[ Heroic Special ] The Retrieval Mission

Strix

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Nejire looks in wonder as the shield reveals a map of the school that lights up and a colourful LED type fashion. There was an interesting scene to be had, as the Shield lights up and then emits the large holographic map, Nejires eyes widen in wonder watching it all unfold. As it finishes opening up, the map seems to indicate several red features to the east, with one of the other red features to the west. As she investigates the map, Nejire decides that she should investigate the red targets to the east, fearing they might be villains potentially spotted in the East, or alternatively could be the markings of several heroes that are tuned to the frequency to the shield. Either way, more people or more investigation meant for Nejire to head East.
Travelling East
 

Squidy

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Admits the commotion of the bots being destroyed by the Don's attack, the mysterious character retreats as they make their way through the plethora of training bots, in an unorthodox manner, who seem to just reconfigure after taking the brunt of the provisional Hero's attack.

Tsch! So it's gonna be like this huh?? The Don says just before looking over his shoulder, noticing that Mirror as well as some look a-likes were behind him amongst the enemy. He would give off a slight smile upon seeing another hero, and then turn back to look forwards before voicing his plans. Mirror! Advance forwards at all costs, I'm going on ahead and looking for an opening. Don-Dadda yells to his comrade before entering into a ripple in space that opens before himself.

Avoiding some bots the hero would exit another ripple in space that appears at an open location ahead before entering into yet another, repeating the process as the young up and comer puts himself even further ahead.

Damn! These dang things are everywhere!! The Don-Dadda says to himself just before performing three straight punches, releasing 3 large and loud projectiles of wind that crushed a bot before him.

[email protected]{D5}
1 support card to move to {C6} then {B7}
1 support card to move to {A8} then {B9}
1 attack card to deal 6dmg to Bot @{B10}
End @{B9}
Quirk Name: Instant Transmission
Quirk Type: Emitter
Quirk SubClass: Special
Quirk Bonus: Grants the Sixth Sense Bonus Trait to the Character. Grants the Free-Use Keyword to Instant Transmission Related Abilities, 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 require Style Techniques. Teleporting Requires that One [1] Support, Dodge, or Blitz Card is Spent but either card will function as an Official Dodge.
Description: The power manifested allows the character to teleport themselves and items on their possession. This teleportation ability involves the character to displace themselves into an altered dimension filled with this toxic smoke inhabiting the realm, traveling through it, and then returning to their own dimension at a certain distance from their point of departure. The character is unaware of the dimension they travel due to the instant speed of which the process occurs. This is possible due to the character's spatial awareness allowing them to subconsciously guide themselves through the dimension via their natural direction-finding sense.

Quirk Breakdown & Drawback(s):

The entire process to the teleportation can only be triggered mentally, despite the overall ability needing physical movement to properly utilize. Because the character needs to mentally will themselves teleporting from one location to the another, the Intelligent Attribute determines the overall range the character can comfortably teleport to via Instant Transmission Quirk. There are ranges the character can reach, however that places a mental fatigue on the character. Below is an excerpt explaining this relation:

Mental Fortitude
Teleportation Cannot be Performed if the Intelligent Attribute is Reduced or Below Three [3] Points.
Each One [1] Point in the Intelligent Attribute Means the Character Can Comfortably Teleport a Distance of Four [4] Meters in Any Direction.
Each Teleport Over a Distance Outside the Current Benchmark Discussed Above Reduces the Intelligent Attribute by One [1] Point.​

The character retains the conscious ability to determine their point of return, possessing an uncanny spatial awareness that allows them to track their movements instinctively and with greater precision than the average person. This uncanny awareness is the reason the character is granted the Sixth Sense Bonus Trait, allowing them remain aware of the environment ( five meters in volume ) without the need of the traditional senses. Even more impressive, the character never needs to track themselves in any situation due to their abnormal awareness.

Due to the nature of Instant Transmission, the character may teleport inside any sort of target ( although Spawning Rules must be adhered ) which will cause an automatic displacement upon arrival. Despite this ability, there is an extremely danger circumstance when the character teleports within solid targets because of its state of matter. The character is unable to displace solids, therefore doing so ends in immediate fatal condition ( the health points are reduced to zero ). Safety precaution while using this Quirk requires that the character teleport to locations in line of sight or the layout is completely known.

Whenever the character teleports via Instant Transmission, the character is jumping through this ripple that appears instantly. In that moment, the toxic smoke that inhabit that other dimension manages to escape and resembles the smoke of coals being burnt. It is because of this dimension atmosphere escaping into the real world, the teleportation is accompanied by a muffled sound or imploding air rushing to fill a vacuum. This sound also occurs whenever the character re-enters the realm. There are adverse effects for the character utilizing this Quirk due to the toxic environment:

Toxic Smoke Inhale
Each Teleport Causes the Character to Inhale the Toxic Smoke which Causes Adverse Effects to Trigger.
After Three Teleports of Inhaling the Toxic Smoke, Any Regenerative Perk the Character Possess For Stamina Points will be Nullified.
After Three Teleports of Inhaling the Toxic Smoke, the Character Experiences an Additional Two [2] Points in Stamina Reduction.​

Costume Name: Teflon Don Mk1
Costume Grade: C
  • Grants 20% Morale Point Multiplier
  • Advanced Eyes: The Character is Granted the Foresight Keyword Whenever the Advanced Eyes is Triggered for Activation [ This Requires 1 Support Card to be Spent ]. The Perk Foresight is Passive Against All Foreign Projectiles.
Costume Description: The Teflon Don Mk1, otherwise known as TDMk1, was developed by the Third-Year Student as Ekko whom is the assistant inventor for the Department of Support. The bodysuit is constructed from kevlar thread and carbon nanotube fibers. This imparts the costume with an unique black sheen. In addition, the suit is designed to incorporate an integration system which allows the suit to become compatible and combine with various gadgets [ to be submitted ]. The most prominent feature of TDMk1 is the black eye mask which is made with special lenses that consist of a spatial system. This system factors in the rate of speed for targets the character focuses on. The lenses of the mask causes the character’s systems to appear large and purely white.

Gadget Name: Sound Ware System
Gadget Grade: C
  • The Sound Ware System Possesses Three {3} Health Points.
  • These projectiles only travel five [5] meters forward before dissipating and visible appear as distortions of air ( two [2] meters in volume ).
  • These projectiles always travel one [1] speed magnitude lower than the attack speed of the wearer but deal two [2] damage.
  • Hadoken: Literally meaning Wave Motion Fist, this ability refers to the pressurized winds that are emitted due to the Sound Ware System. Triggered whenever the wearer performs Martial Related Style Techniques or Free-Form Actions, projectiles of visible wind is sent forward. Whenever these projectiles are created it sounds akin to a thunderclap due to the massive amplification of sound transpiring via the sensory nodes. This thunderclap occurs due to the wind barrier being broken via martial strikes being performed. This effect can only trigger once per turn.
Gadget Description: The Sound Ware System was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. It consists of a network of multiple sensory nodes spread throughout the Teflon Don Mk.2, this achievable due to the costume’s integration system. These sensory nodes serve as an amplifier regarding the sound production of the wearer’s movements. The production of sound is strengthened so much that an actual force behind its travel has become apparent, much like how the bass can shake a vehicle. Martial Related Style Techniques are now enhanced with pressurized waves of wind although at low amplitudes of force outlet.

Moderator Notes:
Because you are new to this format of Role-Playing ( Correct Me If I am Wrong ) I will void the post for violating the rules however you will not be suffering damage. You have the ability to teleport X Amount of Distance. You have Six [6] Points in the Intelligent Attribute which means you can travel 24 Meters, thus travel three blocks within one teleport. ALSO, you can only travel three blocks within one Support Card. I noticed you were traveling to teleport multiple times within one use of a Support Card which you cannot do in any mode of a thread.
 
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Shade Masa

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After reaching one rescue bot Khun decided to move onwards (moving to D4). Khun would change direction and continue moving (moving to C4), it would not take him long before he reached another bot (arriving at B4). Khun would once again attempt to remove the metal piece from its forehead. The terrain throughout was a hindrance, but Khun was okay because of his tough body. He would have to watch how he maneuvers from now on.


Movement chart:
D3>D4>C4>B4.

Attempting to save bot on B4 and remove the metal piece from the bot's head.

Using the damage shaving this post.
 
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KD6 expending One [1] Attack Card against Training Bot at C5 and moving to C5 and then C6
KD6-4 expending One [1] Attack Card against Training Bot at A5 and moving to A5 and then B5
KD4 producing Doubles with One [1] Support Card and then moving from E15 to F15 and then G15 with one Double
KD4-2 moving to D15 and then C15


Kagami could see Khun and Accelerator beginning to move, and quickly scanned the area. Between them and her, a field of various dangers spread out, dotted with what looked to be bots of some sort. From her position, the bots appeared to be non-combative support constructs. Not particularly useful if something drastic were to occur, but they could be helpful in clearing rubble or something while they searched for Leona.

Shrugging inwardly, Kagami activated her Quirk and split up, accompanying one of the Doubles as the second went the opposite direction. If she could get to multiple bots at once, perhaps the added manpower could turn tables in her favor. If nothing else, they could be used to reduce hazards, since some of these areas didn't seem too welcoming, - she'd likely need to be careful as she explored and searched for the bots.


Surrounded by aggressive bots, only two Kagamis remained, severely injured by the onslaught of the training constructs. If only we could use something like these to fight them off, Kagami cursed silently, recovering from the blow she'd taken, It'd be nice to not have to worry about all of these things at once!

Rushing forward, Kagami performed a leaping strike, smashing her knee against the training bot ahead of her. While Don Dadda was moving at a rapid pace across the room, she had to make do with moving along the ground, and that meant dealing with way more bots. To her left, another Double was closing the distance between them - though not before putting a construct down herself, and the pair began a slow trek across the room in pursuit of Don Dadda and whatever it was that they had to deal with at the other side of this sea of bots.

WC: 298

Name: Strike
Martial Art: None
Type: Offensive
Rank: E
Scale: Self
Description: Using various parts of the body - whether a hand or foot, arm or leg, the torso, or head - the character strikes to deal or prevent damage, rushing to the target when necessary.

Moderator Notes:
The Segment Regarding the Training Bots has been voided due to the post incorporating the movement of Don-Dadda which have been voided. You will not suffer damage similarly to Don-Dadda, simply because he is new to this formatting. This will not be afforded to any of you again.
 
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Inashi

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The two had seemingly made up their own Conclusions on what is taking place here. Percival had decided to move to the north sector in order to further investigate. “Izzie seems to have her mind set on something else. I’ll let her deal with that.” Upon making his way out of the science department Percival would then activate Nova Core. Once activated He would run full speed towards his destination, the north sector. “The sword should be safe with Izzie... For now I need to focus on find more information to locate Sunspot... She is testing us, but why go through methods like this...”



104

• Attribute Section •

Total Attribute Points:
20
Total Attribute Points Spent: 20 / 20

Power: 3 (4)
Intelligent: 2
Defense: 7 (8)
Agility: 3(4)
Dexterity: 5 (6)
Technique: 0

• Trait Section •

Total Trait Points:
45
Total Trait Points Spent: 45/45

Archetype: Tank
Persona(s): Adamant, Hopeful
Trait(s): Carnivore, Wild Heart , Cardio

• Standard Battle Deck •
Counter Card:
2
Attack Cards: 2
Block Cards: 5
Dodge Cards: 2
Support Cards: 3 (1)


Quirk Name: Nova Core
Quirk Type: Emitter
Quirk SubClass: Boost
Quirk Bonus: This Grants the Physique the Immunity Keyword in regards to the Inherent Status Effect of the Following Mentions: Fire, Flames, Burning, Freezing, Frostbite, Frostbitten, and Frost. Attribute Related Gains are Granted the Absolute Keyword.
Description: The manifestation of this ability has granted the character to ignite flames within their physique, instead of the conventional method of releasing said flames for destructive attacks. The mutation allows the physique to harness the flames being generated inside as if the body became akin to furnace. The thermal energy being released from said flames empower the physical capabilities, converting the character into a powerhouse of might and strength.
Quirk Breakdown: The prominent ability behind Nova Core is the autonomy it possesses regarding when the intensity of the flames increase. When the intensity of the flames is increased to certain thresholds, the thermal energy being emitted will transition into another stage of empowerment. These stages of possess their own list of benefits and characteristics regarding the physique, but there are conditions that regulate the usage of thermal energy. Igniting the initial spark of flames is all that is needed ( the character can choose when to extinguish them as well ) and is done via spending Two [2] Support Cards. That turn onward, the support cards are occupied and will not refresh until released.
Stage One: The weakest of the stages, the physique passively absorbs the thermal energy being released from the flames within This results in the character being granted One [1] Bonus Point in Each Attribute, Excluding the Technique and Intelligent Attributes. An invisible heat begins to emanate from the body ( the effect zone is Three [3] Meters in Volume with the body being the epicenter ), serving as pseudo-shielding against elemental sources which causes the Inferior Interaction Keyword on said sources: Water | Ice | Lightning or Electricity | Wind. The same heat exertion imbues Martial related Style Techniques or Free-Form Actions with the ability to inflict the status effect associated with the mention of Burns | Burning. Regarding items susceptible to heat related sources, when items are exposed to this invisible heat or the physique then they will suffer damage in the amount of 0.5 Health Point lost. This stage activates immediately after the character spends the two cards to ignite the initial flame.​
Stage Two: Once this second stage has been reached the physique begins to burn white hot and the flames within the physique create enough sheer force that it prevents characters from getting too close without risk of experiencing the status effect associated with the mention of Burns | Burning ( the effect zone grows to Six [6] Meters in Volume with the body being the epicenter ). The exerting heat becomes strong and dense enough to provide tangible shielding which is represented by the Ward Keyword. This means that oncoming targets are required to possess enough force or speed to penetrate through. This shielding prevents Style Techniques and Free-Form Actions based projectiles with the Five [5] Points ( and Less ) in the Power Attribute or Five [5] Points ( and Less ) in Speed Magnitude from entering. This stage activates after Two [2] Turns of Stage 1 being activated and maintained.​
Stage Three: Aesthetically the outline of the physique becomes more defined and the hair begins to resemble burning fire due to the flames on the inside burning even more intensely than before. The thermal energy has reached a critical point and begins to directly empower the physicality. This results in the character being granted an additional One [1] Bonus Point in Each Attribute, Excluding the Technique and Intelligent Attributes. The physique has strengthen enough that Martial related Style Techniques and Free-Form Actions are granted the Raw Power Keyword. This stage activates after Three [3] Turns of Stage 2 being activated and maintained.​
The Progression of the Stages is involuntary, which means the character is unable to alter the speed of the progression. Each Stage induces an enormous amount of strain on the physique, evident by the stronger stamina exhaustion that occurs each turn. Regardless of the Stage the character has entered, the stamina drain that occurs each turn is doubled. Unique to each Stage, there is an additional stamina point drained. Starting with Stage 1 draining One [1] Point, Stage 2 draining Two [2] Points, and Stage 3 draining Three [3] Points. The stages compound in effects, meaning that the character retains all the abilities discussed in any stage prior to their current activated form. This also extends to the negative effects discussed in the parent technique.



Costume Name: Crimson Knight
Costume Grade: C
Costume Perk(s):
  • Grants 20% Morale Point Multiplier
  • Limiter: The Modulators Regulate Temperature to Constrain the Progression Rate of Voltage Nova. The Only Requirement is Spending One [1] Support Card to Turn the Red Jewel Counter Clockwise, signaling that the costume has began cooling down the physique to prevent further progression of the internal flames. When activated, the progression is stalled which means if the physique was one turn away from entering the next stage - then the body will always remain in that condition until the jewel has been turned clockwise ( Requiring One [1] Support Card ). Once the jewel has been turned back to its original position, the progression will resume.
Costume Description: The Crimson Knight Costume was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. This costume consists of an armoring that resembles Arthurian knights, although modernized. The entire design of the armor is the centerpiece which features this glowing red jewel capable of being turned counter clockwise. This red jewel is the operating piece to activating the modulator that is built within the costume. This modulator is responsible for granting Perceval the means to control the progression of Voltage Nova, a power with a mind of its own. Whenever the jewel is turned, the costume’s modulator begins to lower the temperature of the body thus constantly stalling the intensity of the flames inside the body.

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Gadget Name: Flamberg
Gadget Grade: C
Gadget Perk(s):
  • Flamberg has Three [3] Health Points. The Entire Blade & Hilt is Each 1.7 & 0.3 Meter Respectively.
  • Flamberg Grants the Wielder the Option to Spend One [1] Attack | Block Card to Assault | Defend.
  • LohenWolf: After Igniting the Initial Flames, Flamberg will display the same ability to inflict the Inferior Interaction Keyword Against Solid and Liquid Based Targets and capable of inflicting the Burn Status Effect. Whenever Stage 2 has been reached, Flamberg can inflict the status effect associated with the mentions of burns multiple times for a stacked effect - this requiring multiple successful strikes with Flamberg. Whenever Stage 3 has been reached, Flamberg can ignite targets susceptible to the heat - causing them to be shrouded with intense flames.
Gadget Description: The Flamberg Gadget was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. Flamberg is two meters in length, due to being designed as a great sword, and forged with tungsten material to withstand the massive heat that exerts from Percival after activating Voltage Nova. Phosphorus material have been infused into the blade’s integrity to allow the great sword the ability to harness the heat release, enhancing the Percival’s sword strikes. The stages determines the characteristics and intensity of these sword strikes, but regardless of which stage Flamberg has become deadlier.

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Shade Masa

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Khun after encountering another bot continued to move upwards at a slower pace (going towards A4). Khun took his time so he could avoid injury. Upon approaching that area there was rubble obstructing his path, Khun simply kicked the rubble obstructing his path out of the way (spending one attack card). After clearing the rubble he spotted a bot near him.

This is easy.

Khun turned around and headed towards the bot (moving to A3.) Upon reaching to the bot's location, Khun would try and save the bot. Khun once again aimed to remove the metal piece in the bot's head.


Movement chart:
B4>A4>A3

Slowing down my character to 4SPM to avoid damage.

Attempting to save the bot on A3 and remove the metal piece from its head.

Spent one attack card via serious.

Martial Art Name: Eduan Arts
Martial Bonus: Grants Martial Related Style Techniques and Free-Form Actions the Swift Keyword.
Description: The Eduan Martial Arts was developed by Khun Eduan which takes elements from other fighting styles to blend into a new method of combat. The biggest contributor to the new style is taekwondo because of the fluidity and speed that fuels the value of the martial arts. Because of taekwondo presence, the Eduan Arts emphasizes swift movements to generate high impact force upon striking.

Martial Art Breakdown: Due to the emphasis on speed empowering the striking power, all Martial related Style Techniques and Free-Form Actions are granted the Swift Keyword whenever the character is physically moving their entire battle. The Swift keyword means the damage magnitude discussed in the Power Attribute is now determined by the Agility Attribute, a direct conversion ( One [1] AGL Point = One [1] DMG Point ).
 

Squidy

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After taking some some damage from the training bots, the Don was left badly wounded, but it was not enough from stopping him from reaching his goal. Using his quirk, a ripple in space would appear before him, in which he enters, traveling through a realm of smoke where the hero then exits a similar ripple putting himself ahead. {A8}

The hero would kiss his teeth as he finds himself with his back against the wall, literally, with training bots still surrounding him. Seeing an opening at a position slightly further ahead, although still admits bots, the Don teleports to the destination {A10} where he faces off with even more training bots.

The Don-Dadda would then perform three straight punches, a thunderous clap of a sound releasing behind each strike, releasing three consecutive blasts of wind that repeatedly hit into the training bot before him.

{ Deck @Start } 2/2 Cap.C | 2/2 Atk | 2/2 Blk | 3/3 Ddg | 5/5 Sup

Nonchalant + Eccentric + Irregular + Preemptive + Wild Heart

Summary
Starting @D5

  • Using 1 Support Card to Teleport via Quirk to spot {A8}
  • Using 1 Support Card to Teleport via Quirk to spot {A10}
  • 1 Attack Card to deal 6 DMG to bot @spot {A11} via Gadget
Ending @{A10}
Power: 3
Intelligent: 6
Defense: 2
Agility: 5
Dexterity: 4
Technique: 0


Costume Name: Teflon Don Mk1​
Costume Grade: C
  • Grants 20% Morale Point Multiplier
  • Advanced Eyes: The Character is Granted the Foresight Keyword Whenever the Advanced Eyes is Triggered for Activation [ This Requires 1 Support Card to be Spent ]. The Perk Foresight is Passive Against All Foreign Projectiles.
Costume Description: The Teflon Don Mk1, otherwise known as TDMk1, was developed by the Third-Year Student as Ekko whom is the assistant inventor for the Department of Support. The bodysuit is constructed from kevlar thread and carbon nanotube fibers. This imparts the costume with an unique black sheen. In addition, the suit is designed to incorporate an integration system which allows the suit to become compatible and combine with various gadgets [ to be submitted ]. The most prominent feature of TDMk1 is the black eye mask which is made with special lenses that consist of a spatial system. This system factors in the rate of speed for targets the character focuses on. The lenses of the mask causes the character’s systems to appear large and purely white.

Gadget Name: Sound Ware System
Gadget Grade: C
  • The Sound Ware System Possesses Three {3} Health Points.
  • These projectiles only travel five [5] meters forward before dissipating and visible appear as distortions of air ( two [2] meters in volume ).
  • These projectiles always travel one [1] speed magnitude lower than the attack speed of the wearer but deal two [2] damage.
  • Hadoken: Literally meaning Wave Motion Fist, this ability refers to the pressurized winds that are emitted due to the Sound Ware System. Triggered whenever the wearer performs Martial Related Style Techniques or Free-Form Actions, projectiles of visible wind is sent forward. Whenever these projectiles are created it sounds akin to a thunderclap due to the massive amplification of sound transpiring via the sensory nodes. This thunderclap occurs due to the wind barrier being broken via martial strikes being performed. This effect can only trigger once per turn.
Gadget Description: The Sound Ware System was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. It consists of a network of multiple sensory nodes spread throughout the Teflon Don Mk.2, this achievable due to the costume’s integration system. These sensory nodes serve as an amplifier regarding the sound production of the wearer’s movements. The production of sound is strengthened so much that an actual force behind its travel has become apparent, much like how the bass can shake a vehicle. Martial Related Style Techniques are now enhanced with pressurized waves of wind although at low amplitudes of force outlet



Quirk Name: Instant Transmission
Quirk Type: Emitter
Quirk SubClass: Special
Quirk Bonus: Grants the Sixth Sense Bonus Trait to the Character. Grants the Free-Use Keyword to Instant Transmission Related Abilities, 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 require Style Techniques. Teleporting Requires that One [1] Support, Dodge, or Blitz Card is Spent but either card will function as an Official Dodge.
Description: The power manifested allows the character to teleport themselves and items on their possession. This teleportation ability involves the character to displace themselves into an altered dimension filled with this toxic smoke inhabiting the realm, traveling through it, and then returning to their own dimension at a certain distance from their point of departure. The character is unaware of the dimension they travel due to the instant speed of which the process occurs. This is possible due to the character's spatial awareness allowing them to subconsciously guide themselves through the dimension via their natural direction-finding sense.

Quirk Breakdown & Drawback(s):

The entire process to the teleportation can only be triggered mentally, despite the overall ability needing physical movement to properly utilize. Because the character needs to mentally will themselves teleporting from one location to the another, the Intelligent Attribute determines the overall range the character can comfortably teleport to via Instant Transmission Quirk. There are ranges the character can reach, however that places a mental fatigue on the character. Below is an excerpt explaining this relation:

Mental Fortitude
Teleportation Cannot be Performed if the Intelligent Attribute is Reduced or Below Three [3] Points.
Each One [1] Point in the Intelligent Attribute Means the Character Can Comfortably Teleport a Distance of Four [4] Meters in Any Direction.
Each Teleport Over a Distance Outside the Current Benchmark Discussed Above Reduces the Intelligent Attribute by One [1] Point.​

The character retains the conscious ability to determine their point of return, possessing an uncanny spatial awareness that allows them to track their movements instinctively and with greater precision than the average person. This uncanny awareness is the reason the character is granted the Sixth Sense Bonus Trait, allowing them remain aware of the environment ( five meters in volume ) without the need of the traditional senses. Even more impressive, the character never needs to track themselves in any situation due to their abnormal awareness.

Due to the nature of Instant Transmission, the character may teleport inside any sort of target ( although Spawning Rules must be adhered ) which will cause an automatic displacement upon arrival. Despite this ability, there is an extremely danger circumstance when the character teleports within solid targets because of its state of matter. The character is unable to displace solids, therefore doing so ends in immediate fatal condition ( the health points are reduced to zero ). Safety precaution while using this Quirk requires that the character teleport to locations in line of sight or the layout is completely known.

Whenever the character teleports via Instant Transmission, the character is jumping through this ripple that appears instantly. In that moment, the toxic smoke that inhabit that other dimension manages to escape and resembles the smoke of coals being burnt. It is because of this dimension atmosphere escaping into the real world, the teleportation is accompanied by a muffled sound or imploding air rushing to fill a vacuum. This sound also occurs whenever the character re-enters the realm. There are adverse effects for the character utilizing this Quirk due to the toxic environment:

Toxic Smoke Inhale
Each Teleport Causes the Character to Inhale the Toxic Smoke which Causes Adverse Effects to Trigger.
After Three Teleports of Inhaling the Toxic Smoke, Any Regenerative Perk the Character Possess For Stamina Points will be Nullified.
After Three Teleports of Inhaling the Toxic Smoke, the Character Experiences an Additional Two [2] Points in Stamina Reduction.​


{ ?/6 Hp | ?/60 Stamina }


Moderator Notes:
You Cannot Deal Six [6] Damage because you can only spend One [1] Card after teleporting twice. This means the One [1] Attack Card can feature multiple strikes but then the damage will have to split OTHERWISE you can only perform one strike. Either way, this would have to amount to Two [2] Damage, not Six.
 
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DoT_Narrator

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Isabelle reached the middle sector in no time considering her physical condition. In the distance, she eyed Kagami which was weird for she had yet to move from her spot. Even stranger was that Joyner had seemingly left from his resting spot. This entire field test was becoming strange on the account that it was unlike any of the previous evaluations. What was being tested here? Normally the instructions were given beforehand, even when the test was supposed to be as close to the authentic feel of a mission. The provisional heroine began to make her way towards Kagami.

Isabelle would be forced to stop upon hearing the noise of a firearm being primed. Without turning around, Isabelle’s mind began to race through several thoughts. How could it be possible that someone managed to sneak up on her? The uncrowned queen was still within the Middle Sector which consisted of unstable flooring due to the rumble. Why hadn’t she heard the steps of someone approaching and better yet, who the hell was currently had the heroine in their sights? She figured if she summoned her friends, the adversary would shoot so Isabelle requested information.

“Why are you here?”

Phase III ( Part III ) + ( Lasts at Least 48 Hrs )
→ The East Sector and North Sector has been placed into Crisis Mode. This means individuals that are already located in these sectors have to navigate the map with the appropriate rules and regulations ( this will be placed underneath ). For the students not stationed in any of the sectors, they are still working on the following protocol: Traveling to a Sector requires One [1] Post. If the Sector has not experienced a successful investigation post, and you are new to the sector, you can perform another investigation post.

Nejire has activated the map feature built into the shield known as Sun’s Chariot, one of the strongest technology on planet earth. Not only is the shield capable of producing replicas of geographical terrains, but can do so in live time due to the enhanced sensors and hologram technology built into it. Programmed to identify specific items as priority via red outlining, thus the map is currently showing the sword that is in the West Sector and several fragmented pieces in the East Sector.

The South Sector has been introduced and can be reached from this point onward. In the South Sector lies the dormitories that serve as home to the students that are seeking residence. Split into four smaller regions, there are hundreds of rooms dedicated to housing every student and still satisfy their individual needs. Much like the rest of the campus, this sector has been deserted as precaution to avoid potential radiation. Each character can post twice but each post must be a minimum of One Hundred [100] Words - a maximum Two Hundred [200] Words.

→ Each Character has the capability to investigate the scene and doing so will invoke an Attribute Check. This check will involve an Official Roll to conduct a test of one's investigation skill. Characters within the same sector cannot perform the same Attribute Check, so first come first served. Any post violating this will immediately be voided. Because the characters can post twice, this means they get two chances to search the sector or second attempt at investigating should the first attempt fail. In the situation that a character has performed a successful investigation post, they cannot conduct another investigation.

Rubric for Official Roll: Each Investigative Post needs to make sense, which means the Attribute the Role-Player chooses to conduct their test with needs to be supported by the content of the post. Violation of this will cause an immediate void. All Official Rolls will Possess the Following the Standards: One [1] Success | Five [5] Failures. One Failure is Removed For Every Two [2] Points in the Attribute being Checked. At the End of Each Post, the Results will be Edited In.​
 

DoT_Narrator2

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Narrative Update
→ None

→ The Letter "RB" Refers to Rescue Bots.
→ The Letter "K" Refers to Khun. Current Location is A3.
→ The Letter "A" Refers to Accel. Current Location is H6.
→ The Letter "N" Refers to Nejire. Current Location is E15.
→ The Letter "KD4" Refers to Kagami Double #4. Current Location is G15.
→ The Letter "KD41" Refers to Kagami Double #4-1. Current Location is G15.
→ The Letter "KD42" Refers to Kagami Double #4-2. Current Location is C15.

Rules & Regulation:
This Map Contains Twenty-One [21] Rescue Bots Total.
→ Each Rescue Bot Possesses Six [6] Health Points.
→ Each Rescue Bot is Endangered by the Environment.
→ Each Rescue Bot Needs to be Saved via Reaching the Coordinate.
→ Depending on the Environment and Location, the Rescue Bots will be Damaged Each Part Update.

Movement on the Map Depends on the Character's Movement SPM and Role.
A Character can Move One [1] Block Per Two [2] SPM in their Movement.
A Character MUST move onto a block containing a Rescue Bot to Save It.
A Character Can Only Move Diagonally If they Possess Aerial ( Flight, Levitation, Float ) or Space/Time Maneuverability.

Environmental Key.
Black Colored Locations Cannot be Interacted. This Includes Being Unable to Move Onto the Location.
Orange Colored Locations are the Safe Zones, which Means the Character is Save from the Environmental Status.
Purple Colored Locations are Environmental Hazards or Obstacles. Character May or Must Subdue the Hazards.

The Brown Colored Locations Indicate that the Area From Them & Moving Inward is an Earthquake Zone.
The Red Colored Locations Indicate that the Area From Them & Moving Inward is a Firestorm Zone.
The Water Colored Locations Indicate that the Area From Them & Moving Inward is a Tsunami Zone.
The Green Colored Locations Indicate that the Area From Them & Moving Inward is an Forest Zone.

Environmental Statuses.
In the Firestorm Zone, the tornadoes that are set ablaze reduces the Stamina Pool by Five [5] Points Per Part Update and Extends the Battle Deck Refresh Rate by One [1] Turn. This Status Effect Can be Ignored via Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, this Means they are currently set ablaze. The DMG Shaving a Character Possesses Triggers Once Per Turn.

In the Earthquake Zone, the Jagged Earth will Inflict 1.5 Damage Points to the Health Pool if the Character Moves with Five [5] or Higher Movement Speed Magnitudes. This Status Effect Can be Ignored via Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, this Means there is Rumble that Collapsed on Them and Need a Style Technique or Free-Form Actions to Free Them. The DMG Shaving a Character Possesses Triggers Once Per Turn.

In the Tsunami Zone, the water filled zone mimics the ocean thus the Movement Speed is Determined by the Power Attribute. Also, the Character Must Spend One [1] Support Card that becomes Occupied to Swim. Another Support Card Must be Spent and Occupied to Resist the Tides and Currents. This Status Effect Can be Ignored via Parent Technique, Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, they are currently drowning. The DMG Shaving a Character Possesses Triggers Once Per Turn.

In the Forest Zone, the terrain is dark due to the large trees that block out the light from the Sun or Mood. This Results in the Dexterity Attribute being Reduced by Half and in the Case the Character Moves Too Fast to Track Themselves, the Staff will Perform an Official Roll to Randomize their location. This Status Effect Can be Ignored via Parent Technique, Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, they are currently lost. The DMG Shaving a Character Possesses Triggers Once Per Turn.

All Black Colored Training Bots Lose [1] DMG Point at the End of the Part Update.
All White Colored Training Bots Lose [2] DMG Points at the End of the Part Update.
The Battle Deck has Refreshed During this Phase, Therefore Managing the Resource is Important.
All Characters Can Only Spend Three [3] Cards Per Post. The Refresh Rate Works as if this Mode is a Real Battle.
All Provisional Heroes are Damaged if they are Next to the Red, Brown, Blue, or Green Blocks at the End of the Part Update.

Rules:
→ At the Beginning or Ending of Your Post, You Must Keep an Accurate Detail of the Coordinates of where your Character started for the post, moved to, and ended at. Document which Rescue Bots were attacked via mentioning the coordinates. Failure to follow this arrow head will cause the Staff to disregard whatever isn't documented correctly.

→ And yes, document correctly which means you have to read each other's post. The map will not be updated per post, rather its per part update. This means your actions have to account for the actions of others. Come time to update, whoever is the most recent to mess up will have their post voided.​
 
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DoT_Narrator

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Narrative Update
→ The Training Bots are Relentless and Perform a Flurry of Attacks. They were strong enough to deal Three [3] Damage to Don-Dadda ( Shaved One ). This Leaves Don-Dadda with One [1] Health Pool.

→ The Letter "TB" Refers to Training Bots.
→ The Letter "D" Refers to Don-Dadda. Current Location is D5.
→ The Letter "S" Refers to Supernova. Current Location is D1.
→ The Letter "KD6" Refers to Kagami Double #6. Current Location is C4.
→ The Letter "KD6-4" Refers to Kagami Double #6.4. Current Location is A4.​
→ The Letter "?" Refers to Unidentified. Current Location is F9.

Rules & Regulation:
This Map Contains Forty-Five [45] Training Bots Total.
→ Each Training Bot Possesses Infinite Health Points.
→ Each Training Bot Possesses Infinite Stamina Points.
→ Each Training Bot Can Be Destroyed, But Will Only Remain Destroyed If the Body is Shattered Beyond Repair.
→ Each Training Bot, Once Destroyed, will Reconfigure Themselves to Continue the Battle due to Professor Zilean's Quirk.
→ Each Training Bot will be Staggered and Remain Staggered Based on the Damage it Sustains
Any Damage Below Three [3] Points will Cause the Training Bots to Reconfigure Instantly.
Three [3] Damage Magnitude will Cause the Training Bots to Reconfigure in One [1] Turn.
For Each Damage Magnitude Above Three [3] Damage will Extend the Staggered Period by One [1] Turn.​

Movement on the Map Depends on the Character's Movement SPM and Role.
A Character can Move One [1] Block Per Two [2] SPM in their Movement.
A Character CANNOT move onto a block containing a Letter.
A Character Can Only Move Diagonally If they Possess Aerial ( Flight, Levitation, Float ) or Space/Time Maneuverability.

The Battle Royal Combat System.
Dependent on the Scaling, Most Attacks Only Travel One Block.
Any Character Can Only Attack to the Left, Right, Above, and Below from them.
Style Techniques or Free-Form Actions' Scaling have Factors:
Above 10 Meters in Length or Width is 2 Blocks.
Above 20 Meters in Length or Width is 3 Blocks.
Above 30 Meters in Length or Width is 4 Blocks.
Above 40 Meters in Length or Width is 5 Blocks.​
The Battle Deck has Refreshed During this Phase, Therefore Managing the Resource is Important.
All Characters Can Only Spend Three [3] Cards Per Post. The Refresh Rate Works as if this Mode is a Real Battle.
All Provisional Heroes are Damaged if the Character is Next to a Training Bot When a Part Update Occurs.
All White Colored Training Bots Deal One [1] DMG Point. The DMG Shaving a Character Possesses Triggers Once Per Turn.

Rules:
→ At the Beginning or Ending of Your Post, You Must Keep an Accurate Detail of the Coordinates of where your Character started for the post, moved to, and ended at. Document which Training Bots were attacked via mentioning the coordinates. Failure to follow this arrow head will cause the Staff to disregard whatever isn't documented correctly.

→ And yes, document correctly which means you have to read each other's post. The map will not be updated per post, rather its per part update. This means your actions have to account for the actions of others. Come time to update, whoever is the most recent to mess up will have their post voided.​
 
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Shade Masa

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I wonder if anyone found any leads...

Khun continued to move forward, being careful to try and avoid any jagged earth. It was difficult to move at full speed in the terrain, his body's natural toughness protected him from damage (moving from A3 to A5).

There's another one.

Khun spotted yet another bot. Khun wondered just how many bots were present in this training field (moving to A6). Khun approached the bot ready to save it, Khun reached out and attempted to remove the metal piece from its head.


Movement chart:
A3>A4>A5>A6

Attempting to save bot on A6.

Using damage shaving this turn.

Moving back at 7SPM.
 

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Hurt, bruised, tired, and still surrounded by the enemy, the Don begins to chuckle as he sees his current situation, and the odds stacked against him. This is nothing new..... I must, make it out! Even if it costs me my own life! The provisional hero says in an attempt to amp himself up, using his second wind to push himself even further.

Rushing the bot before him(B10), the Don attacks with a powerful side-kick shattering the device to pieces before taking its place and possessing its spot.

In this new spot, the Don only had one bot(C10) around himself in attack range, and so, the hero doesn't hesitate to perform an acrobatic backflip, while using his rising left leg to perform an upwards kick to the torso of the bot, shattering it, and thus clearing his surroundings.

{ Deck @Start } 2/2 Cap.C | 2/2 Atk | 2/2 Blk | 3/3 Ddg | 5/5 Sup

Nonchalant + Eccentric + Irregular + Preemptive + Wild Heart

Summary
Starting @A10

  • Using 1 Attack Card to deal 3 DMG to Bot @{B10}
  • Using 1 Attack Card to deal 3 DMG to Bot @{C10}
Ending @{B10}
Power: 3
Intelligent: 6
Defense: 2
Agility: 5
Dexterity: 4
Technique: 0


Costume Name: Teflon Don Mk1​
Costume Grade: C
  • Grants 20% Morale Point Multiplier
  • Advanced Eyes: The Character is Granted the Foresight Keyword Whenever the Advanced Eyes is Triggered for Activation [ This Requires 1 Support Card to be Spent ]. The Perk Foresight is Passive Against All Foreign Projectiles.
Costume Description: The Teflon Don Mk1, otherwise known as TDMk1, was developed by the Third-Year Student as Ekko whom is the assistant inventor for the Department of Support. The bodysuit is constructed from kevlar thread and carbon nanotube fibers. This imparts the costume with an unique black sheen. In addition, the suit is designed to incorporate an integration system which allows the suit to become compatible and combine with various gadgets [ to be submitted ]. The most prominent feature of TDMk1 is the black eye mask which is made with special lenses that consist of a spatial system. This system factors in the rate of speed for targets the character focuses on. The lenses of the mask causes the character’s systems to appear large and purely white.

Gadget Name: Sound Ware System
Gadget Grade: C
  • The Sound Ware System Possesses Three {3} Health Points.
  • These projectiles only travel five [5] meters forward before dissipating and visible appear as distortions of air ( two [2] meters in volume ).
  • These projectiles always travel one [1] speed magnitude lower than the attack speed of the wearer but deal two [2] damage.
  • Hadoken: Literally meaning Wave Motion Fist, this ability refers to the pressurized winds that are emitted due to the Sound Ware System. Triggered whenever the wearer performs Martial Related Style Techniques or Free-Form Actions, projectiles of visible wind is sent forward. Whenever these projectiles are created it sounds akin to a thunderclap due to the massive amplification of sound transpiring via the sensory nodes. This thunderclap occurs due to the wind barrier being broken via martial strikes being performed. This effect can only trigger once per turn.
Gadget Description: The Sound Ware System was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. It consists of a network of multiple sensory nodes spread throughout the Teflon Don Mk.2, this achievable due to the costume’s integration system. These sensory nodes serve as an amplifier regarding the sound production of the wearer’s movements. The production of sound is strengthened so much that an actual force behind its travel has become apparent, much like how the bass can shake a vehicle. Martial Related Style Techniques are now enhanced with pressurized waves of wind although at low amplitudes of force outlet



Quirk Name: Instant Transmission
Quirk Type: Emitter
Quirk SubClass: Special
Quirk Bonus: Grants the Sixth Sense Bonus Trait to the Character. Grants the Free-Use Keyword to Instant Transmission Related Abilities, 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 require Style Techniques. Teleporting Requires that One [1] Support, Dodge, or Blitz Card is Spent but either card will function as an Official Dodge.
Description: The power manifested allows the character to teleport themselves and items on their possession. This teleportation ability involves the character to displace themselves into an altered dimension filled with this toxic smoke inhabiting the realm, traveling through it, and then returning to their own dimension at a certain distance from their point of departure. The character is unaware of the dimension they travel due to the instant speed of which the process occurs. This is possible due to the character's spatial awareness allowing them to subconsciously guide themselves through the dimension via their natural direction-finding sense.

Quirk Breakdown & Drawback(s):

The entire process to the teleportation can only be triggered mentally, despite the overall ability needing physical movement to properly utilize. Because the character needs to mentally will themselves teleporting from one location to the another, the Intelligent Attribute determines the overall range the character can comfortably teleport to via Instant Transmission Quirk. There are ranges the character can reach, however that places a mental fatigue on the character. Below is an excerpt explaining this relation:

Mental Fortitude
Teleportation Cannot be Performed if the Intelligent Attribute is Reduced or Below Three [3] Points.
Each One [1] Point in the Intelligent Attribute Means the Character Can Comfortably Teleport a Distance of Four [4] Meters in Any Direction.
Each Teleport Over a Distance Outside the Current Benchmark Discussed Above Reduces the Intelligent Attribute by One [1] Point.​

The character retains the conscious ability to determine their point of return, possessing an uncanny spatial awareness that allows them to track their movements instinctively and with greater precision than the average person. This uncanny awareness is the reason the character is granted the Sixth Sense Bonus Trait, allowing them remain aware of the environment ( five meters in volume ) without the need of the traditional senses. Even more impressive, the character never needs to track themselves in any situation due to their abnormal awareness.

Due to the nature of Instant Transmission, the character may teleport inside any sort of target ( although Spawning Rules must be adhered ) which will cause an automatic displacement upon arrival. Despite this ability, there is an extremely danger circumstance when the character teleports within solid targets because of its state of matter. The character is unable to displace solids, therefore doing so ends in immediate fatal condition ( the health points are reduced to zero ). Safety precaution while using this Quirk requires that the character teleport to locations in line of sight or the layout is completely known.

Whenever the character teleports via Instant Transmission, the character is jumping through this ripple that appears instantly. In that moment, the toxic smoke that inhabit that other dimension manages to escape and resembles the smoke of coals being burnt. It is because of this dimension atmosphere escaping into the real world, the teleportation is accompanied by a muffled sound or imploding air rushing to fill a vacuum. This sound also occurs whenever the character re-enters the realm. There are adverse effects for the character utilizing this Quirk due to the toxic environment:

Toxic Smoke Inhale
Each Teleport Causes the Character to Inhale the Toxic Smoke which Causes Adverse Effects to Trigger.
After Three Teleports of Inhaling the Toxic Smoke, Any Regenerative Perk the Character Possess For Stamina Points will be Nullified.
After Three Teleports of Inhaling the Toxic Smoke, the Character Experiences an Additional Two [2] Points in Stamina Reduction.​


{ ?/6 Hp | ?/60 Stamina }

 
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Nejire had arrived at the Eastern Sector of the campus, and was greeted by an interesting sight to say the least, where multiple sections of the area were under emergencies. They ranged from Fires, earthquakes, floods and tornadoes, which were all set to simulate natural disasters for young heroes to practice their abilities and tactics on. Nejire had little time and little patience for this kind of drill, as right now Leona could be in trouble, still captured by the villains. Although not having been able to see any professional heroes near by, Nejire still had her goal set on rescuing Leona. The training robots held no value to her, what was the cost of machinery to the life of the Number 1 Hero that was in danger. Boosting her quirk from her feet, Nejire took to the air, hovering 5 meters above the ground while holding the shield. Pressing the jewels again, she wondered if it would locate the red shards again, that seemed to be important to the shield. Nejire had formed an idea that, if this shield could locate things that were important to Leona, tracked by her shield, it may help give clues or locations to where Leona was being held.

Nejire held the shield up as she analyzed it, waiting for the map to once again appear and point out the location of the shards that were in the east sector. Nejire only had one thought and hope that she wouldn't be too late to save Leona...



Spending 1 Support Card to fly
Pressing shield jewels

Moderator Notes:
The Map on the Shield Reveals Several Red Markers Scattered Throughout the East Sector, Proximity is the Training Field.
 
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Inashi

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Percival had made it to the north. Upon entering the Dojo the whole building was covered from Wall to wall with training bots. “Who turned on the shit show.” He would say to himself as he chuckled. He also would notice that surrounding the entrance were three training bots blocking any advancement. He grab he hilt of his sword and turn to his right darting towards the bot. When he would get within striking range Percival would perform a downward angled slash from right to left with Flamberg across the bots chest region. Once doing so he would run past the recently defeated training bot.


105
Attacking Bot at E1 (4dmg dealt) and moving to F1 (D1-E1-F1)
Hp: 9/9
STA: 86/90
• Attribute Section •

Total Attribute Points:
20
Total Attribute Points Spent: 20 / 20

Power: 3 (4)
Intelligent: 2
Defense: 7 (8)
Agility: 3(4)
Dexterity: 5 (6)
Technique: 0

• Trait Section •

Total Trait Points:
45
Total Trait Points Spent: 45/45

Archetype: Tank
Persona(s): Adamant, Hopeful
Trait(s): Carnivore, Wild Heart , Cardio

• Standard Battle Deck •
Counter Card:
2
Attack Cards: 2 (1)
Block Cards: 5
Dodge Cards: 2
Support Cards: 3 (1)


Quirk Name: Nova Core
Quirk Type: Emitter
Quirk SubClass: Boost
Quirk Bonus: This Grants the Physique the Immunity Keyword in regards to the Inherent Status Effect of the Following Mentions: Fire, Flames, Burning, Freezing, Frostbite, Frostbitten, and Frost. Attribute Related Gains are Granted the Absolute Keyword.

Description: The manifestation of this ability has granted the character to ignite flames within their physique, instead of the conventional method of releasing said flames for destructive attacks. The mutation allows the physique to harness the flames being generated inside as if the body became akin to furnace. The thermal energy being released from said flames empower the physical capabilities, converting the character into a powerhouse of might and strength.

Quirk Breakdown: The prominent ability behind Nova Core is the autonomy it possesses regarding when the intensity of the flames increase. When the intensity of the flames is increased to certain thresholds, the thermal energy being emitted will transition into another stage of empowerment. These stages of possess their own list of benefits and characteristics regarding the physique, but there are conditions that regulate the usage of thermal energy. Igniting the initial spark of flames is all that is needed ( the character can choose when to extinguish them as well ) and is done via spending Two [2] Support Cards. That turn onward, the support cards are occupied and will not refresh until released.

Stage One: The weakest of the stages, the physique passively absorbs the thermal energy being released from the flames within This results in the character being granted One [1] Bonus Point in Each Attribute, Excluding the Technique and Intelligent Attributes. An invisible heat begins to emanate from the body ( the effect zone is Three [3] Meters in Volume with the body being the epicenter ), serving as pseudo-shielding against elemental sources which causes the Inferior Interaction Keyword on said sources: Water | Ice | Lightning or Electricity | Wind. The same heat exertion imbues Martial related Style Techniques or Free-Form Actions with the ability to inflict the status effect associated with the mention of Burns | Burning. Regarding items susceptible to heat related sources, when items are exposed to this invisible heat or the physique then they will suffer damage in the amount of 0.5 Health Point lost. This stage activates immediately after the character spends the two cards to ignite the initial flame.​
Stage Two: Once this second stage has been reached the physique begins to burn white hot and the flames within the physique create enough sheer force that it prevents characters from getting too close without risk of experiencing the status effect associated with the mention of Burns | Burning ( the effect zone grows to Six [6] Meters in Volume with the body being the epicenter ). The exerting heat becomes strong and dense enough to provide tangible shielding which is represented by the Ward Keyword. This means that oncoming targets are required to possess enough force or speed to penetrate through. This shielding prevents Style Techniques and Free-Form Actions based projectiles with the Five [5] Points ( and Less ) in the Power Attribute or Five [5] Points ( and Less ) in Speed Magnitude from entering. This stage activates after Two [2] Turns of Stage 1 being activated and maintained.​
Stage Three: Aesthetically the outline of the physique becomes more defined and the hair begins to resemble burning fire due to the flames on the inside burning even more intensely than before. The thermal energy has reached a critical point and begins to directly empower the physicality. This results in the character being granted an additional One [1] Bonus Point in Each Attribute, Excluding the Technique and Intelligent Attributes. The physique has strengthen enough that Martial related Style Techniques and Free-Form Actions are granted the Raw Power Keyword. This stage activates after Three [3] Turns of Stage 2 being activated and maintained.​
The Progression of the Stages is involuntary, which means the character is unable to alter the speed of the progression. Each Stage induces an enormous amount of strain on the physique, evident by the stronger stamina exhaustion that occurs each turn. Regardless of the Stage the character has entered, the stamina drain that occurs each turn is doubled. Unique to each Stage, there is an additional stamina point drained. Starting with Stage 1 draining One [1] Point, Stage 2 draining Two [2] Points, and Stage 3 draining Three [3] Points. The stages compound in effects, meaning that the character retains all the abilities discussed in any stage prior to their current activated form. This also extends to the negative effects discussed in the parent technique.



Costume Name: Crimson Knight
Costume Grade: C
Costume Perk(s):
  • Grants 20% Morale Point Multiplier
  • Limiter: The Modulators Regulate Temperature to Constrain the Progression Rate of Voltage Nova. The Only Requirement is Spending One [1] Support Card to Turn the Red Jewel Counter Clockwise, signaling that the costume has began cooling down the physique to prevent further progression of the internal flames. When activated, the progression is stalled which means if the physique was one turn away from entering the next stage - then the body will always remain in that condition until the jewel has been turned clockwise ( Requiring One [1] Support Card ). Once the jewel has been turned back to its original position, the progression will resume.
Costume Description: The Crimson Knight Costume was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. This costume consists of an armoring that resembles Arthurian knights, although modernized. The entire design of the armor is the centerpiece which features this glowing red jewel capable of being turned counter clockwise. This red jewel is the operating piece to activating the modulator that is built within the costume. This modulator is responsible for granting Perceval the means to control the progression of Voltage Nova, a power with a mind of its own. Whenever the jewel is turned, the costume’s modulator begins to lower the temperature of the body thus constantly stalling the intensity of the flames inside the body.

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Gadget Name: Flamberg
Gadget Grade: C
Gadget Perk(s):
  • Flamberg has Three [3] Health Points. The Entire Blade & Hilt is Each 1.7 & 0.3 Meter Respectively.
  • Flamberg Grants the Wielder the Option to Spend One [1] Attack | Block Card to Assault | Defend.
  • LohenWolf: After Igniting the Initial Flames, Flamberg will display the same ability to inflict the Inferior Interaction Keyword Against Solid and Liquid Based Targets and capable of inflicting the Burn Status Effect. Whenever Stage 2 has been reached, Flamberg can inflict the status effect associated with the mentions of burns multiple times for a stacked effect - this requiring multiple successful strikes with Flamberg. Whenever Stage 3 has been reached, Flamberg can ignite targets susceptible to the heat - causing them to be shrouded with intense flames.
Gadget Description: The Flamberg Gadget was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. Flamberg is two meters in length, due to being designed as a great sword, and forged with tungsten material to withstand the massive heat that exerts from Percival after activating Voltage Nova. Phosphorus material have been infused into the blade’s integrity to allow the great sword the ability to harness the heat release, enhancing the Percival’s sword strikes. The stages determines the characteristics and intensity of these sword strikes, but regardless of which stage Flamberg has become deadlier.

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KD4 moving from G15 to H15 then H14 to save the bot
KD4-2 moving from C15 to B15 then B14 to save the bot
KD6 attacking Training bot at C5 and moving into the space
KD5 using a support card to produce 2 Doubles, and heading to the South sector along with KD5-2 (aka KD12)


This is ridiculous, Kagami thought to herself, navigating through the area with one of her Doubles, We shouldn't be playing hide and seek with the greatest heroes around... The whole exercise seemed a waste of time and resources, though she supposed these robots may serve as pseudo-civilians in a crisis scenario.

"Oh, Nejire-chan," she heard, and looked to see her Double looking into the sky, "You go on ahead, I'll join up with her."

"Hai, I'll see you later, then,"
she said, forging ahead to the area she'd spotted a nearby bot in. Noting a piece of metal lodged inside of the construct, Kagami moved to remove it.

On the opposite side of Nejire's position, Kagami's other Double was similarly coming upon an impaired bot. Reaching for the metal sticking from it, Kagami attempted to remove it. "Let's see what this is, huh?"


"Damn, there's no end to them," Kagami muttered to herself, turning and slamming a construct with her fist. Stepping forward, Kagami took a moment to survey to area, dissipating her Double as she did so. From her position, she shouldn't have to worry about any of the bots getting too close while she took a quick breather.


At the entrance, Kagami realized she'd forgotten to send Doubles to the dormitories to the south, shaking her head in incredulity at her own forgetfulness as she activated her Quirk. Following one of the Doubles, Kagami made her way southward to investigate the area there.


Following after Isabelle, Kagami left the dojo to find something that needed her attention.
 
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Shade Masa

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Khun had yet again saved another bot. He sat there for a second as he wondered what everyone else was doing. This task was starting to bore Khun, he wanted something a bit more exciting. He had been running around for a while, so it would be wise for him to pace himself while avoiding the jagged earth (moving to B6).

This rubble again...

Khun, once again, kicked at the rubble repeatedly which cleared it from the area, allowing him to run over that area (moving to C6). Shortly after, Khun spotted another bot trapped under rubble. Khun went over to the bot and started to kick the rubble off the bot, making sure not to damage the bot itself.

I wonder if these have any uses.

Khun had been removing and collecting the pieces stuck in their head. After freeing the bot from the rubble he once again reached out and attempted to pull the piece from the bot's head.


Movement chart:
A6>B6>C6

Khun slowed down to 4SPM

Attempting to save the bot on C6

Spending two attack cards to clear the rubble on two spots.
 

Inashi

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Successfully striking down the training bot, Percival had advanced forward to be met with another training bot idly standing to his left. Without any hesitation Percival would continue on and strike down the training bot to his left in similar fashion. “Damn these bots are unusually weaker than normal... Are they toying with us or testing us?” Percival would say this as the body of the training bot fell towards the floor. He would then advance forward only to be met with two other training bot. “They aren’t gonna make it easy on us I see...How many Bots do they have here anyway...“



103​
Attacking F2 (4dmg dealt)
moving to F3 (F1-F2-F3)

Hp: 9/9
STA: 85/90
• Attribute Section •

Total Attribute Points:
20
Total Attribute Points Spent: 20 / 20

Power: 3 (4)
Intelligent: 2
Defense: 7 (8)
Agility: 3(4)
Dexterity: 5 (6)
Technique: 0

• Trait Section •

Total Trait Points:
45
Total Trait Points Spent: 45/45

Archetype: Tank
Persona(s): Adamant, Hopeful
Trait(s): Carnivore, Wild Heart , Cardio

• Standard Battle Deck •
Counter Card:
2
Attack Cards: 2 (0)
Block Cards: 5
Dodge Cards: 2
Support Cards: 3 (1)


Quirk Name: Nova Core
Quirk Type: Emitter
Quirk SubClass: Boost
Quirk Bonus: This Grants the Physique the Immunity Keyword in regards to the Inherent Status Effect of the Following Mentions: Fire, Flames, Burning, Freezing, Frostbite, Frostbitten, and Frost. Attribute Related Gains are Granted the Absolute Keyword.

Description: The manifestation of this ability has granted the character to ignite flames within their physique, instead of the conventional method of releasing said flames for destructive attacks. The mutation allows the physique to harness the flames being generated inside as if the body became akin to furnace. The thermal energy being released from said flames empower the physical capabilities, converting the character into a powerhouse of might and strength.

Quirk Breakdown: The prominent ability behind Nova Core is the autonomy it possesses regarding when the intensity of the flames increase. When the intensity of the flames is increased to certain thresholds, the thermal energy being emitted will transition into another stage of empowerment. These stages of possess their own list of benefits and characteristics regarding the physique, but there are conditions that regulate the usage of thermal energy. Igniting the initial spark of flames is all that is needed ( the character can choose when to extinguish them as well ) and is done via spending Two [2] Support Cards. That turn onward, the support cards are occupied and will not refresh until released.

Stage One: The weakest of the stages, the physique passively absorbs the thermal energy being released from the flames within This results in the character being granted One [1] Bonus Point in Each Attribute, Excluding the Technique and Intelligent Attributes. An invisible heat begins to emanate from the body ( the effect zone is Three [3] Meters in Volume with the body being the epicenter ), serving as pseudo-shielding against elemental sources which causes the Inferior Interaction Keyword on said sources: Water | Ice | Lightning or Electricity | Wind. The same heat exertion imbues Martial related Style Techniques or Free-Form Actions with the ability to inflict the status effect associated with the mention of Burns | Burning. Regarding items susceptible to heat related sources, when items are exposed to this invisible heat or the physique then they will suffer damage in the amount of 0.5 Health Point lost. This stage activates immediately after the character spends the two cards to ignite the initial flame.​
Stage Two: Once this second stage has been reached the physique begins to burn white hot and the flames within the physique create enough sheer force that it prevents characters from getting too close without risk of experiencing the status effect associated with the mention of Burns | Burning ( the effect zone grows to Six [6] Meters in Volume with the body being the epicenter ). The exerting heat becomes strong and dense enough to provide tangible shielding which is represented by the Ward Keyword. This means that oncoming targets are required to possess enough force or speed to penetrate through. This shielding prevents Style Techniques and Free-Form Actions based projectiles with the Five [5] Points ( and Less ) in the Power Attribute or Five [5] Points ( and Less ) in Speed Magnitude from entering. This stage activates after Two [2] Turns of Stage 1 being activated and maintained.​
Stage Three: Aesthetically the outline of the physique becomes more defined and the hair begins to resemble burning fire due to the flames on the inside burning even more intensely than before. The thermal energy has reached a critical point and begins to directly empower the physicality. This results in the character being granted an additional One [1] Bonus Point in Each Attribute, Excluding the Technique and Intelligent Attributes. The physique has strengthen enough that Martial related Style Techniques and Free-Form Actions are granted the Raw Power Keyword. This stage activates after Three [3] Turns of Stage 2 being activated and maintained.​
The Progression of the Stages is involuntary, which means the character is unable to alter the speed of the progression. Each Stage induces an enormous amount of strain on the physique, evident by the stronger stamina exhaustion that occurs each turn. Regardless of the Stage the character has entered, the stamina drain that occurs each turn is doubled. Unique to each Stage, there is an additional stamina point drained. Starting with Stage 1 draining One [1] Point, Stage 2 draining Two [2] Points, and Stage 3 draining Three [3] Points. The stages compound in effects, meaning that the character retains all the abilities discussed in any stage prior to their current activated form. This also extends to the negative effects discussed in the parent technique.



Costume Name: Crimson Knight
Costume Grade: C
Costume Perk(s):
  • Grants 20% Morale Point Multiplier
  • Limiter: The Modulators Regulate Temperature to Constrain the Progression Rate of Voltage Nova. The Only Requirement is Spending One [1] Support Card to Turn the Red Jewel Counter Clockwise, signaling that the costume has began cooling down the physique to prevent further progression of the internal flames. When activated, the progression is stalled which means if the physique was one turn away from entering the next stage - then the body will always remain in that condition until the jewel has been turned clockwise ( Requiring One [1] Support Card ). Once the jewel has been turned back to its original position, the progression will resume.
Costume Description: The Crimson Knight Costume was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. This costume consists of an armoring that resembles Arthurian knights, although modernized. The entire design of the armor is the centerpiece which features this glowing red jewel capable of being turned counter clockwise. This red jewel is the operating piece to activating the modulator that is built within the costume. This modulator is responsible for granting Perceval the means to control the progression of Voltage Nova, a power with a mind of its own. Whenever the jewel is turned, the costume’s modulator begins to lower the temperature of the body thus constantly stalling the intensity of the flames inside the body.

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Gadget Name: Flamberg
Gadget Grade: C
Gadget Perk(s):
  • Flamberg has Three [3] Health Points. The Entire Blade & Hilt is Each 1.7 & 0.3 Meter Respectively.
  • Flamberg Grants the Wielder the Option to Spend One [1] Attack | Block Card to Assault | Defend.
  • LohenWolf: After Igniting the Initial Flames, Flamberg will display the same ability to inflict the Inferior Interaction Keyword Against Solid and Liquid Based Targets and capable of inflicting the Burn Status Effect. Whenever Stage 2 has been reached, Flamberg can inflict the status effect associated with the mentions of burns multiple times for a stacked effect - this requiring multiple successful strikes with Flamberg. Whenever Stage 3 has been reached, Flamberg can ignite targets susceptible to the heat - causing them to be shrouded with intense flames.
Gadget Description: The Flamberg Gadget was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. Flamberg is two meters in length, due to being designed as a great sword, and forged with tungsten material to withstand the massive heat that exerts from Percival after activating Voltage Nova. Phosphorus material have been infused into the blade’s integrity to allow the great sword the ability to harness the heat release, enhancing the Percival’s sword strikes. The stages determines the characteristics and intensity of these sword strikes, but regardless of which stage Flamberg has become deadlier.

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Squidy

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It is NOT over just YET!! Screamed the provisional hero as he advanced forwards, leaving all fear and doubts behind, now putting himself amongst more training bots after just having caught a break. Now at a new location (D10), the Don scans the short area around him and bots, plotting to end things quickly.

Jumping upwards as he violently twists his body towards the right, the hero performs a high side-kick to the upper torso of the bot to his right (D9), making quick work of it before landing, facing his original position.

The Don-Dadda then performs a three punch combo to the bot before him (E10), two hitting the body consecutively before the lasts rocks the top of the training bot who taught to act up.

He would then drop the right side of his body down while rising his left leg performing a powerful high side-kick to the head piece of the last bot standing around him (D11), ending the eminent treat, while getting closer to the mysterious character retreating.

All the while, huffing, and, puffing, as he fights to keep consciousness.

{ Deck @Start } 2/2 Cap.C | 1/2 Atk | 2/2 Blk | 3/3 Ddg | 4/5 Sup

Nonchalant + Eccentric + Irregular + Preemptive + Wild Heart

Summary
Starting @B10

  • Using 1 Attack Card to deal 3 DMG to Bot @{D9}
  • Using 1 Support Card to deal 3 DMG to Bot @{E10}
  • Using 1 Support Card to deal 3 DMG to Bot @{D11}
Ending @D10
Power: 3
Intelligent: 6
Defense: 2
Agility: 5
Dexterity: 4
Technique: 0


Costume Name: Teflon Don Mk1​
Costume Grade: C
  • Grants 20% Morale Point Multiplier
  • Advanced Eyes: The Character is Granted the Foresight Keyword Whenever the Advanced Eyes is Triggered for Activation [ This Requires 1 Support Card to be Spent ]. The Perk Foresight is Passive Against All Foreign Projectiles.
Costume Description: The Teflon Don Mk1, otherwise known as TDMk1, was developed by the Third-Year Student as Ekko whom is the assistant inventor for the Department of Support. The bodysuit is constructed from kevlar thread and carbon nanotube fibers. This imparts the costume with an unique black sheen. In addition, the suit is designed to incorporate an integration system which allows the suit to become compatible and combine with various gadgets [ to be submitted ]. The most prominent feature of TDMk1 is the black eye mask which is made with special lenses that consist of a spatial system. This system factors in the rate of speed for targets the character focuses on. The lenses of the mask causes the character’s systems to appear large and purely white.

Gadget Name: Sound Ware System
Gadget Grade: C
  • The Sound Ware System Possesses Three {3} Health Points.
  • These projectiles only travel five [5] meters forward before dissipating and visible appear as distortions of air ( two [2] meters in volume ).
  • These projectiles always travel one [1] speed magnitude lower than the attack speed of the wearer but deal two [2] damage.
  • Hadoken: Literally meaning Wave Motion Fist, this ability refers to the pressurized winds that are emitted due to the Sound Ware System. Triggered whenever the wearer performs Martial Related Style Techniques or Free-Form Actions, projectiles of visible wind is sent forward. Whenever these projectiles are created it sounds akin to a thunderclap due to the massive amplification of sound transpiring via the sensory nodes. This thunderclap occurs due to the wind barrier being broken via martial strikes being performed. This effect can only trigger once per turn.
Gadget Description: The Sound Ware System was developed by the Third-Year Student known as Ekko, whom is the assistant inventor for the Department of Support. It consists of a network of multiple sensory nodes spread throughout the Teflon Don Mk.2, this achievable due to the costume’s integration system. These sensory nodes serve as an amplifier regarding the sound production of the wearer’s movements. The production of sound is strengthened so much that an actual force behind its travel has become apparent, much like how the bass can shake a vehicle. Martial Related Style Techniques are now enhanced with pressurized waves of wind although at low amplitudes of force outlet



Quirk Name: Instant Transmission
Quirk Type: Emitter
Quirk SubClass: Special
Quirk Bonus: Grants the Sixth Sense Bonus Trait to the Character. Grants the Free-Use Keyword to Instant Transmission Related Abilities, 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 require Style Techniques. Teleporting Requires that One [1] Support, Dodge, or Blitz Card is Spent but either card will function as an Official Dodge.
Description: The power manifested allows the character to teleport themselves and items on their possession. This teleportation ability involves the character to displace themselves into an altered dimension filled with this toxic smoke inhabiting the realm, traveling through it, and then returning to their own dimension at a certain distance from their point of departure. The character is unaware of the dimension they travel due to the instant speed of which the process occurs. This is possible due to the character's spatial awareness allowing them to subconsciously guide themselves through the dimension via their natural direction-finding sense.

Quirk Breakdown & Drawback(s):

The entire process to the teleportation can only be triggered mentally, despite the overall ability needing physical movement to properly utilize. Because the character needs to mentally will themselves teleporting from one location to the another, the Intelligent Attribute determines the overall range the character can comfortably teleport to via Instant Transmission Quirk. There are ranges the character can reach, however that places a mental fatigue on the character. Below is an excerpt explaining this relation:

Mental Fortitude
Teleportation Cannot be Performed if the Intelligent Attribute is Reduced or Below Three [3] Points.
Each One [1] Point in the Intelligent Attribute Means the Character Can Comfortably Teleport a Distance of Four [4] Meters in Any Direction.
Each Teleport Over a Distance Outside the Current Benchmark Discussed Above Reduces the Intelligent Attribute by One [1] Point.​

The character retains the conscious ability to determine their point of return, possessing an uncanny spatial awareness that allows them to track their movements instinctively and with greater precision than the average person. This uncanny awareness is the reason the character is granted the Sixth Sense Bonus Trait, allowing them remain aware of the environment ( five meters in volume ) without the need of the traditional senses. Even more impressive, the character never needs to track themselves in any situation due to their abnormal awareness.

Due to the nature of Instant Transmission, the character may teleport inside any sort of target ( although Spawning Rules must be adhered ) which will cause an automatic displacement upon arrival. Despite this ability, there is an extremely danger circumstance when the character teleports within solid targets because of its state of matter. The character is unable to displace solids, therefore doing so ends in immediate fatal condition ( the health points are reduced to zero ). Safety precaution while using this Quirk requires that the character teleport to locations in line of sight or the layout is completely known.

Whenever the character teleports via Instant Transmission, the character is jumping through this ripple that appears instantly. In that moment, the toxic smoke that inhabit that other dimension manages to escape and resembles the smoke of coals being burnt. It is because of this dimension atmosphere escaping into the real world, the teleportation is accompanied by a muffled sound or imploding air rushing to fill a vacuum. This sound also occurs whenever the character re-enters the realm. There are adverse effects for the character utilizing this Quirk due to the toxic environment:

Toxic Smoke Inhale
Each Teleport Causes the Character to Inhale the Toxic Smoke which Causes Adverse Effects to Trigger.
After Three Teleports of Inhaling the Toxic Smoke, Any Regenerative Perk the Character Possess For Stamina Points will be Nullified.
After Three Teleports of Inhaling the Toxic Smoke, the Character Experiences an Additional Two [2] Points in Stamina Reduction.​


{ 1/6 Hp | ?/60 Stamina }


Moderator Notes:
Support Cards Cannot Deal or Block Damage Unless a Note Declares So. This Means the Post has been Voided. I Threw you a Bone in the First Post for this Part. You are Currently Near No Bots.
 
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DoT_Narrator2

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Staring into the sun was offer advised to be unhealthy and is dangerous for the eyes. Joyner was never obedient kid, which made sense for his nature. Beyond adamant and prideful, the provisional hero refused to be jerked around for the entertainment of these professionals. The villains were too busy causing havoc and Leona of all people thought it be wise to host some evaluation? This frustration led Joyner to staring Leona in the eyes, quite literally the personification of the sun. He would assume his usual stance for combat because he held no intention of holding a conversation.

“Really? Calm down little chimp chimp.”

“DO NOT CALL ME THAT!”

Joyner would rush forward with amazing speed, however it paled in comparison to the number one heroine. Leona would simply punch the provisional hero in the stomach, causing all momentum to come to an immediately halt. A force of wind could be seen ( if in the immediate vicinity ) tunneling upward as Joyner was forced to cough up blood. Forced to grasp at his stomach as he fell to his knees, Leona simply kneel over and grabbed his face by the jawline. She raised it so that the student was looking at her eyes, ones that seemed so full of life yet hardened.

“You are supposed to be helping me conduct this evaluation? See if your peers are ready for the field.”

“H…he..hell to your stu..stupid…”

“Oh, quit it already. Stopping the villains cannot be done with us heroes being strong enough.”

Joyner would recover enough face to shove himself away from Leona’s grasp, although it was rather weak. He would fall onto his behind still frantically grasping for air as the punch dealt heavy damage, even for someone as resilient as himself. Part of Joyner’s pride had been hurt because this was the first time the provisional hero attempted to defeat Leona with all his might and she responded remotely seriously. Leona was his mentor and she had never taken him seriously beforehand.

“You…you defeated the villains before, right? What the hell is so different now?”

“We are as strong as our weakest link. The association cannot depend on me for all eternity, you idiot.”

“Huh? You speak as if…..LEONA! Are you dying?”

Leona could not help but laugh. She could see straight through the tough exterior that Joyner possessed great care for her. Kind of sweet, but the heroine remembered the last time people cared for her on a personal level. She resented all the love ones she lost but that drove the number heroine even more to make sure her comrades were stronger. This evaluation was not simply to see if the Hero Association had field operatives ready. Leona was looking for candidates to inherit her power. Unbeknownst to the Hero Association, Leona was looking for someone worthy and strong enough to utilize One for All.

“What is so damn funny?”

“You just too cute. My little chimp chimp!”

Joyner would get up and begin a flurry of strikes. All of them attempting to take Leona’s head off. She effortlessly dodged while snickering at the hero’s poor attempts. Joyner’s speed normally pressured her but that blow fractured some ribs. Leona purposely aimed to do so, considering that when Joyner became enraged – nothing stopped him unless he was beaten into submission. A hassle really but Leona did not care having to do it.

“Okay, okay, okay! Let me get serious….”

Phase III ( Part IV ) + ( Lasts at Least 48 Hrs )
→ The East Sector and North Sector has been placed into Crisis Mode. This means individuals that are already located in these sectors have to navigate the map with the appropriate rules and regulations ( this will be placed underneath ). For the students not stationed in any of the sectors, they are still working on the following protocol: Traveling to a Sector requires One [1] Post. If the Sector has not experienced a successful investigation post, and you are new to the sector, you can perform another investigation post.

Nejire has activated the map feature built into the shield known as Sun’s Chariot, one of the strongest technology on planet earth. Not only is the shield capable of producing replicas of geographical terrains, but can do so in live time due to the enhanced sensors and hologram technology built into it. Programmed to identify specific items as priority via red outlining, thus the map is currently showing the sword that is in the West Sector and several fragmented pieces in the East Sector.

The South Sector has been introduced and can be reached from this point onward. In the South Sector lies the dormitories that serve as home to the students that are seeking residence. Split into four smaller regions, there are hundreds of rooms dedicated to housing every student and still satisfy their individual needs. Much like the rest of the campus, this sector has been deserted as precaution to avoid potential radiation. Each character can post twice but each post must be a minimum of One Hundred [100] Words - a maximum Two Hundred [200] Words.

→ Each Character has the capability to investigate the scene and doing so will invoke an Attribute Check. This check will involve an Official Roll to conduct a test of one's investigation skill. Characters within the same sector cannot perform the same Attribute Check, so first come first served. Any post violating this will immediately be voided. Because the characters can post twice, this means they get two chances to search the sector or second attempt at investigating should the first attempt fail. In the situation that a character has performed a successful investigation post, they cannot conduct another investigation.

Rubric for Official Roll: Each Investigative Post needs to make sense, which means the Attribute the Role-Player chooses to conduct their test with needs to be supported by the content of the post. Violation of this will cause an immediate void. All Official Rolls will Possess the Following the Standards: One [1] Success | Five [5] Failures. One Failure is Removed For Every Two [2] Points in the Attribute being Checked. At the End of Each Post, the Results will be Edited In.​

 
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DoT_Narrator

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Narrative Update
→ The Red Colored Rescue Bots Cannot be Saved Anymore.

→ The Letter "RB" Refers to Rescue Bots.
→ The Letter "K" Refers to Khun. Current Location is C6.
→ The Letter "A" Refers to Accel. Current Location is I9.
→ The Letter "N" Refers to Nejire. Current Location is E15.
→ The Letter "KD4" Refers to Kagami Double #4. Current Location is G14.
→ The Letter "KD41" Refers to Kagami Double #4-1. Current Location is G14.
→ The Letter "KD42" Refers to Kagami Double #4-2. Current Location is B14.

Rules & Regulation:
This Map Contains Twenty-One [21] Rescue Bots Total.
→ Each Rescue Bot Possesses Six [6] Health Points.
→ Each Rescue Bot is Endangered by the Environment.
→ Each Rescue Bot Needs to be Saved via Reaching the Coordinate.
→ Depending on the Environment and Location, the Rescue Bots will be Damaged Each Part Update.

Movement on the Map Depends on the Character's Movement SPM and Role.
A Character can Move One [1] Block Per Two [2] SPM in their Movement.
A Character MUST move onto a block containing a Rescue Bot to Save It.
A Character Can Only Move Diagonally If they Possess Aerial ( Flight, Levitation, Float ) or Space/Time Maneuverability.

Environmental Key.
Black Colored Locations Cannot be Interacted. This Includes Being Unable to Move Onto the Location.
Orange Colored Locations are the Safe Zones, which Means the Character is Save from the Environmental Status.
Purple Colored Locations are Environmental Hazards or Obstacles. Character May or Must Subdue the Hazards.

The Brown Colored Locations Indicate that the Area From Them & Moving Inward is an Earthquake Zone.
The Red Colored Locations Indicate that the Area From Them & Moving Inward is a Firestorm Zone.
The Water Colored Locations Indicate that the Area From Them & Moving Inward is a Tsunami Zone.
The Green Colored Locations Indicate that the Area From Them & Moving Inward is an Forest Zone.

Environmental Statuses.
In the Firestorm Zone, the tornadoes that are set ablaze reduces the Stamina Pool by Five [5] Points Per Part Update and Extends the Battle Deck Refresh Rate by One [1] Turn. This Status Effect Can be Ignored via Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, this Means they are currently set ablaze. The DMG Shaving a Character Possesses Triggers Once Per Turn.

In the Earthquake Zone, the Jagged Earth will Inflict 1.5 Damage Points to the Health Pool if the Character Moves with Five [5] or Higher Movement Speed Magnitudes. This Status Effect Can be Ignored via Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, this Means there is Rumble that Collapsed on Them and Need a Style Technique or Free-Form Actions to Free Them. The DMG Shaving a Character Possesses Triggers Once Per Turn.

In the Tsunami Zone, the water filled zone mimics the ocean thus the Movement Speed is Determined by the Power Attribute. Also, the Character Must Spend One [1] Support Card that becomes Occupied to Swim. Another Support Card Must be Spent and Occupied to Resist the Tides and Currents. This Status Effect Can be Ignored via Parent Technique, Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, they are currently drowning. The DMG Shaving a Character Possesses Triggers Once Per Turn.

In the Forest Zone, the terrain is dark due to the large trees that block out the light from the Sun or Mood. This Results in the Dexterity Attribute being Reduced by Half and in the Case the Character Moves Too Fast to Track Themselves, the Staff will Perform an Official Roll to Randomize their location. This Status Effect Can be Ignored via Parent Technique, Style Techniques, Free-Form Actions, or Items ( Must be Logical ). In the cases that RBs are on Purple Blocks within this Zone, they are currently lost. The DMG Shaving a Character Possesses Triggers Once Per Turn.

All Black Colored Training Bots Lose [1] DMG Point at the End of the Part Update.
All White Colored Training Bots Lose [2] DMG Points at the End of the Part Update.
The Battle Deck has Refreshed During this Phase, Therefore Managing the Resource is Important.
All Characters Can Only Spend Three [3] Cards Per Post. The Refresh Rate Works as if this Mode is a Real Battle.
All Provisional Heroes are Damaged if they are Next to the Red, Brown, Blue, or Green Blocks at the End of the Part Update.

Rules:
→ At the Beginning or Ending of Your Post, You Must Keep an Accurate Detail of the Coordinates of where your Character started for the post, moved to, and ended at. Document which Rescue Bots were attacked via mentioning the coordinates. Failure to follow this arrow head will cause the Staff to disregard whatever isn't documented correctly.

→ And yes, document correctly which means you have to read each other's post. The map will not be updated per post, rather its per part update. This means your actions have to account for the actions of others. Come time to update, whoever is the most recent to mess up will have their post voided.​
 
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