Post by Katahime Taisou on Jan 10, 2020 9:50:19 GMT -4
{UPDATING FROM}
No Pain No Gain!
Rank: E
Effect:
No Pain No Gain is a simple Quirk that gives the user a burst of strength, speed and stamina from exercising the muscles of the body within a short period of time. It gives no real outward change to indicate that it has activated, beyond the user suddenly moving faster and hitting harder than they did previously. Yet, the internal change is significant, as levels of adrenaline normally gained through exercise are amplified, oxygen intake is exponentially increased, the heart pumps blood through the body seven times faster than average and muscle efficiency is temporarily boosted to inhuman levels.
This trends in a sort of bell curve in relation to how intense the exercise is. Power increases slowly, then exponentially increases during intense exercise, then at a certain point begins to give diminishing returns and their strength and speed begin to level out. What makes this Quirk so unique is that combat, being a way to exercise the body in and of itself, effectively feeds back into the power, meaning over the course of combat the user gets faster and stronger as it goes on, exponentially so until it hits that previously mentioned period of diminishing returns.
An incredibly powerful Quirk on the surface, however it carries with it a drawback that makes it an incredibly dangerous to utilize in combat or rescue scenarios. While exercising and fighting increases muscle efficiency, heart efficiency, etc. it also causes the lactic acid build up in the muscles to reach a fever pitch and for the built-up adrenaline to wear off faster due to their hyper-speed metabolism. What this effectively means, is that if they use their power and then don't exercise for a period of a few seconds, either from being immobilized or just generally stopped from moving the body in a way that would exercise the muscles, the user enters a 'Crash Period' where they suffer from intense, near-crippling muscle cramps and exhaustion. The length of this 'Crash Period' tends to vary depending on how much strength and speed was built up before it, though at what would be considered full power, it can last anywhere from 3-6 hours. During that time the Quirk is effectively 'burnt out' and power can't really be built up in the same way until the lactic acid is absorbed back into the muscles.
This can make active life difficult without careful management. Simply sprinting for a short period of time can cause minor cramps and fatigue for a few minutes that would leave a normal human only a little breathless. One might think this means it would be difficult, if not impossible, to maintain a healthy body and lifestyle with this Quirk, however because of the increase in efficiency of the muscles exercise actually has a much larger long term benefit to them than a regular human. For example, if a normal person and a No Pain No Pain user were to do exercise for an hour every day for three months, the user would end up with around 40% more muscle-mass growth and stamina than the normal person; even though those hour long sessions left them drained and cramping much more than the regular person.
Benefits:
- Enhanced Strength: Due to the enhanced muscle efficiency granted by the Quirk, the user's strength increases the longer they exercise. After around 1 post of intense exercise or combat, the user will be capable of lifting around 250kg. After around 2 posts of intense exercise of combat they will be able to lift the equivalent of 450kg. Finally, after 3 posts of intense exercise or combat, they will be capable of lifting a maximum of around 600kg. Punching strength is similarly affected. At this point, their Quirk has leveled out and they cannot get any stronger.
- Enhanced Speed: Once again due to the enhanced muscle efficiency granted by No Pain No Gain, the user gets faster the more they exercise. After 1 post of intense exercise or combat, they can run around 5km/hr faster than they would normally be able to; for Katahime this would take her to 30km/hr. After 2 posts this increases to 10km faster (40km/hr) and after 3 posts this caps at 45km/hr in total.
- Pumped-Up Stamina: While the Quirk is active, the user is able to stave off the effects of low stamina for a much longer time than a normal human. Indeed, they feel energized while the Quirk is active and often will feel all of their exhaustion pile on at once during the 'Crash Period'. However, while it may certainly seem that way, they are not a Duracell Bunny. As use of the power continues, the user's muscles cannot take the strain of being so active for so long, which tends to have the same effect as exhaustion, effectively forcing the user into their 'Crash Period'. As of currently, this means that generally the user can last around 4 posts at full strength and speed before this mandatory crash happens.
Exhaustion and Weakness:
As mentioned before, No Pain No Gain's drawback is the 'Crash Period' that happens when the user exceeds the limits of what their body can handle or is suddenly stopped from exercising after building up their power. This 'Crash Period' specifically occurs after 4 posts of full power or after a specific period of time where the user takes no significant action that could be considered to be exercising the muscles. If the user is stopped for more than 10 seconds after 1 post, they will enter a 'Crash Period'; similarly the user will crash if they exceed 8 seconds without exercise after 2 posts and 6 seconds after 3 posts. As such, the power lends itself to shorter battles rather than prolonged engagements and will often find itself at a disadvantage against endurance or hardening Quirks. Any sort of Quirk that cause paralysis or stopping of movement for more than these periods of time has a very clear advantage and some would even say is a counter to this Quirk.
Similarly, any Quirk that can produce the same speed and strength instantaneously rather than with a build-up period has an advantage, as they can stop the build-up period of No Pain No Pain and attack when the user is most vulnerable. Therefore, despite being a physical, short-range leaning Quirk, No Pain No Pain actually excels in fighting long and medium range combatants so long as the user is capable of dodging the long range attacks.
The Quirk does have more minor weaknesses against certain elemental Quirks however, such as ice or any sort of rapid temperature-dropping ability. Sudden, sharp drops in temperature have the effect of contracting the muscles, which can cause any affected limb to immediately go into it's 'Crash Period' if suddenly exposed to temperatures below 5 degress Celsius. If this change occurs gradually, for example, over the course of 2 posts, then this will not happen; the change has to be immediate or quick enough to shock the muscles.
Cuts that cause significant bleeding are also an unfortunate advantage against users of this Quirk, as the enhanced pumping of blood around the body simultaneously causes the bleeding to be much more intense but also causes the blood to clot faster than normal. Bleeding out therefore occurs faster than normal humans, even if the wounds technically clot faster than normal humans.
{UPDATING TO}
No Pain No Gain!
Rank: D
Effect:
No Pain No Gain is a simple Quirk that gives the user a burst of strength, speed and stamina from exercising the muscles of the body within a short period of time. It gives no real outward change to indicate that it has activated, beyond the user suddenly moving faster and hitting harder than they did previously. Yet, the internal change is significant, as levels of adrenaline normally gained through exercise are amplified, oxygen intake is exponentially increased, the heart pumps blood through the body seven times faster than average and muscle efficiency is temporarily boosted to inhuman levels.
This trends in a sort of bell curve in relation to how intense the exercise is. Power increases slowly, then exponentially increases during intense exercise, then at a certain point begins to give diminishing returns and their strength and speed begin to level out. What makes this Quirk so unique is that combat, being a way to exercise the body in and of itself, effectively feeds back into the power, meaning over the course of combat the user gets faster and stronger as it goes on, exponentially so until it hits that previously mentioned period of diminishing returns.
An incredibly powerful Quirk on the surface, however it carries with it a drawback that makes it an incredibly dangerous to utilize in combat or rescue scenarios. While exercising and fighting increases muscle efficiency, heart efficiency, etc. it also causes the lactic acid build up in the muscles to reach a fever pitch and for the built-up adrenaline to wear off faster due to their hyper-speed metabolism. What this effectively means, is that if they use their power and then don't exercise for a period of a few seconds, either from being immobilized or just generally stopped from moving the body in a way that would exercise the muscles, the user enters a 'Crash Period' where they suffer from intense, near-crippling muscle cramps and exhaustion. The length of this 'Crash Period' tends to vary depending on how much strength and speed was built up before it, though at what would be considered full power, it can last anywhere from 3-6 hours. During that time the Quirk is effectively 'burnt out' and power can't really be built up in the same way until the lactic acid is absorbed back into the muscles.
This can make active life difficult without careful management. Simply sprinting for a short period of time can cause minor cramps and fatigue for a few minutes that would leave a normal human only a little breathless. One might think this means it would be difficult, if not impossible, to maintain a healthy body and lifestyle with this Quirk, however because of the increase in efficiency of the muscles exercise actually has a much larger long term benefit to them than a regular human. For example, if a normal person and a No Pain No Pain user were to do exercise for an hour every day for three months, the user would end up with around 40% more muscle-mass growth and stamina than the normal person; even though those hour long sessions left them drained and cramping much more than the regular person.
Recently, this has been mitigated with the introduction of the Exercise Bracers, a set of arm and leg sleeves with a significant amount of extra padding to protect the limbs. How does this mitigate the Quirk's weakness? The secret is beneath the padding are a series of massage pads, adapted from those found in massage chairs, placed strategically on various muscle groups to assist in the reduction of lactic acid. These massage pads are activated automatically when the user's heart rate reaches a specific level.
In addition, with more muscular knowledge under their belt, the user can control the protective fascia web around the muscle tissue, which normally protects the muscles from growing too large or from using too much power at once. With almost full control over this aspect of the muscles, the user can open it for a brief moment to allow powerful, instantaneous bursts of strength and speed at the risk of causing intense damage to themselves if not properly managed. The Exercise Bracers help with this also, by preventing lactic acid build up while the protective fascia web is not present; allowing them to move it aside relatively harmlessly, at least for very short periods.
Previously, once the upper limit of the Quirk was reached, it was impossible to go back to a lower level until the user crashed; however with significant training, the user can now slowly, over the course of a post, reduce their exercise level to one post level below the current one. Therefore, to go from full power to resting, it would take a slow lowering of exercise level over the course of 3 posts.
Benefits:
- Enhanced Strength: Due to the enhanced muscle efficiency granted by the Quirk, the user's strength increases the longer they exercise. After around 1 post of intense exercise or combat, the user will be capable of lifting around 1000kg. After 2 posts of intense exercise or combat, they will be capable of lifting a maximum of around 1500kg. Punching strength is similarly affected. At this point, their Quirk has leveled out and they cannot get any stronger.
- Enhanced Speed: Once again due to the enhanced muscle efficiency granted by No Pain No Gain, the user gets faster the more they exercise. After 1 post of intense exercise or combat, they can run around 7.5km/hr faster than they would normally be able to; for Katahime this would take her to 52.5km/hr. After 2 posts this increases to 15km faster, 60km/hr in total.
- Pumped-Up Stamina: While the Quirk is active, the user is able to stave off the effects of low stamina for a much longer time than a normal human. Indeed, they feel energized while the Quirk is active and often will feel all of their exhaustion pile on at once during the 'Crash Period'. However, while it may certainly seem that way, they are not a Duracell Bunny. As use of the power continues, the user's muscles cannot take the strain of being so active for so long, which tends to have the same effect as exhaustion, effectively forcing the user into their 'Crash Period'. As of currently, this means that generally the user can last around 5 posts at full strength and speed before this mandatory crash happens.
Exhaustion and Weakness:
As mentioned before, No Pain No Gain's drawback is the 'Crash Period' that happens when the user exceeds the limits of what their body can handle or is suddenly stopped from exercising after building up their power. This 'Crash Period' specifically occurs after 5 posts of full power or after a specific period of time where the user takes no significant action that could be considered to be exercising the muscles. If the user is stopped for more than 15 seconds after 1 post, they will enter a 'Crash Period'; similarly the user will crash if they exceed 10 seconds without exercise after 2 posts and 8 seconds after 3 posts. As such, the power lends itself to shorter battles rather than prolonged engagements and will often find itself at a disadvantage against endurance or hardening Quirks. Any sort of Quirk that cause paralysis or stopping of movement for more than these periods of time has a very clear advantage and some would even say is a counter to this Quirk.
While this previously prevented the user from moving without extreme pain and stiffness, thanks to the Exercise Bracers it only slows movement to brisk walking pace. The user does still feel a great amount of pain and stiffness, however it is not outright crippling and allows the user to at least walk away once they hit a Crash Period.
Similarly, any Quirk that can produce the same speed and strength instantaneously rather than with a build-up period has an advantage, as they can stop the build-up period of No Pain No Pain and attack when the user is most vulnerable. Therefore, despite being a physical, short-range leaning Quirk, No Pain No Pain actually excels in fighting long and medium range combatants so long as the user is capable of dodging the long range attacks.
The Quirk does have more minor weaknesses against certain elemental Quirks however, such as ice or any sort of rapid temperature-dropping ability. Sudden, sharp drops in temperature have the effect of contracting the muscles, which can cause any affected limb to immediately go into it's 'Crash Period' if suddenly exposed to temperatures below 5 degrees Celsius. If this change occurs gradually, for example, over the course of 2 posts, then this will not happen; the change has to be immediate or quick enough to shock the muscles. However, thanks to the Exercise Bracers and their significant amounts of additional heat-retention padding, this effect has been severely mitigated and no longer outright cripples the user; instead it simply causes a moderate amount of pain in the muscles for a few seconds, though the user has to of course be wearing them at the time.
In addition, a significant weakness to electricity was found. With the user is shocked with excessive electrical energy, it caused interference with the hyperactive nerves of the body, causing all of their muscles to tense and send them into an immediate Crash Period. This has been almost entirely eliminated by the Exercise Bracers however, much like the cold weakness, due to their vulcanized rubber material, which further insulates the muscles from outside attack, though again they need to be wearing them for this weakness to be negated.
Cuts that cause significant bleeding are also an unfortunate advantage against users of this Quirk, as the enhanced pumping of blood around the body simultaneously causes the bleeding to be much more intense but also causes the blood to clot faster than normal. Bleeding out therefore occurs faster than normal humans, even if the wounds technically clot faster than normal humans.
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{UPDATING FROM}
Ability/Quirk name
Rank: (Rank of ability)
Effect: (Effect of ability)
Ability name
Rank: (Rank of ability)
Effect: (Effect of ability)
{UPDATING TO}
Icarus Spark
Rank: F
Effect:
Through an immense amount of training, Kata has learned a unique form of mobility she refers to as the Icarus Spark. In effect, this allows her to strike the air with a part of her body with such speed and force as to create a powerful sonic boom, changing the angle and direction of her movement instantaneously in the opposite direction of the strike or adding height to jumps. This allows her effective free movement in the air, however because it is such a new weapon in her arsenal, it is taking Kata some time to learn how to use it efficiently, meaning she is by no means skilled in it's usage and it can only be used when her Quirk is at full power.
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> Spending 400 EXP to upgrade Quirk to D-rank.
> Spending 100 EXP for new F-rank Combat Ability, Icarus Spark.