed, is all ACC based. Murakuma offers a passive Free-Form Absorption Ability, thus Ranked Techniques Can bypass Rashomon's defenses. Once something enters Rashoman's domain, it can potentially be lost permanently.
~ If the D-G Rank Version of Murakuma is Activated, all techniques and free-form performed utilizing the Rashomon Quirk gain an additional 0.5 Damage & 0.5 SPM increase in Movement/Attack Speed. If utilizing the B-Rank version, they gain an additional 1 SPM increase and 1 Damage.
Name: Abyssal Constitution Trait Cost: 10 Description: Through years of studying the darkness inside him, and fully controlling the demon that resides inside, the user gained more knowledge about the quirk. Because of this, the user is able to properly weaponize the quirk, getting the most out of it at all times.
Perks of Trait: -
~ Absorbing matter or energy of any kind with Rashoman feeds the beast inside, refunding a small % of the quirk power back to the user depends on the amount/rank absorbed.
~ The training with Rashomon have resulted in increasing the Movement SPM of all Rashomon Quirk Techniques & Freeform by 1. ~ With further use of Rashoman, the user gains better control of Rashoman, granting the user +5 Accuracy. ~ Due to the increased control over Rashoman, the user's passive drain on the quirk techniques become is halved to maintain. ~ Requires the Rashoman quirk to purchase. Name: Harmony Trait Cost: 3 Description: Harmony is a trait that can only be acquired by those with spirits living inside them. Harmony comes from the Host and spirit becoming one, creating a perfect Harmony. Due to this, the spirit and the user flow together, allowing for them to fight in Harmony, and better in sync, allowing for the User to get the most out of the spirit.
Perks of Trait: Each turn, the Spirit/Demon inside the user will reduce 5% of quirk usage to the user if they have used the quirk that turn. Name: Cautares Rebirth Trait Cost: 10 Description: A trait that can only be activated when the user is rendered unconscious, it removes the control the user has over the demon inside, allowing him to run rampant momentarily, as he is unable to fully exist in the normal realm for extended periods of time.
Perks of Trait: -
~ When the user is knocked unconscious or reaches 100% of their quirk usage, Cautare will emerge for 2 turns, to keep fighting. ~ If the user was knocked unconscious via their HP becoming 0, this still counts as a lost unless during the two turn rampage they were able cause a draw. ~ Cautare's stats are the same as the users when they fall (any debuffs still apply), however Cautare is not restricted by % of Quirk usages. ~ After two turns, Cautare will retreat back into the users body, fully ending the battle. ~ Requires the Rashoman quirk to purchase.
Stats 20(15+5 from cfs) 20(15+5 from cfs) 25(20+5 from cfs) 30(20+5 from cfs,+5 from trait) SPM increase to all rashoman techniques, 1.5spm 0.5 dmg increase to FF and techniques
% used. G rank 10% G rank 10% D rank 5% Minus 5% from Harmony. Minus 10% from Constitution, G rank Armanmant and Blackout absorbing Matter Total used-10% of quirk.
Terrain- Abandon construction site Location- Iuno Range- 5m Time 3 days
Last Edit: Aug 29, 2018 18:11:32 GMT by Cautare: adding stipulations to terrain and such
In response to the opponent's action [Abyssal Armament] Duma deployed a bio-electric energy [O'go] induced force-field [Ngao]. Inconspicuously positioned underneath the fibrous sentient mass of Ongpo that encased his entirety. Thereafter, as the adversary's power surged [Total Blackout], M'sondaa lunged [two meters] forward. Gauging the attack's potency and effect. Its proclivity to direct to the point of origin not lost to him. Thus, utilizing Gwo, he completed his lunge with a left footed stamp; rupturing six earthen [Mawe] debris, each encased within O'go. Triggered to travel towards the opponent at independent intervals. [O'go is present on all attacks and triggers the respective trait rank explosions. Successful Jcha hits trigger internal ruptures].
Base: 35-15-15-30
Total: 40-20-20-35
All existing customs are present in MS. SPM: Tracking [5.5] , Movement [5.5] and Attacks [5.5 or 5]
Name: Ngao Quirk: EM Rank: D-B (G) Experience Points: 80 Type: Offensive | Defensive Range: Close Damage: 6 = 3 (Ngao) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) Description: A versatile electromagnetic force field. It can deflect, shield and repel, inducing knock-back and damage equal to the move's rank. To resist knock-back or repel opponents needs required STR attribute superiority over user. Kinetic or electromagnetic based attacks of lower rank can be assimilated and stockpiled onto Ngao's total value. If breached the field will explode and induce a charge. Drawbacks: Field can only withstand damage lower or equal to itself. Stockpile cannot exceed its base technique total damage magnitude. Knock-back distance is in meters and dependent on move level: D Rank (3) and G Rank (4) and B Rank (5). Techniques follow usage rank restrictions: G Rank (4) and B Rank (3).
Name: Mawe Quirk: EM Rank: D-G (G) Experience Points: 30 Type: Offensive | Defensive Range: Close Damage: 6 = 3 (Vuta) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) [X2 Major Organ Modifier Per Successful Hit] Description: A passive technique utilizing electromagnetic properties for terrakinesis. This is realized through electric discharge or magnetic interaction with targeted surfaces. M’sondaa can induce vertical, horizontal or diagonal: implosions, ruptures or generate telekinetic constructs. Outcome is relative to surface but maximum generation size is limited to five meters. Damage splits should multiple sources be created. Drawbacks: The move is susceptible to EM expenditure. Limited total construct output D Rank (4) and G Rank (6). Incurs 1% EM expenditure per construct at Threshold. Techniques follow usage rank restrictions: G Rank (4).
Name: EM Quirk: Emitter Quirk Level: Basic [Ascend] Rank: D Experience Points: None Type: Supplementary Range: Close Damage: 0 Description: EM enables the manipulation of electromagnetism, one of Four Fundamental Forces. M'sondaa can control and interact with electric fields, magnetic fields and electromagnetic wavelengths. These manifest through telekinetic harnessing or producing charged particles. Attraction, repelling and levitation via distortion of magnetic polarity. Influence over electromagnetic energies by altering frequencies. Either's application, limited to targets that don't exceed five meters in size. At this level electric and magnetic feats can be achieved at FF (Requires Technique to be Made). Once activated the user exudes an inconspicuous EM membrane-like sheen. EM is largely dependent on ones physical and mental capabilities. Physical and Ranged attacks are determined by STR and ACC respectively. The former also determines required STR superiority to resist EM force. Drawbacks: A passive skill that is sustained through a %. EM expenditure occurs at post rates of: 3 Turns of Usage: 15% | 4 Turns of Usage: 30% | 5 Turns of Usage: 50% | 6 Turns of Usage: 75% Drawbacks: At 75% or more EM expenditure: The Quirk devolves into individual move % usage. These consume a certain ration from the reserve and cannot naturally replenish. In this state moves cost:
Name: Ongpo Equipment Type: Costume Equipment Grade: Z Type: Offensive | Defensive | Supplementary Stats: N/A Damage: Unbreakable Description: African mythical and sentient costume that previously belonged to Sun N'Kong. In the aftermath of the meteor which ushered emergence of abilities, humans then objects followed suit. Through a biological quirk, Kisoomi's ancestor traded their life & transformed fabric. Imparting it with their amorphous biological abilities & its transcendent abilities. Thus, it was passed down through generations to the various Shujaa who'd lead the clan into battle. After the tragedy of Kisoomi, it was lost in time & eventually wound in the legendary Lucas Manor. Where it was reclaimed by N'Kong's son & via blood transfusion imprinted its will in his psyche and him with it. In containment, it takes the form of a mass of blackened red energy within a silver two-meter tower: [REF]. If equipped it manifests an indestructible avant-garde black imperial gown. A vitalizing compression gear with proper limb coverage: arm-length gloves, knee-high limb footwear & even a head-mask: [REF]. Its abilities develop as:
Kwanza; Required Quirk Level: Basic Bonus: +5 PHY to Stamina | +0.5 SPM Movement & Tracking | +0.5 DMG Boosting & Shaving. Amorphous Physiology: Elastic and malleable in nature, its properties can be manipulated via commands. All submitted moves are a maximum of D Rank.
Custom Fighting Style Name: Gwo Trait Point Cost: 10 Description Of Fighting Style: An art hailing from ancient Africa where it is revered as The Reaper's Requiem. An admixture of Senako (Taekwondo) and Yugare (Karate), it balances elegance and technical precision to a power based foundation. The style utilizes strength as its power source & its activation bases practitioners physical movement and attack speed(s) to the attribute. Versatile in execution it can be used independently or combined with one's quirk and/or O'go. All technique's arise from its three sects known as Ovuu:
Ao: An aggressive & raw hybrid of Senako. It is characterized by its acrobatics, leaping and powerful strikes from multiple directions; both for attack and defense. Hwe: Built around the principles of Yugare it places focus on precision, power and economy of motion. Staff or bladed weapons can be in-cooperated. Jcha: An art utilizing aimed hits that puncture pressure points and vital regions on the body. Offensively this is achieved through deliberate tactics aimed towards disarming, injuring or eliminating foes. Centralizing O'go frequencies to the point of impact, its offensive attacks can rupture internally and/or momentarily numb organs. Furthermore, it may be used to supplement a practitioners own physical condition.
Perks Of Fighting Style: Gwo deals A.O.E & pinpoint frequency based damage. Gwo possess robust movements fostering +1SPM perception. Gwo results in efficiency of maneuvers contributing +1SPM in movement & attack speed. Gwo practitioner's exposure to Ovuu contributes +5STR (Ao), +5ACC (Hwe) and +5STA & +5SPD (Jcha).
Name: O'go Trait Point Cost: 10 Description: A unique trait that arose from exposure to EM & increases inner (bio-electric) energy. Energy which boosts its user and can then be drawn out and physically manipulated. In small quantities its appearance is translucent. However, if larger quantities are drawn it appears as a white and/or blue or auras. Due to its electric properties at free-form it exhibits frequencies whose volatility results in their explosions; up-to five meters increasing by the same values per technique rank. Usage corresponds with EM reserves and once the Rate Threshold (75%) is attained auxiliary non PHY boosts are lost.
Supplementary Gains: O'go cannot stack with any other PHY boosting traits O'go conditioning fosters +5STR | +5STA | +5SPD | +5ACC O'go muscle enhancement contributes to +1DMG physical attacks. (STR) O'go autonomic nervous system pain regulation experiences -1DMG on all attacks. (SPD)
In response to the opponent's action [Abyssal Armament] Duma deployed a bio-electric energy [O'go] induced force-field [Ngao]. Inconspicuously positioned underneath the fibrous sentient mass of Ongpo that encased his entirety. Thereafter, as the adversary's power surged [Total Blackout], M'sondaa lunged [two meters] forward. Gauging the attack's potency and effect. Its proclivity to direct to the point of origin not lost to him. Thus, utilizing Gwo, he completed his lunge with a left footed stamp; rupturing six earthen [Mawe] debris, each encased within O'go. Triggered to travel towards the opponent at independent intervals. [O'go is present on all attacks and triggers the respective trait rank explosions. Successful Jcha hits trigger internal ruptures].
Base: 35-15-15-30
Total: 40-20-20-35
All existing customs are present in MS. SPM: Tracking [5.5] , Movement [5.5] and Attacks [5.5 or 5]
Name: Ngao Quirk: EM Rank: D-B (G) Experience Points: 80 Type: Offensive | Defensive Range: Close Damage: 6 = 3 (Ngao) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) Description: A versatile electromagnetic force field. It can deflect, shield and repel, inducing knock-back and damage equal to the move's rank. To resist knock-back or repel opponents needs required STR attribute superiority over user. Kinetic or electromagnetic based attacks of lower rank can be assimilated and stockpiled onto Ngao's total value. If breached the field will explode and induce a charge. Drawbacks: Field can only withstand damage lower or equal to itself. Stockpile cannot exceed its base technique total damage magnitude. Knock-back distance is in meters and dependent on move level: D Rank (3) and G Rank (4) and B Rank (5). Techniques follow usage rank restrictions: G Rank (4) and B Rank (3).
Name: Mawe Quirk: EM Rank: D-G (G) Experience Points: 30 Type: Offensive | Defensive Range: Close Damage: 6 = 3 (Vuta) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) [X2 Major Organ Modifier Per Successful Hit] Description: A passive technique utilizing electromagnetic properties for terrakinesis. This is realized through electric discharge or magnetic interaction with targeted surfaces. M’sondaa can induce vertical, horizontal or diagonal: implosions, ruptures or generate telekinetic constructs. Outcome is relative to surface but maximum generation size is limited to five meters. Damage splits should multiple sources be created. Drawbacks: The move is susceptible to EM expenditure. Limited total construct output D Rank (4) and G Rank (6). Incurs 1% EM expenditure per construct at Threshold. Techniques follow usage rank restrictions: G Rank (4).
Name: EM Quirk: Emitter Quirk Level: Basic [Ascend] Rank: D Experience Points: None Type: Supplementary Range: Close Damage: 0 Description: EM enables the manipulation of electromagnetism, one of Four Fundamental Forces. M'sondaa can control and interact with electric fields, magnetic fields and electromagnetic wavelengths. These manifest through telekinetic harnessing or producing charged particles. Attraction, repelling and levitation via distortion of magnetic polarity. Influence over electromagnetic energies by altering frequencies. Either's application, limited to targets that don't exceed five meters in size. At this level electric and magnetic feats can be achieved at FF (Requires Technique to be Made). Once activated the user exudes an inconspicuous EM membrane-like sheen. EM is largely dependent on ones physical and mental capabilities. Physical and Ranged attacks are determined by STR and ACC respectively. The former also determines required STR superiority to resist EM force. Drawbacks: A passive skill that is sustained through a %. EM expenditure occurs at post rates of: 3 Turns of Usage: 15% | 4 Turns of Usage: 30% | 5 Turns of Usage: 50% | 6 Turns of Usage: 75% Drawbacks: At 75% or more EM expenditure: The Quirk devolves into individual move % usage. These consume a certain ration from the reserve and cannot naturally replenish. In this state moves cost:
Name: Ongpo Equipment Type: Costume Equipment Grade: Z Type: Offensive | Defensive | Supplementary Stats: N/A Damage: Unbreakable Description: African mythical and sentient costume that previously belonged to Sun N'Kong. In the aftermath of the meteor which ushered emergence of abilities, humans then objects followed suit. Through a biological quirk, Kisoomi's ancestor traded their life & transformed fabric. Imparting it with their amorphous biological abilities & its transcendent abilities. Thus, it was passed down through generations to the various Shujaa who'd lead the clan into battle. After the tragedy of Kisoomi, it was lost in time & eventually wound in the legendary Lucas Manor. Where it was reclaimed by N'Kong's son & via blood transfusion imprinted its will in his psyche and him with it. In containment, it takes the form of a mass of blackened red energy within a silver two-meter tower: [REF]. If equipped it manifests an indestructible avant-garde black imperial gown. A vitalizing compression gear with proper limb coverage: arm-length gloves, knee-high limb footwear & even a head-mask: [REF]. Its abilities develop as:
Kwanza; Required Quirk Level: Basic Bonus: +5 PHY to Stamina | +0.5 SPM Movement & Tracking | +0.5 DMG Boosting & Shaving. Amorphous Physiology: Elastic and malleable in nature, its properties can be manipulated via commands. All submitted moves are a maximum of D Rank.
Custom Fighting Style Name: Gwo Trait Point Cost: 10 Description Of Fighting Style: An art hailing from ancient Africa where it is revered as The Reaper's Requiem. An admixture of Senako (Taekwondo) and Yugare (Karate), it balances elegance and technical precision to a power based foundation. The style utilizes strength as its power source & its activation bases practitioners physical movement and attack speed(s) to the attribute. Versatile in execution it can be used independently or combined with one's quirk and/or O'go. All technique's arise from its three sects known as Ovuu:
Ao: An aggressive & raw hybrid of Senako. It is characterized by its acrobatics, leaping and powerful strikes from multiple directions; both for attack and defense. Hwe: Built around the principles of Yugare it places focus on precision, power and economy of motion. Staff or bladed weapons can be in-cooperated. Jcha: An art utilizing aimed hits that puncture pressure points and vital regions on the body. Offensively this is achieved through deliberate tactics aimed towards disarming, injuring or eliminating foes. Centralizing O'go frequencies to the point of impact, its offensive attacks can rupture internally and/or momentarily numb organs. Furthermore, it may be used to supplement a practitioners own physical condition.
Perks Of Fighting Style: Gwo deals A.O.E & pinpoint frequency based damage. Gwo possess robust movements fostering +1SPM perception. Gwo results in efficiency of maneuvers contributing +1SPM in movement & attack speed. Gwo practitioner's exposure to Ovuu contributes +5STR (Ao), +5ACC (Hwe) and +5STA & +5SPD (Jcha).
Name: O'go Trait Point Cost: 10 Description: A unique trait that arose from exposure to EM & increases inner (bio-electric) energy. Energy which boosts its user and can then be drawn out and physically manipulated. In small quantities its appearance is translucent. However, if larger quantities are drawn it appears as a white and/or blue or auras. Due to its electric properties at free-form it exhibits frequencies whose volatility results in their explosions; up-to five meters increasing by the same values per technique rank. Usage corresponds with EM reserves and once the Rate Threshold (75%) is attained auxiliary non PHY boosts are lost.
Supplementary Gains: O'go cannot stack with any other PHY boosting traits O'go conditioning fosters +5STR | +5STA | +5SPD | +5ACC O'go muscle enhancement contributes to +1DMG physical attacks. (STR) O'go autonomic nervous system pain regulation experiences -1DMG on all attacks. (SPD)
As total blackout spread, it appeared his opponent had made no attempt to counter, which was fine, until the man leapt forward a few meters. The moment he passed over Blackout, it activated sucking everything into it, including the energy force field the man had created under his armor, the entire thing eaten whole, an subsequently deactivated, feeding the beast inside and refunding some more of Aarons quirk. As the energy field was absorbed, however, as the man stepped, the earth below him ruptured upwards, sending debris flying towards Aaron, but it mattered not, as soon as the debris came into contact with his armor, it was absorb entirely, once again, refunding the quirk. As the Armor Passively absorbed the debris, Aaron continued on with Activating Murakuma, Black tendrils springing from his body. As the debris was fully absorbed, the tendrils would strike out towards the man, 3 in total, aiming to pierce the mans body entirely.
Name: Murakuma [Signature] Quirk: Rashoman Rank: E-B(G Rank) Experience Points: 85 Type: Supplementary Range: Close-Long(mid) Damage: 1-4(3) Description: Once activated, the technique remains passive for the remainder of the battle, Murakuma serves as the fundamental application for the Rashomon quirk. From any part of the user's body, black tendrils of unknown matter will sprout. From here, the tendrils can strike with physical attacks or block physical attacks, grasp objects via wrapping, slice through matter like sword, etc. The user is capable of shifting the tendrils between the tangible mode and gateway mode. During the gateway mode, the user can control how much of a target is absorbed, choosing to either absorb it all or part of it. Regarding multiple tendrils, any one of them are incapable of adopting both forms however which form the tendrils are in can differ between each other.
Drawbacks: -
~ If the user has two sets of tendrils out, and activates the second ability with the other set, they cannot control the first set. I.E, If the user is held up in the air by two tendrils and is absorbing matter with another 2 tendrils, the user cannot use the first two tendrils to move or dodge while the matter is being absorbed. This keeps Rashoman inside the confines of only one form being able to be used at a time.
~ All attacks from Rashoman move and act based on ACC. The speed they form, how fast they move once formed, is all ACC based. Murakuma offers a passive Free-Form Absorption Ability, thus Ranked Techniques Can bypass Rashomon's defenses. Once something enters Rashoman's domain, it can potentially be lost permanently.
~ If the D-G Rank Version of Murakuma is Activated, all techniques and free-form performed utilizing the Rashomon Quirk gain an additional 0.5 Damage & 0.5 SPM increase in Movement/Attack Speed. If utilizing the B-Rank version, they gain an additional 1 SPM increase and 1 Damage.
Name: Total Blackout Quirk: Rashoman Rank: D-B Experience Points: 80 Type: Defensive Range: Close-Long Damage: Rank vs Rank Description: Total Blackout is the primary defensive action of Rashoman. By using the second part of his ability, to absorb all matter and energy thats not organic, the user will set up Rashoman around himself to take in objects around him. However, this differs as this form of Rashoman act's like a black hole, drawing everything around the central point towards it. From the center of Rashoman's activation, Blackout will drag in all matter around it. This pull is strong enough to rip up concrete and tear out poles from the ground. It is also strong enough to forcefully rip equipment off of peoples body, as well as strong enough to full redirect an attack towards it.
Drawbacks: The range of activation is up to long, however the pull is only strong at a maximum 5m radius from the center. Standard % based drain per usage. Once activated, can stay active until the next turn, however the first ability of Rashoman will be unable to be utilized while this is active.
Drawbacks: The user can choose to maintain Total Blackout for the entity of the battle, however it will consume a move slot each turn and drain the user 5% each turn this technique remains active. Name: Abyssal Armament Quirk: Rashoman Rank: E-B Experience Points: 85 Type: Defensive Range: Self Damage: 0 Description: the user will wrap his entire body in 2 layers of the black matter, leaving only his eyes and mouth/nose exposed so the user can still see and breath. Once covered in the matter, the inside the layer is hard, like steel, while the outer layer is constantly activated in the absorbing state, allowing the armor to passively absorb anything that comes into contact with it. The user can control this to a degree, so that they can still walk and grab objects, by altering parts of the armor, like the feet, to take on the harder qualities of the matter. Depending on the rank activated, the technique can only passively defend against that rank once per turn. However, while absorbing, the user cannot move in this armor, as the movements come from the inner layer which becomes immobile while the ouster layer is absorbing.
Note: Once activated, remains passive for the remainder of the battle or until the user reaches their limit (100% of quirk usage). Note: The user can reactivate the armor once per turn, to either absorb an additional attack, or increase the rank of the armor. Note: Each turn the user is drained 5% if they maintain the technique.
Stats 20(15+5 from cfs) 20(15+5 from cfs) 25(20+5 from cfs) 30(20+5 from cfs,+5 from trait) SPM increase to all rashoman techniques, 1.5spm 0.5 dmg increase to FF and techniques
Quirk Left over Arnament and blackout passive drain-10%(halved to -5% from trait) Consitution absorbed 2 G ranks, refunding +10% Murakuma G rank activation -10%(reduced to 5% from Harmony) Total Used this turn- 0% Total overall used- 10%
M'sondaa's stamp served as revelation on the status of his arsenal. Futile, so he thought in the aftermath of the third of six earthen debris, engulfment. Thus, he'd elected to trigger Jicho and engage the opponent in hand to hand confrontation. As such he sprung himself ahead [6 SPM] hot on the trail of the fourth debris. Through estimations of distance and time, Duma intended to execute a punch at the conclusion of his motion. Timed to align with the commencement of the fifth debris' absorption. The nature of the attack would involve him landing his fist onto the man's face. Sub-sequentially, altering his bio-magnetic [Arm vs Body] polarities [Vuta] twice and magnifying the outcome of the contact. Completing the barrage he'd triggering the exposed face's bodily minerals and inducing an implosion at point of contact [Mawe].
Base: 35-15-15-30
Total: 40-20-20-45
All existing customs are present in MS. @cautare
SPM: Tracking [7] , Movement [5.5] and Attacks [5.5 or 6]
Name: Jicho Quirk: EM Rank: G Experience Points: 20 Type: Supplementary Range: Mid Damage: +10 ACC Description: A passive technique utilizing electromagnetic properties of spectrum. This is achieved through sensing for audio-visual and neural discernment. M'sondaa perceives EM sources, concentrations, movements and disruptions through them: within his accuracy range. Enabling spontaneous recreation of EM related tactics. Facilitated through harnessing electric fields, magnetic fields and electromagnetic energies. The vibrancy afforded to his sight heightens his perceptiveness and allows overcoming irregular lighting conditions; weather (wind, fog), environment (smoke, dust) condition (light, dark). Drawbacks: The move is susceptible to a one-off 10% EM expenditure. It allows Freeform execution of the parent technique.
Name: Vuta [X2] Quirk: EM Rank: D-B (G) Experience Points: 80 Type: Offensive | Defensive Range: Self - Long Damage: : 6.5 = 3 (Vuta) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) | +0.5 (Conductor) Description: A technique utilizing electromagnetic properties of attraction, repulsion and telekinesis. This realized through inducement of environmental, artificial or quirk generated magnetic fields. M'sondaa can fire translucent projectiles, influence polarity (magnetize), levitate and create constructs capable of withstanding damage per rank interaction. Dia, Para and Ferro Magnetic targets serve as great conduit & will experience additional damage. Drawbacks: D-G Ranks deals additional 0.5 damage. B-Ranks deals additional 1 damage. Drawbacks: The moves is susceptible to the workings of EM expenditure. Techniques follow usage rank restrictions: G Rank (4) and B Rank (3).
Name: Mawe Quirk: EM Rank: D-G (G) Experience Points: 30 Type: Offensive | Defensive Range: Close Damage: 6 = 3 (Mawe) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) [X2 Major Organ Modifier Per Successful Hit] Description: A passive technique utilizing electromagnetic properties for terrakinesis. This is realized through electric discharge or magnetic interaction with targeted surfaces. M’sondaa can induce vertical, horizontal or diagonal: implosions, ruptures or generate telekinetic constructs. Outcome is relative to surface but maximum generation size is limited to five meters. Damage splits should multiple sources be created. Drawbacks: The move is susceptible to EM expenditure. Limited total construct output D Rank (4) and G Rank (6). Incurs 1% EM expenditure per construct at Threshold. Techniques follow usage rank restrictions: G Rank (4).
M'sondaa's stamp served as revelation on the status of his arsenal. Futile, so he thought in the aftermath of the third of six earthen debris, engulfment. Thus, he'd elected to trigger Jicho and engage the opponent in hand to hand confrontation. As such he sprung himself ahead [6 SPM] hot on the trail of the fourth debris. Through estimations of distance and time, Duma intended to execute a punch at the conclusion of his motion. Timed to align with the commencement of the fifth debris' absorption. The nature of the attack would involve him landing his fist onto the man's face. Sub-sequentially, altering his bio-magnetic [Arm vs Body] polarities [Vuta] twice and magnifying the outcome of the contact. Completing the barrage he'd triggering the exposed face's bodily minerals and inducing an implosion at point of contact [Mawe].
Base: 35-15-15-30
Total: 40-20-20-45
All existing customs are present in MS. @cautare
SPM: Tracking [7] , Movement [5.5] and Attacks [5.5 or 6]
Name: Jicho Quirk: EM Rank: G Experience Points: 20 Type: Supplementary Range: Mid Damage: +10 ACC Description: A passive technique utilizing electromagnetic properties of spectrum. This is achieved through sensing for audio-visual and neural discernment. M'sondaa perceives EM sources, concentrations, movements and disruptions through them: within his accuracy range. Enabling spontaneous recreation of EM related tactics. Facilitated through harnessing electric fields, magnetic fields and electromagnetic energies. The vibrancy afforded to his sight heightens his perceptiveness and allows overcoming irregular lighting conditions; weather (wind, fog), environment (smoke, dust) condition (light, dark). Drawbacks: The move is susceptible to a one-off 10% EM expenditure. It allows Freeform execution of the parent technique.
Name: Vuta [X2] Quirk: EM Rank: D-B (G) Experience Points: 80 Type: Offensive | Defensive Range: Self - Long Damage: : 6.5 = 3 (Vuta) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) | +0.5 (Conductor) Description: A technique utilizing electromagnetic properties of attraction, repulsion and telekinesis. This realized through inducement of environmental, artificial or quirk generated magnetic fields. M'sondaa can fire translucent projectiles, influence polarity (magnetize), levitate and create constructs capable of withstanding damage per rank interaction. Dia, Para and Ferro Magnetic targets serve as great conduit & will experience additional damage. Drawbacks: D-G Ranks deals additional 0.5 damage. B-Ranks deals additional 1 damage. Drawbacks: The moves is susceptible to the workings of EM expenditure. Techniques follow usage rank restrictions: G Rank (4) and B Rank (3).
Name: Mawe Quirk: EM Rank: D-G (G) Experience Points: 30 Type: Offensive | Defensive Range: Close Damage: 6 = 3 (Mawe) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) [X2 Major Organ Modifier Per Successful Hit] Description: A passive technique utilizing electromagnetic properties for terrakinesis. This is realized through electric discharge or magnetic interaction with targeted surfaces. M’sondaa can induce vertical, horizontal or diagonal: implosions, ruptures or generate telekinetic constructs. Outcome is relative to surface but maximum generation size is limited to five meters. Damage splits should multiple sources be created. Drawbacks: The move is susceptible to EM expenditure. Limited total construct output D Rank (4) and G Rank (6). Incurs 1% EM expenditure per construct at Threshold. Techniques follow usage rank restrictions: G Rank (4).
I might be wrong and feel free to ask for another check but it looks to me like bino you are running forwards throwing debris he's absorbing each part at a time and you are running ahead of your final piece of debris to strike him meaning you either run past it and it strikes you from the back or you run in to it. Either way you should have your actions halted by this and take the dmg from one piece of debris. Additionally I can't see a counter you made against his murakama you can't hit him to stop that anymore obviously so I think you take the dmg from that too. Your wording is very confusing to me though please try to keep it simple in future.
Thankyou for the checks Rexii and XZA(you here in spirit)
As the debris was absorbed, the man dashed forward, slightly too fast for Aaron to track, however, he was stopped dead in his tracks. As the man went to hit Aaron, another piece of debris came from behind, striking the man in the back, the brief hit stunned the man ever so briefly, creating a window for Murakuma to launch forward, hitting the man in three places in his chest, dead center of the chest, to the left and right of the center of the ribcage. however, upon impact, the sword like blades of Murakuma hit the mans clothing, and stopped dead. Confused but not wasting a single moment, Aaron caused Murakuma to branch wilding, sending a multitude of tendrils all over the mans body, wrapping around his throat, chest, arms, and his eyes ears and face, completely blinding the man. As this happened, Murakuma would compress. The plan here was to, instead of try try to pierce the suit, crush it around him. The pressure would be enough immobilize the man and crush his body inside the suit. As Aaron did this, Murakuma would lift the man slightly off the ground, removing his ability to run away from the crushing force of Murakuma.
Name: Murakuma [Signature] Quirk: Rashoman Rank: E-B Experience Points: 85 Type: Supplementary Range: Close-Long Damage: 1-4(3+1.5 traits)4.5 Description: Once activated, the technique remains passive for the remainder of the battle, Murakuma serves as the fundamental application for the Rashomon quirk. From any part of the user's body, black tendrils of unknown matter will sprout. From here, the tendrils can strike with physical attacks or block physical attacks, grasp objects via wrapping, slice through matter like sword, etc. The user is capable of shifting the tendrils between the tangible mode and gateway mode. During the gateway mode, the user can control how much of a target is absorbed, choosing to either absorb it all or part of it. Regarding multiple tendrils, any one of them are incapable of adopting both forms however which form the tendrils are in can differ between each other.
Drawbacks: -
~ If the user has two sets of tendrils out, and activates the second ability with the other set, they cannot control the first set. I.E, If the user is held up in the air by two tendrils and is absorbing matter with another 2 tendrils, the user cannot use the first two tendrils to move or dodge while the matter is being absorbed. This keeps Rashoman inside the confines of only one form being able to be used at a time.
~ All attacks from Rashoman move and act based on ACC. The speed they form, how fast they move once formed, is all ACC based. Murakuma offers a passive Free-Form Absorption Ability, thus Ranked Techniques Can bypass Rashomon's defenses. Once something enters Rashoman's domain, it can potentially be lost permanently.
~ If the D-G Rank Version of Murakuma is Activated, all techniques and free-form performed utilizing the Rashomon Quirk gain an additional 0.5 Damage & 0.5 SPM increase in Movement/Attack Speed. If utilizing the B-Rank version, they gain an additional 1 SPM increase and 1 Damage.
M'sondaa stratagem was beset with technique overcomplication and opponent underestimation. A recipe which proved disastrous as both his and the adversaries attacks hit him. Its resultant damage considerable albeit offset with superficial injuries. As such the African's subsequent reaction was retreat. Accounting for the opponent's spread in branches and their encroachment [Murakama], M'sondaa pulled back [5 inches] as he dropped down into a frog jump posture [X]. Thereafter, moving half a meter to the right in said posture and rising once out of the tendrils immediate path. Once risen M'sondaa would charge at the man [6 SPM] in an arch and touch his face and triggering consecutive ruptures [Mawe].
Failure to post respective custom traits and equipments resulted in sustained 4.5DMG and 1.5DMG shaved. Aforementioned customs have now been posted: Mul and Nano. I have no intends to C/P them multiple times. Consider them to be in effect from this post onward.
Name: Mawe [X3] Quirk: EM Rank: D-G (G) Experience Points: 30 Type: Offensive | Defensive Range: Close Damage: 6.5 = 3 (Mawe) | 2 (Traits) | +0.5 (STR) | +0.5 (Ongpo) | +0.5 (Conductor) [X2 Major Organ Modifier Per Successful Hit] Description: A passive technique utilizing electromagnetic properties for terrakinesis. This is realized through electric discharge or magnetic interaction with targeted surfaces. M’sondaa can induce vertical, horizontal or diagonal: implosions, ruptures or generate telekinetic constructs. Outcome is relative to surface but maximum generation size is limited to five meters. Damage splits should multiple sources be created. Drawbacks: The move is susceptible to EM expenditure. Limited total construct output D Rank (4) and G Rank (6). Incurs 1% EM expenditure per construct at Threshold. Techniques follow usage rank restrictions: G Rank (4).
Custom Fighting Style Name: Gwo Trait Point Cost: 10 Description Of Fighting Style: An art hailing from ancient Africa where it is revered as The Reaper's Requiem. An admixture of Senako (Taekwondo) and Yugare (Karate), it balances elegance and technical precision to a power based foundation. The style utilizes strength as its power source & its activation bases practitioners physical movement and attack speed(s) to the attribute. Versatile in execution it can be used independently or combined with one's quirk and/or O'go. All technique's arise from its three sects known as Ovuu:
Ao: An aggressive & raw hybrid of Senako. It is characterized by its acrobatics, leaping and powerful strikes from multiple directions; both for attack and defense. Hwe: Built around the principles of Yugare it places focus on precision, power and economy of motion. Staff or bladed weapons can be in-cooperated. Jcha: An art utilizing aimed hits that puncture pressure points and vital regions on the body. Offensively this is achieved through deliberate tactics aimed towards disarming, injuring or eliminating foes. Centralizing O'go frequencies to the point of impact, its offensive attacks can rupture internally and/or momentarily numb organs. Furthermore, it may be used to supplement a practitioners own physical condition.
Perks Of Fighting Style: Gwo deals A.O.E & pinpoint frequency based damage. Gwo possess robust movements fostering +1SPM perception. Gwo results in efficiency of maneuvers contributing +1SPM in movement & attack speed. Gwo practitioner's exposure to Ovuu contributes +5STR (Ao), +5ACC (Hwe) and +5STA & +5SPD (Jcha).
Name: O'go Trait Point Cost: 10 Description: A unique trait that arose from exposure to EM & increases inner (bio-electric) energy. Energy which boosts its user and can then be drawn out and physically manipulated. In small quantities its appearance is translucent. However, if larger quantities are drawn it appears as a white and/or blue or auras. Due to its electric properties at free-form it exhibits frequencies whose volatility results in their explosions; up-to five meters increasing by the same values per technique rank. Usage corresponds with EM reserves and once the Rate Threshold (75%) is attained auxiliary non PHY boosts are lost.
Supplementary Gains: O'go cannot stack with any other PHY boosting traits O'go conditioning fosters +5STR | +5STA | +5SPD | +5ACC O'go muscle enhancement contributes to +1DMG physical attacks. (STR) O'go autonomic nervous system pain regulation experiences -1DMG on all attacks. (SPD)
Name: Mul Trait Point Cost: 4 Description: A trait which exercises electromagnetism quirk's sheen. M'sondaa harnesses bio-electric flow to affect conditioning and bolster biofeedback. Granting three abilities. Pulse Heal (Isa) which channels bio-energy internally or onto targets to heal inflicted damage. Bio Leech (Mei) which can absorb organisms neuro-electricity to self reinvigorate. Electric Drain (Ton) which draws power from electromagnetic radiation/energies. Leech and Drain techniques must be submitted as separate customs.
Supplementary Gains: Owner experiences +1 DMG to outgoing attacks. Owner experiences -1 DMG to incoming attacks
Name: Nano Equipment Type: Accessory Equipment Grade: C Stats:
Additional -1 to Concussive/Explosive DMG [Eozo]. Additional -1 Damage to Incoming Physical [Eozo] Additional -1.5 DMG to Incoming Physical [Mythril]. Additional -1.5 to Incoming Elemental [Mythril].
Damage: 3 Description: Miroscopic machines comprised of an Eozo part Mythril alloy, that utilizes Wakandan intellectualism. The nanomachines are self acting, adapting and propagating: primed to bond to a molecular level. Which occurs once introduced into a host's bloodstream. Triggering their activation and can be called upon for performance. There exits an artificial covenant in this techno-biological merger predicated on commensalism. In that the nanite properties are integrated as one with the host. Including its existing health pool and alloy properties. Due to a shared damage infliction fate, the machines don't lose their functionality until the hosts health pool is entirely depleted. Stock: 1 Payment: 5000G
Name: Ongpo Costume Type: Supportive Costume Grade: E Type: Offensive | Defensive | Supplementary Stats: N/A Damage: Unbreakable Description: African mythical and sentient costume that previously belonged to Sun N'Kong. In the aftermath of the meteor which ushered emergence of abilities, humans then objects followed suit. Through a biological quirk, Kisoomi's ancestor traded their life & transformed fabric. Imparting it with their amorphous biological abilities & its transcendent abilities. Thus, it was passed down through generations to the various Shujaa who'd lead the clan into battle. After the tragedy of Kisoomi, it was lost in time & eventually wound in the legendary Lucas Manor. Where it was reclaimed by N'Kong's son & via blood transfusion imprinted its will in his psyche and him with it. In containment, it takes the form of a mass of blackened red energy within a silver two-meter tower: [REF]. If equipped it manifests an indestructible avant-garde black imperial gown. A vitalizing compression gear with proper limb coverage: arm-length gloves, knee-high limb footwear & even a head-mask: [REF]. Its abilities develop as:
Kwanza; Required Quirk Level: Basic Bonus: +5 PHY to Stamina | +0.5 SPM Movement & Tracking | +0.5 DMG Boosting & Shaving. Amorphous Physiology: Elastic and malleable in nature, its properties can be manipulated via commands. All submitted moves are a maximum of D Rank.
Quitters never succeed! And apparently neither does the winner.
REWARDS!
You both gain....NOTHING. You guys did not fill out the official battle card, meaning this was an unofficial battle. Simply throwing a range and time limit in a post is meaningless! Yikes!
"The final step is filling out the Battle Card displayed below. It is very important and actually legitimizes the entire Battle thread. Failure to fill this Battle Card causes the Real Battle to be unofficial, which means awards cannot be gained should you submit it for grading. All Players involved in the Battle Card must fill out their own."
Name: vs Name: Type: Solo or Group Location: Where in New York or California are you? Terrain: What is the battlefield like? Range: How far do the fighters start from each other? Time Limit: How many days do each fighter have to post before they are DQed? Objective Level: How tough should the battle be?
[link="http://dawn-of-tomorrow.boards.net/thread/402/tomago" Go Go[/link]
AFFILIATES
The skin OTHERWORLD was made by JAWN of WICKED WONDERLAND.
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