[ Exploration Plot ] Cactus Island

Panda Man

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Cactus Island​

Cactus Island (サボテン島, Saboten-jima) consists of several rock mountains with multiple graves on top. The shape of the mountains along with the graves gives the mountains the appearance of giant cacti. There seems to always be this faint misty veil that consumes the island, until night time. It does not inflict visibility but always gives the impression that the island is always waking up.

→ Proper Participation refers to Characters that at least behave with the interest to Role-Play on Dawn Island, The purpose is completely customizable. This thread centers around the average life of the characters. Never focused on the small, irrelevant things.

→ This plot point caters to the actions a character performs while embarking this island. You are free to do whatever you please, however remember your actions have consequences whether they are deemed positive or negative. You Cannot Power-Play, Meta-Game, or God-Mod Any Named NPC. This Rule Persists Throughout the Entire Side Plot.​

Word Count Limit Per Post
One Hundred [100] Words Minimum - Three Hundred [300] Words Maximum.
 
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Apriori

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Prelude to Paradise

Todou could not stop laughing with his thunderous chuckles as their vessel sailed from the altercation with the marines. Under normal circumstances Todou would have never ran from the fight, but he only recently embarked on this journey. For it to end in his capture, or even his death, would have been embarrassing for the pirate. Especially because that would prove his older sister right, something Todou was not willing to let happen. As Yuji docked the vessel, both would begin to anchor it down.

“WE HAVE MADE IT!”

“I am pretty excited too!”

“Like we planned best friend…Let’s find this world’s famous drink and celebrate!”

“I don’t know. Someone must watch our surroundings. What if the marines…”

“We are on land Yuji! This time, we don’t run. We fight!”

Todou would wrap his arm around Yuji like he often did to convince his partner in crime to tag along in his antics. The two decided to traverse along the right side of Whiskey Peaks. There was a misty veil that hugged the environment, giving the place an eerie feel. At least that is how Yuji felt with his initial impression. Todou was too overzealous to care much about the spooky tone of the place.

He was too busy stopping others and asking about information on the infamous alcohol. Most interactions would end abruptly since Todou had a bad habit of disrespecting personal space and Yuji would have to forcefully drag him away. In due time, the two would locate a tavern known to sell Whiskey’s Rum. Apparently, this drink was not exclusive to any place but a signature of the island’s festivities. Todou would down some drinks from a case while Yuji would pretend, believing it was smart for one of them to remain sober. ( Todou Purchased Ten [10] Cases | Todou Purchased 2 Additional Whiskey Rum to Yuji and Him to Consume )


 
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Punk Hazard

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Two newcomers were spotted arriving to Cactus Island. The bounty hunters populating the island had fashioned themselves in a closely-knit organization, striving to be ruthless and efficient in their ways. The duo had not made it hard for themselves to be found, prodding whoever they could for information. Todou and Yuji would soon find themselves surrounded in the tavern by dozens of trained killers, their weapons at the ready. The Bounty Hunters spend One[1] Block Card.


Plot Battle Commences

There are One Hundred [100] Bounty Hunters and Each One Has B-Grade Weaponry [ Melee ]. Half possess swords with the Penetrate Keyword. Their Movement and Attack Speed Magnitudes is Six[6] Points. Each Turn, the Platoon of Bounty Hunters Can Spend Two [2] Cards and One [1] Reaction Card.

The Attack ( or Support ) Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added Equal 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 Maximum Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ), However this Requires at Least Ten [10] NPCs of the Platoon to be Conscious. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character or Platoon will be Automatically be Damaged. This Situation is Referred to the Character or Platoon Forfeiting the Right to Dodge. 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 Circumstances 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 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 the Enemy’s Attack ( or Support ) Cards. In the Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), 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 Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

→ 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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Whiskey Peaks Chow Time

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As Todou and Yuji continued in their celebration, the normal watchful Yuji fell to the intoxicating grip that liquor tends to have. Todou managed with his partying and luckily so, considering that many unfamiliar faces began to shift around them. Weapons branded, Todou let out a wicked smile and softly praised the Grand Line for immediately bringing more trouble. He acknowledged that the rumors about this place being tougher were true and slapped Yuji on his back. He shouted that it was chow time, which caused the drunken pink haired pirate to turn around shocked but also fist raised.​



→ Todou Spends One [1] Block Card to Defend Against Any Assaults of the Bounty Hunters
→ Todou Spends Two [2] Support Cards to Activate Level 3 Arms Haki ( The Raging Demon Title ) Covering the Arms

→ Yuji Spends One [1] Dodge Card to Evade Any Assaults of the Bounty Hunters
→ Yuji Spends One [1] Attack Card to Assault Two Bounty Hunters ( Splitting his Damage in Half )
→ Yuji Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
Martial Arts Name: Chukuken | Hollow Fist
Martial Arts Bonus: Martial Related Style Techniques are Granted the Combo Keyword.
Martial Arts Description: developed by Yuji Itadori, an orphan of Kano Country denied the opportunity to practice Hasshoken, to emphasize his combo eccentric prowess. This martial art requires an impressive control over attacks coupled with acrobatic movements, allowing Yuji to strike his opponent in several different angles which has manifested into a martial art that is centered around combo-striking. Because of the maneuverability emphasized, the practitioner can perform these combo orientated assaults during blocked or missed opportunities so that the combo never truly ends until Yuji ceases or is halted.

Martial Arts Breakdown: The martial arts emphasizes that Yuji maintains an extremely disciplined and healthy physique to perform the acrobatic maneuvers to create vantage points to deliver their strikes ( whether it be punches | kicks | elbows | knees | head | shoulder | back ). Because this style focuses on a multitude of strikes, Martial Related Style Techniques are Granted the Combo Keyword, which Grants a Theoretical Rank Increase After Each Successful Strike Performed in Style Techniques: This Keyword Deactivates Whenever the Character Cannot Deal at Least 0.5 Damage | The Character Suffers the Difference in Stamina Exhaustion When the Character Cannot Physically Perform the Rank without Stamina Overtax | All Chukuken Related Style Techniques Must Be Epsilon Rank.
Name: Whats Popping
Martial Arts: Chukuken
Type: Offensive | Supportive
Rank: E
Scale: Self
Description: the character launches a series of strikes encompassing punches, kicks, elbow, and knee attacks ( unless the character settles for performing only one strike ). Each strike can repeat or differ among the assortment of strikes mentioned above.

Note: The Character Can Strike X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible.

Name: Hadōken | Wave Motion Fist
Martial Arts: None
Type: Offensive | Defensive
Rank: E-O ( D-Rank Activated )
Scale: Self
Description: the character strikes with their arms ( or fist or elbows ) or legs ( or feet or knees ) to either cause harm to or defend against a target(s).

Note: The Character Can Strikes X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible ( Including the Damage Reapply from of Hadō no Hōhō ).
Note: During Circumstances that Hadō no Hōhō is Activated, the Generated Shock-Wave will Impact Half the Scaling ( from the originating source ) of the Activated Rank For this Style Technique.

Todou's Attribute Layout
Power: 6/8
Constitution: 2/7
Intelligent: 1/5
Agility: 5/5
Dexterity: 9/9
Technique: 2
Resolve: 375


Battle Deck Layout
Clash: 3
Attack: 5
Block: 2 [ 1 Spent this Turn ]
Dodge: 2
Support: 4 [ 2 Spent this Turn ]


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 15
Stamina Spent this Turn: 15


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 3 [ 1 Spent this Turn ]
Block: 3
Dodge: 2 [ 1 Spent this Turn ]
Support: 4


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 13
Stamina Spent this Turn: 13
 

Punk Hazard

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The Bounty Hunters' attention snaps alert as they recognize the one known as Todou cladding his arms in Haki, a telltale sign that the pirates before them were not going to go down without a fight. Their reputations were proving to be true, and so the Bounty Hunters spring to attack Yuji upon seeimg him strike down two of their own, but their blades hit dead air as the pirate evades their assault. Surprised, the assailants quickly take on a defensive formation. The Bounty Hunters spend One[1] Block Card.


Plot Battle Commences

There are One Hundred [100] Bounty Hunters and Each One Has B-Grade Weaponry [ Melee ]. Half possess swords with the Penetrate Keyword. Their Movement and Attack Speed Magnitudes is Six[6] Points. Each Turn, the Platoon of Bounty Hunters Can Spend Two [2] Cards and One [1] Reaction Card.

The Attack ( or Support ) Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added Equal 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 Maximum Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ), However this Requires at Least Ten [10] NPCs of the Platoon to be Conscious. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character or Platoon will be Automatically be Damaged. This Situation is Referred to the Character or Platoon Forfeiting the Right to Dodge. 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 Circumstances 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 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 the Enemy’s Attack ( or Support ) Cards. In the Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), 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 Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

→ 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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Apriori

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Todou began to shout with vigor after seeing his best friend drop two of the bounty hunters, even more so when they focused Yuji. Proving to be too evasion for the adversaries, the two friends had begun the brawl off with great momentum. Revved from his friend’s prowess in battle, Todou decided to let loose with hopes to install fear in his opponents. They had unfortunately chosen to attack the wrong pirates and the Raging Demon intended to inform them of that. Beginning his rampage, Todou began to strike down bounty hunter after bounty hunter with the power of his Hasshoken.​



→ Todou Spends One [1] Block Card to Defend Against Any Assaults of the Bounty Hunters
→ Todou Spends One [1] Attack Card to Assault the Bounty Hunters ( Trample + Rebound Halves Blocking Damage Twice )
→ Todou Imprints his Max Targets ( Nine [9] Bounty Hunters ) via the Attack Card Spent to Utilize Pufu Pufu no Mi

→ Yuji Spends One [1] Attack Card to Assault the Bounty Hunters
→ Yuji Spends One [1] Dodge Card to Evade Any Assaults of the Bounty Hunters
→ Yuji Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
Martial Arts Name: Chukuken | Hollow Fist
Martial Arts Bonus: Martial Related Style Techniques are Granted the Combo Keyword.
Martial Arts Description: developed by Yuji Itadori, an orphan of Kano Country denied the opportunity to practice Hasshoken, to emphasize his combo eccentric prowess. This martial art requires an impressive control over attacks coupled with acrobatic movements, allowing Yuji to strike his opponent in several different angles which has manifested into a martial art that is centered around combo-striking. Because of the maneuverability emphasized, the practitioner can perform these combo orientated assaults during blocked or missed opportunities so that the combo never truly ends until Yuji ceases or is halted.

Martial Arts Breakdown: The martial arts emphasizes that Yuji maintains an extremely disciplined and healthy physique to perform the acrobatic maneuvers to create vantage points to deliver their strikes ( whether it be punches | kicks | elbows | knees | head | shoulder | back ). Because this style focuses on a multitude of strikes, Martial Related Style Techniques are Granted the Combo Keyword, which Grants a Theoretical Rank Increase After Each Successful Strike Performed in Style Techniques: This Keyword Deactivates Whenever the Character Cannot Deal at Least 0.5 Damage | The Character Suffers the Difference in Stamina Exhaustion When the Character Cannot Physically Perform the Rank without Stamina Overtax | All Chukuken Related Style Techniques Must Be Epsilon Rank.
Name: Whats Popping
Martial Arts: Chukuken
Type: Offensive | Supportive
Rank: E
Scale: Self
Description: the character launches a series of strikes encompassing punches, kicks, elbow, and knee attacks ( unless the character settles for performing only one strike ). Each strike can repeat or differ among the assortment of strikes mentioned above.

Note: The Character Can Strike X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible.

Name: Hadōken | Wave Motion Fist
Martial Arts: None
Type: Offensive | Defensive
Rank: E-O ( E-Rank Activated w/ Block ) + ( D-Rank Activated w/ Attack )
Scale: Self
Description: the character strikes with their arms ( or fist or elbows ) or legs ( or feet or knees ) to either cause harm to or defend against a target(s).

Note: The Character Can Strikes X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible ( Including the Damage Reapply from of Hadō no Hōhō ).
Note: During Circumstances that Hadō no Hōhō is Activated, the Generated Shock-Wave will Impact Half the Scaling ( from the originating source ) of the Activated Rank For this Style Technique.

Todou's Attribute Layout
Power: 6/8
Constitution: 2/7
Intelligent: 1/5
Agility: 5/5
Dexterity: 9/9
Technique: 2
Resolve: 375


Battle Deck Layout
Clash: 3
Attack: 5 [ 1 Spent this Turn ]
Block: 1 [ 1 Spent this Turn ]
Dodge: 2
Support: 2


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 33
Stamina Spent this Turn: 18


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 2 [ 1 Spent this Turn ]
Block: 3
Dodge: 1 [ 1 Spent this Turn ]
Support: 4


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 26
Stamina Spent this Turn: 13
 
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Punk Hazard

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The Pirates launched a fierce counter attack. The one capable of producing shockwaves proved himself able to strike down nine more of their comrades, spurring the other Bounty Hunters to throw themselves forward with their weapons in order to reinforce their defenses against Yuji's attack. Fending off the latter's attack, the Bounty Hunters swing their swords in a defensive stance, aiming to wear down the attacking pirates. The Bounty Hunters Spend One Block Card. The Bounty Hunters Spent One Reaction Card.


Plot Battle Commences

There are One Hundred [100] Bounty Hunters and Each One Has B-Grade Weaponry [ Melee ]. Half possess swords with the Penetrate Keyword. Their Movement and Attack Speed Magnitudes is Six[6] Points. Each Turn, the Platoon of Bounty Hunters Can Spend Two [2] Cards and One [1] Reaction Card.

The Attack ( or Support ) Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added Equal 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 Maximum Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ), However this Requires at Least Ten [10] NPCs of the Platoon to be Conscious. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character or Platoon will be Automatically be Damaged. This Situation is Referred to the Character or Platoon Forfeiting the Right to Dodge. 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 Circumstances 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 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 the Enemy’s Attack ( or Support ) Cards. In the Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), 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 Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

→ 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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Apriori

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After exchanging blows with the bounty hunters, Todou realized that these were no ordinary scrubs like what the Four Blues had to offer. This was even more apparent when Yuji failed to defeat any of their adversaries. This fight was going to be a slug out which was disadvantageous for them. Todou would remember his training with his big sister, especially the technique known as Hado no Hoho. It was designed to maximize his reach when utilize Hasshoken. He would shout to Yuji to remain diligent since he was about to embark on a rampage and did not want to include him accidentally.​



→ Todou Activates the Reckless Persona to Assault the Bounty Hunters.
→ Todou Spends One [1] Support Card to Activate the Hadō no Hōhō Technique.
( Trample + Rebound Halves Blocking Damage Twice ) + ( Dealing Twenty-Four Damage Total )
→ Todou Spends One [1] Attack Card to to Assault the Bounty Hunters.
( Trample + Rebound Halves Blocking Damage Twice ) + ( Dealing Twenty-Four Damage Total )
→ Todou Deactivates the Hadō no Hōhō Technique at the End of the Turn.

→ Yuji Spends One [1] Support Card to Reposition within the Tavern to Limit the Number of Melee Attacks that Occur at Once.
→ Yuji Spends Two [2] Block Cards ( Due to Tapped Potential ) to Defend ( 2x DMG ) Against the Assault of the Bounty Hunters
→ Yuji Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
Martial Arts Name: Chukuken | Hollow Fist
Martial Arts Bonus: Martial Related Style Techniques are Granted the Combo Keyword.
Martial Arts Description: developed by Yuji Itadori, an orphan of Kano Country denied the opportunity to practice Hasshoken, to emphasize his combo eccentric prowess. This martial art requires an impressive control over attacks coupled with acrobatic movements, allowing Yuji to strike his opponent in several different angles which has manifested into a martial art that is centered around combo-striking. Because of the maneuverability emphasized, the practitioner can perform these combo orientated assaults during blocked or missed opportunities so that the combo never truly ends until Yuji ceases or is halted.

Martial Arts Breakdown: The martial arts emphasizes that Yuji maintains an extremely disciplined and healthy physique to perform the acrobatic maneuvers to create vantage points to deliver their strikes ( whether it be punches | kicks | elbows | knees | head | shoulder | back ). Because this style focuses on a multitude of strikes, Martial Related Style Techniques are Granted the Combo Keyword, which Grants a Theoretical Rank Increase After Each Successful Strike Performed in Style Techniques: This Keyword Deactivates Whenever the Character Cannot Deal at Least 0.5 Damage | The Character Suffers the Difference in Stamina Exhaustion When the Character Cannot Physically Perform the Rank without Stamina Overtax | All Chukuken Related Style Techniques Must Be Epsilon Rank.
Name: Whats Popping
Martial Arts: Chukuken
Type: Offensive | Supportive
Rank: E
Scale: Self
Description: the character launches a series of strikes encompassing punches, kicks, elbow, and knee attacks ( unless the character settles for performing only one strike ). Each strike can repeat or differ among the assortment of strikes mentioned above.

Note: The Character Can Strike X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible.

Name: Hadō no Hōhō | Way of the Wave Motion
Martial Arts: Hasshoken
Type: Supportive
Rank: D
Scale: Depends
Description: the character concentrates their ability to control vibrations around their limbs ( including the head ) or joints within said limb to empower melee related strikes utilizing over their physique. Because of the nature behind the Hasshoken Martial Art, the character can willingly generate shock-waves upon impact.

Note: After Activating this Style Technique, Hadō no Hōhō Remains Active Until Deactivated or the Character Falls Unconscious. A Support Card Occupied and a Move Slot is Locked ( Even in Plot Battles ) As Long the Style Technique Remains Active.

Note: Whenever the Character Successfully Strikes a Target via Style Techniques or Free-Form Actions, the Character will Generate Shock-Waves to Reapply the Damage Magnitude Behind that Strike. This Fails During Situations Where the Amount of Battle Cards Spent Does Not Equal the Number of Support Cards Spent Activating Hadō no Hōhō.

Name: Hadōken | Wave Motion Fist
Martial Arts: None
Type: Offensive | Defensive
Rank: E-O ( D-Rank Activated w/ Attacks )
Scale: Self
Description: the character strikes with their arms ( or fist or elbows ) or legs ( or feet or knees ) to either cause harm to or defend against a target(s).

Note: The Character Can Strikes X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible ( Including the Damage Reapply from of Hadō no Hōhō ).
Note: During Circumstances that Hadō no Hōhō is Activated, the Generated Shock-Wave will Impact Half the Scaling ( from the originating source ) of the Activated Rank For this Style Technique.

Todou's Attribute Layout
Power: 6/8
Constitution: 2/7
Intelligent: 1/5
Agility: 5/5
Dexterity: 9/9
Technique: 2
Resolve: 375 [ 60 Spent So Far ]


Battle Deck Layout
Clash: 3
Attack: 4 [ 2 Spent this Turn ]
Block: 0
Dodge: 2
Support: 2 [ 1 Spent this Turn ]


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 53
Stamina Spent this Turn: 20


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 1
Block: 3 [ 1 Spent this Turn ]
Dodge: 0
Support: 4 [ 1 Spent this Turn ]


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 43
Stamina Spent this Turn: 17
 

JojocIaw

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Staff Response
The pirates would begin to get obliterated under the might of Todou, so much so that a coward within their ranks sprinted to the door unseen to get backup. As he emerged from the door, he yelled at the top of his lungs for help. The pirates inside the tavern could hear the coward but stood their ground, Todou and Yuji included. While they remain grounded, a part of them began to feel slight relief because the boss was coming. [ The Bounty Hunters Spend One [1] Reaction Card and Two [2] Support Cards | The Boss Arrives in Two [2] Turns. ]


Plot Battle Commences

There are Forty-Five [45] Bounty Hunters and Each One Has B-Grade Weaponry [ Melee ]. Half possess swords with the Penetrate Keyword. Their Movement and Attack Speed Magnitudes is Six[6] Points. Each Turn, the Platoon of Bounty Hunters Can Spend Two [2] Cards and One [1] Reaction Card.

The Attack ( or Support ) Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added Equal 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 Maximum Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ), However this Requires at Least Ten [10] NPCs of the Platoon to be Conscious. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character or Platoon will be Automatically be Damaged. This Situation is Referred to the Character or Platoon Forfeiting the Right to Dodge. 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 Circumstances 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 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 the Enemy’s Attack ( or Support ) Cards. In the Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), 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 Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

→ 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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Apriori

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Todou began to smile with such an evil grin, showcasing why the world was becoming to refer to him as the Raging Demon. Bounty Hunter after Bounty Hunter, the pirate would slam his fist into their body and watch them ragdoll to the ground. What used to be several dozen opponents had tremendously dropped in count. Once the bounty hunters surrounded Todou, Yuji would immediately spring into action and begin assaulting most of them. He intended to break the formation to allow Todou to wild out even more. Yuji was too drunk to also enter a rampage, however he wasn’t too gone to protect himself.​



→ Todou Spends One [1] Attack Card to Assault the Bounty Hunters.
( Trample + Rebound Halves Blocking Damage Twice ) + ( Dealing Twelve Damage Total )
→ Todou Spends One [1] Attack Card to Assault the Bounty Hunters.
( Trample + Rebound Halves Blocking Damage Twice ) + ( Dealing Twelve Damage Total )
→ Todou will Shift his Armament Haki to Clad Regions of his Physique being Targeted to Damage Shave Against Most or All Damage.

→ Yuji Spends One [1] Dodge Card to Evade Any Assaults of the Bounty Hunters
→ Yuji Spends Two [2] Attack Cards ( Due to Tapped Potential ) to Assault ( 2x DMG ) the Bounty Hunters Surrounding Todou.
→ Yuji Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
Martial Arts Name: Chukuken | Hollow Fist
Martial Arts Bonus: Martial Related Style Techniques are Granted the Combo Keyword.
Martial Arts Description: developed by Yuji Itadori, an orphan of Kano Country denied the opportunity to practice Hasshoken, to emphasize his combo eccentric prowess. This martial art requires an impressive control over attacks coupled with acrobatic movements, allowing Yuji to strike his opponent in several different angles which has manifested into a martial art that is centered around combo-striking. Because of the maneuverability emphasized, the practitioner can perform these combo orientated assaults during blocked or missed opportunities so that the combo never truly ends until Yuji ceases or is halted.

Martial Arts Breakdown: The martial arts emphasizes that Yuji maintains an extremely disciplined and healthy physique to perform the acrobatic maneuvers to create vantage points to deliver their strikes ( whether it be punches | kicks | elbows | knees | head | shoulder | back ). Because this style focuses on a multitude of strikes, Martial Related Style Techniques are Granted the Combo Keyword, which Grants a Theoretical Rank Increase After Each Successful Strike Performed in Style Techniques: This Keyword Deactivates Whenever the Character Cannot Deal at Least 0.5 Damage | The Character Suffers the Difference in Stamina Exhaustion When the Character Cannot Physically Perform the Rank without Stamina Overtax | All Chukuken Related Style Techniques Must Be Epsilon Rank.
Name: Whats Popping
Martial Arts: Chukuken
Type: Offensive | Supportive
Rank: E
Scale: Self
Description: the character launches a series of strikes encompassing punches, kicks, elbow, and knee attacks ( unless the character settles for performing only one strike ). Each strike can repeat or differ among the assortment of strikes mentioned above.

Note: The Character Can Strike X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible.

Name: Hadōken | Wave Motion Fist
Martial Arts: None
Type: Offensive | Defensive
Rank: E-O ( D-Rank Activated w/ Attacks )
Scale: Self
Description: the character strikes with their arms ( or fist or elbows ) or legs ( or feet or knees ) to either cause harm to or defend against a target(s).

Note: The Character Can Strikes X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible ( Including the Damage Reapply from of Hadō no Hōhō ).
Note: During Circumstances that Hadō no Hōhō is Activated, the Generated Shock-Wave will Impact Half the Scaling ( from the originating source ) of the Activated Rank For this Style Technique.

Todou's Attribute Layout
Power: 6/8
Constitution: 2/7
Intelligent: 1/5
Agility: 5/5
Dexterity: 9/9
Technique: 2
Resolve: 375 [ 80 Spent So Far ]


Battle Deck Layout
Clash: 3
Attack: 5 [ 2 Spent this Turn ]
Block: 2
Dodge: 2
Support: 3


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 73
Stamina Spent this Turn: 20


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 3 [ 2 Spent this Turn ]
Block: 3
Dodge: 2 [ 1 Spent this Turn ]
Support: 4


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 60
Stamina Spent this Turn: 17
 

Inashi

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Staff Response
Once again the duo would plow through more of the bounty hunters. Dwindling their forces down even more causing the bounty hunters to attack Todou in order to slow him down. With knowledge of the boss arriving soon the group of hunters would then grab onto Todou in order to stop him from moving or attacking until the boss arrived. [ The Bounty Hunters Spend One [1] Reaction Card | One [1] Attack Card | One [1] Support Card ]

The pirates would begin to get obliterated under the might of Todou, so much so that a coward within their ranks sprinted to the door unseen to get backup. As he emerged from the door, he yelled at the top of his lungs for help. The pirates inside the tavern could hear the coward but stood their ground, Todou and Yuji included. While they remain grounded, a part of them began to feel slight relief because the boss was coming. [ The Bounty Hunters Spend One [1] Reaction Card and Two [2] Support Cards | The Boss Arrives in One [1] Turns. ]


Plot Battle Commences

There are Twenty-One [21] Bounty Hunters and Each One Has B-Grade Weaponry [ Melee ]. Half possess swords with the Penetrate Keyword. Their Movement and Attack Speed Magnitudes is Six[6] Points. Each Turn, the Platoon of Bounty Hunters Can Spend Two [2] Cards and One [1] Reaction Card.

The Attack ( or Support ) Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added Equal 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 Maximum Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ), However this Requires at Least Ten [10] NPCs of the Platoon to be Conscious. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character or Platoon will be Automatically be Damaged. This Situation is Referred to the Character or Platoon Forfeiting the Right to Dodge. 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 Circumstances 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 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 the Enemy’s Attack ( or Support ) Cards. In the Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), 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 Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

→ 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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Apriori

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Yuji was successful distracted the group of bounty hunters that directly pressured Todou, allowing his friend to continue with his rampage. The boastful pirate began to shout to Yuji that victory was almost theirs and to press onward. Caught up with his excitement, several bounty hunters could strike true against Todou. Critical injury would have been sustained if Armament Haki was not active. Immediately after, the remaining opponents would begin to lock onto Todou. Apparently, their intention was to keep him from being able to fight. Yuji would try to rip some off his partner so that Todou could continue.​



→ Todou Spends One [1] Attack Card to Assault the Bounty Hunters.
( Trample + Rebound Halves Blocking Damage Twice ) + ( Dealing Twelve Damage Total )
→ Todou Spends One [1] Support Card to Switch Places with a Dead Bounty Hunter Imprinted Earlier.

→ Yuji Spends One [1] Dodge card to Avoid Any Assaults From Any Bounty Hunters and Todou's Attack Scaling
→ Yuji Spends One [1] Support Card to Assist Todou in Breaking Free From the Ten Person Grasp ( Lending his Strength )
→ Yuji Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn

Owner
This Devil Fruit Allows the Consumer to Switch the Position of Targets Upon Clapping their Hands Together. Eligible Targets for being Switched are Targets that have been Imprinted by the Consumer via Physical Touch with their Palms.​
None​
Unique Perk(s)Restrictions
The Method of Imprinting Targets Requires Physical Touch, with the Palms of the Consumer’s Hands, via One [1] Battle Card ( Attack / Clash / Support ). The Consumer Can Retain X Number of Imprints, Where X is Determined by the Dexterity Attribute: Each Point Equals One [1] Imprint that Can Be Established. The Imprint Manifests in a Kanji Symbol that Reads as “Poof” in the Area the Consumer’s Palm Made Connection. Susceptible Targets are Solid-Based ( Independent ) Targets Only. Switched Targets are Swapped Possessing the Same Magnitudes and Posture that were Active Upon the Switch.

These Imprints Remain For the Entire Plot Point / Battle Unless the Consumer is Knocked Unconscious or Chooses to Discard the Imprint via Creating a New Imprint that Exceeds the Current Limit of Active Imprints. The Consumer Can Spend One [1] Support or Dodge Card ( Both Serve as an Official Means to Dodge ), to Clap their Hands, to Activates the Ability to Switch the Positions of Two [2] Imprinted Targets. The Consumer Can Only Ever Switch Two [2] Targets at Once. The Consumer Can Only Switch the Position of Imprinted Targets within the Distance of Accuracy Discussed in the Dexterity Attribute. The Consumer Can Only Switch Targets If the Total Weight Does Not Exceed the Amount of the Consumer Can Physically Lift ( Which is Determined by the Power Attribute ).

Some Restrictions to the Devil Fruit are the Following: this Devil Fruit does not allow Style Techniques which Means Only Free-Form Actions are Required. If the Imprinted Target Possesses Equal or Higher Resolve, while Armament Haki is active, then the Switch Effect Involving that Target Cannot Occur.​
Bio Cannot Consume Another Devil Fruit​

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
Martial Arts Name: Chukuken | Hollow Fist
Martial Arts Bonus: Martial Related Style Techniques are Granted the Combo Keyword.
Martial Arts Description: developed by Yuji Itadori, an orphan of Kano Country denied the opportunity to practice Hasshoken, to emphasize his combo eccentric prowess. This martial art requires an impressive control over attacks coupled with acrobatic movements, allowing Yuji to strike his opponent in several different angles which has manifested into a martial art that is centered around combo-striking. Because of the maneuverability emphasized, the practitioner can perform these combo orientated assaults during blocked or missed opportunities so that the combo never truly ends until Yuji ceases or is halted.

Martial Arts Breakdown: The martial arts emphasizes that Yuji maintains an extremely disciplined and healthy physique to perform the acrobatic maneuvers to create vantage points to deliver their strikes ( whether it be punches | kicks | elbows | knees | head | shoulder | back ). Because this style focuses on a multitude of strikes, Martial Related Style Techniques are Granted the Combo Keyword, which Grants a Theoretical Rank Increase After Each Successful Strike Performed in Style Techniques: This Keyword Deactivates Whenever the Character Cannot Deal at Least 0.5 Damage | The Character Suffers the Difference in Stamina Exhaustion When the Character Cannot Physically Perform the Rank without Stamina Overtax | All Chukuken Related Style Techniques Must Be Epsilon Rank.
Name: Whats Popping
Martial Arts: Chukuken
Type: Offensive | Supportive
Rank: E
Scale: Self
Description: the character launches a series of strikes encompassing punches, kicks, elbow, and knee attacks ( unless the character settles for performing only one strike ). Each strike can repeat or differ among the assortment of strikes mentioned above.

Note: The Character Can Strike X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible.

Name: Hadōken | Wave Motion Fist
Martial Arts: None
Type: Offensive | Defensive
Rank: E-O ( D-Rank Activated w/ Attacks )
Scale: Self
Description: the character strikes with their arms ( or fist or elbows ) or legs ( or feet or knees ) to either cause harm to or defend against a target(s).

Note: The Character Can Strikes X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible ( Including the Damage Reapply from of Hadō no Hōhō ).
Note: During Circumstances that Hadō no Hōhō is Activated, the Generated Shock-Wave will Impact Half the Scaling ( from the originating source ) of the Activated Rank For this Style Technique.

Todou's Attribute Layout
Power: 6/8
Constitution: 2/7
Intelligent: 1/5
Agility: 5/5
Dexterity: 9/9
Technique: 2
Resolve: 375 [ 100 Spent So Far ]


Battle Deck Layout
Clash: 3
Attack: 3 [ 2 Spent this Turn ]
Block: 2
Dodge: 2
Support: 3 [ 1 Spent this Turn ]


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 92
Stamina Spent this Turn: 19


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 3 [ 2 Spent this Turn ]
Block: 3
Dodge: 2 [ 1 Spent this Turn ]
Support: 4


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 73
Stamina Spent this Turn: 13
 

JojocIaw

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The bounty hunters would strike true with their weapons, causing enough damage to Todou to cause him to bleed profusely. This battle was nearing the end now for both sides. Afterwards they would stop fighting against Todo and Yuji, quickly running towards the door and lining up on the sides. Their bodies stood straight as their faces were a mix of excitement and fear. Their troubles against Todo and Yuji were essentially over, however their boss was going to be angry they had trouble to begin with. A short lady would push open the tavern door before entering and glancing around. A look of disgust on her face as she looked at her pitiful men lying lifeless on the ground.

*Sigh* "I assume you two caused all this trouble?"

The woman would walk towards the bar, sliding the bartender a bag that she took from her waist. The sounds of coins clashing into each other could be heard as the bag transitioned hands. The bartender would nod and simply walk away.

"Clean up isn't cheap you know? You guys come in here and ruin one of my favorite spots, you kill my men, and neither of you bow before my beauty?!

The woman pulled out a hammer and a set of nails from her waistband. Her eye locked in on Todou.

"GO LADY NOBARA!"

"I'll crucify you both."

→ Nobara Spends an Attack Card to Target Todou
→ Nobara Spends a Dodge Card to Preemptive Evade Todou and Yuji


Plot Battle Commences

Nobara Kugisaki is Human | Brawler Archetype | Prideful and Arrogant Personas | Blessed ( Prestige ) | Show & Tell | Wild Heart. Her Attribute Layout Consist of Thirty [30] Points: PWR: 7/9 | CON: 5/8 | INT: 5/6 | AGL: 4/6 | DEX: 9/10 | TEQ: 0 | RES: 300. Each Turn, Nobara Can Spend Two [2] Cards and Two [2] Reaction Cards. Nobara Possesses a C-Grade Item ( Hammer ) and B-Grade Item ( Nails ).

There are Nine [9] Bounty Hunters and Each One Has B-Grade Weaponry [ Melee ]. Half possess swords with the Penetrate Keyword. Their Movement and Attack Speed Magnitudes is Six[6] Points. Each Turn, the Platoon of Bounty Hunters Can Spend Two [2] Cards and One [1] Reaction Card.

The Attack ( or Support ) Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added Equal 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 Maximum Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ), However this Requires at Least Ten [10] NPCs of the Platoon to be Conscious. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character or Platoon will be Automatically be Damaged. This Situation is Referred to the Character or Platoon Forfeiting the Right to Dodge. 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 Circumstances 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 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 the Enemy’s Attack ( or Support ) Cards. In the Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), 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 Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

→ 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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Apriori

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Amid combat, the bounty hunters pushed off which allowed Todou to catch his breath. Despite the amusement the brawler was experiencing, maintaining his cursed energy was extremely taxing. Todou had always referred to the ability to manifest this black coating as cursed energy, since others referred to him as a demonic entity back on Kano Country. At that moment, someone entered whom was called the boss. The spunk on her enticed Todou, which breathed life back into the fight but her presence made him bored of the grunts. While Yuji braced himself, Todou aimed to remove any distractions.​



→ Todou Spends One [1] Support Card to Activate the Hadō no Hōhō Technique.
→ Todou Spends One [1] Attack Card to Assault the Remaining Bounty Hunters ( Excluding Nobara ).
( Trample + Rebound Halves Blocking Damage Twice ) + ( Dealing Twenty-Four Damage Total )
→ Todou will Shift his Armament Haki to Clad Regions of his Physique being Targeted to Damage Shave Against Most or All Damage. He will position his cladded regions appropriately.

→ Yuji Spends One [1] Support to Pivot Around Todou's Body to Utilize his Armament Haki as Covering Against Assaults.
→ Yuji Spends Two [2] Block Cards ( Due to Tapped Potential ) to Defend ( 2x DMG ) Against the Bounty Hunters or Nobara.
→ Yuji Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn.

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
Martial Arts Name: Chukuken | Hollow Fist
Martial Arts Bonus: Martial Related Style Techniques are Granted the Combo Keyword.
Martial Arts Description: developed by Yuji Itadori, an orphan of Kano Country denied the opportunity to practice Hasshoken, to emphasize his combo eccentric prowess. This martial art requires an impressive control over attacks coupled with acrobatic movements, allowing Yuji to strike his opponent in several different angles which has manifested into a martial art that is centered around combo-striking. Because of the maneuverability emphasized, the practitioner can perform these combo orientated assaults during blocked or missed opportunities so that the combo never truly ends until Yuji ceases or is halted.

Martial Arts Breakdown: The martial arts emphasizes that Yuji maintains an extremely disciplined and healthy physique to perform the acrobatic maneuvers to create vantage points to deliver their strikes ( whether it be punches | kicks | elbows | knees | head | shoulder | back ). Because this style focuses on a multitude of strikes, Martial Related Style Techniques are Granted the Combo Keyword, which Grants a Theoretical Rank Increase After Each Successful Strike Performed in Style Techniques: This Keyword Deactivates Whenever the Character Cannot Deal at Least 0.5 Damage | The Character Suffers the Difference in Stamina Exhaustion When the Character Cannot Physically Perform the Rank without Stamina Overtax | All Chukuken Related Style Techniques Must Be Epsilon Rank.
Name: No Problem x2
Martial Arts: None
Type: Defensive
Rank: E-O ( E-Rank Activated w/ Attacks )
Scale: Self
Description: the character embraces an oncoming target by crossing their arms over their head while hunched over so that the arms can be forward and covering a bigger portion of the torso. The legs are planted and flexed as to not leave much area unguarded.

Name: Hadōken | Wave Motion Fist
Martial Arts: None
Type: Offensive | Defensive
Rank: E-O ( D-Rank Activated w/ Attack )
Scale: Self
Description: the character strikes with their arms ( or fist or elbows ) or legs ( or feet or knees ) to either cause harm to or defend against a target(s).

Note: The Character Can Strikes X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible ( Including the Damage Reapply from of Hadō no Hōhō ).
Note: During Circumstances that Hadō no Hōhō is Activated, the Generated Shock-Wave will Impact Half the Scaling ( from the originating source ) of the Activated Rank For this Style Technique.

Name: Hadō no Hōhō | Way of the Wave Motion
Martial Arts: Hasshoken
Type: Supportive
Rank: D
Scale: Depends
Description: the character concentrates their ability to control vibrations around their limbs ( including the head ) or joints within said limb to empower melee related strikes utilizing over their physique. Because of the nature behind the Hasshoken Martial Art, the character can willingly generate shock-waves upon impact.

Note: After Activating this Style Technique, Hadō no Hōhō Remains Active Until Deactivated or the Character Falls Unconscious. A Support Card Occupied and a Move Slot is Locked ( Even in Plot Battles ) As Long the Style Technique Remains Active.

Note: Whenever the Character Successfully Strikes a Target via Style Techniques or Free-Form Actions, the Character will Generate Shock-Waves to Reapply the Damage Magnitude Behind that Strike. This Fails During Situations Where the Amount of Battle Cards Spent Does Not Equal the Number of Support Cards Spent Activating Hadō no Hōhō.

Todou's Attribute Layout
Power: 6/8
Constitution: 2/7
Intelligent: 1/5
Agility: 5/5
Dexterity: 9/9
Technique: 2
Resolve: 375 [ 120 Spent So Far ]


Battle Deck Layout
Clash: 3
Attack: 1 [ 1 Spent this Turn ]
Block: 2
Dodge: 2
Support: 2 [ 1 Spent this Turn ]


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 112
Stamina Spent this Turn: 20


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 1
Block: 3 [ 2 Spent this Turn ]
Dodge: 1
Support: 4 [ 1 Spent this Turn ]


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 90
Stamina Spent this Turn: 17
 
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Seeing as the big one was a little more durable than she'd like, Nobara decided to begin her efforts on taking care of the pink haired one hiding behind his buddy. First she would dash in an arc, maintaining her distance. Once she got a clear angle on the young man she would fire two nails one after the other. as she dealt with the pink one, the other hunters would do their best to survive the onslaught that is Todo by splitting up.

→ Nobara used 1 reaction card to reposition.
→ Nobara used 1 reaction card to attack.
→ Nobara used 1 attack card.
→ Nobara preemptively used 1 dodge card.

→ The hunters used 1 reaction card to split up.
→ The hunters preemptively used 1 dodge card.


Plot Battle Commences

Nobara Kugisaki is Human | Brawler Archetype | Prideful and Arrogant Personas | Blessed ( Prestige ) | Show & Tell | Wild Heart. Her Attribute Layout Consist of Thirty [30] Points: PWR: 7/9 | CON: 5/8 | INT: 5/6 | AGL: 4/6 | DEX: 9/10 | TEQ: 0 | RES: 300. Each Turn, Nobara Can Spend Two [2] Cards and Two [2] Reaction Cards. Nobara Possesses a C-Grade Item ( Hammer ) and B-Grade Item ( Nails ).

There are Five [5] Bounty Hunters and Each One Has B-Grade Weaponry [ Melee ]. Half possess swords with the Penetrate Keyword. Their Movement and Attack Speed Magnitudes is Six [6] Points. Each Turn, the Platoon of Bounty Hunters Can Spend Two [2] Cards and One [1] Reaction Card.

The Attack ( or Support ) Sequence:
In the Circumstance that Fighter A is Equal in Movement Speed, Then Zero [0] Failure is Added Equal 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 Maximum Amount of Damage the Platoon Can Cause is the Standard Ten [10] Points ( Not Excluding Possible Bonuses ), However this Requires at Least Ten [10] NPCs of the Platoon to be Conscious. This Official Roll’s Standard is One [1] Success and One [1] Failure ( Before Movement Speed is Factored ).

The Dodge Sequence:
During Plot Battle Rubric, the Character Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise that Character or Platoon will be Automatically be Damaged. This Situation is Referred to the Character or Platoon Forfeiting the Right to Dodge. 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 Circumstances 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 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 the Enemy’s Attack ( or Support ) Cards. In the Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), 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 Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

→ 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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Apriori

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Whiskey Peaks Chow Time

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As Todou defeated more bounty hunters, Nobara taken the opportunity to injury Yuji. As he winched in pain, he grunted which caught the attention of his best friend. Not much concern was raised for Todou because he believed his best friend was just as strong as him. Seeing that Nobara could harm Yuji, the pirate would grab another random glass of Whiskey’s Rum and down it. The battle was reaching the climax for both parties he felt and he wanted to be drunk when it happened. A wild spirit Todou possessed. Yuji would shake his pain and focus on the remaining bounty hunters.​


→ Todou Deactivates Hado no Hoho at the Beginning of the Turn.
→ Todou Spends One [1] Support Card to Drink Another Cup of Whiskey's Rum.
→ Todou Spends One [1] Attack Card to Assault Nobara ( Imprinting Her ).
( Trample + Raw Power + Rebound Halves Blocking Damage Twice and Damage Shaving Four Times ) + ( Dealing Twelve Damage Total )
→ Todou Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn.
→ Todou will Shift his Armament Haki to Clad Regions of his Physique being Targeted to Damage Shave Against Most or All Damage.

→ Yuji Spends One [1] Attack Card to Assault Against Two [2] of the Bounty Hunters.
→ Yuji Spends One [1] Block Card to Defend Against the Bounty Hunters and/or Nobara.
→ Yuji Exhausts Five [5] Stamina to Remove the Failures Associated with his Drunken Status For One [1] Turn.

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
Martial Arts Name: Chukuken | Hollow Fist
Martial Arts Bonus: Martial Related Style Techniques are Granted the Combo Keyword.
Martial Arts Description: developed by Yuji Itadori, an orphan of Kano Country denied the opportunity to practice Hasshoken, to emphasize his combo eccentric prowess. This martial art requires an impressive control over attacks coupled with acrobatic movements, allowing Yuji to strike his opponent in several different angles which has manifested into a martial art that is centered around combo-striking. Because of the maneuverability emphasized, the practitioner can perform these combo orientated assaults during blocked or missed opportunities so that the combo never truly ends until Yuji ceases or is halted.

Martial Arts Breakdown: The martial arts emphasizes that Yuji maintains an extremely disciplined and healthy physique to perform the acrobatic maneuvers to create vantage points to deliver their strikes ( whether it be punches | kicks | elbows | knees | head | shoulder | back ). Because this style focuses on a multitude of strikes, Martial Related Style Techniques are Granted the Combo Keyword, which Grants a Theoretical Rank Increase After Each Successful Strike Performed in Style Techniques: This Keyword Deactivates Whenever the Character Cannot Deal at Least 0.5 Damage | The Character Suffers the Difference in Stamina Exhaustion When the Character Cannot Physically Perform the Rank without Stamina Overtax | All Chukuken Related Style Techniques Must Be Epsilon Rank.
Name: Whats Popping
Martial Arts: Chukuken
Type: Offensive | Supportive
Rank: E
Scale: Self
Description: the character launches a series of strikes encompassing punches, kicks, elbow, and knee attacks ( unless the character settles for performing only one strike ). Each strike can repeat or differ among the assortment of strikes mentioned above.

Note: The Character Can Strike X Amount of Times, Where X is Determined by the Agility Attribute. Each Point Equals One Strike and the Damage Splits as Evenly as Possible.

Name: No Problem
Martial Arts: None
Type: Defensive
Rank: E-O
Scale: Self
Description: the character embraces an oncoming target by crossing their arms over their head while hunched over so that the arms can be forward and covering a bigger portion of the torso. The legs are planted and flexed as to not leave much area unguarded.

Name: Hadōken | Sūpurekkusu
Martial Arts: None
Type: Offensive | Defensive
Rank: E-O [ D-Rank Attack Activated ]
Scale: Self
Description: the character either attempts to grasp the target from behind, if the target has not been successfully grasp, to bend the target backwards while slamming them upon their neck and head.

Note: The Character Can Suplex X Amount of Times, Where X is Determined by the Power Attribute. Each Point Equals One Suplex and the Damage Splits as Evenly as Possible ( Including the Damage Reapply from of Hadō no Hōhō ).
Note: During Circumstances that Hadō no Hōhō is Activated, the Generated Shock-Wave will Impact Half the Scaling ( from the originating source ) of the Activated Rank For this Style Technique.

Todou's Attribute Layout
Power: 6/8
Constitution: 2/7
Intelligent: 1/5
Agility: 5/5
Dexterity: 9/9
Technique: 2
Resolve: 375 [ 130 Spent So Far ]


Battle Deck Layout
Clash: 3
Attack: 5
Block: 2 [ 1 Spent this Turn ]
Dodge: 2
Support: 4 [ 1 Spent this Turn ]


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 134
Stamina Spent this Turn: 22


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 3 [ 1 Spent this Turn ]
Block: 3 [ 1 Spent this Turn ]
Dodge: 2
Support: 4


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 103
Stamina Spent this Turn: 13
 
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Nobara winced in pain as Todou slammed her neck into the hardwood floor, blood spewed from her mouth upon impact. The force of the slam caused her to bounce afterwards a few meters away. "LADY NOBARA!" The other hunters dashed past Yuji and Todou and formed a wall around Nobara, with one reaching out to help her stand.

"GET THE HELL OUTTA MY WAY! DON'T INTERFERE! I'LL PIN HIM TO THE CEILING FAN!"

"Lady Nobara?"

"WHAT DAMMIT?"

As her rage reached the highest of heights she would look towards the door. Several armed droids would storm the Tavern, stepping on the bodies of the dead hunters with rifles aimed at everyone still in the building. A droid with yellow spots would step forward, a logo stood out proudly on his chest.

"Nobara Kugisaki, you're coming with us."

Nobara's eyes widened as she realized what was going on. The logo was one she clearly recognized.

"LIKE HELL SHE IS!"


One of the remaining hunters dashed towards the droid speaking but before he could even reach the droid the thunderous sound of a pistol could be heard from behind. As everyone looked around they would see the bartender holding a flintlock pistol, smoke coming from the barrel, his face saddened. The hunter would drop to the floor, dead. Before Nobara could act several droids would dash towards the participants of the recent battle with stun guns in hand and electrocute them, forcing each member to pass out.


Developmental Weekly V Results

These center around the growth of the characters. Never focused on non-relating matters, the plot point caters to the training – goals – conflicts a character undergoes within the One Piece World.
  • Todou has Earned One [1] Attribute Point
  • Yuji has Earned One [1] Attribute Point
  • These Rewards Can Take Effect Immediately in the Thread Upon RP Permission Approval.

Exploration Weekly XVIII Commences...

From this Point Onward, the Thread has Converted to an Exploration Weekly
 
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