[Real Battle] Endeavor vs Hisoka

-Broly-

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Battle Rubric
Endeavor [@-Broly-] vs Hisoka [@Mystik]
Type: Solo
Location: Emerald Park
Terrain: Forest clearing
Range: 12 Meters
Time Limit: 2 Days
Stats
Power:
7
Intelligent: 3
Defense: 2
Agility: 2
Dexterity: 6
Technique: 0


Health/Stamina
Health Points:
4
Stamina: 40




Standard Battle Deck
2 Bombard Cards | 3 Attack Cards | 3 Block Cards | 3 Dodge Cards | 3 Support Cards



Quirk Name: Hellflame
Quirk Type: Emitter
Quirk SubClass: Range
Quirk Bonus: Grants the "Immunity" Keyword in regards to the Inherent Status Effect of the Following Mentions: Fire, Flames, Burning, Freezing, Frostbite, Frostbitten, and Frost. Grants the "Free Use" Keyword to Hell-Flame, 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.
Description: This is an extremely powerful pyro-kinetic quirk, granting the character an inherent control over the flames they can produced. The flames can be produced anyone from the body, formed into various constructs of desire, mobility tactics, and even shroud the body without causing harm. Possessing the potential to incinerate targets, the damage magnitude of the flames are determined by the rank of techniques used – instead of the Power or Intelligent Attribute.

Quirk Breakdown:

~ The most prominent ability is that the temperature of the flames can be increased or decreased [ Requires 1 Support Card is Spent Each Time | From the Turn Onward ( If Temp is Increased ) the Spent Support Cards will Remain Occupied ]. The temperature of the flames will determine the rank of the flames, regardless if the character performs a Style Technique or Free-Form Action. Whenever the temperature of the flames has been increased to the Gamma Rank, the flames change color and gains the ”Superheat” Keyword. This means the damage per turn effect that occurs, due to the status effect inherent in flames, is increased by an additional damage point.


1,000 Degrees: Epsilon Rank | One [1] Damage | 1,200 Degrees: Delta Rank | Two [2] Damage
1,400 Degrees: Gamma Rank | Three [3] Damage | 1,600 Degrees: Beta Rank | Four [4] Damage
1,800 Degrees: Alpha Rank | Five [5] Damage | 2,000 Degrees: Zeta Rank | Six [6] Damage



~ In cases where the Style Technique is used w/ a higher Rank, than the temperatures of the flames will immediately become that Rank and the temperature corresponding with that rank for that turn only. The temperature of the flames will begin with One Thousand [1,000] Degrees and be assigned the Epsilon Rank. When activating Hell-Flame to assault targets, it requires One [1] Attack Card is Spent. When activating Hell-Flame to neutralize disadvantaging situations, it requires One [1] Support Card is Spent. When activating Hell-Flame to defend against oncoming danger, it will require One [1] Block Card is Spent. When activating Hell-Flame to avoid oncoming danger, it will require One [1] Dodge Card is Spent.

Quirk Drawback(s): Increasing the temperature of the flames causes adverse consequences for the body if they are ever maintained for extended periods of time. These adverse effects develop because when the temperature of the flames are increased, so is the levels of heat within the body. This will inevitable cause overheating which will begin to impair the physical capabilities of the creator. The severity of the consequences below are corresponding to the control over the Quirk.

1400 Degrees: Maintaining these Benchmarks for Every Three [3] Turns Consecutively ( or Accumulative ) will Reduce Each Attribute by One [1] Point.

1600-1800 Degrees: The Turn After Activating and Maintaining this Benchmark Locks One [1] Move Slots Until Deactivated. Maintaining these Degree Benchmarks for Every Two [2] Turns Consecutively ( or Accumulative ) will Reduce Each Attribute by Two [2] Points.

Costume Name: Necessary Evil
Spoiler
Costume Grade: C
Costume Perk(s):
  • Grants 20% Morale Point Multiplier
  • Hell-Flame: These are large gauntlets made of non-metallic material that has been infused by the DNA of Endeavor, granting the costume the Immunity Keyword in regards to the Inherent Status Effect of the Following Mentions: Fire, Flames, and Burning.
Costume Description: The costume is man of non-metallic material that has been infused by the DNA of Endeavor, granting an immunity regarding the Fire Related Quirks. The suit is blue and white, but more importantly allows the flames from Hell-Flame to project through without harming the attire.

Gadget Name: Flash Fire
Gadget Grade: B
Gadget Perk(s):
  • Each Gauntlet Possesses 2.0 Health Points.
  • Flash Fire: These gauntlets can harness the temperature of the flames the character can produce. The Current Design can only maintain Gamma-Rank Levels of Temperature without risk to the gauntlets. Because this gadget can passively modulate high levels of heat, the character takes advantage of this feature and always begins Real or Plot Battles with Gamma-Rank Levels of Heat without spending a Support Card to raise the temperature. When Beta Rank Levels of Temperature are Maintained, it cause 0.5 Damage Point to Each Gauntlet. When Alpha to Zeta Rank Levels of Temperature are Maintained, it causes One [1] Damage Point to Each Gauntlet.
Gadget Description: These large gauntlets are attached to the Necessary Evil Costume. The gauntlets are designed with special metallic alloys and temperature modulators responsible for harnessing the flames the character can emit via Hell-Flame. These modulators allow the gauntlets to retain certain thresholds of heat without inflicting damage to the gadget. This means Endeavor must be careful when utilizing the fire power of the Hell-Flame Quirk.

Endeavor would increase his temperature to B Rank [1 Support Card Spent] just before he would release a torrent of flames from every point along his body from his waist down while using his powerful legs to jump [7 PWR]. The torrent of flames would be [5 DMG] and 24 meters in volume. The flames would blast into the air and ground, helping to propel Endeavor upwards while also barreling towards Hisoka and the surrounding area at formidable speed [7 SPM]. This propulsion would be maintained until Endeavor consciously stopped it. The true reasoning and goal for the release of flames alongside the jump would be to assault Hisoka with the fire and its after effects. [1 Attack Card Spent & Maintained]

This forest was property of the state, and the state had fallen into fascist regime. It was no longer anything to protect. There was nothing left for the authority, or many of the people that subsided in the conditions created by such a society, but to go down in flames.

The flames would be directed towards Hisoka from the very beginning due to the fact that Endeavor would angle his feet and flames towards Hisoka.

The overall trajectory of the propulsion would bring Endeavor to eventually be directly above Hisoka, 7 meters above his head. Endeavor would aim his jump and propulsion to this destination from the very beginning of the release of the flames. The flames are [Superheated] and act as a flamethrower, spewing fire that is capable of projecting 30 meters outward all over Hisoka and the land as Endeavor was propelled. If left undealt with, the flames would cover Hisoka and a large amount of his surrounding area.


Just after he began propelling himself with his fire that attempted to shower Hisoka and the land in it's destruction, Endeavor would create 10 Flame Whips on his outstretched fingers that would immediately project towards Hisoka [1 Bombard Card Spent]. The whips would each be 2.4 Meters in Volume, and could reach 30 meters outward. Through the immediate manipulation of Endeavor's arms and fingers, the mass of flame whips would be directed to crash down on Hisoka's general area, with a mass of the intertwined whips ensuring that every area would receive an equal serving of each whip. Together the whips would attempt to decimate an area of 24 meters in volume around Hisoka. Each Whip is [5 DMG]

2(1) Bombard Cards | 3(2) Attack Cards | 3 Block Cards | 3 Dodge Cards | 3(2) Support Cards
Stamina: 40 -4-2 (Marksman Focus)= 34
Flames Start at G Rank due to Flash Fire (1.5 HP Left)
 
Last edited:

Punk Hazard

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Apr 21, 2011
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Stats
Power:
7
Intelligent: 3
Defense: 2
Agility: 2
Dexterity: 6
Technique: 0


Health/Stamina
Health Points:
4
Stamina: 40




Standard Battle Deck
2 Bombard Cards | 3 Attack Cards | 3 Block Cards | 3 Dodge Cards | 3 Support Cards



Quirk Name: Hellflame
Quirk Type: Emitter
Quirk SubClass: Range
Quirk Bonus: Grants the "Immunity" Keyword in regards to the Inherent Status Effect of the Following Mentions: Fire, Flames, Burning, Freezing, Frostbite, Frostbitten, and Frost. Grants the "Free Use" Keyword to Hell-Flame, 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.
Description: This is an extremely powerful pyro-kinetic quirk, granting the character an inherent control over the flames they can produced. The flames can be produced anyone from the body, formed into various constructs of desire, mobility tactics, and even shroud the body without causing harm. Possessing the potential to incinerate targets, the damage magnitude of the flames are determined by the rank of techniques used – instead of the Power or Intelligent Attribute.

Quirk Breakdown:

~ The most prominent ability is that the temperature of the flames can be increased or decreased [ Requires 1 Support Card is Spent Each Time | From the Turn Onward ( If Temp is Increased ) the Spent Support Cards will Remain Occupied ]. The temperature of the flames will determine the rank of the flames, regardless if the character performs a Style Technique or Free-Form Action. Whenever the temperature of the flames has been increased to the Gamma Rank, the flames change color and gains the ”Superheat” Keyword. This means the damage per turn effect that occurs, due to the status effect inherent in flames, is increased by an additional damage point.


1,000 Degrees: Epsilon Rank | One [1] Damage | 1,200 Degrees: Delta Rank | Two [2] Damage
1,400 Degrees: Gamma Rank | Three [3] Damage | 1,600 Degrees: Beta Rank | Four [4] Damage
1,800 Degrees: Alpha Rank | Five [5] Damage | 2,000 Degrees: Zeta Rank | Six [6] Damage



~ In cases where the Style Technique is used w/ a higher Rank, than the temperatures of the flames will immediately become that Rank and the temperature corresponding with that rank for that turn only. The temperature of the flames will begin with One Thousand [1,000] Degrees and be assigned the Epsilon Rank. When activating Hell-Flame to assault targets, it requires One [1] Attack Card is Spent. When activating Hell-Flame to neutralize disadvantaging situations, it requires One [1] Support Card is Spent. When activating Hell-Flame to defend against oncoming danger, it will require One [1] Block Card is Spent. When activating Hell-Flame to avoid oncoming danger, it will require One [1] Dodge Card is Spent.

Quirk Drawback(s): Increasing the temperature of the flames causes adverse consequences for the body if they are ever maintained for extended periods of time. These adverse effects develop because when the temperature of the flames are increased, so is the levels of heat within the body. This will inevitable cause overheating which will begin to impair the physical capabilities of the creator. The severity of the consequences below are corresponding to the control over the Quirk.

1400 Degrees: Maintaining these Benchmarks for Every Three [3] Turns Consecutively ( or Accumulative ) will Reduce Each Attribute by One [1] Point.

1600-1800 Degrees: The Turn After Activating and Maintaining this Benchmark Locks One [1] Move Slots Until Deactivated. Maintaining these Degree Benchmarks for Every Two [2] Turns Consecutively ( or Accumulative ) will Reduce Each Attribute by Two [2] Points.

Costume Name: Necessary Evil
Spoiler
Costume Grade: C
Costume Perk(s):
  • Grants 20% Morale Point Multiplier
  • Hell-Flame: These are large gauntlets made of non-metallic material that has been infused by the DNA of Endeavor, granting the costume the Immunity Keyword in regards to the Inherent Status Effect of the Following Mentions: Fire, Flames, and Burning.
Costume Description: The costume is man of non-metallic material that has been infused by the DNA of Endeavor, granting an immunity regarding the Fire Related Quirks. The suit is blue and white, but more importantly allows the flames from Hell-Flame to project through without harming the attire.

Gadget Name: Flash Fire
Gadget Grade: B
Gadget Perk(s):
  • Each Gauntlet Possesses 2.0 Health Points.
  • Flash Fire: These gauntlets can harness the temperature of the flames the character can produce. The Current Design can only maintain Gamma-Rank Levels of Temperature without risk to the gauntlets. Because this gadget can passively modulate high levels of heat, the character takes advantage of this feature and always begins Real or Plot Battles with Gamma-Rank Levels of Heat without spending a Support Card to raise the temperature. When Beta Rank Levels of Temperature are Maintained, it cause 0.5 Damage Point to Each Gauntlet. When Alpha to Zeta Rank Levels of Temperature are Maintained, it causes One [1] Damage Point to Each Gauntlet.
Gadget Description: These large gauntlets are attached to the Necessary Evil Costume. The gauntlets are designed with special metallic alloys and temperature modulators responsible for harnessing the flames the character can emit via Hell-Flame. These modulators allow the gauntlets to retain certain thresholds of heat without inflicting damage to the gadget. This means Endeavor must be careful when utilizing the fire power of the Hell-Flame Quirk.

Endeavor would increase his temperature to B Rank [1 Support Card Spent] just before he would release a torrent of flames from every point along his body from his waist down while using his powerful legs to jump [7 PWR]. The torrent of flames would be [5 DMG] and 24 meters in volume. The flames would blast into the air and ground, helping to propel Endeavor upwards while also barreling towards Hisoka and the surrounding area at formidable speed [7 SPM]. This propulsion would be maintained until Endeavor consciously stopped it. The true reasoning and goal for the release of flames alongside the jump would be to assault Hisoka with the fire and its after effects. [1 Attack Card Spent & Maintained]

This forest was property of the state, and the state had fallen into fascist regime. It was no longer anything to protect. There was nothing left for the authority, or many of the people that subsided in the conditions created by such a society, but to go down in flames.

The flames would be directed towards Hisoka from the very beginning due to the fact that Endeavor would angle his feet and flames towards Hisoka.

The overall trajectory of the propulsion would bring Endeavor to eventually be directly above Hisoka, 7 meters above his head. Endeavor would aim his jump and propulsion to this destination from the very beginning of the release of the flames. The flames are [Superheated] and act as a flamethrower, spewing fire that is capable of projecting 30 meters outward all over Hisoka and the land as Endeavor was propelled. If left undealt with, the flames would cover Hisoka and a large amount of his surrounding area.


Just after he began propelling himself with his fire that attempted to shower Hisoka and the land in it's destruction, Endeavor would create 10 Flame Whips on his outstretched fingers that would immediately project towards Hisoka [1 Bombard Card Spent]. The whips would each be 2.4 Meters in Volume, and could reach 30 meters outward. Through the immediate manipulation of Endeavor's arms and fingers, the mass of flame whips would be directed to crash down on Hisoka's general area, with a mass of the intertwined whips ensuring that every area would receive an equal serving of each whip. Together the whips would attempt to decimate an area of 24 meters in volume around Hisoka. Each Whip is [5 DMG]

2(1) Bombard Cards | 3(2) Attack Cards | 3 Block Cards | 3 Dodge Cards | 3(2) Support Cards
Stamina: 40 -4-2 (Marksman Focus)= 34
Flames Start at G Rank due to Flash Fire (1.5 HP Left)
I have an issue
 

Shade Masa

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Battle Check

Well, this post is something...
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First off, I agree with Riker in regard to the wording of your whips. You materialize the whips on your fingers and the way you attempt to manipulate the whips makes it seem like they're still attached to your hand (just like Endeavor's hell spider in the anime). If this was the case, the whips would only travel 0.8 meters forward( I assume the volume of your attack is spread evenly between height, length, and width since you don't specify).


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This is a simple misunderstanding. I think Broly was referring to how far a B-Rank can travel, which is indeed 30 meters. The problem here once again is Broly doesn't specify the dimensions of the fire column, he just says it has a 24-meter volume, meaning I once again have to assume the dimensions are split evenly. Assuming this fire column 8 meters in height its maximum travel would be reduced by 24 meters, meaning it doesn't even reach Riker.

There's also another problem, your attack card is somehow functioning as an attack and support card, as you are attacking Riker and using it to fly. Not to mention, you cannot maintain attack cards, your parent says only support cards can be maintained.

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This is straight forward. Your whips themselves would collide as soon as you manifest them, each whip is 0.8 meters and they come from your fingers, which are inches apart at best. Them colliding would mess up your move, along with the fact all of them cannot logically strike Hisoka anyway. Hisoka's body does not have a large enough surface area for all your whips to hit him.



Final verdict

Most of what I wrote really doesn't matter as Broly's move gets voided from when he spends the first attack card anyway. Broly used an attack card that functioned as an attack and support card. It's now Riker's turn and all Endeavor has successfully done is raise his temperature to B-Rank.

If you don't approve, ask for someone else to check.
 
Last edited:

Punk Hazard

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A lone man emerged from the nearby trail to confront Hisoka. He was clad in bright, blue flames, yet the costume he donned seemed not to burn in the slighest, nor did the skin on his face. Befitting his appearance, an aura of fierce determination seeped from him, and his gaze rested squarely on Hisoka. The Magician detected not even the slightest hesitation from the man; this iron-clad stature was one that came only from those who were seasoned by battle, and Hisoka was sure he had successfully drawn out one of the vigilantes.

For the sake of his own games, Hisoka had declined any information on the vigilantes. Their appearance, their abilities, their history beyond their confrontation with the Troupe, Hisoka forsook them all for only the sake of the thrill of a hunt.

"Please don't disappoint me❤," he chimed.

His playful expression unwavering, Hisoka drew six cards from his pocket, holding them between his thumb and first two fingers. He swiped his arm horizontally, entering a pose that saw Hisoka standing tall with his arm extended to his side. The gesture was done to infuse the cards with his psionic energy, released through his hand, and the Magician promptly threw them toward his contender.

Carried by the power of his Quirk, Hisoka directed the cards to slash into Endeavor at the same time. One would be aimed to slice through his eyes, blinding him. Two would be driven into the inside of elbows, with one card each disabling an arm in the process. Two more would likewise be directed to impale his knees, disabling his legs, and the final card would be driven into the center of his chest.




Archetype: Archer

Archetype Trait: Marksman Focus

Persona(s): Hot-Blooded!! | Cunning

Persona Trait(s): None

Physique Trait(s): Fruitarian | Image Sparring

Extraordinary Trait(s): Seizing Orders

League Trait: N/A

Power: 2

Intelligent: 6

Defense: 2

Agility: 2

Dexterity: 6

Technique: 3

Bombard: 2

Attack Cards: 3

Block Cards: 3

Dodge Cards: 3

Support Cards: 3

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

Quirk Breakdown:

The nature of the psionic energy is oppressive to susceptible targets, which is why Poltergeist Related Style Techniques and Free-Form Actions gain the Strangle Keyword in exchange for the psionic energy being able to deal damage. Whenever clashing with solids or liquids, the psionic energy will trump those targets and gain control of them. Sentient targets can resist the strangle keyword if they possess equal or more amount of points in the Power or Agility Attributes ( compared to the Character's Intelligent Attribute ) to break free.

In the circumstances that targets that have been strangled are guided to clash with other targets, regardless of the nature, then the interaction becomes unique. The speed and damage magnitude of the strangled targets are dictated by the Intelligent Attribute, however this psionic energy does not enhance the durability of those targets. Whenever those targets clash against opposing targets, the Damage Shaving of the Target is checked. The following formula breakdowns this interaction:

Poltergeist Interactions:
Environmental Strangled Targets that Lack Damage Shaving will be Granted One [1] Damage Shaving and One [1] Health Point.​
Gadget Strangled Targets that Lack Damage Shaving will be Granted Two [2] Damage Shaving.​

Quirk Drawback(s):

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

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

Name: Elastic Love
Quirk Name: Poltergeist
Type: Offensive | Defensive | Supplementary
Rank: E-Z
Scale: Depends
Description: The character will release a wave of psionic energy, initiated through a physical gesture / cue such as pointing or raising their arms. This psionic wave generation is invisible and nine meters in volume ( three [3] meters in width | height | length ). Whatever susceptible targets the psionic energy interacts with will become under the character’s control, telekinetically. Depending on the tactic in mind, the character can execute different tactics whether they be offensive, defensive, or supportive in nature. Regardless of which, the character can use the psionic energy to rip portions from targets that exceed the dimension of the psionic wave.

Note: When the Character activates this Style Technique with an Attack Card, the target(s) exposed to the psionic energy will only remain under their control for One [1] Turn.

Note: When the Character activates this Style Technique with a Block Card, the target(s) exposed to the psionic energy will only remain under their control for One [1] Turn.

Note: When the Character activates this Style Technique with a Support Card, the target(s) exposed to the psionic energy will only remain under their control for the Entire Battle. The Card(s) Spent Remain Occupied Until Deactivated.

Gadget Name: Flimsy Lies
Gadget Grade: C
Gadget Perk(s):
  • Each Card Possesses 0.5 Health Points.
  • The Character Begins Each Real or Plot Battle with Six [6] Cards.
  • Flimsy Lies Grants the Wielder the Option to Spend One [1] Attack | Block | Support Card to Use Various Tactics
Gadget Description: Flimsy Lies are a simple set of cards carried by the character, outfitted with a thing metal lining around the trim and across the surface. The metal is made to be transparent, granting the cards the appearance of ordinary playing cards. Refined, the edges of the cards are incredibly sharp to the touch – allowing them to act as bladed weapons capable of slashing and cutting targets.

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Attaching D-rank Elastic Love to 1 Support Card to take control over Flimsy Lies. Spending one Bombard Card to use Flimsy Lies to attack Endeavor and to inflict the status effects associated with slashes/cuts. 16 Stamina spent.
 
Last edited:

-Broly-

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A lone man emerged from the nearby trail to confront Hisoka. He was clad in bright, blue flames, yet the costume he donned seemed not to burn in the slighest, nor did the skin on his face. Befitting his appearance, an aura of fierce determination seeped from him, and his gaze rested squarely on Hisoka. The Magician detected not even the slightest hesitation from the man; this iron-clad stature was one that came only from those who were seasoned by battle, and Hisoka was sure he had successfully drawn out one of the vigilantes.

For the sake of his own games, Hisoka had declined any information on the vigilantes. Their appearance, their abilities, their history beyond their confrontation with the Troupe, Hisoka forsook them all for only the sake of the thrill of a hunt.

"Please don't disappoint me❤," he chimed.

His playful expression unwavering, Hisoka drew six cards from his pocket, holding them between his thumb and first two fingers. He swiped his arm horizontally, entering a pose that saw Hisoka standing tall with his arm extended to his side. The gesture was done to infuse the cards with his psionic energy, released through his hand, and the Magician promptly threw them toward his contender.

Carried by the power of his Quirk, Hisoka directed the cards to slash into Endeavor at the same time. One would be aimed to slice through his eyes, blinding him. Two would be driven into the inside of elbows, with one card each disabling an arm in the process. Two more would likewise be directed to impale his knees, disabling his legs, and the final card would be driven into the center of his chest.




Archetype: Archer

Archetype Trait: Marksman Focus

Persona(s): Hot-Blooded!! | Cunning

Persona Trait(s): None

Physique Trait(s): Fruitarian | Image Sparring

Extraordinary Trait(s): Seizing Orders

League Trait: N/A

Power: 2

Intelligent: 6

Defense: 2

Agility: 2

Dexterity: 6

Technique: 3

Bombard: 2

Attack Cards: 3

Block Cards: 3

Dodge Cards: 3

Support Cards: 3

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

Quirk Breakdown:

The nature of the psionic energy is oppressive to susceptible targets, which is why Poltergeist Related Style Techniques and Free-Form Actions gain the Strangle Keyword in exchange for the psionic energy being able to deal damage. Whenever clashing with solids or liquids, the psionic energy will trump those targets and gain control of them. Sentient targets can resist the strangle keyword if they possess equal or more amount of points in the Power or Agility Attributes ( compared to the Character's Intelligent Attribute ) to break free.

In the circumstances that targets that have been strangled are guided to clash with other targets, regardless of the nature, then the interaction becomes unique. The speed and damage magnitude of the strangled targets are dictated by the Intelligent Attribute, however this psionic energy does not enhance the durability of those targets. Whenever those targets clash against opposing targets, the Damage Shaving of the Target is checked. The following formula breakdowns this interaction:

Poltergeist Interactions:
Environmental Strangled Targets that Lack Damage Shaving will be Granted One [1] Damage Shaving and One [1] Health Point.​
Gadget Strangled Targets that Lack Damage Shaving will be Granted Two [2] Damage Shaving.​

Quirk Drawback(s):

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

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

Name: Elastic Love
Quirk Name: Poltergeist
Type: Offensive | Defensive | Supplementary
Rank: E-Z
Scale: Depends
Description: The character will release a wave of psionic energy, initiated through a physical gesture / cue such as pointing or raising their arms. This psionic wave generation is invisible and nine meters in volume ( three [3] meters in width | height | length ). Whatever susceptible targets the psionic energy interacts with will become under the character’s control, telekinetically. Depending on the tactic in mind, the character can execute different tactics whether they be offensive, defensive, or supportive in nature. Regardless of which, the character can use the psionic energy to rip portions from targets that exceed the dimension of the psionic wave.

Note: When the Character activates this Style Technique with an Attack Card, the target(s) exposed to the psionic energy will only remain under their control for One [1] Turn.

Note: When the Character activates this Style Technique with a Block Card, the target(s) exposed to the psionic energy will only remain under their control for One [1] Turn.

Note: When the Character activates this Style Technique with a Support Card, the target(s) exposed to the psionic energy will only remain under their control for the Entire Battle. The Card(s) Spent Remain Occupied Until Deactivated.

Gadget Name: Flimsy Lies
Gadget Grade: C
Gadget Perk(s):
  • Each Card Possesses 0.5 Health Points.
  • The Character Begins Each Real or Plot Battle with Six [6] Cards.
  • Flimsy Lies Grants the Wielder the Option to Spend One [1] Attack | Block | Support Card to Use Various Tactics
Gadget Description: Flimsy Lies are a simple set of cards carried by the character, outfitted with a thing metal lining around the trim and across the surface. The metal is made to be transparent, granting the cards the appearance of ordinary playing cards. Refined, the edges of the cards are incredibly sharp to the touch – allowing them to act as bladed weapons capable of slashing and cutting targets.

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Attaching D-rank Elastic Love to 1 Support Card to take control over Flimsy Lies. Spending one Bombard Card to use Flimsy Lies to attack Endeavor and to inflict the status effects associated with slashes/cuts. 16 Stamina spent.
Everything Endeavor had tried to do just now had failed for some reason. Perhaps he had done things in the wrong order?

The assailant withdrew what looked like playing cards and tossed them towards Endeavor. Observing his movements closely all the while, Endeavor would surmise that a man that was seemingly responsible for so much violence wouldn't just throw mere playing cards. These could explode, they could be laced with poison, or he could even manipulate them for a purpose more sinister. Beyond this there were myriad ploys that his opponent could be using, but the main takeaway was that he doubted that the end of the man's abilities and strategies were limited to throwing cards accurately. Endeavor would be wary of any extra tricks that could come from the cards or Hisoka.

Regardless of the future threat that the cards presented, Endeavor would have to deal with the threat they posed at present. They looked to be on a path heading straight towards him. Endeavor would lunge upward and forward, achieving a height of 5 meters upwards in the air (easily clearing the area the cards were targeting) with an attempt to land 11 meters in front of his previous spot. He would do this when the cards where 3 meters away from him in an attempt to dodge them utilizing the leap. [1 Dodge Card Spent] Endeavor is moving at [7 SPM]

The moment after he had utilized his dodge to effectively get out of danger Endeavor would create a wall of fire from his feet (he would swing his feet in front of him so that the wall would be made in front of him) that would quickly take form to being 4.5 meters in height, allowing it to travel 15~ meters, while having the max remaining volume attributes allowable within those prerequisites. It would be projected and released outward so that it would advance forward toward Hisoka independent of Endeavor, hitting and burning the cards as they traveled. The wall of fire would skim the ground and decorated it with its falling flames as it traveled towards Hisoka, who was positioned in the center of the wall as per Endeavor's aiming. As the wall did this, it would ignite a fire within the clearing as it touched the grass, foliage, and ground. [1 Attack Card Spent] [5 DMG].

After releasing the fire wall, Endeavor would lower his temperature back to G Rank [1 Support Card Spent]



2 Bombard Cards | 3(2) Attack Cards | 3 Block Cards | 3(2) Dodge Cards | 3(1) Support Cards
Stamina: 40 -4= 36
Flash Fire (1.0 HP Left)
 
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Punk Hazard

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Everything Endeavor had tried to do just now had failed for some reason. Perhaps he had done things in the wrong order?

The assailant withdrew what looked like playing cards and tossed them towards Endeavor. Observing his movements closely all the while, Endeavor would surmise that a man that was seemingly responsible for so much violence wouldn't just throw mere playing cards. These could explode, they could be laced with poison, or he could even manipulate them for a purpose more sinister. Beyond this there were myriad ploys that his opponent could be using, but the main takeaway was that he doubted that the end of the man's abilities and strategies were limited to throwing cards accurately. Endeavor would be wary of any extra tricks that could come from the cards or Hisoka.

Regardless of the future threat that the cards presented, Endeavor would have to deal with the threat they posed at present. They looked to be on a path heading straight towards him. Endeavor would lunge upward and forward, achieving a height of 5 meters upwards in the air (easily clearing the area the cards were targeting) with an attempt to land 11 meters in front of his previous spot. He would do this when the cards where 3 meters away from him in an attempt to dodge them utilizing the leap. [1 Dodge Card Spent] Endeavor is moving at [7 SPM]

The moment after he had utilized his dodge to effectively get out of danger Endeavor would create a wall of fire from his feet (he would swing his feet in front of him so that the wall would be made in front of him) that would quickly take form to being 4.5 meters in height, allowing it to travel 15~ meters, while having the max remaining volume attributes allowable within those prerequisites. It would be projected and released outward so that it would advance forward toward Hisoka independent of Endeavor, hitting and burning the cards as they traveled. The wall of fire would skim the ground and decorated it with its falling flames as it traveled towards Hisoka, who was positioned in the center of the wall as per Endeavor's aiming. As the wall did this, it would ignite a fire within the clearing as it touched the grass, foliage, and ground. [1 Attack Card Spent] [5 DMG].

After releasing the fire wall, Endeavor would lower his temperature back to G Rank [1 Support Card Spent]
The SPM for your dodge is incorrect.
 

Shade Masa

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Battle Check
Okay, the main problem here is determining what attribute Endeavor's movement is based on. Jumping speed is a controversial topic but the attribute guide clears this up.
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The power attribute dictates projectile speed, not jump speed. In fact, the only thing that power dictates in regards to jumping is how far you can jump.
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As you can see from the screenshot above, agility dictates a character's movement and attack speed. It would be safe to say Endeavor jumping would be movement, hence your jump speed is dictated by the agility attribute. Riker is right, you move by your agility when you jump in this case.

Taking Endeavor's agility into account, Hisoka has a 4SPM advantage over Endeavor (meaning if Endeavor travels one meter Hisoka's cards travel 5.). Endeavor starts his jump when the cards are 3 meters away, meaning that by the time the cards have traveled 3 meters Endeavor has not even jumped upwards one meter. Taking all of this into account, Endeavor wouldn't be able to clear all the cards, at the very least, the cards aimed for the eyes and chest strike Endeavor's body.

As for the drawback, activating B-Rank last turn means a move slot is locked and Endeavor cannot go down back to G-rank. If he was to survive his drawbacks would activate at the start of his next turn.



Final Verdict

Endeavor would be hit by two cards both carrying six damage. Endeavor has two defense, meaning he shaves one of the twelve damage dealt.

Endeavor suffers eleven damage which would render him unconscious.

Feel free to inquire about this. If you must you can ask to get a second check, if not, Hisoka is the winner.
 
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Shade Masa

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Battle Grading
Looks like MAGA man's streak is over. This is another overwhelming victory for the naked clown.


Battle rewards
Attempted Prompt Rewards: State of California - Defeat the Hero | Villain
  • Broly Earned One [1] Trait For Competing.
Completed Prompt Rewards: State of California - Defeat the Hero | Villain
  • Riker Gained 440 Negative Morale Points and Three [3] Trait Points.
Defeat the Hero | Villain ( Repeatable | Once Per Week ): As a patron for crime, your responsibility is to dismantle the institutions that are design to oppress your freedom. Sometimes that involves you having to confront heroes of various degrees or villains just to assert dominance. Whether you are approached or do the approaching, as a villain you are to engage the hero(s) or villain(s) and defeat them. Escaping or Defeating Heroes or Villains will double the rewards given to the Role-Player.
 
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