at the sound of two bodies hitting the floor Ovan thought their business was over with yet no sooner had the blood leaking from their bodies hit the floor that a woman of unknown origin appeared around the corner.
Ovan:" Members of a gang far outside your spear of influence, the Hunger gang, and unfortunately for you we have a policy about leaving witnesses alive, dont worry ill make this quick"
in an instant Ovans quirk activated, stretching his will outside of his body with such force it affected those in the immediate vicinity including innocent bystanders. Clutching his gun, Twinstar, in his right hand Ovan would swing his blade in a downward arc directly in the middle of her chest. In the background retsu would quickly grab one of the downed civilians closes to her while maintaining a close distance to ovan no more than a meter away, figuring if all goes to pot a hostage would be very useful.
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Ovan Stats
Pre emptive Move/Parent Tech
Retsu stats
Items In use
Traits In use
Using pre emptive motive to activate my quirk before the battle starts, Using Reckless persona to attack the opponent first,Turning on permanent damage
Ovan:" Members of a gang far outside your spear of influence, the Hunger gang, and unfortunately for you we have a policy about leaving witnesses alive, dont worry ill make this quick"
in an instant Ovans quirk activated, stretching his will outside of his body with such force it affected those in the immediate vicinity including innocent bystanders. Clutching his gun, Twinstar, in his right hand Ovan would swing his blade in a downward arc directly in the middle of her chest. In the background retsu would quickly grab one of the downed civilians closes to her while maintaining a close distance to ovan no more than a meter away, figuring if all goes to pot a hostage would be very useful.
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Ovan Stats
Power: 2 Intelligent: 6 Defense: 2 Agility: 4 Dexterity: 4 Technique: 2
3 1 Attack | 2 Block | 3 Dodge | 6 Support
Archetype: Tactician
Persona: Reckless , Lunatic
Health: 5 HP
Stamina: 60-5-5-=50
Archetype: Tactician
Persona: Reckless , Lunatic
Health: 5 HP
Stamina: 60-5-5-=50
Pre emptive Move/Parent Tech
Quirk Name: Conqueror's Will
Quirk Type: Emitter
Quirk SubClass: Range
Quirk Bonus: Grants the "Free Use" Keyword to Conqueror's Will, 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. Grants the "Absolute" Keyword to All Conqueror's Will Related Abilities in Regards to the Effects Induced. Grants the "Immunity" Keyword to All Conqueror's Will Related Abilities in Regards to Non-Mental Targets | Sources.
Description: This Quirk has manifested and gifted the character with the ability to exert their will in abnormal aura. Exerting the will refers to the phenomenon where the character can subtly project forth this energy that ignores all traditional rules of reality. This energy projection is an exertion akin to an oppressive nature, a similar interaction of animalistic instincts. The fight or flight response, the character merely projecting forth such aura can influence most targets and forcing them to decide to move forward with confrontation.
Quirk Breakdown & Drawbacks:
~ The mere presence of the character is enough for the character to project forward this immensely powerful impression. An invisible wave of energy, the only indicator that the character has exerted this pressure is the faint oversize imagery of the character, hovering behind them as a towering figure. Whenever the character releases this aura, the amount range of influence at basic control is equivalent to Ten [10] Meters of Diameters. Exerting the aura is the only function of Conquerors Will, reason why the character granted the ”Free-Use” keyword and does not mandate Style Technique.
~ All sentient beings are not identical, therefore targets react differently to the exposure of the character’s will. Determined by the personas a target retains, there are varying degrees of which the targets are susceptible to the oppressive aura. When interacting with other sentient beings, this Quirk causes an Attribute Check between the character and opponent(s) but only on a theoretical scale. This means that certain personas will experience corresponding raises or reductions in their Intelligent Attribute, but only theoretical ( this means their actual Intelligent Attribute will not change ).
Complete Immunity: Brave | Adamant | Reckless
+1 Point to Intelligent Attribute: Sadistic | Lunatic | Cunning | Arrogant
+0 Point to Intelligent Attribute: Jovial | Serious | Nonchalant | Analytical
-1 Point to Intelligent Attribute: Timid | Intuitive | Naive | Charming | Hopeful
~ Because the oppressive aura is indiscriminate, there are circumstances that can cause it to intensify or diminish. In the circumstances that the owner possesses the Sadistic | Lunatic | Cunning | Arrogant Personas, then they will experience a passive yet theoretical increase ( +1 Point ) in their Intelligent Attribute. In the circumstances the owner possess the Timid, Intuitive, Naive, Charming, and Hopeful Persona then they will experience a passive yet theoretical decrease ( -1 Point ) in their Intelligent Attribute.
~ In the circumstance that susceptible targets possess two personas that are advantageous ( experienced a theoretical increase ) against the oppressive aura, then they experience a +2 theoretical increase instead. In the circumstance that susceptible targets possess two personas that are disadvantageous ( experienced a theoretical decrease ) against the oppressive nature, then they experience a -2 theoretical increase.
~ In the circumstances that the target possesses a persona that would grant them immunity from the oppressive nature and another persona that is disadvantageous, then the immunity is stripped away. The target will not experience a theoretical increase or decrease in their Intelligent Attribute. Targets that are lower in the Intelligent Attribute, whether its theoretical or natural, will be susceptible to the oppressive aura.
~ The domain of influence surrounds the character because it is their presence, therefore the zone shifts anywhere on the battlefield. Once the opponent(s) have been submerged in the domain of influence, the aggressive aura cannot be evaded or defended against under any normal circumstance. This guaranteed impact is the reason that the Conqueror’s Will is granted the ”Absolute” keyword which means the effects cannot be nullified, reduced, or bypassed unless the means of protection is related to Mental Sources. Whenever targets are negatively impacted by this Quirk, the following effects occur.
Every Two Point INT Difference: One [1] Point Reduction in the Power | Agility | Defense | Dexterity Attributes.
Every Three Point INT Difference: The Battle Card Deck Refresh Rate Becomes Four Turns | One Move Slot Per Turn is Locked.
~ The character at this level of mastery can exert their will to influence sentient targets only. If influenced by their aggressive aura, then the targets will experience a pressure upon their physique. This pressure can travel deep into the body, effecting the performance levels regarding their mental and physical status. The aura cannot be interacted with physically, thus been granted the ”Immunity” keyword against all targets that are physical in composition. Activating this Quirk requires that a Support [1] Card(s) be spent and then occupied.
Quirk Type: Emitter
Quirk SubClass: Range
Quirk Bonus: Grants the "Free Use" Keyword to Conqueror's Will, 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. Grants the "Absolute" Keyword to All Conqueror's Will Related Abilities in Regards to the Effects Induced. Grants the "Immunity" Keyword to All Conqueror's Will Related Abilities in Regards to Non-Mental Targets | Sources.
Description: This Quirk has manifested and gifted the character with the ability to exert their will in abnormal aura. Exerting the will refers to the phenomenon where the character can subtly project forth this energy that ignores all traditional rules of reality. This energy projection is an exertion akin to an oppressive nature, a similar interaction of animalistic instincts. The fight or flight response, the character merely projecting forth such aura can influence most targets and forcing them to decide to move forward with confrontation.
Quirk Breakdown & Drawbacks:
~ The mere presence of the character is enough for the character to project forward this immensely powerful impression. An invisible wave of energy, the only indicator that the character has exerted this pressure is the faint oversize imagery of the character, hovering behind them as a towering figure. Whenever the character releases this aura, the amount range of influence at basic control is equivalent to Ten [10] Meters of Diameters. Exerting the aura is the only function of Conquerors Will, reason why the character granted the ”Free-Use” keyword and does not mandate Style Technique.
~ All sentient beings are not identical, therefore targets react differently to the exposure of the character’s will. Determined by the personas a target retains, there are varying degrees of which the targets are susceptible to the oppressive aura. When interacting with other sentient beings, this Quirk causes an Attribute Check between the character and opponent(s) but only on a theoretical scale. This means that certain personas will experience corresponding raises or reductions in their Intelligent Attribute, but only theoretical ( this means their actual Intelligent Attribute will not change ).
Complete Immunity: Brave | Adamant | Reckless
+1 Point to Intelligent Attribute: Sadistic | Lunatic | Cunning | Arrogant
+0 Point to Intelligent Attribute: Jovial | Serious | Nonchalant | Analytical
-1 Point to Intelligent Attribute: Timid | Intuitive | Naive | Charming | Hopeful
~ Because the oppressive aura is indiscriminate, there are circumstances that can cause it to intensify or diminish. In the circumstances that the owner possesses the Sadistic | Lunatic | Cunning | Arrogant Personas, then they will experience a passive yet theoretical increase ( +1 Point ) in their Intelligent Attribute. In the circumstances the owner possess the Timid, Intuitive, Naive, Charming, and Hopeful Persona then they will experience a passive yet theoretical decrease ( -1 Point ) in their Intelligent Attribute.
~ In the circumstance that susceptible targets possess two personas that are advantageous ( experienced a theoretical increase ) against the oppressive aura, then they experience a +2 theoretical increase instead. In the circumstance that susceptible targets possess two personas that are disadvantageous ( experienced a theoretical decrease ) against the oppressive nature, then they experience a -2 theoretical increase.
~ In the circumstances that the target possesses a persona that would grant them immunity from the oppressive nature and another persona that is disadvantageous, then the immunity is stripped away. The target will not experience a theoretical increase or decrease in their Intelligent Attribute. Targets that are lower in the Intelligent Attribute, whether its theoretical or natural, will be susceptible to the oppressive aura.
~ The domain of influence surrounds the character because it is their presence, therefore the zone shifts anywhere on the battlefield. Once the opponent(s) have been submerged in the domain of influence, the aggressive aura cannot be evaded or defended against under any normal circumstance. This guaranteed impact is the reason that the Conqueror’s Will is granted the ”Absolute” keyword which means the effects cannot be nullified, reduced, or bypassed unless the means of protection is related to Mental Sources. Whenever targets are negatively impacted by this Quirk, the following effects occur.
Every Two Point INT Difference: One [1] Point Reduction in the Power | Agility | Defense | Dexterity Attributes.
Every Three Point INT Difference: The Battle Card Deck Refresh Rate Becomes Four Turns | One Move Slot Per Turn is Locked.
~ The character at this level of mastery can exert their will to influence sentient targets only. If influenced by their aggressive aura, then the targets will experience a pressure upon their physique. This pressure can travel deep into the body, effecting the performance levels regarding their mental and physical status. The aura cannot be interacted with physically, thus been granted the ”Immunity” keyword against all targets that are physical in composition. Activating this Quirk requires that a Support [1] Card(s) be spent and then occupied.
Retsu stats
Archetype: Tank
Persona: Sadistic , Lunatic
Traits: The Hunger Gang,
Power: 1 Intelligent: 4 Defense: 2 Agility: 1 Dexterity: 2 Technique: 2
Health: 9Hp
Stamina:90
3 2 Attack Cards | 6 Block Cards | 2 Dodge Cards | 3 Support Cards
Persona: Sadistic , Lunatic
Traits: The Hunger Gang,
Power: 1 Intelligent: 4 Defense: 2 Agility: 1 Dexterity: 2 Technique: 2
Health: 9Hp
Stamina:90
Items In use
Costume Name: Twilight Attire
Costume Grade: C
Costume Perk(s):
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Gadget Name: Twinstar Rift
Gadget Grade: B
Gadget Perk(s):
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Name: Crucial Swing
Item Required: Twinstar Rift
Type: Offensive | Defensive
Rank: E~Z
Scale: Self
Description: The user swings his gun in an attempt to cleave oncoming damage or the opponent(s). Multiple strikes can be performed but the damage must be split as evenly as possible.
Costume Grade: C
Costume Perk(s):
- Grants 20% Morale Point Multiplier
- Chain Mail: Grants the Wearer the "Immunity" Keyword Against the Status Effects ( of Epsilon to Delta Rank and Free-Form Quality ) Associated with Slashing, Cutting, and Piercing Types of Damage.
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Gadget Name: Twinstar Rift
Gadget Grade: B
Gadget Perk(s):
- Possesses Four [4] Health Points.
- Each Air Bullet Travels at Four [4] SPM.
- Each Air Bullet Travels Deals Four [4] DMG.
- Gadget Grants the Wielder the Option to Spend One [1] Attack or Block Card to Assault or Defend.
- Air Compression System: Due to the Ammo Requiring Air Only, the Gun Can Virtually Fire an Infinite Amount of Ammo.
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Name: Crucial Swing
Item Required: Twinstar Rift
Type: Offensive | Defensive
Rank: E~Z
Scale: Self
Description: The user swings his gun in an attempt to cleave oncoming damage or the opponent(s). Multiple strikes can be performed but the damage must be split as evenly as possible.
Traits In use
Reckless | Pricing |
---|---|
Persona Narrative Effect | Restrictions |
Possessing the Reckless Persona means your character is more likely to throw caution to the wind. Planning is far from the mind of the character, they only act before thought. | Free |
Once Each Story Arc: Can Successfully Deal Damage to a NPC(s) without risk of suffering adverse effects to your Attributes and/or Health Points. Can Only be Used One Time Per Thread. | Bio Cannot have Reckless with the Timid, Analytical, Cunning, and Brave Personas |
Preemptive Motives | Pricing |
---|---|
Trait Effects | Restrictions |
Preemptive Motives refers to the tactical advantage the character can create for themselves for upcoming battles. Not only does the character properly scope their upcoming problems, they develop a solution. | 8 Trait Points |
Once Each Real Battle: The character may enter the battle with any Item - Style Technique - Free-Form Action already activated, without spending or occupying Battle Card(s) in attempt to establish an advantageous state. The preemptive motive cannot deal or block damage. | Bios Cannot have the Plot Armor, Assassin, All I Got!, and Second Wind Traits. Bio Must have Tactician as Archetype |
Aimless Aggression | Pricing |
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Trait Effects | Restrictions |
Aimless Aggression refers to the character’s extreme lack of discrimination. Regardless of their objective, their execution does not shy away from collateral damage regarding people or the environment. | 8 Trait Points |
During Real or Plot Battles: Offensive ( Projectile or AOE ) Style Techniques and Free-Form Actions are Granted an Additional Ten [10] Meters in Diameter ( AOE ) or Radius ( Projectile ) Regarding the Scaling. | Bios Cannot have the All I Got!, Assassin, Seizing Orders, and Cult Following Traits. Bio Must have Reckless Persona |
Trait Effects | Restrictions |
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The character has chosen to prioritize their body fitness and grace of movements when engaging in physical training. Callisthenic training has allowed the character to develop high physical fortitude. | 10 Trait Points |
The Character theoretically Reduces Opposing Target(s) SPM Advantage by One [1] SPM Point when calculating the distance travelled against those target(s). |
Using pre emptive motive to activate my quirk before the battle starts, Using Reckless persona to attack the opponent first,Turning on permanent damage
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