[ Sea Travel Plot ] 99 Problems: First Problem

Apriori

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Journey to Whiskey Peaks

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Todou and Yuji had been sailing with hopes of locating Whiskey Peaks. Todou had heard about the famous alcohol that was made there and could not begin his journey without celebrating properly. Yuji on the other hand was beyond stress because he lacked experience being a navigator. Yuji urged Todou that if they were to see all the world, they needed to find a navigator. Not exactly opposed to the idea of more company, Todou began to laugh and patted Yuji on his back while resting his other hand on the back of his head. He would reassure his best friend that they were going to be okay.​

Todou Spent One [1] Support ( 4 Stamina Exhaust ) to Imprint Yuji and Himself.
 

Geezus

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Staff Response

Patrolling the Seas of The Grandline, The Marines were on their routine route through the seas when they spotted an unidentified vessel. When the reconnaissance came back, thanks to the vast network of information the Marine Corps commanded, it was revealed the wanted pirates with a combined bounty over 100,000,000 beli, Aoi Todou and Yuji Itadori were piloting the vessel. Knowing these pirates could be dangerous, considering this the first sighting of these individuals in the Grandline they readied themselves to move into pursuit, assuming their battle stations. Orders were to capture any pirates who thought themselves able to elude justice by escaping into the Grandline. It would be all hands on deck when it came to dealing with these rouge pirates.


Sea Plot Battle Commences

There are One Hundred [100] Marines and Each One Possesses the Rokushiki Martial Arts Trait. Their Attacks Move at Seven [7] Speed Magnitude. The Vessel the Marines Command is B-Grade in Quality. Each Turn, the Platoon of Marines Can Spend Two [2] Cards and Two [2] Reaction Cards. The Battle Begins Ten [10] Meters Apart. If the Distance Between the Vessels Increase to Twenty [20] Meters, then the Role-Player Can Choose to Escape. The Battle is Also Deemed Over Once the Opposing Vessel is Destroyed and Every Opposing Character is Defeated.

The Attack ( or Support ) Sequence:
An Official Roll will Occur to Determine the Success of Attacks Done by Vessels, Which Means the Individuals On the Vessel Cannot be Targeted Unless their Vessel is Invaded. Each One [1] Meter After Five [5] Meters of Distance will Add One [1] Failure to the Official Roll ( But Each [1] Point in Dexterity will Remove One [1] Failure ) when Operating a Cannon or Releasing a Project. This Can Be Avoided If the Character has the Ability to Fight While Flying or Swimming. When a Character with the Sharp Shooter Trait Shoots a Cannon or Releases a Projectile, the Number of Failures are Halved. When the Platoon Shoots, Seven [7] Failures are Removed.

The Dodge Sequence:
During Plot Battle Rubric, the Character or Platoon Must Spend a Dodge Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Dodge, otherwise the Vessel will be Automatically Damaged if the Opponents are Successful in their Attack. Not Spending a Dodge Card is Referred to as Forfeiting the Right to Dodge. Each Point in Movement Speed that is Higher than the Projectile Speed Grants One [1] Success to the Official Roll Regarding the Opposing Attack Roll. Whenever the Vessel Suffers Damage, All Movement is Cancelled.

The Block Sequence:
During Plot Battle Rubric, the Character or the Platoon Must Spend a Block Card Preemptively. This Means the Character or Platoon Must Spend that Card on Their Turn to Prepare the Block, otherwise that Character or Platoon will not reduce the oncoming damage magnitude. Vessels Cannot Block Other Vessels’ Cannonballs Because Blocking Cannonballs Requires the Characters to Do. Any Damage Magnitude that Interacts with a Cannonball will Cause It to Detonate Prematurely. Premature Detonation Can Still Damage Targets Unless All the Damage Magnitude was Shaved / Blocked. In this Situation, the Platoon Spends a Block Card, the Damage Magnitude will be Blocked on the Number of Soldiers Remaining. The Blocking Damage Depends on the Platoon's Max Damage Output Per Card Spend.​

Each Turn ( Post ), Choose Whether to Assault ( By Spending One Attack Card ), Prepare to Defend ( Spending One Block Card ), or Prepare to Disengage ( Spending One Dodge Card ), or Attempt to Retreat | Move the Vessel ( A Maximum of Five [5] Meters Per Card ) | or Invading the Enemy's Vessel ( Spending One Support Card ). During the Sea Plot Battle Mode, the Special Cards in the Battle Deck Cannot be Access Unless the Card's Effect is Targeting a Named Character Only ( Excluding Map and Reaction Cards ). The Stamina Exhaustion's Rulings Remain the Same.

Regardless of the Attack Described, X Damage in the Attack Card Will Allow the Character or Platoon of Soldiers to Damage X Amount of Enemy Targets with One Card Spent. The Character Can Choose Whether They Use Single Strikes or Multiple Strikes to Deal the Damage. The Enemy Group Strike Differently: When Deemed Successful the Number of Strikes are Considered Multiple, Consecutive Strikes. Whenever Deemed Automatically Successful, the Strikes Occur Simultaneously.
 

Apriori

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When the marines pushed up on Todou and Yuji, the latter immediately attempted to leave the helm to squabble. Partly because he preferred not being responsible for both their lives and more so he excelled in fighting. He knew Todou was going to welcome the brawl, so it was incredibly shocking when he told Yuji to remain. Todou smiled menacingly as the marines continued to sail closer and closer. It seemed his sister was right about how much tougher the seas were compared to home. On their first trip, the dogs of the world government thought themselves strong enough to take down the Raging Demon.

“HAHAHA! BEST FRIEND! Keep Course!”

“Huh? Wait, why? We need to stop them from chasing us….”

“And Imma make sure they don’t. I have a plan.”

Todou jumped over to where the cannonballs were situated and began to lift them one by one, throwing them with all his might at the marines that were commanding the enemy vessel. Four total cannonballs thrown, all the while Yuji is confused as to why Todou preferred to launch each one by his own might and not the power of the cannon. Todou would briefly grin with excitement as he revealed to Yuji that he was stronger than cannons. If not prevented, each cannonball would strike the marine and detonate from the impact – causing massive damage to the vessel.

“Hahaha Yuji! Keep sailing! What a great welcome to the rest of the world!”

Yuji would adhere to Todou’s command but not as if he was a subordinate but more so an equal that also agreed with the notion of running away. If the damage to the vessel slowed them down, then their vessel would surely be able to escape due to its inherent speed. Todou would even begin to back seat drive, overcame with excitement.

→ Yuji Spends Two [2] Support Cards to Move Vessel Ten [10] Meters Total.
→ Todou Spends One [1] Support Card to Move Escape the Pursuing Marines
→ Todou Spends One [1] Block Card to Preemptively Defend with Cannonballs
→ Todou Activates the Reckless Persona: Throws Four [8] Cannonballs. Damage Splits and Each Cannonball Deals 1.5 Damage, Excluding the Last One, Which will Deal 2.5 Damage. The Cannonballs will Explode and Deal Three [3] Damage Each.

Item Name: Traveling Backpack
Item Grade: D
Item Perk(s):
  • Traveling Backpack Possesses Six [6] Health Points Total.
  • Traveling Backpack Can Store Two [2] Objects Regardless if the Objects are Official Items or Not ( I.E: Devil Fruit )
Item Description: the traveling backpack is no more ordinary or lackluster to the concept of a portal storage unit. Regardless of the situation, Yuji makes sure to wear the backpack because of the important objects that either he or Todou come across. [ Holding Moku Moku no Mi ]
TBA
Name: Stopping Running!
Martial Arts: None
Type: Supportive
Rank: E-O [ D-Rank Activated ]
Scale: Self
Description: the character crunches the palm of their hand(s) into the ground or nearby walling ( including ceiling ) to tear parts of it away ( if the character does not have any environmental targets already in their hands ) and then throw those chunks as projectiles.

Note: The Number of Targets the Character Throw is Determined by the Dexterity Attribute's Tracking Clause. When Throwing Multiple Projectiles, the Damage Magnitude Splits as Evenly as Possible.

Todou's Attribute Layout
Power: 7/8
Constitution: 2/7
Intelligent: 1/5
Agility: 4/5
Dexterity: 9/9
Technique: 2
Resolve: 375


Battle Deck Layout
Clash: 3
Attack: 5
Block: 2
Dodge: 2
Support: 4 [ 1 Spent So Far ]


Stamina Exhaust Log
Total Stamina: 140
Total Stamina Spent: 9
Stamina Spent this Turn: 9

Breakdown: Attempting to Escape | Preemptively Blocking


Yuji's Attribute Layout
Power: 4/4
Constitution: 1/6
Intelligent: 2/4
Agility: 6/6
Dexterity: 6/6
Technique: 1
Resolve: 275


Battle Deck Layout
Boost: 3
Attack: 3
Block: 3
Dodge: 2
Support: 4


Stamina Exhaust Log
Total Stamina: 110
Total Stamina Spent: 8
Stamina Spent this Turn: 8

Breakdown: Driving the Vessel
 
Last edited:

Geezus

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Staff Response

"Incoming!"

The sirens rang out sounding the warnings of incoming cannon fire which would effectively cut off the Marines ability to enter direct pursuit of Todou and Yuji. Reports being transmitted to the varying squadrons operating the marine vessel that Todou was the one launching the series of cannonballs towards the ship. The Marines had barely assumed their battle stations on their vessel. Bracing for impact, a squadron of marines would perform the Tekkai technique in order to mitigate the number of potential casualties to their ranks from the barrage of cannonballs.

Intel could also see the pirate ship begin to pull away as the barrage of explosions dealt damage to the Marines ship. The marine vessel reacted by training thier cannons on the pirate vessel, seeing it as the best opportunity to deal significant return damage to the pirate ship to prevent it from getting away. They would train six [6] out of the twelve cannons at their disposal back at the pirates and fire hoping to prevent the pirates from evading pursuit. However, the individual proved to be just as dangerous as the reports suggested as the cannonballs were intercepted.

After the first volley of cannon fire, a subsequent volley would ensue once again. This attempt once again thwarted, in a last ditch attempt, the Marines sent a squadron out utilizing Geppou to try and stop the individuals, to no avail. The Pirate Vessel had escaped into the seas beyond, too far to effectively pursue without the necessary authorization and back up. Being that this was the Grandline, the Marine Vessel would retreat to lick its wounds and live to fight another day.


Todou and Yuji have Officially Escaped the Sea Plot Battle
 
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