[ Exploration Plot ] Las Camp

Squidy

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After turning towards the cave Kenichi would feel a sharp pain on his back prompting the fishman to jolt forwards as he pivots 180 degrees to face the woman from before. Now not as innocent as he once thought, the lieutenant viewed the woman holding a metallic like fan in her hand stained with his own blood. His body now surging with adrenaline the fishman smirked at the woman before engaging her once again.

"So you like it rough huh!? I'll give you what you want, you bih!!"

The Combat-Don would respond by widening his stance, his kanabo in hand hanging over his shoulder, before using one arm to unleash several consecutive shockwaves out forwards towards the mysterious woman who may be an affiliate of the invading pirates.

Using an Attack Card to Dish Out Fourteen [14] Shock-wave Projectiles Each Possibly Dealing [0.5] Damage. Preemptively Using a Block Card to Block All Incoming Damage Next Round via Projectiles.

Twelve [12] Stamina Points Used.


3 Clash Cards | 5 Attack Cards | 2 Block Cards | 2 Dodge Cards | 4 Support Cards
Power: 7/9
Intelligent: 1/6
Constitution: 4/8
Agility: 3/6
Dexterity: 8/10
Technique: 3

Resolve: 362

Brawler
Intuitive | Serious | Hopeful
Onslaught | Color of Armament | Sig. Technique| Disciplined
Aquatic Anatomy | Fishman Karate​
Official Title - Combat-Don
Fishman Marine Lieutenant, Kenichi Shinoda has showcased his refined abilities during combat. Through trail and era, the marine has developed a mastery of combat that is not available to average fighters and below. This mastery has allowed Kenichi Shinoda to perform spectacular feats in battle: Occupied Support Cards will Refresh During the Battle Deck's Standard Refresh Rate, Meaning the Occupied Support Cards Remain Occupied Theoretically. Occupied Battle Cards Drain Stamina Every Second Turn of Consecutive Use Instead of Each Turn.
----------
Item Name: Metaruburubō
Item Grade: C
Item Perk(s)
  • The Metaruburubō Possesses Eight [8] Health Points Total and Requires Six [6] Points in Power or Intelligence to Lift.
  • Allows Character to Spend Attack ( Clash ) or Block Cards to Attack or Block Targets without Style Techniques, Respectively.
  • Eisen Dial: reversed engineered into the spiked portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, an iron cloud emerges and elongates the spikes ( each one increases to two feet in length ). The process occurs at Three [3] Speed Magnitude and the spikes now possess Six [6] Damage Shaving Total. Each Battle or Plot Point, the Eisen Dial function begins with Eight [8] Activations Available and Requires One [1] Support Card to Activate.
  • Thunder Dial: reversed engineered into the spike portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, the weapon can now conduct the electricity released from the Thunder Dial and store foreign sources of electricity upon contact ( able to absorb G-Rank or C-Grade or Below Qualified electricity, which replenishes this Dial’s activation count ). Each Battle or Plot Point, the electricity Dial function begins with Four [4] Activations Available and Requires One [1] Support Card to Activate. This mode remains active for three [3] turns per activation.
Item Description: the Metaruburubō, or Metal Bull Cane, is a rather large all metal kanabo. The mace like weapon is 2m in length, suddenly gets thicker 0.7m away from its base, and its top portion (1.3m) is covered in numerous miniature spikes. Normally a devastating two handed weapon, those with an outstanding power to lift heavier weights can wield this weapon with one hand
----------
Aquatic Anatomy Name:[/B] Whale Shark Hide
Aquatic Bonus: Grants the Character the Collision Keyword
Description: this aquatic anatomy relates to a Fishman with Whale Shark genes. These special genes allot the fishman with added protection via hardened skin since it grew a few inches, with a consistency of strong rubber. This feat lessens the impacting force of opposing actions the character collides with.

Anatomy Breakdown: Through the abnormal thickness development regarding the skin, the character has gained a natural ability to lessen oncoming force when they willingly collide. This is represented by the Collision Keyword, which allows the character to lower oncoming damage magnitude. The rate of reduction depends on X, where X is determined by the Constitution Attribute. One [1] Point in the Constitution Attribute Equates to One [1] Damage Magnitude Reduction.

Fishman KaratePricing
Fishman Karate refers to the Canon Martial Art that is practiced by skilled members of the Fishman Race, although there is a possibility for Humans to learn this style. Deadly on land, this style is extremely devastating underwater due to the inherent advantage.​
20 Trait Points​
Trait EffectsRestrictions
Fishman Karate Related Style Techniques and Free-Form Actions are Granted the Rushing Winds Keyword. Shockwave Related Actions are Granted the Raw Power Keyword When Interacting with Sources that Contain Liquids ( Semi-Liquid Included ). Kenichi Shinoda has Honed his Skill with Fishman Karate and Developed the Momentum Keyword. This Allows Kenichi's Movement Speed Magnitude to be Determined by the Power Attribute Instead of the Agility Attribute.​
Bios Cannot have Multiple Fighting Professions, Except Fishman Jujutsu. Must have Purchase the Fishman | Merfolk | Human Race.​

Move Used

Name:
Mako Waltz
Martial Art: Fishman Karate (x2)
Type:
Offensive / Defensive / Supplementary
Rank: E-O [G]
Scale:
Depends
Description: a technique that involves the character to release shock-waves from their physique via karate based attacks. The shock-waves can vary in dimension, can never exceed the max scaling of the rank activated, but depends on what the character prefers in that situation. Within reason, the character can strike to project forward a shock-wave that travels in one direction or strikes in an omni-directional pathway.

Note: Striking to Produce Multiple Shockwaves Will Cause the Damage to Split Evenly as Possible. The Character Cannot Make Multiple Omni-Directional Shockwaves.
 
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Shady Doctor

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Mikey finally made it into the mines that Zagreus had entered, but still had a task ahead of him. It had totally slipped his mind that the mines were almost a maze in the way that it was built. There were numerous paths to choose from and there was nearly no way to figure out which path Zag had taken. Mikey sat around a bit to survey the area and look for clues that could help him, but he was coming up empty for the most part. After researching the entrances of each path, Mikey was pretty sure the foot prints leading into entrance number 4, seemed like the freshest and most different from the other prints.

After choosing path 4, Mikey rushed through, yelling for the pirate as loud as possible, allowing his voice to echo through the mines.

"Zagreus! There's no escape you scum bag!!"
 
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Panda Man

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A Hell Gate Appears at Bingham Canyon

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The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # One: Searching for Captain Zagreus
→ Zagreus continues his rampage inside Minry Mine. The inner sanctum of the mine is complex to the unfamiliar. Even though the pirate possessed critical information about Las Camp, he was still unaware of how this mine’s pathway system was designed. Finding him would prove to be as difficult just as Zagreus wanting to find the exit.

Mikey has Successfully Moved Deeper into Minry Mine. Part One Update will Consist of an Official Roll if Mikey is Attempt to Locate Zagreus. The Search Continues with Mikey choosing Pathway 1-8. Before the choice is made, Mikey can investigate the environment for clues to Remove X Amount of Dead Ends ( This will Invoke an Intelligence Based Roll ) from the Official Roll. Zagreus is Known an Available Character to Interact With in the Circumstance Mikey Chooses Correctly. If the Choice is Incorrect, Zagreus will Move.

→ Irelia began to dance with such grace and serene movement, twirling her hands while holding into her beloved fans. The vixen possessed a unique ability to evoke deep feelings into those that witnessed her dance. She was currently performing the Dance of Discord to intensify the marine’s feeling of pain. She noticed the foe was charmed, evident by the fact that he had approached a hostile scene and managed to let his guard down. Charmed opponents were never able to resist of her dancing, which was even more why Irelia began to weave in another dance known as Dance of Seasons’ Treachery. [ Irelia Spent and Maintains One [1] Reaction Card | Irelia Spent One [1] Dodge Card | Irelia Spent One [1] Block Card ]


Plot Battle Commences

Irelia Possesses the Tactician Archetype: and the Following Attribute Layout: PWR: 2/2 | INT: 6/8 | CON: 2/4 | AGL: 4/6 | DEX: 8/8 | TEQ: 2 | RES: 300 Irelia Possesses the Following Traits: Sadistic | Charming | Venom's Kiss | Entertainer | Assassin | Technical Fighter. [ Irelia Can Perform Two [2] Moves Per Turn and Possesses 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.
 

Squidy

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Kenichi was perplexed with the current situation before him. This meager human was not only able to hamper his body with her previous strike, but she also had the Combat-Don feeling far from normal. It was almost like he wasn't himself, abnormal thoughts filling his head as he watches the maiden dance before him. Far from serious the fishman felt frustrated as he tried to make sense of the matter, but to no avail, he resorted to the things he knew best.

Seeing his multiple projectiles come to not by the woman's superior defenses, he decided to concentrate his efforts into a single blow. Using his free right hand the lieutenant throws a punch forwards that releases a large projectile forwards towards the woman at rapid speeds.


~Using an Attack Card to Dish Out One [1] Shock-wave Projectile Dealing [6] Damage
~Preemptively Using a Block Card to Block All Incoming Damage Next Round via Projectile(s)

{Eight [8] Stamina Points Used}


3 Clash Cards | 5 4 Attack Cards | 2 Block Cards | 2 Dodge Cards | 4 Support Cards
Power: 7/9 [6/6]
Intelligent: 1/6 [1/3]
Constitution: 4/8 [2/5]
Agility: 3/6 [3/3]
Dexterity: 8/10 [7/7]
Technique: 3

Resolve: 362 [212]

Brawler
Intuitive | Serious | Hopeful
Onslaught | Color of Armament | Sig. Technique| Disciplined
Aquatic Anatomy | Fishman Karate​
Official Title - Combat-Don
Fishman Marine Lieutenant, Kenichi Shinoda has showcased his refined abilities during combat. Through trail and era, the marine has developed a mastery of combat that is not available to average fighters and below. This mastery has allowed Kenichi Shinoda to perform spectacular feats in battle: Occupied Support Cards will Refresh During the Battle Deck's Standard Refresh Rate, Meaning the Occupied Support Cards Remain Occupied Theoretically. Occupied Battle Cards Drain Stamina Every Second Turn of Consecutive Use Instead of Each Turn.
----------
Item Name:
Metaruburubō
Item Grade: C
Item Perk(s)
  • The Metaruburubō Possesses Eight [8] Health Points Total and Requires Six [6] Points in Power or Intelligence to Lift.
  • Allows Character to Spend Attack ( Clash ) or Block Cards to Attack or Block Targets without Style Techniques, Respectively.
  • Eisen Dial: reversed engineered into the spiked portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, an iron cloud emerges and elongates the spikes ( each one increases to two feet in length ). The process occurs at Three [3] Speed Magnitude and the spikes now possess Six [6] Damage Shaving Total. Each Battle or Plot Point, the Eisen Dial function begins with Eight [8] Activations Available and Requires One [1] Support Card to Activate.
  • Thunder Dial: reversed engineered into the spike portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, the weapon can now conduct the electricity released from the Thunder Dial and store foreign sources of electricity upon contact ( able to absorb G-Rank or C-Grade or Below Qualified electricity, which replenishes this Dial’s activation count ). Each Battle or Plot Point, the electricity Dial function begins with Four [4] Activations Available and Requires One [1] Support Card to Activate. This mode remains active for three [3] turns per activation.
Item Description: the Metaruburubō, or Metal Bull Cane, is a rather large all metal kanabo. The mace like weapon is 2m in length, suddenly gets thicker 0.7m away from its base, and its top portion (1.3m) is covered in numerous miniature spikes. Normally a devastating two handed weapon, those with an outstanding power to lift heavier weights can wield this weapon with one hand
----------
Aquatic Anatomy Name:[/B] Whale Shark Hide
Aquatic Bonus: Grants the Character the Collision Keyword
Description: this aquatic anatomy relates to a Fishman with Whale Shark genes. These special genes allot the fishman with added protection via hardened skin since it grew a few inches, with a consistency of strong rubber. This feat lessens the impacting force of opposing actions the character collides with.

Anatomy Breakdown: Through the abnormal thickness development regarding the skin, the character has gained a natural ability to lessen oncoming force when they willingly collide. This is represented by the Collision Keyword, which allows the character to lower oncoming damage magnitude. The rate of reduction depends on X, where X is determined by the Constitution Attribute. One [1] Point in the Constitution Attribute Equates to One [1] Damage Magnitude Reduction.

Fishman KaratePricing
Fishman Karate refers to the Canon Martial Art that is practiced by skilled members of the Fishman Race, although there is a possibility for Humans to learn this style. Deadly on land, this style is extremely devastating underwater due to the inherent advantage.​
20 Trait Points​
Trait EffectsRestrictions
Fishman Karate Related Style Techniques and Free-Form Actions are Granted the Rushing Winds Keyword. Shockwave Related Actions are Granted the Raw Power Keyword When Interacting with Sources that Contain Liquids ( Semi-Liquid Included ). Kenichi Shinoda has Honed his Skill with Fishman Karate and Developed the Momentum Keyword. This Allows Kenichi's Movement Speed Magnitude to be Determined by the Power Attribute Instead of the Agility Attribute.​
Bios Cannot have Multiple Fighting Professions, Except Fishman Jujutsu. Must have Purchase the Fishman | Merfolk | Human Race.​

Move Used

Name:
Mako Waltz
Martial Art: Fishman Karate (x2)
Type:
Offensive / Defensive / Supplementary
Rank: E-O [D]
Scale:
Depends
Description: a technique that involves the character to release shock-waves from their physique via karate based attacks. The shock-waves can vary in dimension, can never exceed the max scaling of the rank activated, but depends on what the character prefers in that situation. Within reason, the character can strike to project forward a shock-wave that travels in one direction or strikes in an omni-directional pathway.

Note: Striking to Produce Multiple Shockwaves Will Cause the Damage to Split Evenly as Possible. The Character Cannot Make Multiple Omni-Directional Shockwaves.
 

Shady Doctor

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After successfully getting through the first path that he had chosen, Mikey was more confident in what he was doing. He was indeed a true pirate hunter, and hunting down and apprehending Zagreus would prove this to the dimwits that were above him in G2. Mikey patiently searched around this time, checking for fresh prints and other minute clues that could lead him to the wanted pirate.

"Sheesh, I better find him quickly before he causes too much damn trouble. I know they'll find a way to pin the damage on me. But if I take him down, none of that would matter. Heueheuhe"
 

Panda Man

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A Hell Gate Appears at Bingham Canyon

You must be registered for see images
The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # One: Searching for Captain Zagreus
→ Zagreus continues his rampage inside Minry Mine. The inner sanctum of the mine is complex to the unfamiliar. Even though the pirate possessed critical information about Las Camp, he was still unaware of how this mine’s pathway system was designed. Finding him would prove to be as difficult just as Zagreus wanting to find the exit. Mikey has Discerned that Pathways 2 | 5 | 6 | 8 Lead to Dead Ends.

→ Irelia attempted to defend against the assault but could feel the shock-wave ripple through her body. She coughed blood as the shock-wave finished channeling through her body. The marine possessed enough power to be this detrimental to her, despite the effects she was stacking on him. Nobody charmed ever could resist her dances, let alone continue to fight with this much strength. Quite impressive, but Irelia was not out of tricks yet. She began to verbal curse ( Curse of Repentance ) the marine to manipulate his vexed state. To further shun him, weakening his will to continue fighting. [ Irelia Still Maintains One [1] Reaction Card | Irelia Spent One [1] Support Card | Irelia Spent One [1] Block Card ]


Plot Battle Commences

Irelia Possesses the Tactician Archetype: and the Following Attribute Layout: PWR: 2/2 | INT: 6/8 | CON: 2/4 | AGL: 4/6 | DEX: 8/8 | TEQ: 2 | RES: 300 Irelia Possesses the Following Traits: Sadistic | Charming | Venom's Kiss | Entertainer | Assassin | Technical Fighter. [ Irelia Can Perform Two [2] Moves Per Turn and Possesses 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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Squidy

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Kenichi's knees began to buckle beneath him as he faced the cruel words of the woman before him, the mighty fishman no longer being able to lift his own weapon. As the spiked kanabo dropped out of his hand falling behind him, Kenichi would also drop down to one knee. Lifting up his head he starred down the woman in his vexed state, worried on how he could be brought down to a knee without having being touched. She swayed back and fourth gracefully before the lieutenant who was mentally in darkness, like the lamp of angler fish within the depths of the ocean. Girding himself up the Combat-Don would perform a last ditch attempt to break free of the woman who held him captive without the need of chains.

Coating both arms in the highest level of haki he possessed, Kenichi would get up from off of his knee and lunge towards the dancing maiden before attempting to strike her down with one of his most formidable techniques aiming to taker her down, once and for all.

"Aaaaaaaaaaaaaaaaaaaaaaaaarrrrrrggghh!"


~Spending, and Occupying Three [3] Support Cards to Initiate Lv.3 Haki, Coating Both Arms
{Gaining Six [6] Bonus Damage & Damage Shaving Along with The Raw Power and Indestructible Keyword}
~Kenichi will Shift his Armament Haki to Clad Regions of his Physique being Targeted to Damage Shave Against Most or All Damage~


~Spending an Attack Card to Perform Baskin Blow, Aimed for The Chest, with A Haki Coated Arm Dealing [10] Damage
{Baskin Blow is a Shockwave Related Action Combined with Haki, Both Having Their Own Source of Raw Power}

{Four [4] Stamina Points & Thirty [30] Resolve Used}


3 Clash Cards | 5 3 Attack Cards | 2 Block Cards | 2 Dodge Cards | 4 Support Cards
Power: 7/9 [4/6]
Intelligent: 1/6 [1/3]
Constitution: 4/8 [2/5]
Agility: 3/6 [3/3]
Dexterity: 8/10 [7/7]
Technique: 3

Resolve: 362 [152]

Brawler
Intuitive | Serious | Hopeful
Onslaught | Color of Armament | Sig. Technique| Disciplined
Aquatic Anatomy | Fishman Karate​
Official Title - Combat-Don
Fishman Marine Lieutenant, Kenichi Shinoda has showcased his refined abilities during combat. Through trail and era, the marine has developed a mastery of combat that is not available to average fighters and below. This mastery has allowed Kenichi Shinoda to perform spectacular feats in battle: Occupied Support Cards will Refresh During the Battle Deck's Standard Refresh Rate, Meaning the Occupied Support Cards Remain Occupied Theoretically. Occupied Battle Cards Drain Stamina Every Second Turn of Consecutive Use Instead of Each Turn.
----------
Item Name:
Metaruburubō
Item Grade: C
Item Perk(s)
  • The Metaruburubō Possesses Eight [8] Health Points Total and Requires Six [6] Points in Power or Intelligence to Lift.
  • Allows Character to Spend Attack ( Clash ) or Block Cards to Attack or Block Targets without Style Techniques, Respectively.
  • Eisen Dial: reversed engineered into the spiked portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, an iron cloud emerges and elongates the spikes ( each one increases to two feet in length ). The process occurs at Three [3] Speed Magnitude and the spikes now possess Six [6] Damage Shaving Total. Each Battle or Plot Point, the Eisen Dial function begins with Eight [8] Activations Available and Requires One [1] Support Card to Activate.
  • Thunder Dial: reversed engineered into the spike portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, the weapon can now conduct the electricity released from the Thunder Dial and store foreign sources of electricity upon contact ( able to absorb G-Rank or C-Grade or Below Qualified electricity, which replenishes this Dial’s activation count ). Each Battle or Plot Point, the electricity Dial function begins with Four [4] Activations Available and Requires One [1] Support Card to Activate. This mode remains active for three [3] turns per activation.
Item Description: the Metaruburubō, or Metal Bull Cane, is a rather large all metal kanabo. The mace like weapon is 2m in length, suddenly gets thicker 0.7m away from its base, and its top portion (1.3m) is covered in numerous miniature spikes. Normally a devastating two handed weapon, those with an outstanding power to lift heavier weights can wield this weapon with one hand
----------
Aquatic Anatomy Name:[/B] Whale Shark Hide
Aquatic Bonus: Grants the Character the Collision Keyword
Description: this aquatic anatomy relates to a Fishman with Whale Shark genes. These special genes allot the fishman with added protection via hardened skin since it grew a few inches, with a consistency of strong rubber. This feat lessens the impacting force of opposing actions the character collides with.

Anatomy Breakdown: Through the abnormal thickness development regarding the skin, the character has gained a natural ability to lessen oncoming force when they willingly collide. This is represented by the Collision Keyword, which allows the character to lower oncoming damage magnitude. The rate of reduction depends on X, where X is determined by the Constitution Attribute. One [1] Point in the Constitution Attribute Equates to One [1] Damage Magnitude Reduction.

Fishman KaratePricing
Fishman Karate refers to the Canon Martial Art that is practiced by skilled members of the Fishman Race, although there is a possibility for Humans to learn this style. Deadly on land, this style is extremely devastating underwater due to the inherent advantage.​
20 Trait Points​
Trait EffectsRestrictions
Fishman Karate Related Style Techniques and Free-Form Actions are Granted the Rushing Winds Keyword. Shockwave Related Actions are Granted the Raw Power Keyword When Interacting with Sources that Contain Liquids ( Semi-Liquid Included ). Kenichi Shinoda has Honed his Skill with Fishman Karate and Developed the Momentum Keyword. This Allows Kenichi's Movement Speed Magnitude to be Determined by the Power Attribute Instead of the Agility Attribute.​
Bios Cannot have Multiple Fighting Professions, Except Fishman Jujutsu. Must have Purchase the Fishman | Merfolk | Human Race.​

Move Used

Name:
Baskin Blow
Martial Art: Fishman Karate
Type: Offensive
Rank: E-O [D]
Scale:
Self
Description: this technique involves the character performing a singular strike with a desired limb releasing a shock-wave upon contact. A devastating technique due to its proximity, the shock-wave transmits through a target’s body which can potentially damage the organs.

Note: E-G Ranks Can Potentially Cause Minor Organ Damage
Note: B-Z Ranks Can Potentially Cause Major Organ Damage
 
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Panda Man

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A Hell Gate Appears at Bingham Canyon

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The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # One: Searching for Captain Zagreus
→ Zagreus continues his rampage inside Minry Mine. The inner sanctum of the mine is complex to the unfamiliar. Even though the pirate possessed critical information about Las Camp, he was still unaware of how this mine’s pathway system was designed. Finding him would prove to be as difficult just as Zagreus wanting to find the exit. Mikey has Discerned that Pathways 2 | 5 | 6 | 8 Lead to Dead Ends.

→ The tenacity being displayed by this marine was almost frightening for Irelia. Through sheer determination, the marine could will himself to continue the battle. Irelia was certain the fight had reached its conclusion when the marine fell to one knee, disarmed of his weapon. These were signs that her unique ability had been significantly impacting her enemy. Venting his frustration, the marine’s arms suddenly turned black and he punched a massive shock-wave towards Irelia. The vixen would attempt to block one more time, utilizing the Sun’s Embrace and her Fans.

The wave possessed such destructive force, that Irelia could feel the ripples of energy pushed pass her defenses. The fans were immediately shattered and her body was traumatized with so much pressure. It sent Irelia flying while spewing blood. As she soared backwards, Irelia caught glimpse of the sun. Falling in and out of consciousness, thoughts about Leona and Zagreus began to consume her mind. She very well could die in this fight, or worse – suffer being captured and imprisoned. And for what? As Irelia questioned her motives, the sun began to faintly reveal Leona’s face. Words quietly danced around her ears, the voice sounding like her foster mother.

Suddenly, Irelia had returned reality. It seemed she lost consciousnesses momentarily. The vixen struggled to get up, understanding that if today’s mission were to be successful then it required her winning this ordeal. As she struggled to stand, the woman could feel her insides in terrible pain. That attack had significantly damaged her, but Irelia was too going to prove she possessed enough determination to will this bout. She began to verbal hex her opponent, furthering the hold she possessed on her enemy. [ Irelia Still Maintains One [1] Reaction Card | Irelia Spent One [1] Combo Card | Irelia Spent One [1] Support Card to Position the Armored Portions of her Arms to Cover Her Head in Case Kenichi Attacks ]


Plot Battle Commences

Irelia Possesses the Tactician Archetype: and the Following Attribute Layout: PWR: 2/2 | INT: 6/8 | CON: 2/4 | AGL: 4/6 | DEX: 8/8 | TEQ: 2 | RES: 300 Irelia Possesses the Following Traits: Sadistic | Charming | Venom's Kiss | Entertainer | Assassin | Technical Fighter. [ Irelia Can Perform Two [2] Moves Per Turn and Possesses 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.


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.
  • Kenichi has Earned One [1] Attribute Point.
  • Mikey has Earned Ten [10] Trait Points.
  • These Rewards Can Take Effect Immediately in the Thread Upon RP Permission Approval.

Exploration Weekly XVI Commences...

From this Point Onward, the Thread has Converted into an Exploration Weekly
 
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Kenichi smirked as the maiden struggled to stand after one of his mightiest blows. It seemed he may have finally got her where he wanted her, moments away from passing out. The witches verbal spells continued shortly after she got up, the fishman feeling himself growing weaker and weaker with every word uttered. Although impressed by the woman's resilience the lieutenant had felt that is was time to end this battle once and for all.

Throwing a punch forwards Kenichi releases a non damaging shockwave with enough force to knock the woman backwards in an off balanced manner in hopes of taking her out of her defensive stance of shielding her head. He would then take advantage of her susceptibility, rushing in before delivering a powerful strike to her head, hopefully ending the match with her unconsciousness.


~Spending One [1] Support Card to Release A Shockwave That Knocks Irelia Off-balance And Out of Her Head Shield Stance
~Spending One [1] Attack Card to Deliver A Punch to Irelia's Head Dealing Four [4] Damage

{Eight [8] Stamina Points Used}


3 Clash Cards | 5 Attack Cards | 2 Block Cards | 2 Dodge Cards | 4 Support Cards
Power: 7/9 [4/4]
Intelligent: 1/6 [1/3]
Constitution: 4/8 [2/5]
Agility: 3/6 [1/1]
Dexterity: 8/10 [5/5]
Technique: 3

Resolve: 362 [2]

Brawler
Intuitive | Serious | Hopeful
Onslaught | Color of Armament | Sig. Technique| Disciplined
Aquatic Anatomy | Fishman Karate​
Official Title - Combat-Don
Fishman Marine Lieutenant, Kenichi Shinoda has showcased his refined abilities during combat. Through trail and era, the marine has developed a mastery of combat that is not available to average fighters and below. This mastery has allowed Kenichi Shinoda to perform spectacular feats in battle: Occupied Support Cards will Refresh During the Battle Deck's Standard Refresh Rate, Meaning the Occupied Support Cards Remain Occupied Theoretically. Occupied Battle Cards Drain Stamina Every Second Turn of Consecutive Use Instead of Each Turn.
----------
Item Name:
Metaruburubō
Item Grade: C
Item Perk(s)
  • The Metaruburubō Possesses Eight [8] Health Points Total and Requires Six [6] Points in Power or Intelligence to Lift.
  • Allows Character to Spend Attack ( Clash ) or Block Cards to Attack or Block Targets without Style Techniques, Respectively.
  • Eisen Dial: reversed engineered into the spiked portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, an iron cloud emerges and elongates the spikes ( each one increases to two feet in length ). The process occurs at Three [3] Speed Magnitude and the spikes now possess Six [6] Damage Shaving Total. Each Battle or Plot Point, the Eisen Dial function begins with Eight [8] Activations Available and Requires One [1] Support Card to Activate.
  • Thunder Dial: reversed engineered into the spike portions of the Kanabo, upon pushing a switch situated on the handle of the weapon, the weapon can now conduct the electricity released from the Thunder Dial and store foreign sources of electricity upon contact ( able to absorb G-Rank or C-Grade or Below Qualified electricity, which replenishes this Dial’s activation count ). Each Battle or Plot Point, the electricity Dial function begins with Four [4] Activations Available and Requires One [1] Support Card to Activate. This mode remains active for three [3] turns per activation.
Item Description: the Metaruburubō, or Metal Bull Cane, is a rather large all metal kanabo. The mace like weapon is 2m in length, suddenly gets thicker 0.7m away from its base, and its top portion (1.3m) is covered in numerous miniature spikes. Normally a devastating two handed weapon, those with an outstanding power to lift heavier weights can wield this weapon with one hand
----------
Aquatic Anatomy Name:[/B] Whale Shark Hide
Aquatic Bonus: Grants the Character the Collision Keyword
Description: this aquatic anatomy relates to a Fishman with Whale Shark genes. These special genes allot the fishman with added protection via hardened skin since it grew a few inches, with a consistency of strong rubber. This feat lessens the impacting force of opposing actions the character collides with.

Anatomy Breakdown: Through the abnormal thickness development regarding the skin, the character has gained a natural ability to lessen oncoming force when they willingly collide. This is represented by the Collision Keyword, which allows the character to lower oncoming damage magnitude. The rate of reduction depends on X, where X is determined by the Constitution Attribute. One [1] Point in the Constitution Attribute Equates to One [1] Damage Magnitude Reduction.

Fishman KaratePricing
Fishman Karate refers to the Canon Martial Art that is practiced by skilled members of the Fishman Race, although there is a possibility for Humans to learn this style. Deadly on land, this style is extremely devastating underwater due to the inherent advantage.​
20 Trait Points​
Trait EffectsRestrictions
Fishman Karate Related Style Techniques and Free-Form Actions are Granted the Rushing Winds Keyword. Shockwave Related Actions are Granted the Raw Power Keyword When Interacting with Sources that Contain Liquids ( Semi-Liquid Included ). Kenichi Shinoda has Honed his Skill with Fishman Karate and Developed the Momentum Keyword. This Allows Kenichi's Movement Speed Magnitude to be Determined by the Power Attribute Instead of the Agility Attribute.​
Bios Cannot have Multiple Fighting Professions, Except Fishman Jujutsu. Must have Purchase the Fishman | Merfolk | Human Race.​

Move Used

Name:
Zebra Canter
Martial Art: Fishman Karate
Type: Supportive
Rank: E-O[D]
Scale:
Depend
Description: this technique revolves around using shock-waves to either push targets or themselves in a desired direction. When released from the character’s arms, via karate based movements, the shock-wave carries targets away as far as the projectile can travel. When released from the character’s legs, via thrusting, the shock-wave propels the character in the opposite direction as if they were the projectile as means of traversing.

Note: When Used to Traverse, This Technique Can be Attached to A Dodge Card to Officially Dodge
Note: Targets are Only Pushed Away When the Points in their Speed Magnitude or Power Attribute is Less than Points the Shock-Wave's Possesses. When Equal - the Targets Neutralize Each Other.
---
Name: Thresher's Thrashing
Martial Art: Fishman Karate
Type: Offensive / Defensive
Rank: E-O[D]
Scale:
Self
Description: a technique that allows the character to perform close-quarter combat via karate orientated strikes: such as punches, kicks, palms, knees, and elbows. When striking multiple times, the character can mix up their method of attacking or defending.

Note: Striking to Multiple Times Will Cause the Damage to Split Evenly as Possible.
 

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Again, Mikey was good enough at his job to easily deduce the wrong ways to go amongst the rest of the routes he could take. Though this still didn't give him the exact location of the horrid Zagreus. Mikey sat for a moment and pondered on which route he'd choose, and after a brief thinking process, Mikey found himself almost magnetically attracted to the 4th path, thus that is where began heading.

"Filthy mongrel, won't be able to run and hide much longer!"

As mikey kept dashing down the 4th path, he mentally prepared himself to combat the pirate; Being willing to go as far as killing him to make sure that he can't escape under any circumstance.
 

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A Hell Gate Appears at Bingham Canyon

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The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # One: Searching for Captain Zagreus
→ Zagreus continues his rampage inside Minry Mine. The inner sanctum of the mine is complex to the unfamiliar. Even though the pirate possessed critical information about Las Camp, he was still unaware of how this mine’s pathway system was designed. Finding him would prove to be as difficult just as Zagreus wanting to find the exit. Mikey has Discerned that Pathways 2 | 5 | 6 | 8 Lead to Dead Ends. Searching Pathway Four, the marine can see civilians littering the grounds. Many of this unconscious but some of them barely clinging onto consciousness. One of them informs Mikey after noticing his presence that he was just here. Mikey can attempt to investigate the area to lower ( an Official Roll ) the options down to two pathways.

→ Irelia was pushed back from the rushing winds that her adversary punched forward. Sight blurry, the vixen eventually came down tumbling from the impact but she was still vigilant about the fight and rightfully so. Kenichi had closed the distance. Aimed at her head, Irelia would instinctually block with her armored arms to absorb the blow. Closing the distance did not put the vixen at a disadvantage, in fact it only endangered the marine. Since he showed there was still a lingering spirit, the extent of her unique abilities had reached their limitations. The clock for defeating the marine was shortening by the minute, so Irelia’s new goal was to defeat the marine or weaken him so much that Zagreus could handle not only his opponent, but the leftovers of this opponent. [ Irelia Still Maintains One [1] Reaction Card | Irelia Spent One [1] Combo Card | Irelia Spent One [1] Block Card to Defend Against Kenichi's Assaults ]


Plot Battle Commences

Irelia Possesses the Tactician Archetype: and the Following Attribute Layout: PWR: 2/2 | INT: 6/8 | CON: 2/4 | AGL: 4/6 | DEX: 8/8 | TEQ: 2 | RES: 300 Irelia Possesses the Following Traits: Sadistic | Charming | Venom's Kiss | Entertainer | Assassin | Technical Fighter. [ Irelia Can Perform Two [2] Moves Per Turn and Possesses 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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Mikey was hot on the trail of Zagreus at this point, and it was becoming very evident that he'd run into the pirate captain very soon. Mikey looked around at all the men that had been completely floored by Zagreus, and Mikey couldn't do anything but Scoff at the apparent weak nature of the surrounding men. As Mikey surveyed the area, a barely conscious man informed Mikey that Zagreus was JUST here, thus prompting Mikey to investigate the scene even deeper to attempt to narrow the options down on where he'd head next.

"Ok pusc, your times almost up...."
 

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A Hell Gate Appears at Bingham Canyon

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The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # One: Searching for Captain Zagreus
→ After conducting the investigation, Mikey discerned that there were only two possible routes that his target could have taken. Remember that Mikey has discerned Pathways 2 | 5 | 6 | 8 Led to Dead Ends. Conducting one more investigation, Mikey lowered the remaining options to just two. Either Zagreus was in Pathway 3 or Pathway 7.


Exploration Weekly XVI Results

These center around the average life of the characters. Never focused on the small, irrelevant things – the plot point caters to the actions a character performs while embarking any island ( city, town, etc ) within the One Piece World. The actions taken matter because your actions will be rewarded with the appropriate consequences
  • Nobody has Earned Anything

Exploration Weekly XVII Commences...

From this Point Onward, the Thread Remains an Exploration Weekly​
 
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Again Mikey had used his skill of observation and hunting to narrow his choices down. This time his choices were thinned out to only two options, thus making it a much higher chance of him finding the pirate Zagreus very soon. Now that the last 2 options were in front of him, Mikey took a a little while to make his final decision. Well he hoped it was his final decision on the matter. After a few moments of contemplation, Mikey began to walk to the path he thought was correct. Stepping forward, the young marine chose pathway #7, hoping he'd finally catch the damned pirate.

"Pretty sure your luck has ran out you pathetic ass pirate."
 

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A Hell Gate Appears at Bingham Canyon

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The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # One: Searching for Captain Zagreus
→ It seemed the Marine’s luck started to run out of juice. Mikey had chosen a path filled with extremely dangerous explosives used to further excavate the mines. There was no sign of Zagreus which meant he was in the other location. The pirate had grown bored of that pathway, especially since it was a dead end much like the pathway Mikey had chosen. Zagreus decided to turn around, returning to that same intersection that Mikey just left. [ Return Back to the Previous Location. An Official Roll will Occur to Determine if Mikey Returns Fast Enough to Catch Zagreus ]


Plot Battle Commences

Irelia Possesses the Tactician Archetype: and the Following Attribute Layout: PWR: 2/2 | INT: 6/8 | CON: 2/4 | AGL: 4/6 | DEX: 8/8 | TEQ: 2 | RES: 300 Irelia Possesses the Following Traits: Sadistic | Charming | Venom's Kiss | Entertainer | Assassin | Technical Fighter. [ Irelia Can Perform Two [2] Moves Per Turn and Possesses 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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Mikey thought he had chosen the correct path this time, and would get his chance to completely snuff out the piece of crap pirate known as Zagreus. Unfortunately he had made a bad decision and found himself going down a path that resulted in a dead end and no Zagreus. Knowing there was only one other path left to choose, Mikey began to rush back to where he was so he could attempt to catch the pirate before he had any chance of escape.

"Whatever the hell you're up to, I won't let you escape. This is a prime chance to take out an upcoming pirate before he sprouts into a problem."
 

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A Hell Gate Appears at Bingham Canyon

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The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # Two: Battle with Hell's Fury
→ Zagreus had ventured back to the intersection to witness the work he had previous done. There were several civilians laid out, none of them dead. Despite his temper, the pirate never sought to murder anyone because he saw that as weak. He wanted to prove he was the strongest and in that pursuit, Zagreus believed that anyone held that potential. This meant someone that lost, including himself, could always gain the strength to overcome that obstacle. Killing them prevented that reality which would hint that he feared retribution. Zagreus proudly feared nothing, including death itself. As he looked at the civilians, the footsteps of a marine were made clear. Zagreus eyed Mikey as he became visible and scoffed. He was expecting someone that looked more troublesome. [ Choose a Real or Plot Battle ].


Plot Battle Commences

Irelia Possesses the Tactician Archetype: and the Following Attribute Layout: PWR: 2/2 | INT: 6/8 | CON: 2/4 | AGL: 4/6 | DEX: 8/8 | TEQ: 2 | RES: 300 Irelia Possesses the Following Traits: Sadistic | Charming | Venom's Kiss | Entertainer | Assassin | Technical Fighter. [ Irelia Can Perform Two [2] Moves Per Turn and Possesses 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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Shady Doctor

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Mikey rushed back to the previous scene with alot of haste behind his movements; He didn't want the filthy ass pirate Zagreus to make an escape, and he was willing to destroy this place to get him under his grasp. As he exited the path, Mikey immediately spotted the man he was searching for, exciting him to the point where he nearly attacked him off the bat. But he contained himself for a moment to give a word to the enemy.

"Why the hell would you come to this island? If you were willing to infiltrate a marine heavy island, there must be something of huge importance to you here. Spill it and I'll allow you to live.."

Mikey stood tall and firm on his two feet, ready to combat the man at a moment's notice.




- Plot Battle
 

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A Hell Gate Appears at Bingham Canyon

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The Hellfire Pirates have visited the island known as Las Camp with the intentions to seize control of Bingham Canyon. An important island of resource for the World Government, it is responsible for providing the Marine Corps with material to engage in war against the Revolutionary Army or Piracy. Splitting into two teams, the Hellfire Pirates under the temporarily leadership of the Vice-Captain Achilles, one was tasked with apprehending control over Bingham Canyon while the Captain Zagreus provides a distraction at Mirny Mine. Will the Marines Triumph or Fail?​



Part # Two: Battle with Hell's Fury
→ Zagreus looked at the marine and smirked. He had been the first marine to somewhat see through the ploy. He had not come to rampage, although that was fun while it lasted. The mere fact that this marine was questioning him about motives meant Achilles and the rest of the crew had not been stopped. The presence of this marine meant that his attack was working without issue. Unsure if this marine was alone, the mere fact that he was meant maybe even Irelia was pulling her weight. That damn wretched woman. Zagreus began to crack his neck and clenched his fist. [ Zagreus Can Perform Two [2] Moves Per Turn and Possesses Two [2] Reaction Cards ]

“You cannot kill hell itself….But I will make sure you never leave after I am done with you.”


Plot Battle Commences

Irelia Possesses the Tactician Archetype: and the Following Attribute Layout: PWR: 2/2 | INT: 6/8 | CON: 2/4 | AGL: 4/6 | DEX: 8/8 | TEQ: 2 | RES: 300 Irelia Possesses the Following Traits: Sadistic | Charming | Venom's Kiss | Entertainer | Assassin | Technical Fighter. [ Irelia Can Perform Two [2] Moves Per Turn and Possesses 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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Hearing the man speak, Mikey scoffed and ignored him. He was ready for action.

Mikey stood in his position for a while before flexing his resolve on the pirate. This would cause a nigh instant burst of willpower to overcome everyone in range, that would aim to effect Zagreus personally. Rushing towards Zagreus after using his Hao, Mikey would close in and perform a thrusting motion with Kuana. This would be aimed to stab Zagreus in his chest, with the intent of pushing through his torso with the shigan variant.





Moves Used:

Name: Hagan | Blade Pistol
Martial Art: Rokushiki
Type: Offensive | Defensive
Rank: E-O (E)
Scale: Self
Description: this attack is a variant of the Shigan Technique where the user uses his shortened sword to perform the technique in substitute to his finger

Items Used:

Item Name: Kuana
Item Grade: Meito | Famous Weapon | Supreme Grade
Item Perk(s):
  • +10 Damage Points to Style Techniques and Free-Form Actions. Kuana Allows the Wielder to Spend Attack or Block Cards to Attack or Block Targets without Style Techniques, Respectively.
  • The Blade Serves as an Extension of the Wielder’s Body, Allowing the Character to Perform the Rankyaku Technique ( or variations ) with It.
  • The Lethality of the Blade can Create Big Enough Cuts to Induce Point Reduction in Attribute. The Sliced Region Will Determine the Attribute Reduction When It has Suffered One [1] Damage Magnitude Total. The Attribute Reduction is Two [2] Points: Power ( Arms ) | Agility ( Legs ) | Constitution ( Torso / Back ) | Dexterity ( Head )
  • 20% Sea Stone: Provides Ten [10] Health Points to the Item that Serves as Damage Shaving. Once Depleted to Zero, the Coating is Destroyed ). Sea-Stone is prominently known for the ability to drain Devil Fruit Consumers of Stamina and Nullify their Devil Fruit Abilities. 20% Sea Stone Only Drains 20% of the Consumer's Stamina Pool.
Item Description: Kuana is a Meito forged in the country of Wano and has been valued as a Supreme Grade Famous weapon. Praised for its light weight, Kuana is a straight-bladed dagger disguised as a long katana. It sports a hilt with pink tsuka-ito that through rhombus gaps shows the white hilt wrapping below, alongside a golden, quatrefoil-shaped tsuba. The pink saya is patterned with white, multi-petaled flower motifs and, due to its length, greatly belies the blade's shortness. Being cursed in nature, Kuana is hot tempered and very violent.

Traits and Attributes:


☼ TRAITS ☼

Archetype: Prodigy
Persona(s): Intimidating | Prideful
Novel Trait(s): Marine Corps ( Bonus )
Battle Trait(s):
Haki Trait(s): Tapped Potential | Rokushiki | Resilience
Haki Trait(s): Color of Conquerors ( Bonus ) | Color of Armament


☼ ATTRIBUTES ☼


Power: 4/7
Intelligent: 1/7
Constitution: 1/9
Agility: 8/10
Dexterity: 9/9
Technique: 3
Resolve 516


Health: 12 | Stamina: 120 - 3 - 4 (113)

3 Boost Cards | 3=2 Attack Cards | 3 Block Cards | 2 Dodge Cards | 4=3 Support Cards




- Plot Battle

- Using 1 support card to activate Hao. This should cause a 2 point cap drop on all of Zagreus' attributes.

- Using 1 attack Card to use blade pistol. Aiming to hit Zagreus In his torso. The attack should do 14 damage i believe.
 
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