[ Brewing Storms Event ] Invading Impel Down

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Panda Man

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The Great Prison: Impel Down

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As Nodt began the mission as a double agent to weed through the ranks of the Marine Corps in hopes of discovering key intel for the Revolutionary Army to gain an advantage. In the pursuit of completing that mission, his cover was blown by Admiral Poseidon and seized. Schedule for a speedy execution, the only time the Revolutionary Army has time to engage in direct warfare ( on a scale of this magnitude ) is now while As Nodt is being held prisoner in the underwater prison known as Impel Down. A small task force was put together in hopes of completing the mission to regain an important strength.​



Phase # Four: Prison Warfare Part IV ( Two [2] Post Max / 36 Hrs Min Reply Window )
Time was a mysterious element of the world. It could not be tamed and more importantly it existed without acknowledge from other beings. The only thing capable of persevering through time is those that managed to freeze it. Even if momentarily, anything frozen could escape the inevitable truth of time and that it was an agent of death itself. Perhaps the most terrifying way to experience death, The Nothing felt a deep sadness once he entered Level Five of Impel Down. It was a hell frozen over, quite literally since the temperature was astronomically low. Many of the prisoners not strong enough were seen sealed in ice.

Death had grasped their mortal bodies and prevented it from reincarnating into their next life. The Nothing thought this hell was the worse of them all, so much that even the Guards of Impel Down shunned the idea of being responsible for the level. The intel gathered as he traveled deeper into the prison revealed that Level Five was barely under any kind of surveillance. The temperature was so harsh that the Den Den Mushi and Guards would not be able to withstand it. If not for the protective nature of the Sternritter Uniform, both the Nothing and Visionary would have succumbed to the level.

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The Visionary had managed to infiltrate the memories of a high rank officer, although they compared none to the Saint Beast, and learned that the last whereabouts of As Nodt were placed here. He was sentenced to be executed but temporarily placed here to be critically weakened. Although, the Visionary believed the World Government to be cruel enough for endorse such punishment, he never once underestimated the opposition. He believed that As Nodt could have been weakened through numerous measures but placing him in this Freezing Hell was to counteract his Devil Fruit abilities.

“He is definitely here.”

“My heart is singing a tune of sorrow for the hell As Nodt is enduring.”

“You speak as if he is alive.”

“If there is anything to reinforce we all exist and are alive young one, it’s that someone has hope for you. Hope is our greatest power as living creatures.”

The Visionary grew quiet, pondering the words of the old quack. He would never openly disrespect any elder, believing their experience and view of the world was just as important if not more than his own. If the Nothing could have hope, then he would also extend some of it to the belief that their comrade was alive. If not for As Nodt’s sake, then for the Army’s. Declared a Special War Power, the fellow Sternritter needed to be freed from the shackles of the World Government.

1. Effects that Stack Over Overtime or Require X Amount of Turns Before Activating During the Course of a Battle will Not Automatically Disappear Upon the Conclusion of that Battle ( Unless Defeated ). Each Part Update the Character Goes without Engaging in Another Battle will Reduce the Gains by Half ( Round Down to the Nearest 0.5 or Whole Number ).

2. Each Turn of Battle the Character Participated In, Regarding Effects that Require X Amount of Turns Before Activating, will Remain Satisfied Unless Two [2] Fight-Less Parts have Passed. Phase Updates will Immediately Reset the Gains to Zero. The Opportunity to Perform the Standard Mega-Move ( Granted by the Event ) is Still Possible.

3. Characters Can Perform the Perception Attribute Checks During Non-Battle Situation and During Plot Battles to Discern Information About the Scene. When Requesting the Roll, Input the Information You are Seeking However "How to Win/Beat Something" Type of Questions are Banned. Named Characters | Developing Followers | Personal Followers | Cult Following NPCs Can Perform the Roll Once Per Post ( Individually or Group ).

4. Any Mega-Move Move Granted Through Foreign Sources Cannot Be Used During Plot Battles Unless Permitted by Said Foreign Source. The Standard Roll Features One [1] Success and Four [4] Failures Because Mega Moves Add an Additional Three [3] Failures.


Plot Battle Commences

The Dock is this Long Stretch of Walkway Leading to the Entrance of Impel Down. The Entire Length of the Dock Two Hundred [200] Meters and the Width is Forty [40] Meters. Thirty [30] Meters of the Length Begins Before the Outer Storm Wall. The Revolutionaries that Positioned at Sector #6 Docks are Stationed in those Thirty [30] Meters. The Entire Scaling of Impel Down Will Not be Disclosed, Except for Key Structures ( Each Storm Wall is Considered Another Battlefield | The Dock is a Separate Battlefield ):
  • The Outer Storm Wall is Six Hundred [600] in Diameter.
  • The Inner Storm Wall is Three Hundred [300] in Diameter
  • Each Storm Wall is Thirty [30] Meters in Thickness
  • Each Storm Wall is Thirty [30] Meters in Width ( Top Part )
  • Each Storm Wall is Fifty [50] Meters in Length ( Top Part )
  • Each Storm Wall is Fifty [50] Meters in Height ( Top Part )
Stationed on the Inner Storm Wall are Three Hundred [300] Guards and the Remaining Three Hundred & Eighty [380] are Stationed On the Dock. The Remaining Platoons of Revolutionaries will Engage First with the Guards Around the One Hundredth [100th] Meter Mark. Unless the Character has the Means to Fly Over or Phase Through or Swim Pass or Enormous Reach, the Characters and Platoon of Revs / Guards Cannot Advance Pass this Point Until Defeated.
  • The One Hundredth [100th] Meter Mark Features Fifty [50] Guards and Revolutionaries Clashing
  • Every Ten [10th] Meter Mark Features Another Fifty [50] Guards
  • The Last Clash Features Eighty [80] Guards Instead of the Fifty [50] Guards
  • The Inner Storm Wall is at the Two Hundredth [200th] Meter Mark
Active Enemy Count:
Round I / One Hundredth Meter Mark ( 40 / 50 ): Lille Barro Killed Ten [10] Guards.
Round II / One Hundredth Meter Mark ( 0 / 50 ): Dabi and his Forces Defeat the Remaining Forty [40] Guards.
Round II / Seventieth Meter Mark ( 40 / 50 ): Lille Barro Killed Ten [10] Guards.

The Guards Stationed on the Docks Have Equipped Themselves with Swords and Shields of Alpha Grade Quality. The Shields Shaves Five [5] Damage Magnitude and the Swords Possess the Raw Power Keyword. The Guards Stationed on the Inner Storm Wall are Still Equipped with Rifles of Beta Grade Quality. There are Still Twenty [20] Guards On the Inner Storm Wall with Special Rifles Granting the Sharp Shooter Trait, thus the Style Techniques Associated with the Profession. Each Group Possesses Two [2] Reaction Cards Per Turn.
  • Chief Warden Braum is Sitting in Front of the Gates
  • The Three [3] Saint Beasts are Lounging Around, Near the Warden
  • Each Character Possesses Two [2] Reaction Cards Per Turn.
All the Revolutionaries Moved to Sector #6 Due to the Plan Constructed by Lille Barro. He Too Closed the Distance and Reposition on the Platform Above the Dock in Sector #6. He will Continue his Promises Will Remain. The Role-Players Are Commanding their Platoon of Revolutionaries ( Attack and Move at 6 SPM ). Half of the Platoon Originally were Equipped with Firearms that were Beta Grade Quality. The Gifted Personal Militia Trait Can Spend Two [2] Moves Per Turn.

A Cut-Scene Will Trigger Each Time a Group of Guards are Defeated or the Chief Warden / Saint Beast are Engaged. Engaging will Result in a Real Battle. The Difficulty of Escape Will Raise if Revolutionary NPCs are Defeated and Lower if the Basic Guards are Defeated. If the Dock is Destroyed, the Mission is Deemed an Automatic Failure. Actions that Possess a Blast Zone, Concussive Force, or Widespread Damage will Inflict Damage Magnitude to the Dock.

The Attack Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added to the Official Roll. In the Circumstance that Fighter A is Lower in Movement Speed by One [1] Point, Then One [1] Failure is Added to the Official Roll. In the Circumstance that Fighter A is Higher in Movement by Two [2] or More Points, Then the Attack is Deemed an Automatic Success. The Same Check will Occur During the Fighter B’s Turn to Act. The Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ) Because a Single Card Allows Ten [10] NPCs to Perform the Action. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Clash Sequence:
The Clash Card Allows the Character to Preemptively Block Oncoming Damage and Still Attempt to Attack the Target. Whenever the Character's Damage Magnitude Overpowers the Opposing Damage Magnitude with Remaining Damage, that will Continue Onward in Attempt to Deal Damage Magnitude.​

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character will Automatically be Damaged. This Preemptively Dodge Remains Active for the Entirely of the Round. Whenever a Dodge Card is Spent, one [1] Theoretical Point is Gifted to the Movement Speed if the Official Roll was Deemed an Automatic Success. During Moments the Dodge Card is Spent and the Official Roll was not Deemed Automatically Successful, that Fighter is Granted a Second Roll Attempt if the First Failed. Platoons Cannot Spend Dodge Cards.

The Blitz Sequence:
The Blitz Card Allows the Character to Attack and then Preemptively Dodge Oncoming Damage. This Dodge Remains Active for the Entirely of the Round.​

The Block Sequence:
During Plot Battle Rubric, the Character or the Platoon Must Spend a Block Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Block, otherwise that Character or Platoon will not reduce the oncoming damage magnitude. Whenever a Block Card is Spent, the Character Will Defend Against Opposing Attacks ( or Support ) Cards Until the Damage Magnitude of the Block is Depleted. The Amount of Damage the Platoon Can Block is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ) Because a Single Card Allows Ten [10] NPCs to Perform the Action. Characters and Platoons Cannot Block For Each Other Unless the Character or Platoon Spends One [1] Support to Utilize Another’s Block Card.

The Counter Sequence:
The Counter Card Allows the Character to Preemptively Block Oncoming Damage and Potentially Attack the Target. Whenever the Character's Damage Magnitude Overpowers the Opposing Damage Magnitude with Remaining Damage, that will Continue Onward in Attempt to Deal Damage Magnitude.​

The Map Sequence:
The Map Card Prevents Other Targets ( Unless a Target is Logically Not Endangered ) from Dodging and Forcing them to Defend. In the Circumstance the Character Spent a Dodge Card and a Map Card was Spent in Response, the Dodge Card the Character Spent will Convert to Block Card ( Free of Card Stock ). The Platoon of NPCs Cannot Properly Defend Against or Overpower the Scaling of the Map Card. This Means All Attack or Blocks will Automatically Fail.​

Each Turn ( Post ): Choose Whether to Assault, Prepare to Defend, or Prepare to Disengage ( Spending One Dodge Card ), or Attempt to Retreat | Move to Another Battlefield | or Anything Not Considered the Other Cards ( Spending One Support Card ). During the Plot Battle Mode, the Special Cards in the Battle Deck Cannot be Accessed Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). Official Named Characters Can Perform Two [2] Moves Per Turn. NPCs From the Companion or Cult Following Trait Can Perform One [1] Move Per Turn.

→ Regardless of the Attack Described, X Damage in the Attack Card Will Allow the Character or Platoon of Soldiers to Damage X Amount of Enemy Targets with One Card Spent. The Character Can Choose Whether They Use Single Strikes or Multiple Strikes to Deal the Damage. The Enemy Group Strike Differently: When Deemed Successful the Number of Strikes are Considered Multiple, Consecutive Strikes. When Deemed Automatically Successful, the Strikes Occur Simultaneously.
 
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Funnyavery3

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Susanoo watched as the first wave of guards die but would push Guts off the docks before their death.

"Galactus! Save Guts if you can! I will continue the attack!"

The Platoon and Personal Militia would advance to the next clashing area and shoot at the impel down guards in that area while preparing to block. Susanoo and company would advance and place themselves a safe 5 meters from the 100 meter clash mark instructing the 10 zombies at the first clash mark to grapple the guards at the next clash mark while everyone on Susanoo's side would sit and prepare to block if damage came towards them. Bulat, Mine, Leone, and Hodgson would also prepare to handle any damage as well.

Mine's naturally aggressive and easily irritated personality.

"Arrraggghhh! Why the fuuck we gotta stay here? Why don't we go into the battle!!!!! Our asses are just sitting here holding the back."

"Relaxxxx! You should be happy we have strong allies to help us. Captain Susanoo just wants us to make sure we hold up the rear and provide support. Trust me....I love fighting to. Your immaturity is showing yet again...that why your big sis is here to chaperone you. Look at Bulat."

Bulat wasn't even paying attention, instead focusing on the task at hand. He never lost his cool during this mission and was focused now that the heat of imminent battle was so close.

"See! We should both be more like him."

"Pfft. Whatever!"

"Haha! Y'all are complaining? We don't gotta do nothing but relax! Anyone got some liquor? Liquor for night raid! HAHAHA!"


Susanoo would face palm hearing the discourse between these supposed self proclaimed Night Raid members and sigh.

"Let's just continue to complete this mission guys."



-------------------------------------------------------------------------------------------------------------------
Susanoo (2 Moves)
1 Support Card to have 10 zombies grapple ten guards at the next clash mark in a way they are not able to attack or lift their shields to block/shave leaving them open for attack.
1 Support Card to sub as a block for the zombies to block for Susanoo with their guns.

Official Title - Grave Bard /// Susanoo, the Grave Bard
Growing Up in An Environment of Seemingly Endless Graves with Nothing but his Father’s Songs and the Practice with his Devil Fruit Abilities Has Allowed Susanoo to Develop a Natural Connection with the Dead Through Song. During Combat, his Songs Can Communicate with Both the Dead, Making Susanoo a Bard of the Grave. This Translates to the Entertainer Skill Profession Trait’s Price becoming Free. The Ability to Communicate Has Allowed Susanoo to Command the Mindless Dead to Perform Various Tactics with his Support Cards: this Means the Mindless Dead Can Attack or Defend or Dodge via Susanoo’s Support Card Spendage.

Personal Militia (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Platoon (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Hodgson (2 moves)
Spends 1 Dodge Card to dodge any potential incoming attacks.

Bulat (1 Move) 1 Block Card to block with their gun.
Leone (1 move) 1 Block Card to block with their gun.
Mine (1 move) 1 Block Card to block with their gun.
 
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jagged

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Guts was pushed, before his attack was complete the guards seemed to make a mad dash towards him in an attempt to throw the revolutionary overboard.

Guts:" HEY COME FISH ME OUT!"

before he could hit the waters surface he he hoped that whoever helped him could fish him out with relative ease, deactivating his devil fruit powers and changing his weight back to it's original form. As his body began submerging in the water he could only pray that someone would catch him before he went to deep and drowned.


Guts: ( This is what it's like to lose? Leaves a bad taste in the mouth)


He took his time to think on what he could do to counterattack when he made it up top again. Should he make it back towards the top he would use the rest of his energy to block (spending 2 block cards to use 2 moves)

----------------------------------------

Deactivating devil fruit powers
 

-Broly-

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Galactus would use a new projection of Power Cosmic that would remain connected to him to grab and flick Guts (who had been knocked backwards) back onto the dock. Galactus was able to easily toss Guts back onto the dock in such a way that he would land on the deck with little impact. This was due to the immense strength, manipulation, and scale Galactus was capable of producing with the Power Cosmic. Galactus spends 1 Support Card to do this.

After tossing Guts with the Power Cosmic, Galactus would advance 8 meters and use his held Support Card of Power Cosmic to attempt to touch the shields and weapons of the Marine Guards in front of him in order to affect them with the Negate Keyword. Using already held Support Card

Galactus would spend 1 Attack Card
to send a ray of Power Cosmic forward aimed at the ankles and above of the Marine Guards in front of him in order to take as many of them possible out.

The Platoon would spend 2 Block Cards
to protect themselves and Galactus from any oncoming damage
 

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Saint Beast /// Sukuna

The Saint Beast began to grow restless after seeing another squadron of guards fall. Whatever abilities the adversaries possessed, they were overwhelming enough bulldoze over the lines of defense. The one female of the group began to walk away from the gate, bothered by the level of embarrassment the guards were being made of. It would only translate to the reputation of the Warden, something she could not handle. Cut short, her entry was ruined by Raigu. He too wanted to enter the battle, but understood the method of this strategy.

“The Boss implemented this line of defense for two reasons.”

“Hmmm? I cannot allow them to continue sullying the good name of…”

“Hush! The Boss does not care about their well-being. It is their duty to protect this place and quite frankly, those who die only proved they were too weak to do their job.”

“….”

“The greatest stain to the Boss’ reputation is if this place is ever besmirched with failure. Let the enemies weaken themselves with these lines of defense.”

“Wait! So we aren’t here to kill them all?”

“No. That will come, but look at the boss.”

Warden Braum was seen still sitting with his legs crossed and his arms folded across his chest. There was a wicked smile permanently etched on his face as he watched countless men be slaughter by the revolutionaries. It was true that Braum did not care about his guards dying. And it was even more true that the Warden only cared about the reputation of Impel Down. The impenetrable hell hold, no soul could break in or out. If the Warden had to use underhand tactics, such as sacrificing his pawns, then he was going to.

 
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Another wave of guards was defeated.

“Horray! Let’s go Night Raid!”

“Hmph see what happens when you trust big sis?”

“That’s our captain for ya alright ha!”


Susanoo would shout towards the armored man after he landed on the dock.

“Nice to see you back! Come over here if you’d like some extra backup! We’re making sure to hold the rear over here.”

“Yeah! Join us over here! Especially if you got liquor EHAHAHAHA!”

“Captain…something seems…off about how this mission is going.”

“Hmm…could be. But let’s remain vigilant and continue to hold our position here. We must be prepared for whatever comes next. Thanks for your help, my giant friend!”


He would say to the giant assisting the Revs.

The Platoon and Personal Miltita would advance and Attack and Block like last time at the next clash point. Bulat, Mine, Hodgson, and Leone would prepare to defend against anything coming their way. Susanoo would remain at his same position with them and order the zombies beside him to block. The zombies on the frontlines would come back, get the guns they dropped on the docks, and rejoin Susanoo’s side.
———————————————————————
Susanoo (2 Moves)

1 Block Card for the zombies to block for Susanoo with their guns.

Personal Militia (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Platoon (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Hodgson (2 moves)
Spends 1 Dodge Card to dodge any potential incoming attacks.

Bulat (1 Move) 1 Block Card to block with their gun.
Leone (1 move) 1 Block Card to block with their gun.
Mine (1 move) 1 Block Card to block with their gun.
 

Inashi

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Hovering from above Shaka would Launch a large gust of wind towards the guards below him Towards his front. This gust would be aimed in a way to knock the guards off balance causing them to fall within the nearby sea. He would then continue this method for the guards that was behind him as well.

Spending 1 Support card to blast the guards with a Gust of wind that holds a scaling of G rank due to being merged with the winds
Spending 1 Support to repeat the previous support card’s actions

Mega-Move attempt: The Force behind the gust would push the guards at the 130 and 140 mark into the Sea


▸Total Attribute Points: 28
▸Total Attribute Points Spent: 28 / 28

Power: 6/8 [+2 DMG]
Intelligent: 2/7
Constitution: 3/9 [16 HP | 44 STA (-12=32)]
Agility: 4/9
Dexterity: 9/10
Technique: 4
Resolve: 470
Luck: 0

▸Total Trait Points: 20
▸Total Trait Points Spent: 20 / 20
▸Total Prestige Points: 25 / 25
▸Total Prestige Points Spent: 25 / 25


Archetype: Prodigy
Persona(s): Charming | Intuitive
Battle Trait(s): Dial Warfare
Novel Trait(s): Revolutionary Army ( Bonus )
Extraordinary Trait(s): Clima-Tact [ Prestige ]
Bonus Trait(s): Conquerors Haki

▸ Devil Fruit: Kaze Kaze no Mi
▸ Devil Fruit Type: Logia
▸ Devil Fruit Description: This Devil Fruit Allows the Consumer to Generate, Manipulate, and Transform into the Element Known as Wind ( Not to be Confused With Non-Windy Environments ) at Will. During Environments that are Already Windy, the Consumer Grows Stronger Due to the Ability to Merge with or Control the Foreign Sources of Wind. Another Standard Ability is the Option to Hide the Substantial ( or Real ) Within the Element of Wind to Evade Damage or Status Infliction from Most Sources.


Mega Move Declined: Once Again. Mega-Moves are Only Entertained if the Outcome is Not Already Achievable Through Standard Mechanics. You Can Theoretical Perform this Mega Move If You Possessed Enough Scaling Through the Ranks.
 
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Punk Hazard

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Dabi and his platoon advance forward, catching up to Susanoo and his troop. As they move, the Platoon uses their guns to preemptively defend themselves and Dabi against any potential attacks from the enemy guards, spending one Block Card. They also spend one Attack Card in an attempt to deal damage to the enemy, with ten of them firing their guns at the guards.

Item Name: Karasu
Item Grade: Famous Weapon | Great Grade
Item Perk(s):
  • Karasu Possesses Fifty [50] Health Points.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions Five [5] Bonus Damage.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions One [1] Bonus Speed Magnitude.
  • Allows the Character to Spend Attack | Clash | Support | Combo | Cards to Attack or Block Targets without Style Techniques.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions the Rushing Winds Keyword.
  • Karasu Possesses the Ability to Inflict the Laceration Status Effect. Whenever the Target Suffers At least One [1] Damage Magnitude. This Status Effect is Identical to the Burning Status Effect and Also Reduce the Attribute Associated with the Damaged Region by One [1] Point ( Arms = PWR | Legs = AGL | Torso / Back = CON ). This Effect is Stack-Able and Triggers Per Successful Strike.
Item Description: One of the most unique weapons crafted within the world, this Great Grade was designed rather long, being Four [4] Meters in Length, with Half a Meter [0.5] in it's Width. Its handle is black, with two small flairs made of tassels on either side that consists of red with black tips. The thong is black along the edge and red through its center.

Battle Traits: Dashing Winds | Wild Heart | Ignite (Bonus)

Archetype: Speedster
Persona(s): Nonchalant | Sadistic

Stats:
Power: 6/8
Intelligent: 2/6
Constitution: 1/6
Agility: 9/9
Dexterity: 8/9
Technique: 0
Resolve: 200
Luck: 0
 
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Galactus would advance forward a few meters and use his pre-existing projection of Power Cosmic to attempt to make contact with the shields and weapons of the Marine Platoon that lay ahead of him, attempting to contact as many Marine Platoon members in those described areas as possible. Galactus would do this using his already held support Card

Galactus would spend 2 Attack Cards to send rays of Power Cosmic at the Marine Platoon, aimed at their knees and up.

The Platoon would spend 1 attack card to fire on the Marine Platoon in front of them with their guns
The Platoon would spend 1 Block Card to defend themselves and Galactus from oncoming Damage.
 

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Guts:"Thanks for the save big guy"

Guts raised a thumb towards the giant in appreciation before getting back to the fight against the guards. He momentarily watched as the rest of the revolutionary's made their own counterattacks against the group of guards before deciding to make his next move.

Guts: (The best thing to do is block, I'm dangerously low on health so I need to conserve all I can)

Putting his blade In position to block he would swing the sword once ( one block card used) before running towards the giant

Guts:" Hey big guy, do a favor for me will you? Coat me in your power and throw me directly at the guards. If you coat me in a protective shell along with my abilities we can end this mission alot faster"


------------------------------
Using 1 block card
 

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The Great Prison: Impel Down

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As Nodt began the mission as a double agent to weed through the ranks of the Marine Corps in hopes of discovering key intel for the Revolutionary Army to gain an advantage. In the pursuit of completing that mission, his cover was blown by Admiral Poseidon and seized. Schedule for a speedy execution, the only time the Revolutionary Army has time to engage in direct warfare ( on a scale of this magnitude ) is now while As Nodt is being held prisoner in the underwater prison known as Impel Down. A small task force was put together in hopes of completing the mission to regain an important strength.​



Phase # Four: Prison Warfare Part V ( Two [2] Post Max / 36 Hrs Min Reply Window )
Twenty minutes had passed and warfare continued. The side of Impel Down was losing to a degree that these imbeciles seemed to be motivated by their measly accomplishments. Toward the ten-minute mark before the hour, another section of guards was quickly dispatched which continued to frustrate Saint Beast, Koujo. He had been anxious of the three since leaving his inner quarters of Impel Down. Although his peer made sense, he did not like the idea of sitting around to amuse the desires of Warden Braum.

“Why the hell must we continue to sit here?”

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Saint Beast, Koujo snarled at Warden Braum. His mesmerized trance was broken and the eccentric man developed a death stare. He was not too fond of the Saint Beast, considering that it implied he needed help running the prison. Braum believed the only reason help was needed because someone needed to attend to the responsibility of cleaning the prison. He thought himself was enough to man the prison and torture these unlucky bastards. For one of the guards, and yes guards because Braum did not respect their positions too much either, to be yelling out him – severely pissed him off.

“Shut up you insect. They cannot break into Impel Down.”

“If we continue to…”

“I said, shut up before you never speak again.”

“….”

“Regardless of how many specs of dirt they remove from this dock, they do not possess the man power to bypass me – break in – and then escape. They are merely some sort of distraction I bet, otherwise this mission is truly suicide. They are waiting for someone inside to escape….”

“….then that means…”

“Finally, the insect is showing signs of brain activity. Yes. These gates will open and when they do, it will most likely be who they were looking for.”

“….”

1. Effects that Stack Over Overtime or Require X Amount of Turns Before Activating During the Course of a Battle will Not Automatically Disappear Upon the Conclusion of that Battle ( Unless Defeated ). Each Part Update the Character Goes without Engaging in Another Battle will Reduce the Gains by Half ( Round Down to the Nearest 0.5 or Whole Number ).

2. Each Turn of Battle the Character Participated In, Regarding Effects that Require X Amount of Turns Before Activating, will Remain Satisfied Unless Two [2] Fight-Less Parts have Passed. Phase Updates will Immediately Reset the Gains to Zero. The Opportunity to Perform the Standard Mega-Move ( Granted by the Event ) is Still Possible.

3. Characters Can Perform the Perception Attribute Checks During Non-Battle Situation and During Plot Battles to Discern Information About the Scene. When Requesting the Roll, Input the Information You are Seeking However "How to Win/Beat Something" Type of Questions are Banned. Named Characters | Developing Followers | Personal Followers | Cult Following NPCs Can Perform the Roll Once Per Post ( Individually or Group ).

4. Any Mega-Move Move Granted Through Foreign Sources Cannot Be Used During Plot Battles Unless Permitted by Said Foreign Source. The Standard Roll Features One [1] Success and Four [4] Failures Because Mega Moves Add an Additional Three [3] Failures.


Plot Battle Commences

The Dock is this Long Stretch of Walkway Leading to the Entrance of Impel Down. The Entire Length of the Dock Two Hundred [200] Meters and the Width is Forty [40] Meters. Thirty [30] Meters of the Length Begins Before the Outer Storm Wall. The Revolutionaries that Positioned at Sector #6 Docks are Stationed in those Thirty [30] Meters. The Entire Scaling of Impel Down Will Not be Disclosed, Except for Key Structures ( Each Storm Wall is Considered Another Battlefield | The Dock is a Separate Battlefield ):
  • The Outer Storm Wall is Six Hundred [600] in Diameter.
  • The Inner Storm Wall is Three Hundred [300] in Diameter
  • Each Storm Wall is Thirty [30] Meters in Thickness
  • Each Storm Wall is Thirty [30] Meters in Width ( Top Part )
  • Each Storm Wall is Fifty [50] Meters in Length ( Top Part )
  • Each Storm Wall is Fifty [50] Meters in Height ( Top Part )
Stationed on the Inner Storm Wall are Three Hundred [300] Guards and the Remaining Three Hundred & Eighty [380] are Stationed On the Dock. The Remaining Platoons of Revolutionaries will Engage First with the Guards Around the One Hundredth [100th] Meter Mark. Unless the Character has the Means to Fly Over or Phase Through or Swim Pass or Enormous Reach, the Characters and Platoon of Revs / Guards Cannot Advance Pass this Point Until Defeated.
  • The One Hundredth [100th] Meter Mark Features Fifty [50] Guards and Revolutionaries Clashing
  • Every Ten [10th] Meter Mark Features Another Fifty [50] Guards
  • The Last Clash Features Eighty [80] Guards Instead of the Fifty [50] Guards
  • The Inner Storm Wall is at the Two Hundredth [200th] Meter Mark
Active Enemy Count:
Round I / One Hundredth Meter Mark ( 40 / 50 ): Lille Barro Killed Ten [10] Guards.
Round II / One Hundredth Meter Mark ( 0 / 50 ): Dabi and his Forces Defeated the Remaining Forty [40] Guards.
Round II / Seventieth Meter Mark ( 40 / 50 ): Lille Barro Defeated Ten [10] Guards.
Round III / Eightieth Meter Mark ( 0 / 50 ): The Rev Platoons Defeated the Remaining Forty [40] Guards.
Round III: Shaka Defeated the Remaining Fifty [50] Guards.

The Guards Stationed on the Docks Have Equipped Themselves with Swords and Shields of Alpha Grade Quality. The Shields Shaves Five [5] Damage Magnitude and the Swords Possess the Raw Power Keyword. The Guards Stationed on the Inner Storm Wall are Still Equipped with Rifles of Beta Grade Quality. There are Still Twenty [20] Guards On the Inner Storm Wall with Special Rifles Granting the Sharp Shooter Trait, thus the Style Techniques Associated with the Profession. Each Group Possesses Two [2] Reaction Cards Per Turn.
  • Chief Warden Braum is Sitting in Front of the Gates
  • The Three [3] Saint Beasts are Lounging Around, Near the Warden
  • Each Character Possesses Two [2] Reaction Cards Per Turn.
All the Revolutionaries Moved to Sector #6 Due to the Plan Constructed by Lille Barro. He Too Closed the Distance and Reposition on the Platform Above the Dock in Sector #6. He will Continue his Promises Will Remain. The Role-Players Are Commanding their Platoon of Revolutionaries ( Attack and Move at 6 SPM ). Half of the Platoon Originally were Equipped with Firearms that were Beta Grade Quality. The Gifted Personal Militia Trait Can Spend Two [2] Moves Per Turn.

A Cut-Scene Will Trigger Each Time a Group of Guards are Defeated or the Chief Warden / Saint Beast are Engaged. Engaging will Result in a Real Battle. The Difficulty of Escape Will Raise if Revolutionary NPCs are Defeated and Lower if the Basic Guards are Defeated. If the Dock is Destroyed, the Mission is Deemed an Automatic Failure. Actions that Possess a Blast Zone, Concussive Force, or Widespread Damage will Inflict Damage Magnitude to the Dock.

The Attack Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added to the Official Roll. In the Circumstance that Fighter A is Lower in Movement Speed by One [1] Point, Then One [1] Failure is Added to the Official Roll. In the Circumstance that Fighter A is Higher in Movement by Two [2] or More Points, Then the Attack is Deemed an Automatic Success. The Same Check will Occur During the Fighter B’s Turn to Act. The Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ) Because a Single Card Allows Ten [10] NPCs to Perform the Action. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Clash Sequence:
The Clash Card Allows the Character to Preemptively Block Oncoming Damage and Still Attempt to Attack the Target. Whenever the Character's Damage Magnitude Overpowers the Opposing Damage Magnitude with Remaining Damage, that will Continue Onward in Attempt to Deal Damage Magnitude.​

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character will Automatically be Damaged. This Preemptively Dodge Remains Active for the Entirely of the Round. Whenever a Dodge Card is Spent, one [1] Theoretical Point is Gifted to the Movement Speed if the Official Roll was Deemed an Automatic Success. During Moments the Dodge Card is Spent and the Official Roll was not Deemed Automatically Successful, that Fighter is Granted a Second Roll Attempt if the First Failed. Platoons Cannot Spend Dodge Cards.

The Blitz Sequence:
The Blitz Card Allows the Character to Attack and then Preemptively Dodge Oncoming Damage. This Dodge Remains Active for the Entirely of the Round.​

The Block Sequence:
During Plot Battle Rubric, the Character or the Platoon Must Spend a Block Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Block, otherwise that Character or Platoon will not reduce the oncoming damage magnitude. Whenever a Block Card is Spent, the Character Will Defend Against Opposing Attacks ( or Support ) Cards Until the Damage Magnitude of the Block is Depleted. The Amount of Damage the Platoon Can Block is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ) Because a Single Card Allows Ten [10] NPCs to Perform the Action. Characters and Platoons Cannot Block For Each Other Unless the Character or Platoon Spends One [1] Support to Utilize Another’s Block Card.

The Counter Sequence:
The Counter Card Allows the Character to Preemptively Block Oncoming Damage and Potentially Attack the Target. Whenever the Character's Damage Magnitude Overpowers the Opposing Damage Magnitude with Remaining Damage, that will Continue Onward in Attempt to Deal Damage Magnitude.​

The Map Sequence:
The Map Card Prevents Other Targets ( Unless a Target is Logically Not Endangered ) from Dodging and Forcing them to Defend. In the Circumstance the Character Spent a Dodge Card and a Map Card was Spent in Response, the Dodge Card the Character Spent will Convert to Block Card ( Free of Card Stock ). The Platoon of NPCs Cannot Properly Defend Against or Overpower the Scaling of the Map Card. This Means All Attack or Blocks will Automatically Fail.​

Each Turn ( Post ): Choose Whether to Assault, Prepare to Defend, or Prepare to Disengage ( Spending One Dodge Card ), or Attempt to Retreat | Move to Another Battlefield | or Anything Not Considered the Other Cards ( Spending One Support Card ). During the Plot Battle Mode, the Special Cards in the Battle Deck Cannot be Accessed Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). Official Named Characters Can Perform Two [2] Moves Per Turn. NPCs From the Companion or Cult Following Trait Can Perform One [1] Move Per Turn.

→ Regardless of the Attack Described, X Damage in the Attack Card Will Allow the Character or Platoon of Soldiers to Damage X Amount of Enemy Targets with One Card Spent. The Character Can Choose Whether They Use Single Strikes or Multiple Strikes to Deal the Damage. The Enemy Group Strike Differently: When Deemed Successful the Number of Strikes are Considered Multiple, Consecutive Strikes. When Deemed Automatically Successful, the Strikes Occur Simultaneously.
 

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Despite the progress the revolutionary army made in pushing forward guts had no inclination to risk himself further for the cause. Bunkering down while keeping pace with the rest of the group he would remain on the defensive, using his massive blade to swipe away any attacks that might spring forth before swinging at the guards in a horizontal slash.

Guts:" The executives need to hurry up and come out here already"

-------------------------------

Using 1 Attack card
Using 1 block card
 

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Galactus and his platoon would advance just behind the nearest platoon of Marines and use his pre existing Power Cosmic to make contact with the shields and weapons of as many Marine guards as possible . Using held support card.

Galactus Spends 1 Attack Card to attempt to send a ray of Power Cosmic at the Snipers nearest him

Platoon spends 1 Block Card
to protect Galactus and themselves from oncoming damage
Platoon spends 1 Attack Card to attack the Marine Guards in front of them.
 

Punk Hazard

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Dabi and his platoon move backwards five meters. As they move, the Platoon uses their guns to preemptively defend themselves and Dabi against any potential attacks from the enemy guards, spending one Block Card. They also spend one Attack Card in an attempt to deal damage to the enemy, with ten of them firing their guns at the guards. Dabi spends one Attack Card, delivering a punch to release a fireball at the snipers.

Item Name: Karasu
Item Grade: Famous Weapon | Great Grade
Item Perk(s):
  • Karasu Possesses Fifty [50] Health Points.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions Five [5] Bonus Damage.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions One [1] Bonus Speed Magnitude.
  • Allows the Character to Spend Attack | Clash | Support | Combo | Cards to Attack or Block Targets without Style Techniques.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions the Rushing Winds Keyword.
  • Karasu Possesses the Ability to Inflict the Laceration Status Effect. Whenever the Target Suffers At least One [1] Damage Magnitude. This Status Effect is Identical to the Burning Status Effect and Also Reduce the Attribute Associated with the Damaged Region by One [1] Point ( Arms = PWR | Legs = AGL | Torso / Back = CON ). This Effect is Stack-Able and Triggers Per Successful Strike.
Item Description: One of the most unique weapons crafted within the world, this Great Grade was designed rather long, being Four [4] Meters in Length, with Half a Meter [0.5] in it's Width. Its handle is black, with two small flairs made of tassels on either side that consists of red with black tips. The thong is black along the edge and red through its center.

Battle Traits: Dashing Winds | Wild Heart | Ignite (Bonus)

Archetype: Speedster
Persona(s): Nonchalant | Sadistic

Stats:
Power: 6/8
Intelligent: 2/6
Constitution: 1/6
Agility: 9/9
Dexterity: 8/9
Technique: 0
Resolve: 200
Luck: 0
 
Last edited:

Funnyavery3

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The Platoon and Personal Militia would shoot the next set of guards and prepare to block while backing up 10 meters.

"Everyone doing good?"

"Feelin alright!"


"I second that!"

"Hmph. Bored."

"...Its better to be bored than dead."

"Haha! Im not sure about that one captain! I for one would rather die with a bang!"

"Well how about you live with a bang when we celebrate a successful mission."



---------------------------------------------------------------------------------------------
Susanoo (2 Moves)

1 Support Card for the zombies to block for Susanoo with their guns via title.

Personal Militia (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Platoon (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Hodgson (2 moves)
Spends 1 Dodge Card to dodge any potential incoming attacks.

Bulat (1 Move) 1 Block Card to block with their gun.
Leone (1 move) 1 Block Card to block with their gun.
Mine (1 move) 1 Block Card to block with their gun.
 

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Saint Beast /// Raigu

Saint Beast Raiju immediately thwarted the massive attack performed by the giant. Activating his Busoshoku Haki, the guard launched into the air once more and released another surge of wind. It would clash against the energy released from the enormous figure, signs of struggling occurred until the guard’s attack overwhelm. Upon landing, the beast looked back up at the snipers and told them to shoot.

“Eliminate some of the enemies!”

Guards: Understood Saint Beast, Sir!

The guards open fire and began to slaughter dozens of revolutionaries. Their overzealous nature led to their downfall. Too occupied with clearing the waves of guards, their defenses possessed flaws. This allowed the torrent of bullets to rain down and snuff the lives of many revs. This evoked anger out of Lille, whom began to line up his line of sights. Next time, the snipers were going to understand who was the best shot in the world. Lille Barro shouted for his armada to hear loud and clear.

“DO NOT GIVE UP GROUND!”

 

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Galactus would back up 10 meters and use his held support card to maintain his Power Cosmic that would be making contact with the Marine Platoon in front of him's shields and weapons.

Galactus would use a Block card to prepare to defend against any oncoming damage.
 

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"My men!"

Impel Down's formidable snipers had taken aim. In their overzealous approach, Dabi's platoon had placed itself in the midst of a fatal shower of bullets. The Lunarian's eyes widened, filled with a sour sense of guilt and anger. The bullets ripped through the flesh of ten of Dabi's platoon members. Their bodies crumpled along the dock.

"Fall back now. We're playing too damn greedy."

Dabi's platoon immediately headed his orders. The remaining ten guards retreated back until they were reuinted with Susanoo and his men outside of the snipers' range. As they moved, the platoon returned fire toward the guards on the dock in attempts to protect themselves from further assault. Dabi swerved as he moved, avoiding potential attacks.




Dabi preemptively spends a Dodge Card. The Platoon preemptively spends two Block Cards using the guns.


Item Name: Karasu
Item Grade: Famous Weapon | Great Grade
Item Perk(s):
  • Karasu Possesses Fifty [50] Health Points.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions Five [5] Bonus Damage.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions One [1] Bonus Speed Magnitude.
  • Allows the Character to Spend Attack | Clash | Support | Combo | Cards to Attack or Block Targets without Style Techniques.
  • Karasu Grants Melee Related Style Techniques and/or Free-Form Actions the Rushing Winds Keyword.
  • Karasu Possesses the Ability to Inflict the Laceration Status Effect. Whenever the Target Suffers At least One [1] Damage Magnitude. This Status Effect is Identical to the Burning Status Effect and Also Reduce the Attribute Associated with the Damaged Region by One [1] Point ( Arms = PWR | Legs = AGL | Torso / Back = CON ). This Effect is Stack-Able and Triggers Per Successful Strike.
Item Description: One of the most unique weapons crafted within the world, this Great Grade was designed rather long, being Four [4] Meters in Length, with Half a Meter [0.5] in it's Width. Its handle is black, with two small flairs made of tassels on either side that consists of red with black tips. The thong is black along the edge and red through its center.



Archetype: Speedster
Persona(s): Nonchalant | Sadistic

Stats:
Power: 6/8
Intelligent: 2/6
Constitution: 1/6
Agility: 9/9
Dexterity: 8/9
Technique: 0
Resolve: 200
Luck: 0
 
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Whithought spending too much time on thinking about his next move guts would once again place his sword in a defensive stance in preparation for the guards retaliation. Should the guards attack, Guts would swipe his sword once then twice to defend his already whittling health.

Guts:"What's the hold up? The execs need to get here ASAP".


He hopes that this little mission would end fast as the rest of the revolutionary force couldn't take much more of this assault.

-----+++++++++++-------

Using 2 block cards
 

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Everyone watched as the other platoons dropped like flies.

"What the hell are we doing? People are DYING!"

"Shut UP! Mine! I know you are mad. But how do you think the captain is feeling? Stop stressing him and trust your big sis."

"She's right. If we go out there their sacrifice will be for absolutely nothing."

"Mehh...Little lady. Trust me...I know the feeling. But. Let's...Keep Guard. ****. I need some booze after this."


The platoon and personal militia would back up another 10 meters and send attacks and prepare to defend against the guards while going backwards. Susanoo, Bulat, Mine, Hodgson, and Leone would continue to remain in their current positions. Susanoo looking for ways to keep on ensuring a successful mission.

------------------------------------------------------------------------------------
Susanoo (2 Moves)
1 Support Card for the zombies to block for Susanoo with their guns via title.

Personal Militia (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Platoon (2 Moves)
1 Attack Card to Shoot at the Impel Down Guards at the next clash mark.
1 Block Card to defend from incoming attacks.

Hodgson (2 moves)
Spends 1 Dodge Card to dodge any potential incoming attacks.

Bulat (1 Move) 1 Block Card to block with their gun.
Leone (1 move) 1 Block Card to block with their gun.
Mine (1 move) 1 Block Card to block with their gun.
 
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