[ Plot Battle ] Squad C vs Amino

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Professor Fallon and Chazz slowly crawled from the opening of the field into the stream nearby. It was not extremely shallow, but it was not terribly deep neither. Enough to hide the body of Chazz, making it appear as if the professor was sitting on top of water. She would then rapidly shift down the lake, due to the crocodile swimming incredibly fast, and shout before she moved too far for the students to hear.

“COME AND GET ME!”

Battle Rubric
Squad C vs Animo:
Type: Solo
Location: Bodega Battlefield
Terrain: Deep Into the Forest, Heart of the Lake.
Range: Seven Meters Apart
Time Limit: Once Both Sides have Posted Five Times.

Special Condition:
→ The Squad Per Post Can Spend Four [4] Cards, But 1 Card Belongs to Each Member. Animo will be able to Spend Three [3] Cards Per Post. The Controller of Professor Fallon and Chazz is XZA. Any Cost Fee Above 1 Card to Utilize the Parent Technique Can be Done with 1 Card Only.

→ The Battles in the Narrative are Conducted One After the Other. This Battle is the Third One to be Conducted and the Students Not Involved May Post from the Spectating View. Your Post will be Deleted if the Content is About Anything Else But the Real Battle. Students can view still due to camera equipment placed throughout the forest.

 
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“COME AND GET ME!”

The professor's words marked the start of the battle and it was now up to squad C to take her down. As the professor started moving over the water, Jin would signal his squad to initiate the fight on their end as well and start the chase. A flashback shows Jin and his squad huddling up after the professor's decision to randomize the teams, thus forcing Jin into a quick "on need to know basis" interaction with his new squad gathering the necessary intel on their quirks and what the best play would be in what appears now to be a cat and mouse chase. Jin would start off by moving closer head on, as to close the gap between him and the professor while at the same time maintaining a proper distance of about 5 meters between him and the professor, putting him at the edge of the lake. Then he would utilize his quirk, creating a path, using his staff, from the edge of the lake to the professor, The path is to be used by Fean to close in the gap further in order for her to initiate a close range combat as well as affect the professor with her Quirk. The platform has a [4.5m] length towards the professor and a [0.5m] width to create a proper footing for Fean to run on, negating the need to go in water, thus avoiding any movement hindrance.

• Support Card used x1

Quirk Name: Remodel
Quirk Type: Emitter
Quirk Level: Basic
Quirk Bonus: Posting this Parent Technique counts as the Quirk being active, this Quirk Does Not Require Style Techniques. Form or Shape Manipulation Requires 1 Support Card is Spent, No Style Technique Required. From that turn onward, 1 Support Card is Occupied to Maintain the Transformation. Grants the "Free Use" Keyword to Remodel, which allows Battle Cards to be Spent without Style Techniques Attached.
Description: Remodel is the manifestation that allows the character to manipulate the shape of any target they establish contact with their hands. The power behind this shape manipulation does not extend beyond changing the target from its original composition, but it allows for alterations that transform the targets into new forms. These alterations can influence the dimension and/or appearance of the targets. However, the transformations only pertain to the physical form and not its characteristics. The actual composition is not altered, therefore the strengths and weaknesses the target possessed in its original state will persist even after its shape has been manipulated. When the character chooses to perform attacks, blocks, or supportive actions with targets they have remodeled – they can spend the appropriate Battle Card needed instead of activating a Style Technique.

Quirk Breakdown:

~ Whenever the character has successfully established physical contact with an independent target ( its entirety is not bound by anything of the same composition ) and solid, they can perform Dimension Manipulation. This type of alteration allows the character to change he length, width, and/or height of targets ( the speed is based on the character's Tracking SPM ). Small objects can become massive structures or massive objects can become small structures ( no smaller than the naked eye can see ). Whenever the character performs Dimension Manipulation, they are not influencing the density and weight of the object(s). Only the mass is being altered, which allows for all sorts of trickery but there comes a limitation. Dependent on the Parent Technique Level, the character cannot enlarge or shrink targets beyond certain parameters.

Quirk Level is Basic: Can Enlarge/Shrink Targets by a Maximum Five [5] Meters in Width | Height | Length.
Quirk Level is Intermediate: Can Enlarge/Shrink Targets by a Maximum Ten [10] Meters in Width | Height | Length.
Quirk Level is Expert: Can Enlarge/Shrink Targets by a Maximum Fifteen [15] Meters in Width | Height | Length.

~ The parameters explained above is an accumulation between the dimension, which means targets that are enlarged and shrunk cannot exceed the parameters discussed for each level. For an example, the character can enlarge or shrink the length of object by four meters but then can only enlarge or shrink the width or height by one meter if the Parent Technique Level is basic. Because the dimension is altered, the mass is also being influenced. Depending on the scaling the character chooses to induce, certain characteristics are ascribed to the new states when used as weapons.

3-5 Meter Enlargement | Shrinkage: The Raw Power Keyword is Granted | 0.5 Bonus SPM Increase
6-10 Enlargement | Shrinkage: The Destructive Keyword is Granted | | 1.0 Bonus SPM Increase
11-15 Enlargement | Shrinkage: The Overwhelm Keyword is Granted | 1.5 Bonus SPM Increase

~ Whenever the character has successfully established physical contact with a target, they can manipulate the physical form. Altering the form allows the character to completely change the visual appearance of targets, which enables targets to exhibit different functionality. In the circumstance that a rock was shaped into a sword, then its cutting efficiency has been increased. The extent of this form manipulation is limited by the characters’ imagination, comprehension, and further limitations. This mimicking ability allows targets to mimic the inherent status effects the new form can naturally induce.

~ The character can shape any target into a form they can mentally picture. That new form cannot function properly if the character is unaware of the basic mechanics it exhibits. In the circumstance that the character has reshaped the rock into a sword, the form manipulation was only successful if the they retained the basic schematics of the sword ( hilt, cross guard, blade, etc ). Further limitation to form manipulation consist of the character currently being unable to reshape inanimate targets into living targets ( and vice versa ). Form manipulation is incapable of changing the composition of targets, which means a rock being reshaped into a sword is still the genetic composition of that rock.

Quirk Drawbacks:

~ When manipulating the form ( instant speeds ) of a target, they are only changing in visual appearance which means the composition has not been altered. This limitation can hinder targets that have been transformed because whatever weakness or condition the target(s) contained pre-transformation will continue to persist post-transformation. This prevents targets from changing in numerical value, excluding the SPM gains explained above from shrinkage. Whenever the remodels of targets are ever damaged beyond their damage magnitude, the targets will forcefully revert to their original form.

~ The number of separate remodels the character can perform and maintain is based on their Dexterity Attribute’s Target Tracking Clause. The range those remodels will remain intact depends on the distance of accuracy also explained in the Dexterity Attribute, instead of the Style Technique’s Rank Scaling. The character must be careful because maintaining and controlling their targets constitutes that they are also tracking those targets. Targets that are enlarged to sizes, that exceed the distance of accuracy, will not revert as long as the character remains in contact with said targets.
Gadget Name: Staff of the Monkey King
Gadget Grade: C
Gadget Perk(s):
Health Pool is 3 Points Total.
Gadget Description: Staff of the Monkey King is a prototype gadget made to supplement Mori during combat. Developed by the third-year student Ekko and oversaw by the head of the Department of Support Dr. Corki, the pole-arm is made out of the metal "chromium" which is known as the hardest metal found on Earth. The staff is dyed in a matte silver color to hide its original composition making it appear as if it is a normal cement rod. The staff normally has a length of [1.8 meters] and a thickness of [0.05 meters], this thickness allows the user to make a tight fist around the staff in order to use it efficiently.
___________

Fean after speaking with her teammates understood her role clearly, she was more of less meant to stifle the opponent's movements through her quirk, she would ensure she wasn't so close to her teammates that they would be in her effect radius while still causing problems for Fallon. The passive nature of her ability made it quite convenient for her to approach at full speeds using the platform created by Mori as her base footing before launching directly towards Fallon, only activating her Quirk after reaching a [3m] distance between her and the professor, coming to a stop while controlling her Quirk to not affect anything outside a [5m] radius as well ensnaring Fallon and whichever support she might have, while Mori stood by providing assistance and support should she or other teammates require it.

• Support Card Used x1

Quirk Name: Stagnation
Quirk Type: Emitter
Quirk Level: Basic
Quirk Bonus: Grants the "Absolute" Keyword to the Stagnation Domain and Effects Induced by the Domain. Grants the "Negation" Keyword to the Stagnation Domain and Effects Induced by the Domain. Posting this Parent Technique counts as the Quirk being active, this Quirk does not require Style Techniques.
Description: This Quirk has manifested in such a peculiar manner that the character has become an anomaly to reality itself. The character’s presence has become a fracture in the reality, causing time to fluctuate out of its normal course. The fluctuation is subtle, only when targets are in motion can the influence of the character’s Quirk be discerned. That influence is stagnation, which is otherwise known as time itself slowing down. The character does not retain the ability to control this stagnation, however they are also not subjected to the affects neither – truly making them an anomaly as they continue to exist in the external world.

Quirk Breakdown & Drawbacks:

~ The mere presence of the character is enough to create this immensely powerful effect on the environment. Stagnation it has been entitled, the environment and everything foreign from the character is subjected to literal time being slowed. Conceptually, time has evolved pass human creation and is now anchored as its own independent phenomenon when the character is around. The character is aware of the effect their presence has on the world, which can allow for them to take advantage in certain circumstances. The Stagnation Domain, it as has been dubbed, is determined by the Parent Technique Level:

Quirk Level is Basic: Ten Meters in Diameter
Quirk Level is Intermediate: Fifteen Meters in Diameter
Quirk Level is Expert: Twenty Meters in Diameter.

~ The influence of this domain cannot be overturned nor ignored by conventional means, especially considering that conventional tactics cannot ignore time itself. This almighty influence is reason why the Stagnation Domain and its effects are grated the ”Absolute” Keyword, which means it cannot be ignored – stripped – or bypassed. The only means of nullifying the effects of the domain is to knock the character unconscious. The domain itself is not visible nor does it manifest as this tangible or interactive target other sources can encounter.

~ The dominance that the Stagnation Domain retains over the environment and foreign targets is so overbearing that the "Negation" Keyword is granted to the Stagnation Domain, which allows for it to completely nullify targets with the Absolute Keyword. The depth of influence of this domain goes beyond slowing the time down for physical targets ( solid, liquid, gas, and energy signatures ) The time manipulation sees those as trivial matters, especially since the domain will passively slow down biological functions. The greatest reach of influence is the ability to tamper with the Quirk Factor itself, even stagnating that.

Basic Quirk Level: Stagnation Domain's Effects
Speed Magnitude: Targets with Any Kind of SPM will Immediately Lower by 1 SPM.
Ongoing Boosting | Debuffing | Status Effects: Effects that Trigger Each Turn, Will Trigger Every Other Turn.
Boosting | Debuffing | Status Effects Effects that Boost or Debuff Instantly will be Delayed by Two Turns Since Exposure.
Technique Boosting: Targets that Activate Techniques that Boost Attributes, Damage, or SPM will Gain that Two Turns from Activation.
____________

"Yall want some feathers" Falco says as he flaps his wings and takes off into the sky flying in an arch to the right, planning to circle to the left of Professor Fallon. He wanted to show the professor what he was made off so as he circled to the left, Falco shoots out 5 feathers coated in his Gadget, Razor Sharp, so that the feathers themselves catch and reflect the sunlight making them harder to see to the naked eye. His attack was Multi-frontal, using two dagger sized feathers to attack the left side of professor Fallon, shot down at 45 degree angle from above. Two more dagger sized feathers attacked Fallon from the back, aiming to clip the back of her knees, each targeting one knee. And one feather was a katana sized feather that aimed to strike the ground next to Mori. Falco timed these five strikes to hit simultaneously so their damage was not split and for the last feather to reach Mori the moment the platform was finished.

• Attack Cards used x1

Quirk Name: Fierce Wings
Quirk Type: Mutant
Quirk Level: Basic
Quirk Bonus: Fierce Wings Grants 1 Bonus SPM to Movement Speed. Quirk-Style Techniques Do Not Possess Damage. Each Feather Can Only Deal 0.5 Damage. Each Feather has 0.5 Health Point. Grants the "Free Use" Keyword to Fierce Wings, which allows Battle Cards to be Spent without Style Techniques Attached. Grants the "Foresight" Keyword.
Description: This grants the user two large [ pick your color ] wings consisting of twenty-four feathers for each, which the user can manipulate via mental command. The feathers possess unique abilities: the first allows for them to be detached from or reattached (if remained unharmed) to the wing, a feather alone is strong enough to move or life targets with body weights similar or lower than the user, and a feather is stiff yet flexible enough to be used like weapons.

Quirk Breakdown:

~ The character can mentally command the dozens of feathers, due to the telepathic bond inherent between them. The amount of feathers the user can telepathically maintain and track at once is based their Dexterity Attribute's Target Tracking Clause, Plus Three More. The range the user can control the feathers depends on the distance of accuracy also explained in the Dexterity Attribute, instead of the Style Technique's Rank Scaling. The user must be careful because maintaining and tracking their feathers constitutes that they are tracking targets.

~ The feathers have an unique ability to sense targets through the sound and vibrations they may produce. Properly representing this sensing ability is the feather's radar field currently being five meters in diameter. Since there is a telekinetic bond between the feathers and user, what the former senses is experienced by the owner. Because of this sensing capability, the character has developed the "Foresight" keyword which refers to supportive ability to predict oncoming events amidst battle. Possessing this keyword reduces the theoretical SPM ( Movement or Projectile or Attack Speed ) by One [1] SPM of Foreign Targets.

~ The wings span three meters each, which allows for flight. During flight the user is capable of quick, unconventional maneuvers comparable to many avian creatures. When the user is in flight, they experience an additional Bonus SPM for the Movement Speed unless the feather count is reduced to half ( or below ) the starting count. Flight cannot be conducted should the character lose two thirds ( or all ) of their feathers.

Gadget Name: Razor Sharp
Gadget Grade: C
Gadget Perk(s):
  • Every Set of Five [5] Feathers Moving towards the Opponent(s) Requires them to Track Two [2] Additional Targets, Otherwise Two [2] Feathers Cannot be Tracked.
Gadget Description: Razor Sharp is a set of metal tips that are placed on each of the individual feathers of the character that possesses the Fierce Wings Quirk. These metal tips outline all the bristles on the feathers while maintaining their flexibility. The supplementing metal lends this reflective phenomenon to the feathers, refracting light sources to disorientate adversaries in the circumstances that they do not possess enough visual acuity to overcome the reflecting light.
___________

Ikki would reveal a smug grin as he raised his head up to eye level, surveying the field before him. It seemed as though their Professor was quite the free-spirited one, instructing them to pick their teams just to randomly select teams.

It as though this was a game to her, that was fine by the young delinquent as he had the same mindset. The rules of Horizon were far too restricting, he just wanted roam free and run wild. Coincidentally, Ikki was still teamed up with his avian ally. As though fate was signaling that those two would one day become inseparable.

After quickly discussing strategies and explaining each others quirk to one another. Squad C would come up with a makeshift plan to attack the teacher. Thankfully they had watched the other fights and had a pretty good idea at how they would approach.

While Fean and Mori approached from the front to engage in close quarter combat, Falco would run interference by attacking Fallon. While Ikki would focus on catching bigger game. He would quickly run in an arch to the left, ( Fallon's right) maintaining his footing on the edge of the lake and then utilize his quirk and draw the wind from his surroundings gathering it by outstretching his arms and quickly bringing it towards his chest. He would then release it by punching the air in front of him, manifesting a large horizontal tornado of wind that would go spiraling towards Fallon affecting the water as well.

• Attack Cards used x1

Quirk Name: Brain Charger
Quirk Type: Quirk Singularity
Quirk Level: Basic
Quirk Bonus: Grants the "Absolute" Keyword to Parent Technique Related Boosts, which are Considered Base. Grants the Superior Interaction Keyword Against Smoke and Gaseous Substances. Increases the Human Cap for the Power, Defense, and Dexterity Attributes by One Point. Grants the Character the Foresight Keyword.
Description: Each passing generation, quirks are continuing to mesh to become complex powers. Formerly known as a theory, quirks of this nature are reality despite being extremely rare. In the case of Brain Charger, the character has experienced a rare mutation that causes their body to biologically adapt to coexist in extreme atmospheric pressures. This mutation has altered the physique to not only withstand those pressures, but uniquely equipped the physique to interact and utilize those atmospheric pressures. Interaction with the atmospheric pressure involves visual as well prediction of wind and differential pressure via scattering light. Utilization with the atmospheric pressure involves the ability to interface with and create a surface of air via differential pressure.

Quirk Breakdown & Restriction:

Visually interacting with the wind and differential pressure involves and requires the character’s mutated eyesight. Brain Charge has significantly enhanced the optical prowess of the character, allowing them to see wind due to the differential pressures that are caused by the scattering light. This visually ability to see wind is not the only reason why the character experiences an increase in the Dexterity Attribute. This increase is represented by the Dexterity Attribute being granted One [1] Point. This visual prowess has allowed the character to develop the Foresight Keyword, which supplements the SPM Tracking ability discussed in the Dexterity Attribute. This foresight is represented by the other SPM Movements ( aside from the character themselves ) theoretically reduced by One [1] Point. This theoretical reduction occurs only when a target moves within the range of their sensing ability which is determined by the Parent Technique Level:

Basic Level: Five [5] Meter Diameter

Interm Level: Seven [7] Meter Diameter

Expert Level: Ten [10] Meter Diameter

This visual prowess does not come without consequence. Since the character can perceive the scattering light in the differential pressure, it serves as Two [2] Additional Targets that the character tracks. Regardless of the environment or circumstance, the character is forced to account for the atmospheric environment because of their mutated physique. Their physique has developed grooves and if disregarded, the character can mistakenly bring too much pressure upon their body. Choosing not to track the environment results in the following consequences that vary based on their movement or attack speed:

One [1] SPM: One [1] AGL Reduction + 0.5 Damage Per Turn

Two [2] SPM: Two [2] AGL Reduction + 1 Damage Per Turn

Consecutive SPM: So On

Interfacing with the atmosphere is possible because Brain Charger has significantly enhanced the physiology. The physique has developed characteristics that allows them to grasp air more effectively than ordinary humans. This ability is due to the groove like pores that has developed all throughout the body, which allows the character to gather and weave the air. This manipulation allows the character to produce and use wind in various tactics. This manipulation of the wind naturally has the Superior Interaction Keyword against Smoke and Gaseous Sources.

This enhanced physiology has caused the character to undergo an abundance of strain from the atmosphere. This strain has strengthen their physique which is represented by the natural increase in the Power and Defense Attributes by One [1] Point. The character has an affinity to engaging all atmospheric pressure. This affinity is the reason why the character causes opposing Wind Based Style Techniques to develop the "Inferior Interaction" Keyword when interacting with their physique. This keyword becomes negated whenever the character stops tracking the environment.

Name: Pile Tornado
Quirk Name: Brain Charger
Type: Offensive | Defensive
Rank: E-Z [D]
Scale: 10-35 Meters Forward [ Aimless Aggression Does Not Influence ]
Description: The character gathers and manipulates the wind via both arms and hands circling towards a center point ( similar to how Kamehameha is initiated ). This physical gesture forces the accumulated wind to form a small funnel in front of the character and send forward this destructive, horizontal tornado via punching or kicking the epicenter of the wind funnel. The scaling of the tornado will be determined by the rank activated, but either rank can pierce through obstacles of steel quality ( or below ) due to the tornado being pressurized wind.

Note: The Diameter of the Horizontal Tornado is Two [2] Meters at Epsilon Rank ( And Increases by 1 Meter Each Rank-Up ) and the range it can reach depends on the maximum scaling allowed when a certain Rank of the Style Technique is activated.
Gadget Name: Storm Riders v1
Gadget Grade: C
Gadget Perk(s):


• Each Storm Rider v1 Skate Possesses [ 1.5 ] Health Points.
• Acceleration System: The Movement Speed of the Character Depends on their Agility Attribute.
• Hydraulic Cushion System: This Cushioning Lends Three [3] Meters to the Overall Jumping Ability Discussed in the Power Attribute.
• Motor Wheels: The Motorize Wheels Can Traverse Rocky, Snowy, Smooth, Grassy, and Dirt Covered Terrains.
• Spin-Stop Technique: The Character Must Spend 1 Support Card to Cease Movement, Otherwise the Character will Topple Over.


Gadget Description: Designed as inline skates, this footwear is composed of three major components: acceleration system, hydraulic cushion system, and power injection system. Because of the acceleration system, the muscle strength of the leg determines the overall acceleration rate and speed of the wheel motors. The wheels are designed with this stainless metal that is lightweight yet durable enough to traverse many terrains. The hydraulic cushion system not only allows for great ascension via jumps but opportunity to land without adverse effects. The power injection system incorporates efficient energy circuits with an energy recovery system designed to be fueled by kinetic energy generated whenever the rider moves. Due to the high-tech motorization, riders wearing these inline skates must utilize a Spin-Turn Stop Technique to decelerate to cease movement.
Gadget Name: Storm Regalia
Gadget Grade: C
Gadget Perk(s):

• Each Storm Regalia Core Possesses [ 1.5 ] Health Points.
• Requires the Character Spend One [1] Support Card to Activate the Storm Regalia.
• Pseudo-Flight: Requires the Hurricane Road Style Technique to be Activated and Maintained.
• The Height the Character can Achieved Depends on the Agility Attribute. Each Point in Agility = Three [3] Meters in Possible Ascension.

Gadget Description: The Storm Regalia is the prototype gadget made as a unique modification to the Storm Riders v1. Developed by the third-year student Ekko and oversaw by the head of the Department of Support Dr. Corki, the Storm Regalia is an intricate and complex core capable of overhauling the acceleration and power injection systems. When activated, the skates undergo a rapid modification where the power injection and acceleration shift its design to not only be powered by wind but release directly underneath the soles. The most prominent feature is the dagger like wing, which is essential for the pseudo-flight the wearer has been granted. It is because of the Storm Regalia, the skates possess the ability to intake large quantities of wind while constantly exhausting it – this not only allows for flight but aids the character in their ability to command the wind. When entering threads with the Storm Riders v1, the Storm Regalia is automatically installed into the gadget.

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-----------------------------------------------

• Basic Time Line of Moves •
Mori creating the platform. x1 support card maintained
Fean Moving towards fallon on the platform and affecting Fallon with her quirk. x1 Support card

Falco taking flight and attacking alongside Ikki, while sending a feather towards Mori's platform. x2 Attack cards


Updated Positions in regards to Fallon and Co. •

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XZA

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Fallon smirked, watching all of the students diverge and try to cover the bases. Four individuals all going in four different directions. Ikki, Falco, and Fean all approached to their left (Fallon's right) while alone Mori comes to his right (Fallon's left). It must have truly been foolish for them to leave Mori by himself, a horrible delegation of power. The first step in battle is the division of enemy forces. A sardonic smirk crept on her face as she lowered her posture, stomach laying flat on the crocodile as if it was a jet ski. Fallon was aware of all of their presence and movements without having to lay eyes on them.

Fallon whispered "Rush" to Chazz and quickly took a deep inhale to hold his breath. Immediately Chazz began swimming at full speeds towards the platform created by Mori. Even whilst moving through a range of the stagnation zone being emitted by Fean, Chazz was still fast enough to do everything that was needed. As the attack from either side came at him, Chazz began to rush, moving out of the way of the air-based attacks. [Usage of 1 Dodge Card by Chazz used. Chazz gains 1 SPM Boost whilst underwater] Just as Chazz rushed forward, the platform was being created by Mori and Fean. The enlarged croc widened it's jaw, revealing it's deadly teeth. In one swift motion, the platform would shatter instantly. With no foothold, Fean should fall into the water, hindering his movement and leaving him open for attack. Continuing forth, Chazz opened his mouth and clamped down, the teeth tightly gripping (not piercing). This would ultimately now make Chazz the center of the stagnation field, which means all attacks henceforth would be slowed. Fean would basically be taken, hostage. Continuing the swim forward, Chazz leaped outside of the water, facing Mori from his right within a meter. Fean dangling from his mouth. [Usage of 2 Attack Cards by Chazz used (1 from Destroying the platform and the second from holding fean in his mouth). Holding Fean in his mouth is NOT at full strength, only 2 PWR.]

Chazz Battle Information:

Attribute Layout: PWR: 4 | DEF: 7 | INT: 3 | AGL: 5 | DEX: 5
Archetype: Sentinel
Battle Deck: 5 Attack Cards | 5 Block Cards | 4 Dodge Cards | 4 Support Cards

Fallon's Battle Information:
Attribute Layout: PWR: 3 | INT: 6 | DEF: 2 | AGL: 4 | DEX: 7 | TEQ: 6
Battle Deck: 5 Attack Cards | 4 Block Cards | 4 Dodge Cards | 5 Support Cards
Archetype: Archer
Persona(s): Jovial | Brave | Hopeful
Novel(s): Sixth Sense | Unnerve | Timely Arrival | Cult-Following [ Prestige ]
Quirk: Invoice
 
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MCUser

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With the sudden attempt to catch Fean off guard seen through. She'd use the opportunity given to her the moment the croc would snap the platform into two sections therefore creating 2 structures across the pond, as she dashed up upon the in-between structures that were about to sandwich her. She now utilised these two structures of the bridge Mori had attempted to create for her, gesturing to him to help her. She then step onto the croc's head moving in front of the professor. Laying low on it, she would prepare to be shook off, however she would taunt the professor promoting an act to her now. With her quirk slowing them down and affecting their natural abilities (anything the body produces including the fight or flight hormone, is just how an example of just how far her quirk's influence can reach) and their quirks from activating instantly, she prepared to see the next response. "Tell me, professor is this all you can do?"

[-1] Dodge Card spent
Fean [5SPM] VS Croc [5SPM] (Fean Quirk Stagnation Debuff [-1SPM] = 1SPM)
No advantage attained on their side's actions.


Fean's Battle Information:

Attribute Layout: PWR: [1] | INT: [1] | DEF: [1] | AGL: [5] | DEX: [4] | TEQ: [0]
Battle Deck: [3/3] Attack Cards | [1/1] Block Cards | [6/6] Dodge Cards | [0/1] Support Cards
Archetype: [Speedster]
Persona(s): [Cunning] + [Nonchalant]
Novel(s): [Double Life] + [Dashing Winds] + [Wild Heart]
Quirk: Stagnation [Basic]
 
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Jᴀʏ

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Ikki looked attentively as their instructor and Chazz charged towards Fean avoiding the attacks he and Falco had launched entirely through its sheer speed. The young hero was overcome with excitment. Finally he had found an adversary capable of exploring the extent of his abilities with. He would quickly take the enviorment into account noting atmospheric changes in wind pressure in accordance with the lake itself before gathering all the wind in the surrounding area and pulling it back before launching it in front of himself and punching it to send it spiraling forth at high speeds towards the space inbetween Chazz and Fean. The tornado would act as a large barrier blocking the beasts path unless he was willing to sustain severe injuries. He would launch the tornado so as to keep all of his allies out of harms way while still being incredibly effective.

The tornado would be aimed downwards so that even should it miss it would serve to send the water spiralling outwards in every direction, the heavy rainfall that would ensue would ensure that lake would become a plethora of tiny ponds being reduced drastically in volume. This wpuld serve as a pretty serious drawback for the crocodile which would aid them in better combating the two.

"Woah there Professor, if you keep teasing us like that I might just get serious."

Name: Pile Tornado
Quirk Name: Brain Charger
Type: Offensive | Defensive
Rank: E-Z [D]
Scale: 10-35 Meters Forward [ Aimless Aggression Does Not Influence ]
Description: The character gathers and manipulates the wind via both arms and hands circling towards a center point ( similar to how Kamehameha is initiated ). This physical gesture forces the accumulated wind to form a small funnel in front of the character and send forward this destructive, horizontal tornado via punching or kicking the epicenter of the wind funnel. The scaling of the tornado will be determined by the rank activated, but either rank can pierce through obstacles of steel quality ( or below ) due to the tornado being pressurized wind.

Note: The Diameter of the Horizontal Tornado is Two [2] Meters at Epsilon Rank ( And Increases by 1 Meter Each Rank-Up ) and the range it can reach depends on the maximum scaling allowed when a certain Rank of the Style Technique is activated.

[-1] Attack Card spent
Ikki's Battle Information:

Attribute Layout: PWR: [4] | INT: [1] | DEF: [3] | AGL: [3] | DEX: [4] | TEQ: [4]
Battle Deck: [4/6] Attack Cards | [3/3] Block Cards | [4/4] Dodge Cards | [3/3] Support Cards
Archetype: [Brawler]
Persona(s): [Intimidating] + [Reckless] + [Adamant]
Novel(s): [Aimless Aggression] + [Piercing Winds] + [Carnivore]
Quirk: Brain Charger [Basic]
 
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Vasto Lordé

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I TRIED FIXING THE GOD DAMN CODE I DON"T UNDERSTAND THIS SHIT

Mori's staff was facing imminent doom, and there was only one thing left to do as Fean Jumped off dodging Chazz's bite into the staff. There wasn't enough time for Mori to retract the staff along with Fean on it, she jumped and that was that. This forced Mori to try one last move before the staff gets broken. "I'll give you something to bite on you big ugly lizard!" He would utilize his quirk, instantly remodeling the bottom of bridge/platform formed before that was acting as a footing for Fean into a sharp, piercing sickle like end that would use the force of Chazz's bite against it to inflict a bleeding effect as the lizard bites down, breaking it. Even though the outcome had a high chance of being in Mori's favor, he couldn't help but get serious for a second there wondering how a teacher would intentionally break on of her student's gadgets, one whom she shared a crisis with nonetheless. "It's on bitch!" Mori said outloud.

While Fean's Decision to jump directly on top of the lizard confused Mori for a quick second, he realized it must've been for a good reason, as Ikki and Falco continued on with their relentless attacks. "Fean! Jump back towards me..." Mori said as his fellow teammate, Ikki aimed an attack that would surely be to the squad's advantage.

Support Cards Used x1
Remodel
Quirk Type: Emitter
Quirk Level: Basic
Quirk Bonus: Posting this Parent Technique counts as the Quirk being active, this Quirk Does Not Require Style Techniques. Form or Shape Manipulation Requires 1 Support Card is Spent, No Style Technique Required. From that turn onward, 1 Support Card is Occupied to Maintain the Transformation. Grants the "Free Use" Keyword to Remodel, which allows Battle Cards to be Spent without Style Techniques Attached.
Description: Remodel is the manifestation that allows the character to manipulate the shape of any target they establish contact with their hands. The power behind this shape manipulation does not extend beyond changing the target from its original composition, but it allows for alterations that transform the targets into new forms. These alterations can influence the dimension and/or appearance of the targets. However, the transformations only pertain to the physical form and not its characteristics. The actual composition is not altered, therefore the strengths and weaknesses the target possessed in its original state will persist even after its shape has been manipulated. When the character chooses to perform attacks, blocks, or supportive actions with targets they have remodeled – they can spend the appropriate Battle Card needed instead of activating a Style Technique.

Quirk Breakdown:

~ Whenever the character has successfully established physical contact with an independent target ( its entirety is not bound by anything of the same composition ) and solid, they can perform Dimension Manipulation. This type of alteration allows the character to change he length, width, and/or height of targets ( the speed is based on the character's Tracking SPM ). Small objects can become massive structures or massive objects can become small structures ( no smaller than the naked eye can see ). Whenever the character performs Dimension Manipulation, they are not influencing the density and weight of the object(s). Only the mass is being altered, which allows for all sorts of trickery but there comes a limitation. Dependent on the Parent Technique Level, the character cannot enlarge or shrink targets beyond certain parameters.
Quirk Level is Basic: Can Enlarge/Shrink Targets by a Maximum Five [5] Meters in Width | Height | Length.
Quirk Level is Intermediate: Can Enlarge/Shrink Targets by a Maximum Ten [10] Meters in Width | Height | Length.
Quirk Level is Expert: Can Enlarge/Shrink Targets by a Maximum Fifteen [15] Meters in Width | Height | Length.

~ The parameters explained above is an accumulation between the dimension, which means targets that are enlarged and shrunk cannot exceed the parameters discussed for each level. For an example, the character can enlarge or shrink the length of object by four meters but then can only enlarge or shrink the width or height by one meter if the Parent Technique Level is basic. Because the dimension is altered, the mass is also being influenced. Depending on the scaling the character chooses to induce, certain characteristics are ascribed to the new states when used as weapons.

3-5 Meter Enlargement | Shrinkage: The Raw Power Keyword is Granted | 0.5 Bonus SPM Increase
6-10 Enlargement | Shrinkage: The Destructive Keyword is Granted | | 1.0 Bonus SPM Increase
11-15 Enlargement | Shrinkage: The Overwhelm Keyword is Granted | 1.5 Bonus SPM Increase

~ Whenever the character has successfully established physical contact with a target, they can manipulate the physical form. Altering the form allows the character to completely change the visual appearance of targets, which enables targets to exhibit different functionality. In the circumstance that a rock was shaped into a sword, then its cutting efficiency has been increased. The extent of this form manipulation is limited by the characters’ imagination, comprehension, and further limitations. This mimicking ability allows targets to mimic the inherent status effects the new form can naturally induce.

~ The character can shape any target into a form they can mentally picture. That new form cannot function properly if the character is unaware of the basic mechanics it exhibits. In the circumstance that the character has reshaped the rock into a sword, the form manipulation was only successful if the they retained the basic schematics of the sword ( hilt, cross guard, blade, etc ). Further limitation to form manipulation consist of the character currently being unable to reshape inanimate targets into living targets ( and vice versa ). Form manipulation is incapable of changing the composition of targets, which means a rock being reshaped into a sword is still the genetic composition of that rock.

Quirk Drawbacks:

~ When manipulating the form ( instant speeds ) of a target, they are only changing in visual appearance which means the composition has not been altered. This limitation can hinder targets that have been transformed because whatever weakness or condition the target(s) contained pre-transformation will continue to persist post-transformation. This prevents targets from changing in numerical value, excluding the SPM gains explained above from shrinkage. Whenever the remodels of targets are ever damaged beyond their damage magnitude, the targets will forcefully revert to their original form.

~ The number of separate remodels the character can perform and maintain is based on their Dexterity Attribute’s Target Tracking Clause. The range those remodels will remain intact depends on the distance of accuracy also explained in the Dexterity Attribute, instead of the Style Technique’s Rank Scaling. The character must be careful because maintaining and controlling their targets constitutes that they are also tracking those targets. Targets that are enlarged to sizes, that exceed the distance of accuracy, will not revert as long as the character remains in contact with said targets.

Staff of the Monkey King
Gadget Grade: C
Gadget Perk(s):
  • Health Pool is 3 Points Total.
Gadget Description: Staff of the Monkey King is a prototype gadget made to supplement Mori during combat. Developed by the third-year student Ekko and oversaw by the head of the Department of Support Dr. Corki, the pole-arm is made out of the metal "chromium" which is known as the hardest metal found on Earth. The staff is dyed in a matte silver color to hide its original composition making it appear as if it is a normal cement rod. The staff normally has a length of [1.8 meters] and a thickness of [0.05 meters], this thickness allows the user to make a tight fist around the staff in order to use it efficiently.
Mori Jin's Battle information:

Attributes:
Power:
3
Intelligence: 1
Defense: 2
Agility: 2
Dexterity: 2
Technique: 0

Trait List:
Quirk:
Remodel (10)
Archetype: Sentinel
Persona(s): Adamant | Brave
Trait(s): Martial Arts (10) | Unnerve (6) | Six Heroes

Battle Cards:
Attack Cards x4
Block Cards x3
Dodge Cards x2
Support Cards x3 → x1
 
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Daemon

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I observed from the skies, my team made a plan to avoid the attack and it was up to me to keep applying offensive pressure along with Ikki.

I gotta separate those two...

Due to Professor Fallon dodging his onslaught of feathers, I redirect their angle this time adding on an additional three feathers to the attack making it a total of eight to try and overwhelm try and overwhelm them. Instead of going on a direct attack, I coordinate my next move to move in sync with Ikki's attack. I use the sharpness and clinginess of my feathers to attack on to Professor Fallon's clothing and using it to drag her into the path of the on coming wind blast released by his teammate. I use 4 Feathers to do this, two that latch on and drag Fallon by the shirt while the other who latch on and yank Fallon by the pants towards the tornado, effectively lifting the Professor into it.

The remaining 4 feathers were meant to strike Fallon directly in the back. All of these feathers connect at the same time, so that their damage is not split. These feathers were also coated in Razor Sharp.

One Attack Card was used

Quirk Name:
Fierce Wings
Quirk Type: Mutant
Quirk Level: Basic
Quirk Bonus: Fierce Wings Grants 1 Bonus SPM to Movement Speed. Quirk-Style Techniques Do Not Possess Damage. Each Feather Can Only Deal 0.5 Damage. Each Feather has 0.5 Health Point. Grants the "Free Use" Keyword to Fierce Wings, which allows Battle Cards to be Spent without Style Techniques Attached. Grants the "Foresight" Keyword.
Description: This grants the user two large [ pick your color ] wings consisting of twenty-four feathers for each, which the user can manipulate via mental command. The feathers possess unique abilities: the first allows for them to be detached from or reattached (if remained unharmed) to the wing, a feather alone is strong enough to move or life targets with body weights similar or lower than the user, and a feather is stiff yet flexible enough to be used like weapons.

Quirk Breakdown:

~ The character can mentally command the dozens of feathers, due to the telepathic bond inherent between them. The amount of feathers the user can telepathically maintain and track at once is based their Dexterity Attribute's Target Tracking Clause, Plus Three More. The range the user can control the feathers depends on the distance of accuracy also explained in the Dexterity Attribute, instead of the Style Technique's Rank Scaling. The user must be careful because maintaining and tracking their feathers constitutes that they are tracking targets.

~ The feathers have an unique ability to sense targets through the sound and vibrations they may produce. Properly representing this sensing ability is the feather's radar field currently being five meters in diameter. Since there is a telekinetic bond between the feathers and user, what the former senses is experienced by the owner. Because of this sensing capability, the character has developed the "Foresight" keyword which refers to supportive ability to predict oncoming events amidst battle. Possessing this keyword reduces the theoretical SPM ( Movement or Projectile or Attack Speed ) by One [1] SPM of Foreign Targets.

~ The wings span three meters each, which allows for flight. During flight the user is capable of quick, unconventional maneuvers comparable to many avian creatures. When the user is in flight, they experience an additional Bonus SPM for the Movement Speed unless the feather count is reduced to half ( or below ) the starting count. Flight cannot be conducted should the character lose two thirds ( or all ) of their feathers.

Gadget Name:
Razor Sharp
Gadget Grade: C
Gadget Perk(s):
  • Every Set of Five [5] Feathers Moving towards the Opponent(s) Requires them to Track Two [2] Additional Targets, Otherwise Two [2] Feathers Cannot be Tracked.
Gadget Description: Razor Sharp is a set of metal tips that are placed on each of the individual feathers of the character that possesses the Fierce Wings Quirk. These metal tips outline all the bristles on the feathers while maintaining their flexibility. The supplementing metal lends this reflective phenomenon to the feathers, refracting light sources to disorientate adversaries in the circumstances that they do not possess enough visual acuity to overcome the reflecting light.
 

XZA

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Verdict: There is a problem with Rucken's move. The entire problem strands from his ability to move when the staff is broken. After discussing with everyone it seemed to be the basis that he thinks he can run on water, which is only plausible with a technique. It is not something that can be performed free form. Ultimately, his move fails. This means all mentions of rucken in your post is voided. Due to the fact that there would be no landing on the croc's head, my move would go through for fean. Fean would be captured and held in chazz's mouth.


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Chazz's mouth was bleeding, Fallon was very much shocked. Impressive for Mori to pull that stunt off. The inside of Chazz's mouth was bleeding slightly, Fean was captured and being held within the crocs mouth as if it were a child. Of course, not holding Fean at full strength. Chazz had winched in pain but wouldn't be held back. With fean captured, his effectively made the crocodile the center of the stagnation field, meaning everything that would come towards him would be slowed. This also slowed down the effects of the bleeding status effects, instead of one every turn, it would now be every other turn, giving chazz more longevity.

"Jump" Fallon commanded as Chazz swam forward to Mori, leaping out of the water once she got to shore. Chazz would hop over Mori and out of the water, getting her directly out of the flight path of the oncoming aerial attacks from Ikki and Falco. Especially due to the OVERWHELMING speed advantage she had over her students while on Chazz. [Chazz has used 1 dodge card] However, one thing to keep in mind was that Chazz was much faster than all of the students, even with the stagnation field present. As she hoped over Mori, she yelled "Tail!" to Chazz. As the crocodile leaped over the student, the crocodile whipped it's tail at full power, sending the student flying, just above the lake and into the path of the oncoming feathers. Understanding that the feathers would continue following her like a homing device, the best thing to do would be to have them destroyed. She essentially wanted to use mori as a meatshield to have the feathers impale him instead of Chazz. [Chazz has used 1 Attack card].

Now outside of the lake, Chazz stood on the edge where mori once stood, facing the remaining two students who took to the skies. Still holding fean inside of it's mouth.

Chazz Battle Information:
Attribute Layout:
PWR: 4 | DEF: 7 | INT: 3 | AGL: 5 | DEX: 5
Archetype: Sentinel
Battle Deck: 5 Attack Cards | 5 Block Cards | 4 Dodge Cards | 4 Support Cards
HP: 8/9 HP due to bleeding, but due to stagnation field the next HP drop won't happen until two turns later

Fallon's Battle Information:
Attribute Layout:
PWR: 3 | INT: 6 | DEF: 2 | AGL: 4 | DEX: 7 | TEQ: 6
Battle Deck: 5 Attack Cards | 4 Block Cards | 4 Dodge Cards | 5 Support Cards
Archetype: Archer
Persona(s): Jovial | Brave | Hopeful
Novel(s): Sixth Sense | Unnerve | Timely Arrival | Cult-Following [ Prestige ]
Quirk: Invoice
 
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