[Filler battle] Mirio vs Tomura

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ReXii

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Starting Distance: 5 meters
Terrain: League of villains bar (enclosed space)

Using Mirio, go head make your move.

Time limit: 1 day
 
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LGeezy

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Starting Distance: 5 meters
Terrain: League of Villains bar

Using Mirio, go head make your move.
Personal Follower - Diego:
Diego is half of the infamous duo, The Demon Twins, and presumably the lesser of the two. A complete hot head, Tomura has managed to place the duo under his allegiance due to freeing them captivity. The outline of the character is featured below:
  • Special Title: The Demon Twin moniker has been given to Diego Hernandez for his vile crimes committed. Infamously known for performing beheading kills, whenever one of the twins wields a bladed weapon then the "Destructive" Keyword is gained.
  • Archetype Brawler
  • Persona(s) Reckless | Arrogant
  • Novel Trait(s): Piercing Winds | Wild Heart | League of Villains
  • Quirk Trait(s): Fuse [ Transformation ]
  • Attribute Layout: 2 Points in Each Attribute.
  • Custom Slots: 1 Custom Item Slot and 4 Style Techniques.
5 Attack Cards + 3 Attack Cards (Wild Heart)| 2 Block Cards + 3 Block Cards (Wild Heart) | 2 Dodge Cards | 1 Support Cards

Personal Follower - Julio:
Julio is half of the infamous duo, The Demon Twins, and presumably the lesser of the two. A complete hot head, Tomura has managed to place the duo under his allegiance due to freeing them captivity. The outline of the character is featured below:
  • Special Title: The Demon Twin moniker has been given to Julio Hernandez for his vile crimes committed. Infamously known for performing beheading kills, whenever one of the twins wields a bladed weapon then the "Destructive" Keyword is gained.
  • Archetype Speedster
  • Persona(s) Serious | Reckless
  • Novel Trait(s): Dashing Winds | Adrenaline Junkie | League of Villains
  • Quirk Trait(s): Fuse [ Transformation ]
  • Attribute Layout: 2 Points in Each Attribute.
  • Custom Slots: 1 Custom Item Slot and 4 Style Techniques.
3 Attack Cards | 1 Block Cards | 5 Dodge Cards | 1 Support Cards



Tomura Stats:

Unhinged | Intuitive Personas

Power: 1
Intelligent: 5
Defense: 1
Agility: 5
Dexterity: 4
Technique: 0

Quirk Name: Decay
Quirk Type: Emitter
Quirk Level: Basic
Quirk Bonus: Grants the Keyword "Absolute". Posting this Parent Technique counts as the Quirk being active, this Quirk does not possess Style Techniques. The Decay Parent Technique Gains the Keyword "Rank vs Rank".
Description: This grants the user the ability to destroy anything their hands touch regardless whether its considered indestructible or possess damage shaving capability. Whether the target is organic or not, the power will work without fail. The speed of the disintegration can vary from slow to almost instant, the speed depending on level of the parent technique, but any target decayed crumbles to dust. Whenever the Decay Process has triggered, it gains the keyword "Absolute" which means the power of the decay cannot be bypassed or ignored through most means.

Quirk Breakdown:

~ The Decay Parent Technique allows the user to interact with opposing Style Techniques on the Rank vs Rank rubric. In this interaction: if the Parent Technique's Rank is higher than an opposing Style Technique, then the Parent Technique will automatically win regardless of the damage magnitudes. Below in the following excerpt reveals what Rank the Parent Technique theoretically has been assigned:

Canon Bonus: The Decay Parent Technique is Considered One Rank Higher than its Current Level

Quirk Level is Basic: Delta Rank -> Gamma Rank
Quirk Level is Intermediate:
Beta Rank
Quirk Level is Expert: Alpha Rank​

~ Because the quirk requires all five fingers to tough an object in order for it to trigger, counters to the quirk are phenomenon such as fluids or particles. This ability would make it impossible for the user to properly touch the object with all of their fingers. When activating Decay with the intent to destroy an target, it requires that 1 Attack Card is spent. Activating Decay with the intent to block oncoming damage or effects, then it requires that 1 Block Card is spent.

Quirk Drawback(s):

~ At this current level of mastery, the quirk only triggers when all five fingers touch the target at the same time, indicating that the activation of the Quirk is not voluntary. During each of the Parent Technique Level, if the character establishes contact with a target that is below the dimensions mentioned will be considered instantly decay. The Decay Parent Technique also determines the max amount of range that will be decayed when the character establishes contact.

Quirk Level is Basic: Any Target with a Dimension More than 4 Meters will Require 2 Turns of Constant Contact to Decay. Each Multiple of 3 Meters afterwards will increase the Constant Contact duration by 1 Turn.

Quirk Level is Intermediate: Any Target with a Dimension More than 8 Meters will Require 2 Turns of Constant Contact to Decay. Each Multiple of 3 Meters afterwards will increase the Constant Contact duration by 1 Turn.

Quirk Level is Expert: Any Target with a Dimension More than 12 Meters will Require 2 Turns of Constant Contact to Decay. Each Multiple of 3 Meters afterwards will increase the Constant Contact duration by 1 Turn.​

~ Whenever the character decays an range that is not an independent target, such as walls - ceilings - flooring, will cause the spread of the decay to move in a diameter. The range of decay and speed is still determined by the rates determined in the parent technique level. A limitation to the decay ability is that secondary targets are not susceptible to being decayed, thus decaying anything they are in contact with will not cause the targets to decay.

Tomura, Julio and Diego were all angered that some kid had just shown up uninvited into their humble abode. Tomura stood up out of his chair running directly towards the guy who had the balls to interrupt the conversation Tomura was having with his group. His murderous intent permeating the air, would immediately cause the young kid to regret the decision he had made as he felt a fear he had never before felt in his life. Paralyzed with the fear of his imminent death, there would be nothing Mirio could do as Tomura took his enemy's throat in his hand and crushed his esophagus with all five fingers clutching the boys neck dismantling the poor soul into dust particles as the decay spread through his entire body to near instantaneous effect.

UnhingedPricing
Possessing the Unhinged Persona means your character is mentally unstable yet sinister in their thoughts and expressions. They become cold, unresponsive to other emotions but the murderous intent that grows.​
Free​
Persona Battle EffectRestrictions
Once During Combat Only, the unhinged is capable of striking immense fear into other Characters and NPCs with the Timid, Naïve, or Jovial Personas. Only targets with less Points in the INT Attribute, compared to the unhinged, are susceptible to being fearful. Whenever the Cunning Persona is not Active - Unhinged Substitutes.

If the targets have 1 INT less than the Unhinged, then they cannot activate Style Techniques for 1 Turn.
If the targets have 2 INT less than the Unhinged, then they cannot activate Spend Battle Cards for 1 Turn.
If the targets have 3 INT less than the Unhinged, then they become paralyzed due to immense fear.
Bio Cannot have Unhinged with the Timid, Nonchalant, Cunning and Analytical Personas​

3 Attack Cards (-1 Attack Card) | 3 Block Cards | 3 Dodge Cards | 5 Support Cards
 

ReXii

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Personal Follower - Diego:
Diego is half of the infamous duo, The Demon Twins, and presumably the lesser of the two. A complete hot head, Tomura has managed to place the duo under his allegiance due to freeing them captivity. The outline of the character is featured below:
  • Special Title: The Demon Twin moniker has been given to Diego Hernandez for his vile crimes committed. Infamously known for performing beheading kills, whenever one of the twins wields a bladed weapon then the "Destructive" Keyword is gained.
  • Archetype Brawler
  • Persona(s) Reckless | Arrogant
  • Novel Trait(s): Piercing Winds | Wild Heart | League of Villains
  • Quirk Trait(s): Fuse [ Transformation ]
  • Attribute Layout: 2 Points in Each Attribute.
  • Custom Slots: 1 Custom Item Slot and 4 Style Techniques.
5 Attack Cards + 3 Attack Cards (Wild Heart)| 2 Block Cards + 3 Block Cards (Wild Heart) | 2 Dodge Cards | 1 Support Cards

Personal Follower - Julio:
Julio is half of the infamous duo, The Demon Twins, and presumably the lesser of the two. A complete hot head, Tomura has managed to place the duo under his allegiance due to freeing them captivity. The outline of the character is featured below:
  • Special Title: The Demon Twin moniker has been given to Julio Hernandez for his vile crimes committed. Infamously known for performing beheading kills, whenever one of the twins wields a bladed weapon then the "Destructive" Keyword is gained.
  • Archetype Speedster
  • Persona(s) Serious | Reckless
  • Novel Trait(s): Dashing Winds | Adrenaline Junkie | League of Villains
  • Quirk Trait(s): Fuse [ Transformation ]
  • Attribute Layout: 2 Points in Each Attribute.
  • Custom Slots: 1 Custom Item Slot and 4 Style Techniques.
3 Attack Cards | 1 Block Cards | 5 Dodge Cards | 1 Support Cards



Tomura Stats:

Unhinged | Intuitive Personas

Power: 1
Intelligent: 5
Defense: 1
Agility: 5
Dexterity: 4
Technique: 0

Quirk Name: Decay
Quirk Type: Emitter
Quirk Level: Basic
Quirk Bonus: Grants the Keyword "Absolute". Posting this Parent Technique counts as the Quirk being active, this Quirk does not possess Style Techniques. The Decay Parent Technique Gains the Keyword "Rank vs Rank".
Description: This grants the user the ability to destroy anything their hands touch regardless whether its considered indestructible or possess damage shaving capability. Whether the target is organic or not, the power will work without fail. The speed of the disintegration can vary from slow to almost instant, the speed depending on level of the parent technique, but any target decayed crumbles to dust. Whenever the Decay Process has triggered, it gains the keyword "Absolute" which means the power of the decay cannot be bypassed or ignored through most means.

Quirk Breakdown:

~ The Decay Parent Technique allows the user to interact with opposing Style Techniques on the Rank vs Rank rubric. In this interaction: if the Parent Technique's Rank is higher than an opposing Style Technique, then the Parent Technique will automatically win regardless of the damage magnitudes. Below in the following excerpt reveals what Rank the Parent Technique theoretically has been assigned:

Canon Bonus: The Decay Parent Technique is Considered One Rank Higher than its Current Level

Quirk Level is Basic: Delta Rank -> Gamma Rank
Quirk Level is Intermediate:
Beta Rank
Quirk Level is Expert: Alpha Rank​

~ Because the quirk requires all five fingers to tough an object in order for it to trigger, counters to the quirk are phenomenon such as fluids or particles. This ability would make it impossible for the user to properly touch the object with all of their fingers. When activating Decay with the intent to destroy an target, it requires that 1 Attack Card is spent. Activating Decay with the intent to block oncoming damage or effects, then it requires that 1 Block Card is spent.

Quirk Drawback(s):

~ At this current level of mastery, the quirk only triggers when all five fingers touch the target at the same time, indicating that the activation of the Quirk is not voluntary. During each of the Parent Technique Level, if the character establishes contact with a target that is below the dimensions mentioned will be considered instantly decay. The Decay Parent Technique also determines the max amount of range that will be decayed when the character establishes contact.

Quirk Level is Basic: Any Target with a Dimension More than 4 Meters will Require 2 Turns of Constant Contact to Decay. Each Multiple of 3 Meters afterwards will increase the Constant Contact duration by 1 Turn.

Quirk Level is Intermediate: Any Target with a Dimension More than 8 Meters will Require 2 Turns of Constant Contact to Decay. Each Multiple of 3 Meters afterwards will increase the Constant Contact duration by 1 Turn.

Quirk Level is Expert: Any Target with a Dimension More than 12 Meters will Require 2 Turns of Constant Contact to Decay. Each Multiple of 3 Meters afterwards will increase the Constant Contact duration by 1 Turn.​

~ Whenever the character decays an range that is not an independent target, such as walls - ceilings - flooring, will cause the spread of the decay to move in a diameter. The range of decay and speed is still determined by the rates determined in the parent technique level. A limitation to the decay ability is that secondary targets are not susceptible to being decayed, thus decaying anything they are in contact with will not cause the targets to decay.

Tomura, Julio and Diego were all angered that some kid had just shown up uninvited into their humble abode. Tomura stood up out of his chair running directly towards the guy who had the balls to interrupt the conversation Tomura was having with his group. His murderous intent permeating the air, would immediately cause the young kid to regret the decision he had made as he felt a fear he had never before felt in his life. Paralyzed with the fear of his imminent death, there would be nothing Mirio could do as Tomura took his enemy's throat in his hand and crushed his esophagus with all five fingers clutching the boys neck dismantling the poor soul into dust particles as the decay spread through his entire body to near instantaneous effect.

UnhingedPricing
Possessing the Unhinged Persona means your character is mentally unstable yet sinister in their thoughts and expressions. They become cold, unresponsive to other emotions but the murderous intent that grows.​
Free​
Persona Battle EffectRestrictions
Once During Combat Only, the unhinged is capable of striking immense fear into other Characters and NPCs with the Timid, Naïve, or Jovial Personas. Only targets with less Points in the INT Attribute, compared to the unhinged, are susceptible to being fearful. Whenever the Cunning Persona is not Active - Unhinged Substitutes.

If the targets have 1 INT less than the Unhinged, then they cannot activate Style Techniques for 1 Turn.
If the targets have 2 INT less than the Unhinged, then they cannot activate Spend Battle Cards for 1 Turn.
If the targets have 3 INT less than the Unhinged, then they become paralyzed due to immense fear.
Bio Cannot have Unhinged with the Timid, Nonchalant, Cunning and Analytical Personas​

3 Attack Cards (-1 Attack Card) | 3 Block Cards | 3 Dodge Cards | 5 Support Cards
Mirio would watch as the man charged at him seemingly crazed, at which point Mirio using his intuitive nature would determine that this man was attempting to strike fear in to the young hero, a fruitless effort.

However Mirio would feign fear momentarily as the opponent approached, before smiling his outfit falling away from him as his technique phantom menace activated, causing him to slip through the floor before catapulting up behind Tomura, landing a huge punch to the back of his head as he shot past to the ceiling.

Firing back from the ceiling, Mirio would strike again slamming his right hand in to the base of Tomura's spine as he passed back in to the ground beneath him. Both attacks would see mirio causing only his offensive limb to become tangible as it was making impact and his head, leaving the young hero safe from harm. Before Mirio finally ejected once more behind diego and julio, standing facing them as their leader was now behind them from Mirio's perspective.


Intuitive persona used.
IntuitivePricing
Possessing the Intuitive Persona means your character trusts in their instincts more than others. With a sixth sense heightened, you evaluate the scenario with your feelings and respond appropriately.​
Free​
Persona Narrative EffectRestrictions
During Crisis or Internal Plots Only: the character can successfully evaluate individuals and discern what their personas are to neutralize them, except for those with the Cunning or Charming Personas.​
Bio Cannot have Intuitive with the Analytical, Naive, Sadistic, and Nonchalant Personas​

Total Battle Cards: 14

Attack Cards: 4
Block Cards: 3
Dodge Cards: 2
Support Cards: 4
Capture Cards: 1

2 attack cards used for phantom menace, 1 support card used for phantom menace.

10 dmg inflicted to Tomura via E rank phantom menace.

Quirk Name: Permeation
Quirk Type: Transformation
Quirk Level: Basic
Quirk Bonus: Phasing Requires 1 Support Card to Partially Phase and 2 Support Cards to Completely Phase. Only Phasing Does Not Require Style Techniques. Onward the Support Card is Occupied, until the Phasing Deactivates which causes ejection.
Description: This grants the user the ability to transform their body, becoming intangible at will. This intangibility allows the user to phase through anything within the world, harmlessly. Whenever the user becomes intangible, they lose weight because they lack mass. But in the circumstances that the user deactivates their ability, while their body has phased through an object, then they will instantly eject outward. This ejection occurs because the user’s mass cannot overlap with any other mass. Ejection Grants 1 Bonus SPM to Movement Speed. Ejected Related SPM Increase Grants Equal Bonus Damage to Martial-Style Techniques and Free-Actions.

Quirk Breakdown:

~ Whenever the character becomes permeated, everything passes through their body. Everything includes air, light, and sound which effectively leaves the character temporarily breathless, blind, and/or deaf. Consecutive turns in this state causes negative consequences, regardless of the character becomes partially or completely intangible. Each degree of phasing determines the type of consequences that trigger, upon each turn.

Partial Limb Phasing
Two Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by One [1] Point For One Turn.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Two [2] Points For Two Turns.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Three [3] Points For Three Turns.
Four Turns: So On.

Full Body Phasing
Two Turns: Reduces the Power, Agility, Defense, and Intelligent Attributes by One [1] Point For Two Turns.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Two [2] Points For Three Turns.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Three [3] Points For Four Turns.
Four Turns: Falls Unconscious

Quirk Drawback(s): The ability to phase does not extend to other objects, which means the user cannot phase anything unless it has been merged with their DNA. Even in the circumstance that DNA was merged with an object, the user still has to make physical contact to phase it.

Name: Phantom Menace
Quirk Name: Permeation
Type: Offensive
Rank: E-Z
Scale: Self
Description: Taking advantage of the ejection phenomenon of Permeation, the character repeatedly catapults themselves from the walls, floor, and ceiling ( at various angles ) of an enclosed space ( a mandatory requirement ). This attack is capable of striking multiple targets within the range or striking one target multiple times.

Note: When striking multiple targets, the damage magnitude will split evenly as possible. Only the total amount of damage the character can do with one strike can be dealt. Additional strikes can be performed if additional attack cards are spent, but in that circumstance the damage magnitude will not split.

Note: When striking a target multiple times, this technique will require the additional attack cards to be spent for each additional strike. During this usage, the technique will not only maintain a move slot until deactivated but the damage will not split.
 
Last edited:

LGeezy

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Mirio would watch as the man charged at him seemingly crazed, at which point Mirio using his intuitive nature would determine that this man was attempting to strike fear in to the young hero, a fruitless effort.

However Mirio would feign fear momentarily as the opponent approached, before smiling his outfit falling away from him as his technique phantom menace activated, causing him to slip through the floor before catapulting up behind Tomura, landing a huge punch to the back of his head as he shot past to the ceiling.

Firing back from the ceiling, Mirio would strike again slamming his right hand in to the base of Tomura's spine as he passed back in to the ground beneath him. Both attacks would see mirio causing only his offensive limb to become tangible as it was making impact, leaving the young hero safe from harm. Before Mirio finally ejected once more behind diego and julio, standing facing them as their leader was now behind them from Mirio's perspective.


Intuitive persona used.
Persona Narrative EffectRestrictions
IntuitivePricing
Possessing the Intuitive Persona means your character trusts in their instincts more than others. With a sixth sense heightened, you evaluate the scenario with your feelings and respond appropriately.​
Free​
During Crisis or Internal Plots Only: the character can successfully evaluate individuals and discern what their personas are to neutralize them, except for those with the Cunning or Charming Personas.​
Bio Cannot have Intuitive with the Analytical, Naive, Sadistic, and Nonchalant Personas​

Total Battle Cards: 14

Attack Cards: 4
Block Cards: 3
Dodge Cards: 2
Support Cards: 4
Capture Cards: 1

2 attack cards used for phantom menace, 1 support card used for phantom menace.

10 dmg inflicted to Tomura via E rank phantom menace.

Quirk Name: Permeation
Quirk Type: Transformation
Quirk Level: Basic
Quirk Bonus: Phasing Requires 1 Support Card to Partially Phase and 2 Support Cards to Completely Phase. Only Phasing Does Not Require Style Techniques. Onward the Support Card is Occupied, until the Phasing Deactivates which causes ejection.
Description: This grants the user the ability to transform their body, becoming intangible at will. This intangibility allows the user to phase through anything within the world, harmlessly. Whenever the user becomes intangible, they lose weight because they lack mass. But in the circumstances that the user deactivates their ability, while their body has phased through an object, then they will instantly eject outward. This ejection occurs because the user’s mass cannot overlap with any other mass. Ejection Grants 1 Bonus SPM to Movement Speed. Ejected Related SPM Increase Grants Equal Bonus Damage to Martial-Style Techniques and Free-Actions.

Quirk Breakdown:

~ Whenever the character becomes permeated, everything passes through their body. Everything includes air, light, and sound which effectively leaves the character temporarily breathless, blind, and/or deaf. Consecutive turns in this state causes negative consequences, regardless of the character becomes partially or completely intangible. Each degree of phasing determines the type of consequences that trigger, upon each turn.

Partial Limb Phasing
Two Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by One [1] Point For One Turn.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Two [2] Points For Two Turns.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Three [3] Points For Three Turns.
Four Turns: So On.

Full Body Phasing
Two Turns: Reduces the Power, Agility, Defense, and Intelligent Attributes by One [1] Point For Two Turns.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Two [2] Points For Three Turns.
Three Turns: Reduces the Power [ Arm(s) ] and/or Agility [ Leg(s) ] Attributes by Three [3] Points For Four Turns.
Four Turns: Falls Unconscious

Quirk Drawback(s): The ability to phase does not extend to other objects, which means the user cannot phase anything unless it has been merged with their DNA. Even in the circumstance that DNA was merged with an object, the user still has to make physical contact to phase it.

Name: Phantom Menace
Quirk Name: Permeation
Type: Offensive
Rank: E-Z
Scale: Self
Description: Taking advantage of the ejection phenomenon of Permeation, the character repeatedly catapults themselves from the walls, floor, and ceiling ( at various angles ) of an enclosed space ( a mandatory requirement ). This attack is capable of striking multiple targets within the range or striking one target multiple times.

Note: When striking multiple targets, the damage magnitude will split evenly as possible. Only the total amount of damage the character can do with one strike can be dealt. Additional strikes can be performed if additional attack cards are spent, but in that circumstance the damage magnitude will not split.

Note: When striking a target multiple times, this technique will require the additional attack cards to be spent for each additional strike. During this usage, the technique will not only maintain a move slot until deactivated but the damage will not split.
Tomura witnessed Mirio's clothing fall off his body and as it occurred Mirio also slipped into the ground. A clear sign that the kid was utilizing his quirk as he entered the ground leaving it undisturbed. Tomura however continued forward taking a couple of extra steps past the point of which he would've directly encountered Mirio. Due to Mirio's activation of Permeation, the boy would be both blind and deaf as soon as he activated his quirk and thus he would effectively be unable to track Tomura or anything else for that matter as his Dexterity stat fell to 0 for the duration of the quirk's activation/Phantom Menace attack. Mirio only choosing to re-materialize his arm to strike Tomura, would soon know his 1st attack didn't connect as Tomura's forward movement enabled him to dodge the first strike as he had stepped just out of the first strike's range. Mirio was effectively having to guess where his opponent was going to be at the time he planned to strike. The second attack, however Tomura would defend himself. Though he still didn't know the exact nature of the quirk of Mirio's, he turned around and was able to catch a visual of his opponent's body entering the ceiling. He then saw Mirio ejecting himself from the ceiling and throw a second punch, to which Tomura blocked the attack, causing the decay to spread through the limb of Mirio which effectively completely decay the boy near instantly as he hit the ground and scattered into dust. Julio and Diego would begin fusing, Julio giving away his stats to Diego, a process which would take about two turns to fully stabilize due to the the nature of their quirk.

Julio: 3 Attack Cards | 1 Block Cards | 5 Dodge Cards | 1 Support Cards (-1 Support Card)


Quirk Name: Potara
Quirk Type: Transformation
Quirk Level: Intermediate
Quirk Bonus: Grants the "Absolute" Keyword to Any Method of Fusion. Any Method of Fusion ( Excluding Give & Take which Requires 2 ) Requires 1 Support is Spent, No Style Technique Required. From that Turn Onward, the Support Card(s) is Occupied to Maintain the Fusion. Complete De-Fusing Requires 1 Support is Spent.
Description: The manifestation of this Quirk is an idiosyncratic ability to reconfigure the physique at the molecular level, so that fusion with another physique can take place. During this union, the character’s biological makeup can serve to supplement the new form via bolstering physical advantages otherwise not available or possible as well eliminating flaws when separate. Perhaps the most prominent ability regarding this fusion is the ability to behave akin to a parasite, which allows the character to take other physiques hostage to use the body as a vessel for whatever merits deemed desirable. Regardless of the method or desire behind the fusion, the character never loses their mental cognitive as that remains separate and the health pools will combine.

Quirk Breakdown & Drawbacks:

~ Performing a fusion requires physical contact is established, which then the process will initiate. The duration of fusing varies due to the different compatibilities present among human interaction, however the method of fusion the character seeks determines the default speed. Each method of fusing retains advantages and disadvantages, but the mastery of the Quirk will hasten the process for each fusion. Since each merge is biological on scaling, any method of fusion has been granted the "Absolute" Keyword which means the new form cannot be separated or nullified. The degree of hasten is determined by the Parent Technique Level

Quirk Level is Intermediate: One [1] Turn Reduction to Fusion Process
Quirk Level is Expert: Two [2] Turn Reduction to Fusion Process​

~ Takeover Fusion: This fusion refers to the character desire to treat foreign physiques as vessels to host them. This type of fusion allows the character to not only take over the body, but offer the new form nothing in return. Identical to a parasite, the character did not actually merge their cells with the foreign body – rather they simply hijacked its motor skills. Deemed the Fastest of the Fusion Methods, the duration of the Takeover Fusion is instant until other parameters are factored:

Different Archetypes: Extends the Fusion Duration by 1 Turn.
Different Quirk Types: Extends the Fusion Duration by 1 Turn.
Different Gender | Species: Extends the Fusion Duration by 1 Turn.​

~ Giveaway Fusion: This fusion refers to the character desire to supplement foreign physiques, which is why when the two bodies combine to form a new one - the character has relinquished control of the motor skills to the partner. Not only does the character lack control ( aside from wanting to defuse ), they have performed a muscular and skeletal merge with the partner body to offer half their attribute points to the physical capabilities. They will also lend their Archetype, which creates a unique interaction where the partner body can lose fatal flaws ( if one of the archetypes with a fatal flaw happens to be the primary attribute of the other archetype ). The partner body will also absorb the entire Battle Deck the character retains, however the refresh rate is doubled. Deemed the Second Fastest of the Fusion Methods, Giveaway Fusion requires two turns until other parameters are factored:

Different Archetypes: Extends the Fusion Duration by 1 Turn.
Different Quirk Types: Extends the Fusion Duration by 1 Turn.
Different Gender | Species: Extends the Fusion Duration by 1 Turn.​

~ Give & Take Fusion: This fusion refers to the character desire to create a harmonious union with another physique. Creating the perfect form can only be achieved when two characters possess the Potara Quirk. This fusion exists because both individuals have combined their physique down to the cellular structure. The motor skills of this new form can be controlled by either mental cognition, which is important because this includes even semi-defusing to for all sort of unconventional tactics. This new form is the combination of both bodies' attribute points. The new form will have both Archetypes, which creates a unique interaction where the partner body can potentially lose fatal flaws. If one of the Archetypes with a Fatal Flaw happens to be the Primary Attribute of the other Archetype. The new form will also have the combination of both Battle Decks, however the refresh rate will remain the same as standard. Any Extraordinary, Persona, and Physique Traits possessed by either body will be available for the new form ( despite rulings that may prevent the pairings ). Deemed the Longest of the Fusion Methods, Give & Take Fusion requires three turns until other parameters are factored:

Different Archetypes: Extends the Fusion Duration by 1 Turn.
Different Quirk Types: Extends the Fusion Duration by 1 Turn.
Different Gender | Species: Extends the Fusion Duration by 1 Turn.​

~ During any method of fusion, the combined bodies will develop the other’s inherent weaknesses related to Quirk Drawbacks or Status Effects. Even after defusing, if the combined form took damage or developed any affects ( whether ongoing or not ) then each form will retain the condition that resulted from such encounter. All methods of fusion are consider physical, therefore any Quirks capable of stopping motor function can drastically hinder either body or the new form.


(5 SPM vs 4 SPM)
(4 Dex vs 0 Dex)


10. Mention of Blindness ( Deafness ) - Whenever the target is blinded or deafen then their Dexterity Attribute is halved and only halved because the character can still hear or see respectively. In the case the character is blinded and deafen, then their Dexterity Attribute is reduced to 0 unless they have enhanced smelling

2 Attack Cards| 3 Block Cards (-1 Block Card) | 3 Dodge Cards (-1 Dodge Card) | 5 Support Cards
 

ReXii

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Tomura witnessed Mirio's clothing fall off his body and as it occurred Mirio also slipped into the ground. A clear sign that the kid was utilizing his quirk as he entered the ground leaving it undisturbed. Tomura however continued forward taking a couple of extra steps past the point of which he would've directly encountered Mirio. Due to Mirio's activation of Permeation, the boy would be both blind and deaf as soon as he activated his quirk and thus he would effectively be unable to track Tomura or anything else for that matter as his Dexterity stat fell to 0 for the duration of the quirk's activation/Phantom Menace attack. Mirio only choosing to re-materialize his arm to strike Tomura, would soon know his 1st attack didn't connect as Tomura's forward movement enabled him to dodge the first strike as he had stepped just out of the first strike's range. Mirio was effectively having to guess where his opponent was going to be at the time he planned to strike. The second attack, however Tomura would defend himself. Though he still didn't know the exact nature of the quirk of Mirio's, he turned around and was able to catch a visual of his opponent's body entering the ceiling. He then saw Mirio ejecting himself from the ceiling and throw a second punch, to which Tomura blocked the attack, causing the decay to spread through the limb of Mirio which effectively completely decay the boy near instantly as he hit the ground and scattered into dust. Julio and Diego would begin fusing, Julio giving away his stats to Diego, a process which would take about two turns to fully stabilize due to the the nature of their quirk.

Julio: 3 Attack Cards | 1 Block Cards | 5 Dodge Cards | 1 Support Cards (-1 Support Card)


Quirk Name: Potara
Quirk Type: Transformation
Quirk Level: Intermediate
Quirk Bonus: Grants the "Absolute" Keyword to Any Method of Fusion. Any Method of Fusion ( Excluding Give & Take which Requires 2 ) Requires 1 Support is Spent, No Style Technique Required. From that Turn Onward, the Support Card(s) is Occupied to Maintain the Fusion. Complete De-Fusing Requires 1 Support is Spent.
Description: The manifestation of this Quirk is an idiosyncratic ability to reconfigure the physique at the molecular level, so that fusion with another physique can take place. During this union, the character’s biological makeup can serve to supplement the new form via bolstering physical advantages otherwise not available or possible as well eliminating flaws when separate. Perhaps the most prominent ability regarding this fusion is the ability to behave akin to a parasite, which allows the character to take other physiques hostage to use the body as a vessel for whatever merits deemed desirable. Regardless of the method or desire behind the fusion, the character never loses their mental cognitive as that remains separate and the health pools will combine.

Quirk Breakdown & Drawbacks:

~ Performing a fusion requires physical contact is established, which then the process will initiate. The duration of fusing varies due to the different compatibilities present among human interaction, however the method of fusion the character seeks determines the default speed. Each method of fusing retains advantages and disadvantages, but the mastery of the Quirk will hasten the process for each fusion. Since each merge is biological on scaling, any method of fusion has been granted the "Absolute" Keyword which means the new form cannot be separated or nullified. The degree of hasten is determined by the Parent Technique Level

Quirk Level is Intermediate: One [1] Turn Reduction to Fusion Process
Quirk Level is Expert: Two [2] Turn Reduction to Fusion Process​

~ Takeover Fusion: This fusion refers to the character desire to treat foreign physiques as vessels to host them. This type of fusion allows the character to not only take over the body, but offer the new form nothing in return. Identical to a parasite, the character did not actually merge their cells with the foreign body – rather they simply hijacked its motor skills. Deemed the Fastest of the Fusion Methods, the duration of the Takeover Fusion is instant until other parameters are factored:

Different Archetypes: Extends the Fusion Duration by 1 Turn.
Different Quirk Types: Extends the Fusion Duration by 1 Turn.
Different Gender | Species: Extends the Fusion Duration by 1 Turn.​

~ Giveaway Fusion: This fusion refers to the character desire to supplement foreign physiques, which is why when the two bodies combine to form a new one - the character has relinquished control of the motor skills to the partner. Not only does the character lack control ( aside from wanting to defuse ), they have performed a muscular and skeletal merge with the partner body to offer half their attribute points to the physical capabilities. They will also lend their Archetype, which creates a unique interaction where the partner body can lose fatal flaws ( if one of the archetypes with a fatal flaw happens to be the primary attribute of the other archetype ). The partner body will also absorb the entire Battle Deck the character retains, however the refresh rate is doubled. Deemed the Second Fastest of the Fusion Methods, Giveaway Fusion requires two turns until other parameters are factored:

Different Archetypes: Extends the Fusion Duration by 1 Turn.
Different Quirk Types: Extends the Fusion Duration by 1 Turn.
Different Gender | Species: Extends the Fusion Duration by 1 Turn.​

~ Give & Take Fusion: This fusion refers to the character desire to create a harmonious union with another physique. Creating the perfect form can only be achieved when two characters possess the Potara Quirk. This fusion exists because both individuals have combined their physique down to the cellular structure. The motor skills of this new form can be controlled by either mental cognition, which is important because this includes even semi-defusing to for all sort of unconventional tactics. This new form is the combination of both bodies' attribute points. The new form will have both Archetypes, which creates a unique interaction where the partner body can potentially lose fatal flaws. If one of the Archetypes with a Fatal Flaw happens to be the Primary Attribute of the other Archetype. The new form will also have the combination of both Battle Decks, however the refresh rate will remain the same as standard. Any Extraordinary, Persona, and Physique Traits possessed by either body will be available for the new form ( despite rulings that may prevent the pairings ). Deemed the Longest of the Fusion Methods, Give & Take Fusion requires three turns until other parameters are factored:

Different Archetypes: Extends the Fusion Duration by 1 Turn.
Different Quirk Types: Extends the Fusion Duration by 1 Turn.
Different Gender | Species: Extends the Fusion Duration by 1 Turn.​

~ During any method of fusion, the combined bodies will develop the other’s inherent weaknesses related to Quirk Drawbacks or Status Effects. Even after defusing, if the combined form took damage or developed any affects ( whether ongoing or not ) then each form will retain the condition that resulted from such encounter. All methods of fusion are consider physical, therefore any Quirks capable of stopping motor function can drastically hinder either body or the new form.


(5 SPM vs 4 SPM)
(4 Dex vs 0 Dex)


10. Mention of Blindness ( Deafness ) - Whenever the target is blinded or deafen then their Dexterity Attribute is halved and only halved because the character can still hear or see respectively. In the case the character is blinded and deafen, then their Dexterity Attribute is reduced to 0 unless they have enhanced smelling

2 Attack Cards| 3 Block Cards (-1 Block Card) | 3 Dodge Cards (-1 Dodge Card) | 5 Support Cards
Uh oh
 

Punk Hazard

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I'm checking this.

1. I don't know why Geezy is attempting to bring up a check on Rexii's move that he already allowed to go through. I'm not entertaining that further than noting that Rexii didn't break timeframe.

2. In regards to the editing time: As I've explained to Geezy multiple times before, deleting a quote renders that quote irrelevant. If you quote someone, then delete that quote, then it no longer matters; they are now free to edit or delete. Geezy replied after Rexii edited, so Rexii editing is fine. The current version of his move is the one that will be at play. That being said...

3. Since Rexii's edited move includes his head remaining solid, he's not blind and deaf in his post. His post also clearly signifies that Mirio goes fully tangible to eject, and when ejected, he Permeates everything except his fist and his head at the moment of attack. There's a brief moment between being underground and the punch where Mirio's entire body is tangible, and that is during the ejection. Again, this happens right before the attack.

4. Now, for the accidental dodging. Sigh. Accidental dodging kind of sucks. To quote a phrase used by Mant while discussing this in VC: "You might as well be metagaming." Metagaming rules are in place to the end of fairness and realism. Your character's decisions and actions have to be reached logically, you need reasoning. Having a character dodge for no reason, or not a good enough reason, isn't valid. I'd legit just recommend not doing this shit because it's tricky and easy to do wrong.

Now Geezy doesn't supply any kind of reasoning in his post. He's explained to me later that his vision was to have Tomura keep going in an attempt to Decay Mirio as he gradually entered the ground, but missing. Since none of this is included in Geezy's post, the dodging would be "accidental." I also doubt that moving a couple steps ahead wouldn't take you out of Mirio's range of attack but that's a petty/small detail, so it doesn't really matter.

Since Geezy's move is predicated on faulty wording with his dodge and using an outdated version of Rexii's move, I don't think it's valid. Tomura would be dealt the damage from Mirio's attack and the fight would continue from there. If any party disagrees, they're free to CIVILLY DM me or Hokusai.
 

ReXii

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Appreciate the check Riker.

As Mirio surfaced behind the remaining two villains, he noticed the one who attempted to attack him laying motionless on the ground, seemed he was out of the fight and unconscious. Mirio hoped he hadn't used too much power and caused serious damage, but he was a criminal after all.

Either way he had to deal with the remaining… one? Mirio was sure there had been two people only a moment ago but now only one remained, had the other vanished somewhere, Mirio wasn't sure but he resolved to remain vigilant in case some shenanigans were under way.

"You criminals won't threaten anyone anymore, because I am here to stop you!"

Mirio yelled passionately as he activated phantom menace once more dropping completely in to the floor and ejecting on the adversaries left flank, just out of his peripheral vision. Once ejected Mirio would swing a huge gut punch aimed at the opponent's ribs with aim to shatter them, again with only his head and fist remaining tangible and the fist only becoming tangible at the moment of impact.

The momentum of the ejection sent Mirio sailing to the ceiling following the punch, at which point Mirio would phase completely in to the ceiling before ejecting downwards once more attempting to land a huge blow with his elbow to the top of his opponents skull, once more with only his head being tangible and the elbow the moment it struck. This huge blow could possibly cause his opponent to double over from the impact to the skull.

Once more the momentum would propel Mirio in to the ground after completing the elbow, normally the young hero would be feeling exhausted by now, but perhaps endurance or sheer dumb luck made him feel like he had plenty left in the tank.

Ejecting from the ground a final time, Mirio would launch upwards with an uppercut from directly below the opponent his head tangible and once more his fist becoming tangible at the moment of impact, the tremendous collision of knuckles on chin bone would probably send his opponent reeling if not flat out unconscious, while Mirio landed on the ground roughly two meters away from where his opponent would have been knocked too.

"POWERRRRRRRRR" the young hero yelled.

Dumb luck used
Dumb LuckPricing
Dumb Luck refers to the character’s miraculous fortune. It seems the Gods above deemed you a hopeless case considering they continuously bail you out of unfavorable situations..​
7 Trait Points​
Trait EffectsRestrictions
Once During a Crisis or Internal Plot: In the Circumstance that a Type of Card has been Completely Spent before the Refresh Rate – it will Immediately Refresh without Influencing the Standard Refresh Rate.​
Bios Cannot have the Plot Armor, Wild Heart, Endure, and All I Got! Traits. Bio Must have Jovial Persona.​

Phantom menace used 3 attack cards for a total of 15 dmg. E rank usage.
Name: Phantom Menace
Quirk Name: Permeation
Type: Offensive
Rank: E-Z
Scale: Self
Description: Taking advantage of the ejection phenomenon of Permeation, the character repeatedly catapults themselves from the walls, floor, and ceiling ( at various angles ) of an enclosed space ( a mandatory requirement ). This attack is capable of striking multiple targets within the range or striking one target multiple times.

Note: When striking multiple targets, the damage magnitude will split evenly as possible. Only the total amount of damage the character can do with one strike can be dealt. Additional strikes can be performed if additional attack cards are spent, but in that circumstance the damage magnitude will not split.

Note: When striking a target multiple times, this technique will require the additional attack cards to be spent for each additional strike. During this usage, the technique will not only maintain a move slot until deactivated but the damage will not split.
 
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