Post by Deleted on Jan 9, 2019 5:34:48 GMT -4
Progression
Quirk: Antipyre Quirk: PROMETHEAN GAS Reason: Original quirk was unbalanced and played into Rock-Paper-Scissors tropes, something I have been informed is being avoided here! Following is a quirk better fitting the thematics of the site! Since both secondaries linked directly to the quirk, I have reselected both to better fit the new one. Type: Emitter Rank: E Description: Arisu constantly emits small amounts of an extremely unstable gas. In normal conditions, this merely lowers the temperature a small, but notable amount, while lowering the light around her a touch as well. She can emit and control the gas at will, though, and when exposed to high amounts of energy, the gas reacts with, and consumes, the energy to create plasma. Effects: Arisu's gas allows her to control the plasma by keeping it surrounded, which maintains the plasma through a feedback loop that consumes the light and heat the plasma puts off to, in turn, generate more plasma. This plasma takes the appearance of a lightless, cold flame, but is distinct from flame and occupies a sort of high-energy middle ground between fire and electricity. She can control her gas within about the confines of a conference room (around 10m in each direction), and can concentrate it enough to melt or shatter stone. She doesn't have to maintain the plasma- if it is more advantageous, she can instead use her gas to neutralize high-energy effects within her reach and simply allow the plasma created to dissipate harmlessly as a defensive measure. This is, of course, limited by her ability to output enough gas to overwhelm incoming energy, however. She can also cool or darken a room by emitting her gas without large energy sources present, but this is largely a thematic effect. Drawback and Weaknesses: The gas is neither affected by, nor can it neutralize, physical energies like kinetic energy. It is strictly free energy like electricity, flames, heat, light, and the like. As well, powers that reduce the total energy in an area- cold and darkness effects, for example- not only completely bypass the gas but can hamper its effectiveness as well, if appropriately applied. COMBAT ABILITIES Ability name Uncandescent Type: Enhancement Rank: F Effect: The very nature of the plasma that Arisu wields means that it isn't the sort of thing to leave lingering flames- the energy of leftover fire instead simply converts to plasma that feeds her stock or dissipates harmlessly. However, her attacks are anathema to energy, and this extends to nerve signals, battery power, and body heat. Individuals who fail to avoid her Quirk attacks, even if the attacks fail to do damage normally, suffer minor Exhaustion. Enough attacks can and will eventually render even the most plasma-resistant target unconscious. Ability name Chains of Promethea Type: Item Rank: F Effect: These are cleverly designed electrical generators shaped like bracelets. The inside is insulated, the outside is not, allowing Arisu's gas to convert the energy they produce into plasma, effectively increasing her stamina and letting her use her quirk a little while longer than she would otherwise be able. Upgrading to: Quirk: Antipyre Type: Emitter Rank: E Description: Arisu can project and control a blue-black flame-like energy using her arms. It doesn't burn living things or materials, and emits neither heat nor light, but corrodes energy sources, exhausts living things, and renders substances fragile, to the point a simple punch could cause them to collapse. Effect: Effect: Antipyre deals normal damage to objects, themed as a weakening or crumbling of its material. It deals standard damage to energy constructs as well, but inflicts exhaustion damage on anything living, draining their energy instead of inflicting physical harm. It can be used to fight fires, downed electrical lines, and other energy-based hazards of its rank or lower, and has standard range (10m) for an Emitter quirk. Drawback: Antipyre's biggest drawback is its effect on Arisu. Not only does creating blackfire consume her own energy reserves, it also seeps into her bloodstream. The veins in her arms turn black as she pushes her limits, tracing back up towards her chest. If they reach her heart, they will slow her heart rate and, possibly, stop it entirely if pushed far enough. Controlling it after projection requires large, clumsy movements, and if her arms are restrained, she cannot manipulate this energy at all until they are freed, limiting her to blasting the energy wherever her arms happen to be pointing at the time. Ability name Blackfire Brawler Type: Martial Art Rank: F Effect: Before Arisu realized she couldn't set anything on fire, she kept her flames close, wrapped around her hands instead of launched all over the place. She has a long way to go with regards to actual combat application, but has some practice ducking and weaving, and can punch hard enough to splinter wood. Ability name Exhaustion Expert Type: Enhancement Rank: F Effect: Constant exposure to Antipyre has left Arisu resistant to natural exhaustion- her stamina is improved, allowing her to keep on keeping on for a little longer than others might expect. |