So far the search for the kryptonite is turning out to be a hopeless task, the two clones inside the lab have found nothing pertaining to the we're about a of the item in question and no leads to get him closer to my goals. I'm this close to telling the clones to just destroy the place when I(my original body)senses 2 humanoid entity's approaching the lab at an extremely fast rate, one in particular seems to be heading in the direction of the clone standing guard outside. Feeling slightly amused that someone would challenge me so early in the game I quickly command the clone outside the lab to create a spherical dome made of plasma around himself, i watch as the man hits the radiation dome in failure.
D rank: Vibration sense
Technique Name: Vibration sense
EXP: 5
Type: mutant
Rank: D
Description: The user has total control of All Acoustic radiation. The user now gains the ability to sense the vibrations and sounds in both the air and ground.(sounds and vibrations fall under acoustic radiation)
Note: this technique is always active and as such does not need to be activated.
Gamma adept
EXP: 20
Type: Mutant
Rank: B
Description: Having mastery over the power of gamma radiation Exodus is able to form and harden the radiation into any construct imaginable. Each construct deals damage and moves at 60% of the users energy stat, the user can also create gamma clones. Gamma clones are formed by concentrating a high amount of gamma into the shape and form of exodus ultimately forming plasma. Exodus is a being of pure radiation and uses a part of himself to create these clones as such each clone moves under Exodus's mental commands in addition exodus can see through the eyes of each clone he creates(maximum of 3), as they will have no autonomy of their own. Because gamma radiation is toxic to living beings any living being touched will catch gamma radiation poisoning dealing 20% of energy damage and a -5 to intellect per turn afterwards, up to 2 turns without re-contact. Clones will be able to induce the Radiation Poisoning, at half the damage ( 10% ), but their damage is Strength-based otherwise. One of the key characteristics of gamma radiation is the ability to harbor in items it touches granting any one who touches an item infected with gamma radiation, dealing 5% damage due to indirect contact. These radiation effects do not stack.
STR: 0
SPD: 50
ENE: 50
INT: 0
DUR: 0
TEC: 0
"Before I kill you, why attack me?"
10 DMG From radiation poisoning and -5 to intellect each turn for 2 turns
Dome can take 30 DMG
30-22=8
As you can tell by the title this is a team battle, 2v1, and this is the order of appearance:
Me>You>ReXii>You>Me.. and so on and so forth.
Pertaining to the "juicy errors" I mentioned yesterday these are a few:
- Your vibration sensing point is kind of iffy if you were able to stand outside and sense two flying people through a building
- You have defended the wrong Clone from Kal's attack. I attacked a clone that was inside the building, the one that the Jordan NPC had spotted while you prompted the one that was outside aka the watchman to defend.
As Clark straight demolishes the clone he escapes any radiation related after effects due to his hand being coated in radiation as well, solar radiation to be exact. As it is render "dead" now Clark observes the second clone round the corner just in time. Looking back at his accomplice, the Martian, Clark speaks.
"I'll handle this next one. I had seen two more outside, give me a lock on them in the meantime."
With that Clark blurs forward again with the godly speed he's known for and claps his hands so fast and strongly that the air between them is shoved apart and forced onto the plasma clone with such might that it is dispersed in a violent explosion.
(Come out, come out, wherever you are...)
Technique Name: Godspeed
EXP: 10
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. This ability grants him a boost of +5 Speed. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.
Type: Mutant
Rank: C
Description: Using his superhuman physiology, Clark is able to reach great speed. By pushing from the ground in either a run or flight Clark can reach incredible speeds only appearing as a blue and red blur to mundane eyes. This ability grants him a boost of +5 Speed. While using Godspeed Clark is unable to use any of his other superpowers however as all his focus is on this otherworldly speed and keeping himself from wrecking stuff.
Technique Name: Thunder Clap
EXP: 20
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.
Type: Mutant
Rank: B
Description: With his durable body Clark will slam his hands together to produce a deafening sound similar to the mundane clapping, but multiplied due to his Kryptonian physiology. The clap itself is enough to temporarily impair anyone's hearing who just so happens to be in short ranged of Clark, dropping their hearing senses greatly (-10 to INT for 1 turn). This move also has a secondary function, in addition to being unnaturally loud the clap sends a gust of wind the the direction he aimed his hands up to mid ranged. This wind is brunt and damages the opponent with 60% of the user's STR attribute while pushing them back a subtle 5m. This is so because Clark is literally using the strength of his arms to displace the air between his palms.
"I have located the third clone as well as the original, Kal-El, they stand outside the building not too far off."
Technique Name: Martian Mind Over Matter
EXP: 20
Type: Mutant
Rank: B
Description: Martian Mind Over Matter is a unique part of the Martian Manhunters skill set. Essentially this ability allows him to access the telekinetic and telepathic abilities of his people. Once activated Manhunter is capable of moving things, or people via telekinetic power based on his energy stat. Additionally he is capable of invading the mind of his opponents to gauge a rough idea of what they are planning to do in a combat situation, however this is limited and is not true precognition but it does contribute to the Manhunters intelligence stat to allow him to track things slightly better as he can somewhat predict what is about to happen. His telekinetic abilities cause 60% of his energy stat as damage and this counts as a move slot each time it's used. Using this ability grants the Manhunter a stat boost however he may not use any other stat boosting abilities whilst this is in effect. The final ability of this technique allows the Manhunter to use a psychic pulse like ability to blast his opponents brain making him feel groggy and dazed, lowering his intelligence by 10 for three turns.
Note: Once activated Manhunter gains +10 INT and +10 ENE and this lasts till the end of the fight.
Note: Once activated this ability remains active for the duration of the battle.
Note: Using any of the telekinetic or psychic pulse related abilities costs a move slot per usage.
Type: Mutant
Rank: B
Description: Martian Mind Over Matter is a unique part of the Martian Manhunters skill set. Essentially this ability allows him to access the telekinetic and telepathic abilities of his people. Once activated Manhunter is capable of moving things, or people via telekinetic power based on his energy stat. Additionally he is capable of invading the mind of his opponents to gauge a rough idea of what they are planning to do in a combat situation, however this is limited and is not true precognition but it does contribute to the Manhunters intelligence stat to allow him to track things slightly better as he can somewhat predict what is about to happen. His telekinetic abilities cause 60% of his energy stat as damage and this counts as a move slot each time it's used. Using this ability grants the Manhunter a stat boost however he may not use any other stat boosting abilities whilst this is in effect. The final ability of this technique allows the Manhunter to use a psychic pulse like ability to blast his opponents brain making him feel groggy and dazed, lowering his intelligence by 10 for three turns.
Note: Once activated Manhunter gains +10 INT and +10 ENE and this lasts till the end of the fight.
Note: Once activated this ability remains active for the duration of the battle.
Note: Using any of the telekinetic or psychic pulse related abilities costs a move slot per usage.
"W-what did you just call me?"
J'onn ignored Clark's curiosity, "The clones are linked to him through a chain of consciousness, by following that chain I was able to discern the source."
"Good. But refrain from physical contact with the clones. They're composed of plasma energy."
"I know. I'll confront the original through a flanking maneuver."
With that MM flew through the window they came and made a swift arc to the side of the building where he'd meet the original Exodus and send a blast of pyschic energy causing him to double over in pain while loosing some of his senses. J'onn did this in mid air while he had the height advantage and an easy way to escape if things went south. He had completely disregarded the clone due to knowing it wasn't genuine.
Thunder Clap DMG: 24 (to clone)
Mind Over Matter: 33 (to original) as well as -10 to INT.
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