Post by 808 Mob on Oct 12, 2018 23:26:37 GMT
Name: Mob vs Name: Kurumi
Type: Solo
Location: Central Park, New York
Terrain: Empty rocky Terrain with overcast allowing for shadows. Mob’s shadow is approximately 0.5 M in front of him. Kurumi’s shadow is 1M behind her. No one else is around.
Range: 10 Meters away from each other.
Time Limit: Default 5 days.
Objective Level: Tough Level Battle Objective(Defeat the Opponent)
*flashback*
Mob was currently patrolling around the edge of the park in his hero attire when he started to find himself being chased by someone.
“Damn what’s going on who could that be?”, Mob thought as he was running
“It might be one of those people who is after you for that hitlist thing like the previous enemy who you had fought. No matter keep on running to an empty area so no civilians are involved.”, a voice in his head said.
Mob and his pursuer ran towards an empty rocky area where no one else was around and Mob would face his pursuer.
*flashback ends*
Mob knew he wanted to dispatch of his opponent immediately so he would first activate his mental focus technique then his mind reading technique and finally his freeform telekinetic technique to release his field. Then he would immediately telekinetically bind the opponent’s full body by pointing his left index finger at the opponent if they were still in his field which would stop all physical movement from his opponent.
Base: STR: 20 | STA: 20 | SPD: 20 | ACC: 35
After Costume and Equipment: STR: 35 | STA: 20 | SPD: 20 | ACC: 45
All Equipment/Costumes, Traits, and Quirk techs utilized are posted below.
After Costume and Equipment: STR: 35 | STA: 20 | SPD: 20 | ACC: 45
All Equipment/Costumes, Traits, and Quirk techs utilized are posted below.
Name: Savage Mind Quirk: Emitter Quirk Level: Basic [Ascended] Rank: Gamma Experience Points: Free Type: Offensive, Defensive, Supplementary Range: Self-Close Damage: None Description: The user can utilize their mental capacity to perform telekinetic and telepathic abilities for offensive – defensive – supplementary measures. At this level of mastery, the user can only use basic levels of telekinetic application such as lifting solid and liquid like matter. At this level of mastery, the user can only connect telepathically to one individual at a time. That individual must be of human nature and contain a functioning brain and central nervous system. The user holds great over their telekinetically abilities, being able to control objects within four-meter radius. The user cannot life more than four meters in length/width. Inner Workings: ~ At this level, Telekinetic Abilities require physical cues, such as raising the arms to life targets or pointing to send the targets in a desire direction, thus without the cues the telekinetic abilities cannot be properly used. ~ At this level, Telepathy Abilities can only connect the user with human life that they can see. Once losing track of the target results in the connecting being broken. Due to directly linking together the minds, any mental base damage is amplified for the user - thus they receive an additional damage. ~Being an Esper, the user can interact with the emotional spectrum which can be applied to techniques via their psionic energy, assorted colors will show when specific emotions are present for each different emotion. ~The Attack Speed, Movement Speed, and/or Projectile Speed of Mental Based Attacks/Objects - the user Mentally Manipulates is Dependent on their Accuracy Attribute Drawbacks: The nature of this quirk is one that demands a great deal of mental fortitude. Prolonged usage will inflict mental trauma, which ultimately leads to incapacitation. Each turn an Quirk Related Technique is activated or maintained, the percentage reserves is exhausted by 15%. Once 60% of the total percentage reserves have been exhausted the body's natural self-preservation instinct kicks in. This reduces the percentage reserves from turn base to technique base. In this state, techniques now consume a certain portion of the reserve. E Rank: 5% | D Rank: 10% | G Rank: 20% | B Rank: 30% | A Rank: 40% | Z Rank: 50% There are benchmarks of fatigue to indicate the user is reaching their mental capacity for utilizing the quirk. Triggered from abuse, the consequences for overusing the quirk can prove severe if handled recklessly. 80 Percent: -5 PHY to the Accuracy Attribute 60 Percent: -10 PHY to the Accuracy Attribute 40 Percent: -20 PHY to the Accuracy Attribute 20 Percent: -40 PHY to the Accuracy Attribute 0 Percent: Quirk Techniques Cannot be Used. |
Name: Dupe’s Flower Missions - Africa Cost: 5 Description: To gain favor from Mentor Dupe, Mob set out to receive rare flowers from Africa to add to her collection. While investigating the area where the flowers located, Mob learned that Big Game Cats guarded the area as their homeland. These cats were fast and almost imperceptible, requiring Mob to be able to adapt to their movements over time. Attempting to match the Cheetahs in speed, Mob developed his overall speed and accuracy regarding his physique’s performance. After besting the Big Game, Mob obtained the flowers which held properties that increases fluidity of brain signals. Inner Workings: ~ During the Mission, Mob Increased the Range of his Psionic Abilities by Four Meters in Diameter. ~ During the Mission, Mob Increased their Tracking Ability by 1 SPM. ~ Exposure to the Flowers, Grants the bio 5 PHY in the Speed Attribute. |
Name: Freeform Telekinetic Quirk: The Minds...Still Rank: D-B Experience Points: 80 Type: Supplementary Range: Self-Long Damage: D-Rank: 5 Meters Diameter | G-Rank: 10 Meters Diameter | B-Rank: 15 Meters Diameter Description: The user releases psionic energy that expands from them in a dome shape. Everything caught within the dome is susceptible to telekinetic pushing, lifting, and binding. The user can utilize his power to manipulate the environment and its contents, including their own body, telekinetically. More importantly should the opponent be caught within the dome, or enters, they are susceptible to being put into a telekinetic bind. After activating this technique, the user is capable of launching invisible projectiles (as Free-Form) although they cause air distortions during their travel. Note: Delta Ranks Require 5 PHY More in Strength Attribute to Break. Note: Gamma Ranks Require 10 PHY More in Strength Attribute to Break Note: Beta Ranks Require 15 PHY More in Strength Attribute to Break Note: After activation, this technique remains passive until deactivated. Note: This technique drains the user 5% of mental reserves per freeform action. |
Name: Psionic Strengthening Trait Point Cost: 8 Description: The user engages in a trial, which trains the mind to achieve an level of efficiency regarding the energy expenditure for their mental abilities. Due to time of disciplining and honing one's abilities, they become capable of reducing the necessary energy needed to performing mental based techniques as well maintaining active/passive techniques. Perks of this Trait: ~ Due to risen efficiency, when the user's is suffering from their per-turn drawback exhaustion, the mental energy exhausted is reduced by 5% ~ Due to the risen efficiency, when the user is suffering from their per-technique drawback exhaustion, the user's standard percentage cost for the technique ranks are reduced by 5%. |
Name: Mind Reading Quirk: The Minds...Still Rank: D || B Experience Points: 60 Type: Supplementary Range: Close-Long Damage: 0 Description: The user locks on the opponent with their eyes and invades their mind by directly linking it with theirs. The user is capable of sorting through the mind, collecting information from the mind. The information is forms of memories, knowledge, and ongoing thoughts. This excludes impulsive, instinctual snap judgements. Since the user is capable of reading the opponent’s thoughts, they are capable of accurately predicting their actions. Note: This prediction perceptually slows the opponent down regarding their Movement and/or Attack SPMs. The D-Rank Technique slows the opponent down by 0.5 SPM and the B-Rank slows the opponent down by 1 SPM. Note: Once the technique is activated it remains passive, although it passively drains the user 3% of their mental reserves for Delta Rank & 5% for Beta Rank. Note: This technique can be broken if the visual contact with the user is broken. This technique will continue to drain the user if not shutoff, however if visible contact is restored the connection is restored without requiring activation. |
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. 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. |
Name:Blossoming Growth ~ Cost: Mentorship Training Earned- Dupe Description: After training with Heroine Dupe, the user has strengthened their supplementary techniques. Perks of this Trait: ~Your supplementary Quirk Techniques are strengthened. The PHY and/or SPM conditions needed to break Supplementary Techniques are increased by 10 PHY or 1 SPM. This trait also eliminates the passive percentage drain that are designed in Quirk Techniques. ~ League Exclusive: Representing the Dawn University Agency rewards the perk - "All Quirk Techniques Gain an Extra Usage Per Battle." |
Name: Dupe’s Flower Missions: South America Trait Point Cost: 5 Description: In attempt to gain favor from Professor Dupe, Mob traveled to South America to find a rare flower. While investigating the area, the student was ambushed by extremely venomous snakes. Studying the snakes’ movement and attack pattern, the student became adaptive in his own means of combat; growing to at least anticipate the strikes of aggressive snakes. Perks of this Trait: ~ Adapting to the environment, Mob adopted the explosive nature of the snakes' strikes. This is represented by an +1 SPM increase in Movement Speed & Projectile Speed. [Does not Stack] |
Custom Fighting Style: Psionic Coherence Cost: 3 Description: Following the Spiritual Trials of the Mind and Body, the user engages within ancient disciplining tactics to rise the efficiency and strength of their own psionic techniques. These tactics concentrate the user's energy internally and focuses it in short bursts, which conserves and lessens the burden on their body. Inner workings: ~ Grants increased buffs by +5 PHY [Restricted to Buffs that Stem from the Brain] ~ Must have Acquired Spiritual Trials of the Mind and Body. |
Name: Spiritual Trials of the Mind and Body Trait Point Cost: 10 Description: Unique to people with psionics. Purchasing this trait grants the bio an experience of going through a set of trials designed to push the mind and body pass its limitations. Each set of trails is designed to grant greater mental acuity through methods of physical meditation and enhancements to the body to further increase strength, vitality, speed, and accuracy. Espers with psionics are taken a step further in these set of trails, being taught of how to make their psionic mental abilities more overwhelming. This will then cause their minds to develop an overpowering pressure and a piercing nature. ~ Each Time the User’s Mental Attacks Attempts to Breach an Opponent’s Defenses. Whether the defense comes from Traits or Quirks, the defense weakens by one rank. Only One Rank can be Reduced Per Turn. ~ This Trait Grants the Bio an Additional 5 PHY for Strength, Speed, Stamina, and Accuracy. This Trait Cannot Stack with Any Other PHY Boosting Traits. |
Name: Grand Chariot Costume Type: Supportive Costume Grade: A Stats:
Damage: 6 HP Description: Grand Chariot is a costume upgraded from the previous black psionics uniform. As an upgrade from the previous costume the inside is infused with a special medicine designed to ease strain on the brain, which is absorbed to the bloodstream through the skin pores. Furthermore, due to specialized knowledge in the engineering field, the costume has been mechanized to be able to block some of the damage for the user. Stock: 1 Payment: 10,000 Gold |
Name: Compressor MK-21 Graft Equipment Type: Accessory Equipment Grade: B Stats:
Damage: 4 HP Description: The compressor MK-21 Graft is an equipment attached to the Mechanized Jacqui parts throughout the body. The graft is designed through engineering to speed up Mob’s projectiles. It does this by using non-harmful gamma waves which interacts with the wavelength of Mob’s psionic energy and causes a process called constructive interference as it is released, resulting in faster projectiles. Stock: 1 Payment: 5,000 Gold. It looks like the blue circle on the back of his hand.
Activated G rank mental focus for 10 ACC(which is 15 ACC due to my trait above), Activated B rank Mind Reading, and Activated B rank Freeform Telekinetic. Because of Parent tech, 15 % is exhausted however my costume reduces drawback by 15% so it is zero percent consumed. Mind reading tech would perceptually reduce the opponent as stated in the tech. The amount of strength required to break the bind would be 60 Strength. If every tech is activated successfully my Tracking SPM is 7.5, Projectile speed is 8.0 SPM. |