[Filler Battle] Hisoka vs Nejire

Punk Hazard

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Battle Rubric

Nejire vs Hisoka
Type:[/B] Solo
Location: Hollywood BLVD
Terrain: A battle arena. The ring is 30 meters in length and width. A crowd of people are watching the bout. 20 meters of sand surround the ring in a circle, the stands beyond that. Trees and rocks litter the area.
Range: 10 Meters
Time Limit: 3 days

A sinister smile spread on Hisoka's face amid the roar from the crowd. The villain stared down his opponent with sharp, malicious eyes. Excitement rose into his chest, and Hisoka stepped forward so that he and his opponent were ten meters apart.

"We have no need for ceremony," he chimed. "Let's begin.❤"

Immediately after speaking, Hisoka drove his foot forward, mimicking the motion of a brutal kick against the ground in front of himself. The feint was merely a gesture to release a surge of Hisoka's psionic energy from the tip of his foot, which Hisoka stopped from truly kicking the ground as a means to deceive his opponent. The ground was instead actually the target of the energy released, placing it under Hisoka's control. The villain's eyes narrowed as his ruse entered its apex. Hisoka mentally tore the affected area apart into three large spikes.

Each spike, 2 meters long and three feet wide, were hurled by Hisoka to pierce Nejire. He aimed for her neck, stomach, and right leg, keeping his eyes trained on her for next movements.


Quirk Name: Poltergeist
Quirk Type: Emitter
Quirk SubClass: Range
Quirk Bonus: Grants the "Strangle" Keyword to Poltergeist Related Style Techniques or Free-Form Actions.
Description: This ability allows the character to utilize their mental fortitude to perform telekinetic maneuvers of various nature. Via psionic wave generation, the character can interact with the external world and remotely guide susceptible targets. This psionic wave generation is invisible and always nine meters in volume ( three [3] meters in width | height | length ). Although the abilities originate from the mind, all telekinetic abilities require physical cues such as raising arms or pointing. Because this quirk stems from the mental fortitude of the character, the power behind the telekinesis is the Intelligent Attribute.

Quirk Breakdown: Whenever the character releases their psionic energy and interacts with the external world ( regarding solid and/or liquid based targets ), they are capable of telekinetically manipulating said world via ongoing physical cues. The nature of the psionic energy is oppressive to those susceptible targets, which is reason why Poltergeist Related Style Techniques and Free-Form Actions gain the ”Strangle” Keyword. Whenever clashing with solids or liquids, due to the keyword, the psionic energy will trump those targets and gain control of them.

Quirk Drawback(s):

~ Despite this impressive ability, there is limitation to what the character can telekinetically control. The amount of targets the character can maintain and track is based on their Dexterity Attribute’s Target Tracking Clause, plus Three [3] More. The range the character can control the targets depends on the distance of accuracy also explained in the Dexterity Attribute, instead of the Style Technique’s Rank Scaling. The character must be careful because maintaining and controlling these targets constitutes that they are also tracking those targets.

~ Another important limitation is the weight of those targets. The character cannot telekinetically manipulate more weight than their mental fortitude can handle. Based on the Intelligent Attribute, the character can only control an accumulate number of meters. This means even if the character chooses to control one target or multiple targets, their combined meter count cannot exceed their mental fortitude: Each Point in the Intelligent Attribute Allows Three [3] Meters in Volume Accumulatively ( One [1] Width | Height | Length

Name: Elastic Love
Quirk Name: Poltergeist
Type: Offensive | Defensive | Supplementary
Rank: E-Z
Scale: Depends
Description: The character will release a wave psionic energy, initiated through a physical gesture / cue as pointing or raising their arms. This psionic wave generation is invisible and always invisible and always nine meters in volume ( three [3] meters in width | height | length ). Whatever targets the psionic wave interacts with, regarding solids or liquids, grants the character the ability to telekinetically control said targets. The character can execute different tactics with the targets, allowing the character to spend cards to perform offensive – defensive – supportive maneuvers. In the circumstances the character uses this on targets that exceed the wave’s dimension, the character is capable of ripping portions from it.

Note: When the Character Activates this Style Technique, it Remains Active Over the Exposed Targets for the Entire Battle. This Style Technique can be used on the user themselves.

Note: After Activation, the Character can Spend Cards without Style Techniques When Utilizing their Telekinetic Abilities. The Rank of those Free-Form Actions are Determined by the Activated Rank for Elastic Love.

Trait EffectsRestrictions
Marksman FocusPricing
Marksman Focus refers to the character’s uncanny ability to discern the weak points within targets. This ability allows the character to strike, placing critical damage on the target.​
7 Trait Points​
Whenever the Character has activated Techniques or Free-Form Actions that release multiple targets, they will spend the Stamina Point Cost at a Half Reduced Amount ( Round Down to the Nearest Whole ). Whenever multiple targets simultaneously strike another target that possesses Rank ( or Theoretical Rank ), they inflict the Inferior Interaction Keyword on that target. Possessing the Archer Archetype will Reduce the Refresh Rate of Bombard Cards to Occur ( At the End of Your Fourth Rounds ) / ( At the Beginning of Your Fifth Turns ).​
Bios Cannot have the Sixth Sense, All I Got!, Trap Artist and Any Archetype Related Traits. Bio Must have Archer or Sentinel as Archetype​



Using One Attack Card with E-rank Elastic Love Attached.

Stamina: 40-4=36.
 

Zatanna

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Quirk Name: Wave Motion
Quirk Type: Emitter
Quirk SubClass: Range
Quirk Bonus: Grants the Character an Additional 3 Turns to the Recovery Rate. Spending Wave Motion to Gain SPM and Fly will not Drain Stamina Points. It will Constantly Occupy One [1] Support Card until Deactivated. Grants the "Free Use" Keyword to Wave Motion, which allows Battle Cards to be Spent without Style Techniques Attached. Posting this Parent Technique counts as the Quirk being active, this Quirk does not Possess Style Techniques.
Description: This grants the user the ability to convert their own vitality into pure energy, which are released from the hands and/or feet as spiraling shockwaves. The most prominent characteristic of the waves, aside from their spiral formation, is that this energy is unlike any other type. Since Wave Motion requires that the user spend their own vitality, every technique cannot damage until vitality [ Stamina Points ] are exchanged for damage output. This exchange replaces the Standard Stamina Pool Reduction Rates discussed for Style Techniques and Free-Form Actions.

Quirk Breakdown:

The exchange rate, at basic control, is whenever the character spends Five [5] Stamina Points it will convert to One [1] Bonus Damage. The more vitality the user pours into the shockwaves, the stronger it becomes. A shockwave possessing One [1] Bonus Damage will form with a dimension of Eight [8] Meters Total ( Three [3] Meters in Length | Three [3] Meters in Width | Two [2] Meters in Height ). For Each Bonus Damage poured into the shockwave afterwards, it will increase in Dimensions for the Length, Width, and Height by Two [2] Meters.

Since the quirk only functions if the user is convering their vitality, they have developed a resistance to losing their vitality. Any status effects that would negatively inflict the Health Points | Stamina Pool losses potency. Whenever a status effect is inflicted upon the character, their recovery rate will determine when they are alleviated of the effects. Adverse effects that directly lower the Health Points and/or Stamina Points will be immediately halved.

Quirk Drawback(s):

Because the shockwaves naturally travel in spiral formation, it hinders its velocity regardless of the amount of vitality poured into them. All techniques that features the shockwaves being released as projectiles are inherently 1 SPM Slower. Interestingly enough, the power behind the shockwaves are capable of granting the user an additional Bonus 0.5 SPM in movement speed.

Whenever pouring vitality into the attack, the character can decide the amount of Stamina they want to exchange for damage. Spending too much Stamina at once can cause a massive strain on the physical body which occurs in direct Health Point reduction. Whenever the character spends a Set of Thirty [30] Stamina Points at once, the Health Pool is reduced by One Point and that reduction is irreversible. Spending Cards to use Wave Motion Related Style Technique or Free-Form Actions will not drain Stamina.

Wow, you're a strange one, I wonder what you can do?

Her question was quickly answered as the earth was thrown up towards her, and with a quick reaction, Nejire fired up her quirk from her feet, moving upwards and to the right simultaneously, 5 meters upwards. With her quirk now causing her to fly, she dodged the incoming debris continuing to fly around till she came to a 90 degree angle from where she started. (9'oclock from Hisoka's point of view and 5 meters off the ground but still 10m away).

Spending one Support card and one Dodge card.
 

Punk Hazard

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"Dodging...was the incorrect choice. ♣"

Hisoka's playful smile grew wider on his face. Nejire had fired herself into the air above Hisoka's attack. The young woman had released some sort of energy from her feet to execute the maneuver. Hisoka pondered on whether its spring shape was coincidental, or a clue that the Quirk was springy by design.

"If you come closer, I'd be happy to show you. ♠"

As Hisoka spoke, he raised his right arm so that it was perpendicular to his body, rotated so that the underside was facing up. He suggestively flicked his fingers toward himself, gesturing the universal sign for someone to come closer. The gesture was, in truth, a feint, only appearing innocuous to conceal the control Hisoka exhibited over the spikes. With the arm's raise, the spikes' trajectory was changed so that they moved upwards, and the flick of his fingers brought Hisoka's spikes racing through the air aimed for Nejire's back.



Spending one Attack Card with Elastic Love from previous move still in use to send spikes to attack Nejire from behind, following her ass she drops from her leap. 34 Stamina remaining.
 

Zatanna

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Still hovering 5m above the ground, Nejire looked at Hisoka with a bit of confusion.

Did you hit your head? Do you have red hair because of all the blood?

Within her peripheral vision, she could still see the spike race around looking to strike Nejire again. with one hand facing towards the blocks of earth and the other towards Hisoka, Nejire fired off two blasts of Wave Motion. This first would aim to disintegrate the blocks while the second would aim to strike Hisoka.



Spending 1 Block card and one Attack card.
Block value is 21 stamina and Attack is 18 stamina
Stamina - 70-12-18=40
 
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