47 Posts
EP
EXP
Total
33 Years
Jade
"Overworked Cookie Monster"
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Post by Jade on May 10, 2021 8:21:10 GMT -4
I will be having those of you doing your progression threads for your Time Skipped characters here. Please put down your progressions for that in this thread. Those who aren't being Time Skipped are not applicable to getting these two free quirk rank ups. You cannot go past Rank A but you are free to use those Rank Ups for other skills as well.
Ability/Quirk name Rank: (Rank of ability) Effect: (Effect of ability)
Ability name Rank: (Rank of ability) Effect: (Effect of ability)
Ability/Quirk name Rank: (Rank of ability) Effect: (Effect of ability)
Ability name Rank: (Rank of ability) Effect: (Effect of ability)
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426 Posts
0 EP
EXP
Total
19 Years
Male
"Red Edge"
Watchdog-Rank Quirk:
Red Blade Armor
Vigilante
Played by: khaozz
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Post by Kenshin Akadama on May 10, 2021 9:16:17 GMT -4
APPROVED!
Red Blade ArmorType: Transformation Rank: C Description: As the quirk's name implies, Kenshin's quirk is a transformation quirk that gives him a special armor that's mostly red. When his quirk activates, his entire body is covered by a crisscrossing set of green lines. His armor materializes on top of this green grid of lines. The armor is lightweight and doesn't slow Kenshin down much. In addition to the armor, the most defining aspect of Kenshin's quirk is the ability to transform any one (not both) of his hands into a sword. About the size of an average katana, Kenshin can swing his blade around with relative ease. He can also transfer energy from his body to his blade and release it in the form of a sword beam, but there's a limit to how often he can do this. Benefits:- The blade of hard light is currently powerful enough to damage hard metal. (Blade Strength)
- The blade Kenshin's hand can transform into, the hands themselves, and the red parts of his armor (helmet, chest and upper back, lower legs and feet, lower arms) are all currently as durable as hard metal, granting him good defense against weaker attacks that strike those areas. (Durability)
- While transformed, Kenshin's armor enhances his movement speed, making him quite fast. Currently, his top speed is about equal to that of a leopard (90km/hr). (Speed)
Exhaustion and Weakness: Despite the advantages Kenshin's quirk grants him, it is of course not without its drawbacks. Only his hands and the red parts of the armor are reinforced. The rest of Kenshin's body is vulnerable. If he accumulates too much damage on any of his unprotected areas, then his transformation can and will wear off early. If the emblems on his chest or the back of his hands are struck with enough force (as little as pressing a button), his transformation will end immediately. Regardless of how Kenshin's transformation ends (whether he takes too much damage, an emblem gets pressed, or enough time passes and his body's natural limiter activates), he will not be able to activate his quirk again right away, leaving him vulnerable for a short time. His sword may be made of hard light, but it cannot be used as a makeshift flashlight, due to the light being very dim. More importantly, it is not indestructible. His sword can be damaged, and any damage that the sword gets goes to Kenshin's hand and fingers. If a strong enough force were to cause the blade to shatter completely, then Kenshin will actually lose his entire hand. Also, once Kenshin transforms one of his hands into a sword, only that specific hand will be able to turn into a sword and back for the duration of the transformation, even if that sword gets damaged. If his blade (and Kenshin's hand and/or fingers by extension) gets damaged, then until Kenshin's injuries heal completely, that sword will remain damaged, with the damage to the sword being equivalent to the damage on Kenshin's fingers/hand. Kenshin's sword hand is naturally a bit blunt, and he has no way of naturally forcing it to sharpen it. As such, his sword is not very well-suited for slicing through things or people (not that he would want to in the case of the latter). Kenshin cannot just spam his quirk all the time. Maintaining his armor and blade requires both energy and nutrients, and it also takes a toll on his stamina if used for extended periods of time. His body has a natural limiter that forces Kenshin out of his armor after a certain period of time (in the form of the emblems on his armor flashing in a red light). While Kenshin can bypass his natural limiter by turning his emblem and shutting off the limiter, this of course comes with its consequences. Overusing his quirk (especially after bypassing his natural limiter) can lead to exhaustion and muscle cramps. Pushing his quirk too far can lead to his muscles locking up, his bones becoming brittle, and internal injuries. This of course happens regardless of whether Kenshin bypasses his limiter or simply uses his quirk too many times a day, but the effects are far worse in the case of the former. To avoid this, Kenshin must rest often after using his quirk for long periods of time, as well as making sure his body always has sufficient nutrients and energy. Finally, with how much his quirk drains his body of energy and nutrients, Kenshin often has to eat more than the average person. At least two to three times what most people would eat on days where he uses his quirk often.
Red Blade ArmorType: Transformation Rank: A Description: As the quirk's name implies, Kenshin's quirk is a transformation quirk that gives him a special armor that's mostly red. When his quirk activates, his entire body is covered by a crisscrossing set of green lines. His armor materializes on top of this green grid of lines. The armor is lightweight and doesn't slow Kenshin down much. In addition to the armor, the most defining aspect of Kenshin's quirk is the ability to transform any one (not both) of his hands into a sword. About the size of an average katana, Kenshin can swing his blade around with relative ease. He can also transfer energy from his body to his blade and release it in the form of a sword beam, but there's a limit to how often he can do this. Benefits:- The blade of hard light is currently powerful enough to break through tank armor. (Blade Strength)
- The blade Kenshin's hand can transform into, the hands themselves, and the red parts of his armor (helmet, chest and upper back, lower legs and feet, lower arms) are all currently as durable as tank armor, granting him excellent defense against weaker attacks that strike those areas. (Durability)
- While transformed, Kenshin's armor enhances his movement speed, making him quite fast. Currently, his top speed is about equal to that of a race car (180km/hr). (Speed)
Exhaustion and Weakness: Despite the advantages Kenshin's quirk grants him, it is of course not without its drawbacks. Only his hands and the red parts of the armor are reinforced. The rest of Kenshin's body is vulnerable. If he accumulates too much damage on any of his unprotected areas, then his transformation can and will wear off early. If the emblems on his chest or the back of his hands are struck with enough force (as little as pressing a button), his transformation will end immediately. Regardless of how Kenshin's transformation ends (whether he takes too much damage, an emblem gets pressed, or enough time passes and his body's natural limiter activates), he will not be able to activate his quirk again right away, leaving him vulnerable for a short time. His sword may be made of hard light, but it cannot be used as a makeshift flashlight, due to the light being very dim. More importantly, it is not indestructible. His sword can be damaged, and any damage that the sword gets goes to Kenshin's hand and fingers. If a strong enough force were to cause the blade to shatter completely, then Kenshin will actually lose his entire hand. Also, once Kenshin transforms one of his hands into a sword, only that specific hand will be able to turn into a sword and back for the duration of the transformation, even if that sword gets damaged. If his blade (and Kenshin's hand and/or fingers by extension) gets damaged, then until Kenshin's injuries heal completely, that sword will remain damaged, with the damage to the sword being equivalent to the damage on Kenshin's fingers/hand. Kenshin's sword hand is naturally a bit blunt, and he has no way of naturally forcing it to sharpen it. As such, his sword is not very well-suited for slicing through things or people (not that he would want to in the case of the latter). Kenshin cannot just spam his quirk all the time. Maintaining his armor and blade requires both energy and nutrients, and it also takes a toll on his stamina if used for extended periods of time. His body has a natural limiter that forces Kenshin out of his armor after a certain period of time (in the form of the emblems on his armor flashing in a red light). While Kenshin can bypass his natural limiter by turning his emblem and shutting off the limiter, this of course comes with its consequences. Overusing his quirk (especially after bypassing his natural limiter) can lead to exhaustion and muscle cramps. Pushing his quirk too far can lead to his muscles locking up, his bones becoming brittle, and internal injuries. This of course happens regardless of whether Kenshin bypasses his limiter or simply uses his quirk too many times a day, but the effects are far worse in the case of the former. To avoid this, Kenshin must rest often after using his quirk for long periods of time, as well as making sure his body always has sufficient nutrients and energy. Finally, with how much his quirk drains his body of energy and nutrients, Kenshin often has to eat more than the average person. At least two to three times what most people would eat on days where he uses his quirk often.
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503 Posts
0 EP
EXP
Total
21 Years
Male
"Cybrex"
Pro Hero-Rank Quirk:
Proxy
Pro Hero
Played by: Nightshade
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Post by Yusaku Izumi on May 10, 2021 9:35:56 GMT -4
Approved!
ProxyRank: C Description: The quirk allows a one time only transfer of the user's consciousness from their body into another. As a result, Yusaku has now "become" a fully cybernetic entity. He cannot switch bodies again and is permanently stuck in the robotic shell he touched at age 7. He retains all of his memories, personality and his ability to feel genuine emotions.
The entirety of Yusaku's outer shell is made by a durable, malleable alloy plating. His movement is all regulated by servos and pneumatic systems, but in the end they do not fuction differently from a human body's own limbs. Metallic paw pads and his long tail can be used to absorb electricty from batteries or other objects to recharge his internal batteries similar to how normal people eat (can't be used in battle).
Having a cyberbody also means that you get neato things like a smartphone or PC inside your head! You get to listen to music or interface with random obects like a mp3 player and the music is sent straight into your neural interface network, no headphones required!
Being a robotic entity, Yusaku does not suffer from bodily needs such as thirst or hunger, sleep deprivation or biological diseases. Yusaku's consciousness however has been deeply ingrained into the inner workings of his cybernetic body, so much so that his mind seems to perceive things it technically shouldn't be able to. Pain is felt, despite the lack of nerves. Touch, hearing, smelling, all the five senses are regulated by various receptors that allow such stimuli to be captured and elaborated by his software.
Finally, by virtue of being a machine, his voice has been digitally reconstructed from any old media of his old self available and an algorythm predicts the chage in pitch as he "gets older". It has a feint yet recognizable digitalized sound (Slightly better than a vocaloid/speech synth.) and can be changed around if Yusaku interfaces with a voice changer or auto tune program. Otherwise, it's no different from human voices.
Yusaku has no additional weapons within him and no ammunition is stored within his body, as such his hollow body can fit a person inside itself, provided the wearer is not too tall or too big to actually fit. Yusaku is able to shift his plating to match his wearer's shape or simply alter his appereance (cosmetic only). Functionally, he act the same as an exoscheleton or power armor would.
While worn by someone (now referred as Pilot), the wearer gains Yusaku's qualities, unless Yusaku denies access. Wearing Yusaku also means the Pilot's own quirk may be impaired, completely disabled or even render them unable to wear Yusaku depending on a quirk by quirk scenario.
Benefits: - Strength - Allow others to wear Yusaku to gain one of his Quirk's Benefits. - Speed
Exhaustion and Weakness:
While Yusaku's form comes with many upsides, it has its fair share of problems. Yusaku's hard plating might have the power of a sledgehammer on concrete right now in attack form, however it's rather heavy and bulky as such it slightly impairs Yusaku's movement options, rendering him slightly less flexible than a common human. He is certainly unable to perform any sort of acrobatic feat without extensive training, while also simply stumbling on himself from time to time. If he were to try any sort of stunt untrained he would almost certainly fall over in a most spectacular fashion.
All of his body's powers directly come from his cybernetics. While Yusaku's body could be able to boast fist and kicks with the power of a jackhammer in theory, his consciousness limits what he can do. He is unable to draw 100% of his body's power (just like normal humans can't use 100% of their body's muscular strength unless in life/death situations), his mind still greatly limits what he can do unless he learns how to actually use his body to his fullest potential. Trying to force himself over his capabilities is also a no go, as it would backfire pretty badly and could end up fatally damaging him.
Sure, he may be able to interface with technology, but without the required knowledge on how to safely and successfully link with something he would run the risk of glitching (aka severely damaging) his systems or falling prey of computer viruses that may resul fatal. He is not immune to hacker attacks on himself as well. Just like any machine, he needs to be careful or he might get some unwanted guy inside his head.
Surely, by being metallic doesn't prevent overloads, so extreme voltage could literally deep fry him just like it would for a human sticking a fork in an outlet. Needless to say, that is fatal too, not counting EMP blasts which severely cripple his ability to do anything at all.
Cybernetics themselves also have a limit on how much destructive or defensive power they can provide. Even if Yusaku were to be equipped with top quality prototype spec military grade components, he would never top a Quirker that has mastered their Strength Quirk in an open fight. Any "Fight Hard" scenario inevitably ends in a resounding defeat and possible loss of limbs.
The metal plating is not intestructible either. It may not break outright but it will scratch and bend, as the experimental blend is no harder than stone due to inaccurate formulas leading to its conception. The servos and pneumatic enhancements can break, giving him the equivalent of a broken leg/arm and bleeding (black colored oil). Extreme heat/coldness still messes up his systems, even if the outer shell isn't that much affected. Break his display visor, and you're effectively blinded him. Break his ear-microphone and he is deafened from outside sounds.
Damage repair takes time, and needs specialized team of engineers/repair quirk users. Not everyone can pick a screwdriver and magically fix a walking talking sentient robot. Costs may also be an issue, so recovery could be slower than any other living being. Wear is still very much of a problem. Friction and fighting surely won't keep his own body brand new.
While he doesn't need to drink or eat or sleep, he still works off a charge. He needs to replenish his supplies of energy fairly reguraly or he will, like any electronic device, shut down and deactivate. This would be disastrous, as it would severely damage his systems and prove to be fatal if not dealt with right away.
ProxyRank: A Description: The quirk allows a one time only transfer of the user's consciousness from their body into another. As a result, Yusaku has now "become" a fully cybernetic android entity. He retains all of his memories, personality and his ability to feel genuine emotions albeit in a less intense way.
Years of upgrades of Yusaku's outer shell is made by a durable alloy plating composed of thousands of magnetically controlled nanomachines which harden or reassemble in response to his will. Metallic paw pads and his long tail can be used to absorb electricty from batteries or other objects to recharge his internal supply similar to how normal people eat. Outside of his centralOS located within the head-visor, Yusaku's body is completely malleable.
Being a robotic entity, Yusaku does not suffer from bodily needs such as thirst or hunger, sleep deprivation or biological diseases. Yusaku's consciousness however has been deeply ingrained into the inner workings of his cybernetic body, so much so that his mind seems to perceive things it technically shouldn't be able to. Pain is felt, despite the lack of nerves. Touch, hearing, smelling, all the five senses are regulated by various receptors that allow such stimuli to be captured and elaborated by his software.
Finally, by virtue of being a machine, his voice has been digitally reconstructed from any old media of his old self available and an algorythm predicts the chage in pitch as he "gets older". It has a feint yet recognizable digitalized sound (Slightly better than a vocaloid/speech synth.) and can be changed around if Yusaku interfaces with a voice changer or auto tune program. Otherwise, it's no different from human voices.
Yusaku's hollow interior can fit a person inside itself, with Yusaku being able to shape his body shape to fit the user or the situation. Yusaku is able to shift his plating to match his wearer's shape or simply alter his cosmetic appereance. Functionally, he acts the same as an exoscheleton or power armor would. While worn by someone (now referred as Pilot), the wearer gains all of Yusaku's qualities, unless Yusaku denies access by refusing to link himself to the Pilot through his Direct Neural Interface. Wearing Yusaku also means the Pilot's own quirk may be impaired, completely disabled or even render them unable to wear Yusaku depending on a quirk by quirk scenario.
Benefits: - Damage - Mobility - Speed
Exhaustion and Weakness:
While Yusaku's form comes with many upsides, it has its fair share of problems.
All of his body's powers directly come from his cybernetics. While Yusaku's body could be able to boast fist and kicks with the power of a jackhammer in theory, his consciousness limits what he can do. He is unable to draw 100% of his body's power (just like normal humans can't use 100% of their body's muscular strength unless in life/death situations), his mind still greatly limits what he can do unless he forcefully tries to break his limits. Trying to force himself over his capabilities is also unwise, as it would backfire pretty badly and could end up fatally damaging him.
Sure, he may be able to interface with technology, but without the required knowledge on how to safely and successfully link with something he would run the risk of glitching (aka severely damaging) his systems or falling prey of computer viruses that may resul fatal. He is not immune to hacker attacks on himself as well. Just like any machine, he needs to be careful or he might get some unwanted guy inside his head.
Surely, by being metallic doesn't prevent overloads, so extreme voltage could literally deep fry him just like it would for a human sticking a fork in an outlet. Needless to say, that is fatal too, not counting EMP blasts which severely cripple his ability to do anything at all.
The metal plating is not intestructible either. It may not break outright but it will scratch and bend. The servos and pneumatic enhancements can break, giving him the equivalent of a broken leg/arm and bleeding (black colored oil). Extreme heat/coldness still messes up his systems, even if the outer shell isn't that much affected. Break his display visor, and you're effectively blinded him. Break his ear-microphone and he is deafened from outside sounds.
Damage repair takes time, and needs specialized team of engineers/repair quirk users. Not everyone can pick a screwdriver and magically fix a walking talking sentient android. Costs may also be an issue, so recovery could be slower than any other living being. Wear is still very much of a problem. Friction and fighting surely won't keep his own body brand new.
While he doesn't need to drink or eat or sleep, he still works off a charge. He needs to replenish his supplies of energy fairly reguraly or he will, like any electronic device, shut down and deactivate. This would be disastrous, as it would severely damage his systems and prove to be fatal if not dealt with right away.
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282 Posts
0 EP
EXP
Total
21 Years
Female
"Aurum Arachne"
Hero-Rank Quirk:
Spider Head
Pro Hero
Played by: khaozz
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Post by Kumoko Joro on May 10, 2021 9:36:11 GMT -4
Approved!
Spider HeadType: Mutation Rank: E Description: Kumoko's quirk is very simple and straightforward. Her head is a spider. That's literally it. To go a bit more in-depth, Kumoko's head resembles an abnormally large joro spider, and this lets her do things other people cannot. She has extra limbs and eyes (although her vision is not enhanced), she can climb walls just like a spider, and she can shoot strings of web that are golden in color. In short, she has many of the strengths of a spider thanks to her quirk. Benefits: In addition to having more legs to work with, Kumoko is able to produce a special spider silk from her body that is gold in color. She can shoot out this silk in the form of a thin and slightly sticky string from either her mouth, or a spinneret located in the back of her head (aka the spider abdomen). She can use her strings to create things, such as rope and even a spider web, although making a full web takes some time to prepare (a total of three posts) during which she is completely vulnerable. - In addition to regular strings, Kumoko can shoot out thick strings that are coated in a special silk that makes the string far more durable. These thick strings are currently as durable as concrete. These strings retain their thickness for three posts before the silk dissolves enough to lose their durability, becoming regular strings. (Silk durability)
- Both the string's range and the maximum size of the web Kumoko can create is currently about that of a backyard pool. (Range)
- Due to being used to living with a spider for a head, Kumoko is very agile on her spider feet, being able to naturally walk on walls and generally move around with ease. (Mobility)
Exhaustion and Weakness: Being a mutant with a very obvious quirk and appearance, it is virtually impossible for Kumoko to disguise herself or hide the way she looks from others. She has had to deal with discrimination and fear from quirk haters every day of her life because of her appearance, and it is not something she can just change or ignore. Due to her large size, Kumoko requires more than double the amount of food and nutrients compared to others. Additionally, her large spider legs have made it difficult for her to traverse through narrow corridors and hallways, making reaching small and tight spaces that would otherwise be easily accessible into a nightmare. Furthermore, while Kumoko may be adept at walking with her spider legs, constantly walking with them has made her human legs weak and clumsy in comparison. Kumoko may have some strengths of a spider, but she cannot do literally everything a spider can, such as laying eggs. In addition, she has many weaknesses of a spider as well. For instance, she has no ears and must rely on the hairs on her body to pick up vibrations in order to be able to hear. It is very easy for her hairs (and thus her hearing) to become damaged, and anytime where she must cover up her entire body (such as in the cold), her hearing is greatly dulled. Her teeth are softer than regular human teeth, so she cannot eat foods that are too hard, at least not without finding some way to soften it up first. Despite her much bigger size, the same animals that prey on regular joro spiders can and will target and attack Kumoko. Although there are some kinds of spiders that can swim, Kumoko is not one of them. She cannot swim at all and will drown if she goes in water that's too deep. Although Kumoko may have a spider for a head, she can neither communicate with nor understand spiders. Although Kumoko can create silk like a spider, she cannot do so without limit. Creating web silk uses up energy and nutrients from her body, and she will be unable to make any if she is too low on energy. If she overuses her ability to create silk, she will become exhausted and can and will collapse, losing consciousness. Even if she rests and has food to refuel herself with, Kumoko cannot just create more silk right away, needing to wait at least an hour or even a day (depending on how much silk was produced) before being able to do so again. She can eat her own webs, but they do not count for this purpose, due to lacking nutrients. In addition to this, Kumoko's silk is susceptible to water, losing its toughness and stickiness when wet.
Spider HeadType: Mutation Rank: C Description: Kumoko's quirk is very simple and straightforward. Her head is a spider. That's literally it. To go a bit more in-depth, Kumoko's head resembles an abnormally large joro spider, and this lets her do things other people cannot. She has extra limbs and eyes (although her vision is not enhanced), she can climb walls just like a spider, and she can shoot strings of web that are golden in color. In short, she has many of the strengths of a spider thanks to her quirk. In addition to having more legs to work with, Kumoko is able to produce a special spider silk from her body that is gold in color. She can shoot out this silk in the form of a thin and slightly sticky string from either her mouth, or a spinneret located in the back of her head (aka the spider abdomen). She can use her strings to create things, such as rope and even a spider web, although making a full web takes some time to prepare (about three posts) during which she is completely vulnerable. Benefits: - In addition to regular strings, Kumoko can shoot out thick strings that are coated in a special silk that makes the string far more durable. These thick strings are currently as durable as hard metal. These strings retain their thickness for three posts before the silk dissolves enough to lose their durability, becoming regular strings. (Silk Durability)
- Both the string's range and the maximum size of the web Kumoko can create is currently about that of a Short Course Olympic Pool (30m). (Range)
- Due to being used to living with a spider for a head, Kumoko is very agile on her spider feet, being able to naturally walk on walls and generally move around with ease. She can even swing herself around using her webs! (Mobility)
Exhaustion and Weakness: Being a mutant with a very obvious quirk and appearance, it is virtually impossible for Kumoko to disguise herself or hide the way she looks from others. She has had to deal with discrimination and fear from quirk haters every day of her life because of her appearance, and it is not something she can just change or ignore. Due to her giant size, Kumoko requires more than double the amount of food and nutrients compared to others. Additionally, her large spider legs have made it difficult for her to traverse through narrow corridors and hallways, making reaching small and tight spaces that would otherwise be easily accessible into a nightmare. Furthermore, while Kumoko may be adept at walking with her spider legs, constantly walking with them has made her human legs weak and clumsy in comparison. Kumoko may have some strengths of a spider, but she cannot do literally everything a spider can, such as laying eggs. In addition, she has many weaknesses of a spider as well. For instance, she has no ears and must rely on the hairs on her body to pick up vibrations in order to be able to hear. It is very easy for her hairs (and thus her hearing) to become damaged, and anytime where she must cover up her entire body (such as in the cold), her hearing is greatly dulled. Her teeth are softer than regular human teeth, so she cannot eat foods that are too hard, at least not without finding some way to soften it up first. Despite her much bigger size, the same animals that prey on regular joro spiders can and will target and attack Kumoko. Although there are some kinds of spiders that can swim, Kumoko is not one of them. She cannot swim at all and will drown if she goes in water that's too deep. Although Kumoko may have a spider for a head, she can neither communicate with nor understand spiders. Although Kumoko can create silk like a spider, she cannot do so without limit. Creating web silk uses up energy and nutrients from her body, and she will be unable to make any if she is too low on energy. If she overuses her ability to create silk, she will become exhausted and can and will collapse, losing consciousness. Even if she rests and has food to refuel herself with, Kumoko cannot just create more silk right away, needing to wait at least an hour or even a day (depending on how much silk was produced) before being able to do so again. She can eat her own webs, but they do not count for this purpose, due to lacking nutrients. In addition to this, Kumoko's silk is susceptible to water, losing its toughness and stickiness when wet.
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62 Posts
EP
EXP
Total
19 Years
Male
"Luminous Lord"
Hero-Rank Quirk:
Triple Gems
Sidekick
Played by: khaozz
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Post by Yuhiko Yuzuki on May 10, 2021 9:54:40 GMT -4
APPROVED!
Triple GemsType: Transformation Rank: E Description: Yuhiko's quirk is simple. Upon activation, three square-shaped gemstones grow on his body. Specifically, they are a ruby, a sapphire, and an emerald that appear on his right palm, left palm, and forehead respectively. These gemstones are not as tough as real gemstones, all only being around as durable as fingernails. But each gemstone does grant Yuhiko an ability while his quirk remains active. He can either use all of his abilities at once, or choose to activate and use only a specific gemstone depending on the situation to conserve his energy. A gemstone that's active will give off a faint glow. Each gemstone has a theme that it represents. For the ruby, this theme is 'physical enhancement', which means that Yuhiko's body gets enhanced while the ruby is active. The sapphire's theme is 'extension', and as the name implies, extends what Yuhiko is already capable of doing. For the emerald, the theme is 'movement', which of course enhances Yuhiko's natural movement. Benefits: Naturally, the gemstones each provide an ability that fits each gem's theme. They are as follows: - Ruby: Strength - The red gemstone enhances Yuhiko's strength, making him stronger. His attacks become strong enough to damage thin concrete, and he becomes capable of lifting things about as heavy as a cow (600 kg).
- Sapphire: Range - The blue gemstone allows Yuhiko to unleash energy from his body in the form of a blue fluid-like mass around the size of a basketball. The range of his control over this energy is currently the size of a backyard pool (10-12 m).
- Emerald: Flight - The green gemstone lightens Yuhiko's body and makes it possible for the boy to take to the skies via an air current produced by his body, although he cannot maintain flight for long periods of time. While airborne, he is quite agile.
Exhaustion and Weakness: Naturally, Yuhiko's quirk as a whole possesses several drawbacks. First is the one regarding overuse. Each gemstone uses up quite a bit of energy, so overusing any of his abilities leaves the boy exhausted and drained, needing to eat plenty of nutrient-rich food and get plenty of rest. His quirk will not activate again unless he gets proper rest and nutrients. In addition, overusing a specific gem has its consequences. The ruby will gradually wear down his muscles and leave internal injuries all over his body (and these injuries form faster than his body can regenerate), the sapphire will drain the water in his body and leave him severely dehydrated (and a simple glass of water is not enough to fix this, as he will need to wait a while even after being fully hydrated before he can use that ability again), and the emerald will give him a migraine that gets increasingly worse and will also leave him nauseous. While any of these symptoms appear and are serious enough, that corresponding gem and ability will be proportionally weaker, or even not function at all if it's severe enough. Another downside is that Yuhiko can only use each ability while its corresponding gemstone remains intact. If a gemstone gets damaged in any way, it and its corresponding ability becomes completely unusable until it is fully healed. For instance, getting an injury on the forehead means no longer being able to fly while the emerald is not fully healed. Even a minor wound or injury is enough to trigger this, so Yuhiko must be careful to properly protect the gems to avoid becoming powerless.
Triple GemsType: Transformation Rank: C Description: Yuhiko's quirk is simple. Upon activation, three square-shaped gemstones grow on his body. Specifically, they are a ruby, a sapphire, and an emerald that appear on his right palm, left palm, and forehead respectively. These gemstones are not as tough as real gemstones, all only being around as durable as fingernails. But each gemstone does grant Yuhiko an ability while his quirk remains active. He can either use all of his abilities at once, or choose to activate and use only a specific gemstone depending on the situation to conserve his energy. A gemstone that's active will give off a faint glow. Each gemstone has a theme that it represents. For the ruby, this theme is 'physical enhancement', which means that Yuhiko's body gets enhanced while the ruby is active. The sapphire's theme is 'extension', and as the name implies, extends what Yuhiko is already capable of doing. For the emerald, the theme is 'movement', which of course enhances Yuhiko's natural movement. Benefits: Naturally, the gemstones each provide an ability that fits each gem's theme. They are as follows: - Ruby: Strength - The red gemstone enhances Yuhiko's strength, making him stronger. His attacks become strong enough to damage hard metal, and he becomes capable of lifting things about as heavy as a hippo (3200kg).
- Sapphire: Range - The blue gemstone allows Yuhiko to unleash energy from his body in the form of a blue fluid-like mass around the size of a basketball. The range of his control over this energy is currently the size of a Short Course Olympic Pool (30 m).
- Emerald: Flight - The green gemstone lightens Yuhiko's body and makes it possible for him to take to the skies via an air current produced by his body, although he cannot maintain flight for too long. While airborne, he is very agile.
Exhaustion and Weakness: Naturally, Yuhiko's quirk as a whole possesses several drawbacks. First is the one regarding overuse. Each gemstone uses up quite a bit of energy, so overusing any of his abilities leaves him exhausted and drained, needing to eat plenty of nutrient-rich food and get plenty of rest. His quirk will not activate again unless he gets proper rest and nutrients. In addition, overusing a specific gem has its consequences. The ruby will gradually wear down Yuhiko's muscles and leave internal injuries all over his body (and these injuries form faster than his body can regenerate), the sapphire will drain the water in his body and leave him severely dehydrated (and a simple glass of water is not enough to fix this, as he will need to wait a while even after being fully hydrated before he can use that ability again), and the emerald will give him a migraine that gets increasingly worse and will also leave him nauseous. While any of these symptoms appear and are serious enough, that corresponding gem and ability will be proportionally weaker, or even not function at all if it's severe enough. Another downside is that Yuhiko can only use each ability while its corresponding gemstone remains intact. If a gemstone gets damaged in any way, it and its corresponding ability becomes completely unusable until it is fully healed. For instance, getting an injury on the forehead means no longer being able to fly while the emerald is not fully healed. Even a minor wound or injury is enough to trigger this, so Yuhiko must be careful to properly protect the gems to avoid becoming powerless.
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61 Posts
EP
EXP
Total
19 Years
Female
"In-Grid"
Bandit-Rank Quirk:
Live Wire
Villain
Played by: khaozz
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Post by Ingrid Fabbri on May 10, 2021 10:10:53 GMT -4
APPROVED!
Engineering Rank: C Effect: Ingrid is very skilled when it comes to technology, whether it be building it, modifying it, or taking it apart. She can make various kinds of tech, including but not limited to weapons, gear, gadgets, and even robots. Her great engineering skills are on par with those of a national talent!
Computer Skills Rank: C Effect: Ingrid isn't just skilled with hardware. She's got software covered too! She's skilled at coding, programming, scripting, and even hacking. With access to her computer and her various tools at hand, she puts the average computer nerd to shame. Her computer skills are great enough to be on par with those of a national talent!
Engineering Rank: B Effect: Ingrid is highly skilled when it comes to technology, whether it be building it, modifying it, or taking it apart. She can make various kinds of tech, including but not limited to weapons, gear, gadgets, and even robots. Her amazing engineering skills are on par with those of a national star!
Computer Skills Rank: B Effect: Ingrid isn't just skilled with hardware. She's got software covered too! She's highly skilled at coding, programming, scripting, and even hacking. With access to her computer and her various tools at hand, she puts the average computer nerd to shame. Her computer skills are amazing enough to be on par with those of a national star!
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879 Posts
0 EP
EXP
Total
20 Years
female
""Angel of Mercy""
Pro Hero-Rank Quirk:
Angel Wings
Pro Hero
Played by: Jazzy
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Post by Angel Surami on May 10, 2021 16:04:34 GMT -4
Approved!
Ability/Quirk name Angel Wings Rank: B Effect: Angel's quirk comes in the form of a set of wings on her back. Due to the constant use of her quirk in both her daily life and in combat Angel has strengthened the bones and muscles in her wings to the point that she can fly her high up into the clouds! On the offensive side of things Angel is able to fire her feathers as projectile weapons like a kunai knife. Angel's wings are so soft that one could wipe a newborn baby's tears away with them and are still their bright pink color. Since she is almost full grown her wing span has grown to that of 3 meters and can be hidden under a trench coat.
Benefits
Flight/Mobility: Due to having rather large wings which she uses for both flight and to help with mobility which she has put to great use in her style of fast paced in air combat and movement. She has also thanks to her three years of training and her natural acrobatic ability and grace has learned to maneuver her body in precise movements in a unique form of indoor or tight space parkour for when her wings can't be taken advantage of. This now allows her to pull off tricks like speeding herself quickly through open car doors, holes in bridges or the like as well as keep her balance as she jumped through various obstacles or rafters of a building so that she doesn't lose her target.
Damage: Using her feathers Angel is capable of cutting or breaking through thick walls. That's not all that her quirk has done for her body however! As she has trained, continued her hero work and her body has matured she has gained what comic book nerds would dub super strength in both her arms and legs which has given her the ability to punch through that of thick walls with her bare hands at top strength, but that's not all! She is also capable of at full strength lifting and carrying 6000 kg/13227 LBS or the equivalent of an elephant.
Range: Due to accuracy training, Angel is capable of aiming and launching her feathers a distance of 50 meters/ 164 feet.
Exhaustion and Weakness: The biggest major drawback about her quirk would be that if she uses too many feathers in her offense she will lose the ability to fly as high and as long. Not only that but she'd also have to wait 2-3 days for the feathers she used to grow back. Another draw back is that her feathers are also extra flammable and ignite rather easily so she has to be extra careful.
One other rather painful drawback is that while she can mostly shrink down her wings thanks to their thin bird like bones she can only do so for about 6 hours at a time because it becomes super painful as her wings are rather large.
Ability name Enhanced Speed Rank: B Effect: Due to her constant flight training as well as running training and her now larger wings Angel's already impressive and astounding speed has increased once more to a max speed of 120 km/hr (74 MPR) and she can now easily cover 50 meters (164 feet) in a single burst of flight. When in flight at top speed to the naked she looks like a pink blur of speed, and this also counts for when she's on foot she is able to move with quick enough movements that if she is in a smaller space she can clear it and look like a blur of speed and motion. Thanks to her extreme speed, if Angel is able to maintain her top speed for a prolonged speed she is capable of forming not only an air cone around her as if she was trying to break the sound barrier, but able to create tornados by flying either clockwise or counter clockwise which she uses to deal with flame using enemies, a large foe or large groups to suck their air away from them, or bring them from the ground. If Angel takes off from the ground using her full strength combined with her wings simulates what sounds like a small sonic boom upon take off.
Ability/Quirk name Angel Wings Rank: A Effect: Angel's quirk comes in the form of a set of wings on her back. Due to the constant use of her quirk in both her daily life and in combat Angel has strengthened the bones and muscles in her wings to the point that she can fly her high up into the clouds! On the offensive side of things Angel is able to fire her feathers as projectile weapons like a kunai knife. Angel's wings are so soft that one could wipe a newborn baby's tears away with them and are still their bright pink color. Since she is almost full grown her wing span has grown to that of 3 meters and can be hidden under a trench coat.
Benefits
Flight/Mobility: Due to having rather large wings which she uses for both flight and to help with mobility which she has put to great use in her style of fast paced in air combat and movement. She has also thanks to her three years of training and her natural acrobatic ability and grace has learned to maneuver her body in precise movements in a unique form of indoor or tight space parkour for when her wings can't be taken advantage of. This now allows her to pull off tricks like speeding herself quickly through open car doors, holes in bridges or the like as well as keep her balance as she jumped through various obstacles or rafters of a building so that she doesn't lose her target.
Damage: Using her feathers Angel is capable of cutting or breaking through tank armor That's not all that her quirk has done for her body however! As she has trained, continued her hero work and her body has matured she has gained what comic book nerds would dub super strength in both her arms and legs which has given her the ability to punch through that of tank walls with her bare hands at top strength, but that's not all! She is also capable of at full strength lifting and carrying 9600 KG/ 21164 LBS or the equivalent of four giraffes
Range: Due to accuracy training, Angel is capable of aiming and launching her feathers a distance of 80 meters/ 262 feet.
Exhaustion and Weakness: The biggest major drawback about her quirk would be that if she uses too many feathers in her offense she will lose the ability to fly as high and as long. Not only that but she'd also have to wait 2-3 days for the feathers she used to grow back. Another draw back is that her feathers are also extra flammable and ignite rather easily so she has to be extra careful.
One other rather painful drawback is that while she can mostly shrink down her wings thanks to their thin bird like bones she can only do so for about 6 hours at a time because it becomes super painful as her wings are rather large.
Ability name Enhanced Speed Rank: A Effect: Due to her constant flight training as well as running training and her now larger wings Angel's already impressive and astounding speed has increased once more to a max speed of 180 km/hr (111 MPR) and she can now easily cover 80 meters/ 262 feet. in a single burst of flight. When in flight at top speed to the naked she looks like a pink blur of speed, and this also counts for when she's on foot she is able to move with quick enough movements that if she is in a smaller space she can clear it and look like a blur of speed and motion. Thanks to her extreme speed, if Angel is able to maintain her top speed for a prolonged speed she is capable of forming not only an air cone around her as if she was trying to break the sound barrier, but able to create tornados by flying either clockwise or counter clockwise which she uses to deal with flame using enemies, a large foe or large groups to suck their air away from them, or bring them from the ground. If Angel takes off from the ground using her full strength combined with her wings simulates what sounds like a small sonic boom upon take off.
Ability/Quirk name History update Rank: N/A Effect: Angelica Sarami was born during the quirk boom in the year 2057 on July 5th to two quirkless parents by the names of Sota Sarami and Tsui Sarami,but sadly not only did her father not like that she was born with a quirk but the nature of said quirk caused a rather serious birth defect due to birthing complications. Not only was Angelica born deaf she was born without ears and ear drums entirely and where they were supposed to be only had rough jagged circles. Forth both of these reasons both Angelica and her mother were in for years of hell until Angelica entered middle school.
For the first five years of her life Angelica heard nothing but silence due to her condition and because of this she couldn't hear her father go on rants about how people with quirks were ruining the entire world and how he was ashamed and angry to have one for a daughter. She also couldn't hear the occasions when he would slap her mama in the face for giving birth to a defected monster. Angela however when she saw her mama crying would quickly run up to her and do her best to wrap her tiny wings around her to try and comfort her. Those first five years however were not all horrible as whenever her father was out of the house either at work or one of his anti-quirk rally's her mama would help her not only practice sign language but also begin to learn how to use her wings.
On Angelica's 6th birthday Angelica's mama thanks to connections with a friend that worked with disability aid equipment gave her the best gift she'd ever receive in her life! She gave her the ability to hear thanks to two special but rather large hearing aids that even had a ifruit player accessible headphone jack so she could hear music for the first time in her life! She also received something from her father but it wasn't a present. As a way of shaming and further controlling one he thought not worthy of love or life he clasped a large tight metal collar around her neck with a long chain that could be cut short when she needed to hide it as a way to tell her she'd never fly free and what made things worse he'd destroyed the only key.
Over the next six years her father made her wear a large scarf to cover the collar and a large hoodie to cover her beautiful pink growing wings even as quirks were becoming more acceptable in society. Over these next six years however when not in class Angelica's beautiful mother would do her very best to sneak her daughter out late at night away from their enslaver and abuser to the local park where they just enjoyed being somewhat free where Angelica would practice not only gaining height when flying but trying to carry heavier and heavier things which helped her become stronger in both her body but her wings and spirit.
On the day she graduated elementary school at the age of 12 her mother purposely got their enslaver knock out drunk and took her beautiful Angel to the most beautiful place in the city! She took her to Dagobah beach! Once there the two just gazed out at the water happily for hours until Angela's mother looked down at her daughter and told her something that would forever change her life. She said "One day you will be the oppressed's saving grace and fly high above those who spread hate and pain." Though the two had to go back to their cage that night those words never left Angela's heart and mind and once she entered 7th grade she would act on them for the first time.
One night once Angela was 14 on a cold snow filled night in December her father had finally crossed the line that called her to action! While she was chained to the floor in the living room she heard her mama and father fighting in the kitchen when she heard something that chilled her to her very core. Her father said he was going to saw off her wings so she'd be forever his! As her father walked toward her Angela began t pull at her chain as hard as she could in an angered frenzy as her mama tried to get between her and her attacker. The moment her father slapped her mama to the floor was when Angelica hit her breaking point and with a loud scream she gave her chain one final yank and caused it to snap leaving only a small strand on the end of her collar and a long broken disconnected piece on the floor. She was almost free!
Angelica quickly grabbed long broken chain and used it to smack the saw out of her attackers hand before knocking his knees of out from under him,getting behind him and began to choke the life out of him with the intent to kill her life long tormentor. As her father tried to choke down air Angelica saw her mother stand and plead with her not to go down her father's dark path while crying her eyes out and reminding her of the hero she could be and so the young future hero let go of the chain and let her father fall to the floor and cough. Angel then spread her wings and floated above him with a glare and said the words that started her path as a hero.
"Remember this day father! You have been spared by the Angel of Mercy! If I ever hear of you causing another pain like you have done us you will see how fast that Mercy can become judgement!"
Once Angel spoke these words her mama grabbed their bags and they were off. As Angel exited her prison she flew through the sky above her mom close to the clouds for a moment and let herself taste true freedom for the first time. Once she landed and covered her wings her mother told her that they were going to move in with her sister who had no problem letting them live there and had no problem with Angel's disability or quirk. Once they were all moved in and 8th grade began for Angel the young woman decided to begin studying for the first ever UA hero training high school entry exam and luckily for both her and her mother she passed with a rather good grade and so Angel was on her way to being the world's first ever professional rescue hero!
Once classes started she found that her goal would not be easily achieved as the training was rather difficult and harder then anything she had ever done before. The one favor she asked of her teachers during combat,rescue and quirk training was that they didn't share the fact of her deformity with the other students due to her being super sensitive about it. As the first half of the year went on she did relatively well in quirk training,liked to think she excelled in rescue class due to liking the teacher the most and her personal goal. The one class she was bombing was combat training due to her quirk seemingly not being suited for battle.
Angel was close to giving up on combat until one day on her way home from school. She was close to her street when she saw a a mother and little girl walking down the other side of the street under a neon sign that was about to fall on them. Angel instinctively shot her wings through her jacket and flew toward them to try and get them out of the way but knew she wasn't going to make it in time. Feeling desperate she thought hard about grabbing a hard surface to protect them with and that's when a miracle happened! Angela decided to try and flap her wings toward the pair and to her surprise feathers from her wings shot out and hardened to pink stone hitting the sign knocking it away from the parent and child. Her stone like resolve and will to save others caused her quirk to evolve and now she could fight as well as save others. As the mother thanked her and the little girl cheered Angel just stood tall because she knew that now there were no heights she couldn't reach.
Ability name Age change Rank: N/A Effect: 17
Ability/Quirk name History update Rank: N/A Effect: Angelica Sarami was born during the quirk boom in the year 2057 on July 5th to two quirkless parents by the names of Sota Sarami and Tsui Sarami,but sadly not only did her father not like that she was born with a quirk but the nature of said quirk caused a rather serious birth defect due to birthing complications. Not only was Angelica born deaf she was born without ears and ear drums entirely and where they were supposed to be only had rough jagged circles. Forth both of these reasons both Angelica and her mother were in for years of hell until Angelica entered middle school.
For the first five years of her life Angelica heard nothing but silence due to her condition and because of this she couldn't hear her father go on rants about how people with quirks were ruining the entire world and how he was ashamed and angry to have one for a daughter. She also couldn't hear the occasions when he would slap her mama in the face for giving birth to a defected monster. Angela however when she saw her mama crying would quickly run up to her and do her best to wrap her tiny wings around her to try and comfort her. Those first five years however were not all horrible as whenever her father was out of the house either at work or one of his anti-quirk rally's her mama would help her not only practice sign language but also begin to learn how to use her wings.
On Angelica's 6th birthday Angelica's mama thanks to connections with a friend that worked with disability aid equipment gave her the best gift she'd ever receive in her life! She gave her the ability to hear thanks to two special but rather large hearing aids that even had a ifruit player accessible headphone jack so she could hear music for the first time in her life! She also received something from her father but it wasn't a present. As a way of shaming and further controlling one he thought not worthy of love or life he clasped a large tight metal collar around her neck with a long chain that could be cut short when she needed to hide it as a way to tell her she'd never fly free and what made things worse he'd destroyed the only key.
Over the next six years her father made her wear a large scarf to cover the collar and a large hoodie to cover her beautiful pink growing wings even as quirks were becoming more acceptable in society. Over these next six years however when not in class Angelica's beautiful mother would do her very best to sneak her daughter out late at night away from their enslaver and abuser to the local park where they just enjoyed being somewhat free where Angelica would practice not only gaining height when flying but trying to carry heavier and heavier things which helped her become stronger in both her body but her wings and spirit.
On the day she graduated elementary school at the age of 12 her mother purposely got their enslaver knock out drunk and took her beautiful Angel to the most beautiful place in the city! She took her to Dagobah beach! Once there the two just gazed out at the water happily for hours until Angela's mother looked down at her daughter and told her something that would forever change her life. She said "One day you will be the oppressed's saving grace and fly high above those who spread hate and pain." Though the two had to go back to their cage that night those words never left Angela's heart and mind and once she entered 7th grade she would act on them for the first time.
One night once Angela was 14 on a cold snow filled night in December her father had finally crossed the line that called her to action! While she was chained to the floor in the living room she heard her mama and father fighting in the kitchen when she heard something that chilled her to her very core. Her father said he was going to saw off her wings so she'd be forever his! As her father walked toward her Angela began t pull at her chain as hard as she could in an angered frenzy as her mama tried to get between her and her attacker. The moment her father slapped her mama to the floor was when Angelica hit her breaking point and with a loud scream she gave her chain one final yank and caused it to snap leaving only a small strand on the end of her collar and a long broken disconnected piece on the floor. She was almost free!
Angelica quickly grabbed long broken chain and used it to smack the saw out of her attackers hand before knocking his knees of out from under him,getting behind him and began to choke the life out of him with the intent to kill her life long tormentor. As her father tried to choke down air Angelica saw her mother stand and plead with her not to go down her father's dark path while crying her eyes out and reminding her of the hero she could be and so the young future hero let go of the chain and let her father fall to the floor and cough. Angel then spread her wings and floated above him with a glare and said the words that started her path as a hero.
"Remember this day father! You have been spared by the Angel of Mercy! If I ever hear of you causing another pain like you have done us you will see how fast that Mercy can become judgement!"
Once Angel spoke these words her mama grabbed their bags and they were off. As Angel exited her prison she flew through the sky above her mom close to the clouds for a moment and let herself taste true freedom for the first time. Once she landed and covered her wings her mother told her that they were going to move in with her sister who had no problem letting them live there and had no problem with Angel's disability or quirk. Once they were all moved in and 8th grade began for Angel the young woman decided to begin studying for the first ever UA hero training high school entry exam and luckily for both her and her mother she passed with a rather good grade and so Angel was on her way to being the world's first ever professional rescue hero!
Once classes started she found that her goal would not be easily achieved as the training was rather difficult and harder then anything she had ever done before. The one favor she asked of her teachers during combat,rescue and quirk training was that they didn't share the fact of her deformity with the other students due to her being super sensitive about it. As the first half of the year went on she did relatively well in quirk training,liked to think she excelled in rescue class due to liking the teacher the most and her personal goal. The one class she was bombing was combat training due to her quirk seemingly not being suited for battle.
Angel was close to giving up on combat until one day on her way home from school. She was close to her street when she saw a a mother and little girl walking down the other side of the street under a neon sign that was about to fall on them. Angel instinctively shot her wings through her jacket and flew toward them to try and get them out of the way but knew she wasn't going to make it in time. Feeling desperate she thought hard about grabbing a hard surface to protect them with and that's when a miracle happened! Angela decided to try and flap her wings toward the pair and to her surprise feathers from her wings shot out and hardened to pink stone hitting the sign knocking it away from the parent and child. Her stone like resolve and will to save others caused her quirk to evolve and now she could fight as well as save others. As the mother thanked her and the little girl cheered Angel just stood tall because she knew that now there were no heights she couldn't reach.
It has been three long years since the Angel of Mercy first took flight, and in that time not only has she saved the city multiple times from the likes of cultists, super villains and even a zombie invasion, but she has accomplished her dream of starting her own orphanage and youth center known as New Oasis as well as become one of the top pro heroes and even getting married to one gothic beauty known as Miyami Kokuyo now Surami! Angel Surami had started with nothing, and was but a slave. Now she has accomplished her dream of becoming the country's symbol of Love, Unity and Mercy!
Ability name Age Change Rank: N/A Effect: 17 to 20
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32 Posts
0 EP
EXP
Total
24 Years
Female
"Yojimbo"
Bandit-Rank Quirk:
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Post by Nakamura Rei on May 11, 2021 3:12:10 GMT -4
Approved!
Harbinger of Woe Type: Mutation Rank: C Description: Rei's quirk has given her many of the characteristics of an Oni, increasing her size and musculature, as well as altering her physiology to match the mythical demons. It has given her a pair of horns, tusk like lower canine teeth, and most startlingly, a third eye set vertically in her forehead. With her increased size, Rei has developed significantly higher strength than the average person, as well as becoming more resistant to damage. When her emotions get the better of her, Rei's skin reacts by turning a bright red while her eyes shift to a golden colour with black sclera. Benefits- Strength - Rei is able to break even hard metals with her bare hands, and is able to lift up to 3200kg of weight without too much difficulty.
- Durability - Between her tough skin and dense muscles, hitting Rei is like hitting a hard metal, and her body is equally hard to damage.
- Poison Gas [Hinder Ailment]- Much like the Oni of legend, Rei is able to bring pestilence upon those around her. She is able to exhale a purple gas that causes nausea, vertigo and intense cramping to all within up to a 30m radius of her for three turns. The target's speed is lowered by four ranks for the duration. She is able to direct the gas in a more controlled manner depending on how she shapes her mouth, to create cones and streams. The range remains 30m maximum.
Exhaustion and Weakness: While overuse of the physical aspects of her quirk are the same as anyone who overexerts themselves physically, overuse of Rei's toxic gas leads to her poisoning herself with the same effect, leaving her suffering as much as her targets. Rei's third eye is also very sensitive, moreso than her regular eyes. A direct hit there would lead to intense physical pain.
Harbinger of Woe Type: Mutation Rank: A Description: Rei's quirk has given her many of the characteristics of an Oni, increasing her size and musculature, as well as altering her physiology to match the mythical demons. It has given her a pair of horns, tusk like lower canine teeth, and most startlingly, a third eye set vertically in her forehead. With her increased size, Rei has developed significantly higher strength than the average person, as well as becoming more resistant to damage. When her emotions get the better of her, Rei's skin reacts by turning a bright red while her eyes shift to a golden colour with black sclera. Benefits- Strength - Rei is able to break even tank armour with her bare hands, and is able to lift up to 9600kg of weight without too much difficulty.
- Durability - Between her tough skin and dense muscles, hitting Rei is like hitting a a literal armoured tank, and her body is equally hard to damage.
- Poison Gas [Hinder Ailment]- Much like the Oni of legend, Rei is able to bring pestilence upon those around her. She is able to exhale a purple gas that causes nausea, vertigo and intense cramping to all within up to a 80m radius of her for three turns. The target's speed is lowered by six ranks for the duration. She is able to direct the gas in a more controlled manner depending on how she shapes her mouth, to create cones and streams. The range remains 80m maximum.
Exhaustion and Weakness: While overuse of the physical aspects of her quirk are the same as anyone who overexerts themselves physically, overuse of Rei's toxic gas leads to her poisoning herself with the same effect, leaving her suffering as much as her targets. Rei's third eye is also very sensitive, moreso than her regular eyes. A direct hit there would lead to intense physical pain.
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162 Posts
0 EP
EXP
Total
Twenty Years
Male
"Genesis"
Pro Hero-Rank Quirk:
Infernal Slime
U.A Teacher
Played by: Eleri
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Post by Luka von Eisenberg on May 11, 2021 3:22:17 GMT -4
Approved!
Infernal Slime Type: Mutation Rank: C Description: Just like his elder sister Elise, Lukas possesses characteristics associated with slimes. While Elise might transform into a slime girl, Lukas’ body has mutated into a slime boy, which allows him to actively conjure slime and convert his body into a slime-like entity. Benefits- Lukas has complete control over his slime body, and is able to contort and twist it to suit his every need. This has lead to a unique fighting style impossible for more natural body types [Martial Art]
- Lukas' slime is able to reach up about thirty meters from his main mass. [Range]
- He is capable of damaging hard metals and lifting almost 3000kg [Strength/Damage]
Exhaustion and Weakness: In general the amount of slime that can be created is limited due to relying on his physical body for substance. He possesses a volume of slime roughly the size of an olympic swimming pool, but can refill it by actively eating or drinking in order to regain mass, or by resting. Lukas' body turns a translucent blue colour when generating and manipulating its' slime properties. Overuse of his quirk results in severe hunger pangs. Continued use past that results in him losing cohesion and consciousness, spreading out into a puddle of slime.
Infernal Slime Type: Mutation Rank: A Description: Lukas possesses characteristics associated with slimes, his body has mutated into a slime boy, which allows him to actively conjure slime and convert his body into a slime-like entity. In his default state he resembles a small blue orb of slime with two indents that resemble eyes, however he has managed to return to his human form at will for ease of everyday life. Benefits- Lukas has complete control over his slime body, and is able to contort and twist it to suit his every need. This has lead to a unique fighting style impossible for more natural body types [Martial Art]
- Lukas' slime is able to reach up about eighty meters from his main mass. [Range]
- He is capable of damaging tank armour and lifting almost 9600kg [Strength/Damage]
Exhaustion and Weakness: In general the amount of slime that can be created is limited due to relying on his physical body for substance. He possesses a volume of slime roughly the size of one and a half olympic swimming pools, but can refill it by actively eating or drinking in order to regain mass, or by resting. Lukas' body turns a translucent blue colour when generating and manipulating its' slime properties. Overuse of his quirk results in severe hunger pangs. Continued use past that results in him losing cohesion and consciousness, spreading out into a puddle of slime.
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122 Posts
0 EP
EXP
Total
Twenty Years
Male
"Arcticade"
Pro Hero-Rank Quirk:
Arctic Aid
Pro Hero
Played by: Alviss
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Post by Krahno Kalo on May 11, 2021 11:49:11 GMT -4
Approved!
Quirk
Arctic Aid
Type: Emitter
Rank: D
Description: Krahno secretes a medical fluid from the pores of his skin as it is solidified into ice that covers injuries in an patch of ice that when melted cures the injuries. Solidified Ice in this state acts like that of a cast and allows for limited movement but in exchange the bones can heal faster when in this cast like state. Krahno can also use the solidified ice to attack as well should he need to.
Benefits (All quirks get 3 benefits that follow their quirks theme! list them here.)
Healing: Heals deep wounds over 2 turns.
Range: Manipulates his solidified ice to reach up to 18m.
Damage: Manipulates his solidified ice to damage something enough to break soft metal.
Exhaustion and Weakness: : Depending on the severity of the injury it will likely take a lot longer to heal broken bones and major gashes to the body. Fire of course makes any and all of his ice melt and can make it hard to heal injuries if the ice hasn't been properly applied to the body beforehand. Overuse of his quirk will weaken him especially if he uses it constantly in rapid succession like using it for attacking.
Quirk
Arctic Aid
Type: Emitter
Rank: B
Description: Krahno secretes a medical fluid from the pores of his skin as it is solidified into ice that covers injuries in an patch of ice that when melted cures the injuries. Solidified Ice in this state acts like that of a cast and allows for limited movement but in exchange the bones can heal faster when in this cast like state. Krahno can also use the solidified ice to attack as well should he need to.
Benefits (All quirks get 3 benefits that follow their quirks theme! list them here.)
Healing: Heals critical wounds over 2 turns. Can heal broken bones.
Range: Manipulates his solidified ice to reach up to 50m.
Damage: Manipulates his solidified ice to damage something enough to break thick walls
Exhaustion and Weakness: : Depending on the severity of the injury it will likely take a lot longer to heal broken bones and major gashes to the body. Fire of course makes any and all of his ice melt and can make it hard to heal injuries if the ice hasn't been properly applied to the body beforehand. Overuse of his quirk will weaken him especially if he uses it constantly in rapid succession like using it for attacking.
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42 Posts
EP
EXP
Total
19 Years
Male
"Bel"
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Post by Lewis "Lu" Himura on May 11, 2021 20:06:33 GMT -4
Approved!
Ability/Quirk name Devil Rank: E
Effect: Description: Lewis' mutation gives him the qualities of a Westernized/Christian style devil. Lewis has horns, red skin, a prehensile tail, digitigrade feet, a high body temperature, and a fiery breath. While the horns, skin, tail, and legs give off an appearance of a devil, they do not offer much in terms of power. While the tail is prehensile, it is slender and can't lift much on its own. The main benefit from the Devil quirk is his ability to breathe fire. As Lewis has the ability to expel fire out of his mouth, his body itself is resistant to the heat, as well as giving him a high body temperature.
Benefits
Durability: Lewis' body is able to generate a fire within his body. This fire is constant and grants him a resistance to heat and fire, as well as a high body temperature allowing him to withstand both hotter and colder conditions. This body temperature is able to be raised and can even make his skin hot to the touch, potentially hot enough to burn others.
Damage: Due to the fire within him, Lewis is able to expel the fire in a stream from his mouth. Lewis can control the area in which the fire covers, though it doesn't reach very far currently. He has improved on the range and area, and through training may be able to increase it even more
Mobility: Thanks to Lewis' training from a young age, he's able to run a fair distance at a decent pace. His prehensile tail also aids in his balance, helping him stay on his feet as he moves.
Ability/Quirk name: Devil Rank: C Effect: Durability: Due to his constant use of his fire abilities and training over the years, Lewis's body has begun to withstand more intense punishment. With constant exposure to his intense flames, and near constant training, Lewis' skin has naturally hardened and provided him something of a built-in armour. Damage: Thanks to the past few years, Lewis' flames have become intense enough to melt metals with little to no effort. Able to now more easily control the fluctuating levels of heat, Lewis' fire is as intense as it comes. Mobility: Thanks to his devil-like mutation, Lewis' digitigrade legs have become stronger, allowing him to leap great distances. He has also developed a bat-like membrane between his arms and back, allowing him to glide.
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125 Posts
0 EP
EXP
Total
18 Years
Male
"Redoux"
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Post by Dajh Amare Zane Yun on May 12, 2021 9:13:51 GMT -4
Approved!
Ability/Quirk name Power Echo Rank: D Effect: Power Echo is a quirk that Amare has discovered in his youth. Working in two parts, Power Echo allows him to take on or "absorb" the damage of an attack. Then he can redirect in the same or another direction than when it first hit him. This makes Amare a completely reactive type fighter as his effectiveness in battle is completely dependent on his opponent's first move. Through practice Amare has taken to habit to using his left hand to "absorb" attacks and "send" them back out with his right. However this is not a restriction of the quirk itself just something practicing with his dad has habitually caused.
Amare can use Power Echo to take physical attacks to his body and redirect them back at a target or opponent at his own original power(ie the damage redirected reflects his quirk's rank). In terms of ranged attacks Amare can follow a similar procedure by absorbing the attack by getting hit. Then he can choose to send the attack back out or let it dissipate within him. At a glance the quirk seems powerful though Amare has to take on the damage and feel the pain of the attack first leaving him most cases severely injured left in a state where he is unable to perform the second half of his quirk. However this makes him perfect for opponents who depend on their enhancement quirks or grand displays of ranged attacks.
Amare can hold onto an absorbed attack instead of redirecting it, before letting it disperse outside of his body in the form of steam streaming from his body. This allows him to protect his friends if they are in need at the cost of his physical well-being.
Through his training at U.A Amare has taken a huge stride his understanding his quirk and making it work for him. In order to be effective in a fight he must first get hit. Though through consistent and consecutive fights he has discovered that he gains resistance to the last elemental type quirk he has received damage from, lessening the damage from the next consecutive attack without reducing his own damage output. This discovery further established himself as more of a "shield" for his friends and allies than a "spear" like he had thought he was when he first started his hero training.
Benefits:
Durability(D) - Due to his boxing practices with his dad as well as how his quirk works Amare is one that can keep coming back from some heavy punches. Being able to withstand damage that is on par with Soft Metal makes him thankful of all the rigorous training his dad and his coach put him through.
Speed(D) - Following the movements of a certain famous boxer and putting his own spin on it Amare's footwork when in and out of a fight has been compared to that of an Antelope (60 km/hr) allowing him to move at 60km/hr when necessary.
Strength(D) - To take an attack unto your body is to know your body's limits and push them to it everyday. That means that not only can Amare take punches but he can also dish them out as well. This allows him to throw punches and other physical attacks at the strength of a Regional Tournament Star despite his age, showing the time and effort that goes into his training.
'Aftermath' Rank: F Effect: This is a skill where Amare pushes himself to his limits in an attempt to go beyond. Using this he aims to absorb multiple attacks at once only to combine them into a type of explosion that causes a decrease in the target's Stamina by 1 rank for 3 turns. After doing this however he is unable to use his quirk as he will immediately suffer from the effects of quirk exhaustion
'Sway Back Style Boxing' Rank: F Effect: The "Sway Back" is a method of boxing where you bend your upper body to the sides or back to avoid incoming punches. By adding footwork to this Amare can become a literal "butterfly" wait for his moment to 'sting'. Despite all the training he did when he was younger, Amare since coming to Japan has not been keeping up with his regiment. This has caused his skills to diminish from what they were back then. His skills in the "SwayBack" style of boxing could be compared to that of a hobbyist at its current level.
Kinetic Manipulation - Hungry Space Rank: B Effect: Power Echo is a quirk that Amare has discovered in his youth. Working in two parts, Power Echo allows him to take on or "absorb" the damage of an attack. Then he can redirect in the same or another direction than when it first hit him. This makes Amare a completely reactive type fighter as his effectiveness in battle is completely dependent on his opponent's first move. Through practice Amare has taken to habit to using his left hand to "absorb" attacks and "send" them back out with his right. However this is not a restriction of the quirk itself just something practicing with his dad has habitually caused. Amare can use Power Echo to take physical attacks to his body and redirect them back at a target or opponent at his own original power(ie the damage redirected reflects his quirk's rank). In terms of ranged attacks Amare can follow a similar procedure by absorbing the attack by getting hit. Then he can choose to send the attack back out or let it dissipate within him. At a glance the quirk seems powerful though Amare has to take on the damage and feel the pain of the attack first leaving him most cases severely injured left in a state where he is unable to perform the second half of his quirk. However this makes him perfect for opponents who depend on their enhancement quirks or grand displays of ranged attacks. Amare can hold onto an absorbed attack instead of redirecting it, before letting it disperse outside of his body in the form of steam streaming from his body. This allows him to protect his friends if they are in need at the cost of his physical well-being. Through his training at U.A Amare has taken a huge stride his understanding his quirk and making it work for him. In order to be effective in a fight he must first get hit. Though through consistent and consecutive fights he has discovered that he gains resistance to the last elemental type quirk he has received damage from, lessening the damage from the next consecutive attack without reducing his own damage output. This discovery further established himself as more of a "shield" for his friends and allies than a "spear" like he had thought he was when he first started his hero training. Amongst his time at UA Amare has come to the realization that his quirk was evolving. After researching much he has come to realize that his mental state was the only thing that was limiting his quirk usage and its development. Through a different style of training he has developed new skills that he can bring to the table and has since used due to graduating and becoming apart of a group of students turned Professional Hero who have decided to continue working together. Amare now describes his quirk as him "eating" abilities sent at him, his area of effectiveness being his "dining table" and other food/hunger related references to make the name change of his quirk to 'Hungry Space' as its something he likes and wants, to be much more colloquial. Due to certain circumstances Amare has begun to feel that with his quirk in new development stages he is capable of much more than what this Hero group can offer. Something stronger, dangerous well known and respected. Benefits: Durability(B) - Due to his boxing practices with his dad as well as how his quirk works Amare is one that can keep coming back from some heavy punches. Being able to withstand damage that is on par with can break thick walls makes him thankful of all the rigorous training his dad and his coach put him through. Making full use of the facilities at UA Amare has taken the training that his seniors gave him and amplified while altering it. Making it his own during his 2nd and 3rd years at UA the training came to fruition as he graduated and became an operative in the Field, using real life situations to train his limits. Speed(B) - Following the movements of a certain famous boxer and putting his own spin on it Amare's footwork when in and out of a fight has been compared to that of a Compact Car (120 km/hr) allowing him to move at 120km/hr when necessary. Strength(B) - To take an attack unto your body is to know your body's limits and push them to it everyday. That means that not only can Amare take punches but he can also dish them out as well. This allows him to throw punches and other physical attacks as well as attacks as a result of his quirk at a strength that can break thick walls despite his age, showing the time and effort that goes into his training. 'Aftermath' Rank: F Effect: This is a skill where Amare pushes himself to his limits in an attempt to go beyond. Using this he aims to absorb multiple attacks at once only to combine them into a type of explosion that causes a decrease in the target's Stamina by 1 rank for 3 turns. After doing this however he is unable to use his quirk as he will immediately suffer from the effects of quirk exhaustion 'Sway Back Style Boxing' Rank: F Effect: The "Sway Back" is a method of boxing where you bend your upper body to the sides or back to avoid incoming punches. By adding footwork to this Amare can become a literal "butterfly" wait for his moment to 'sting'. Despite all the training he did when he was younger, Amare since coming to Japan has not been keeping up with his regiment. This has caused his skills to diminish from what they were back then. His skills in the "SwayBack" style of boxing could be compared to that of a hobbyist at its current level.
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13 Posts
EP
EXP
Total
"Strike Hopper"
Blast Hopper
Pro Hero
Played by: BlenderMutt
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Post by Raida Hongo on May 12, 2021 9:50:59 GMT -4
Approved!
Ability/Quirk name Blast Hopper Rank: C Effect: Muscles within Raida’s body are highly elastic and tightly wound, resembling the structure of an insect’s in regards to structure and function. This unique feature allows him to exert large amount of power with simple muscle compressions. While the insect like features do not extend outside his body in the form of an exoskeleton of any kind, his body is able to withstand the force his quirk exerts. Most commonly this quirk is displayed through his legs with powerful jumps, kicks and dashes.
Benefits:
1) Enhanced Striking Power - C Rank Damage: Raida’s muscles are able to strike with enough force to break hard metal. 2) Boosted Hop - C Rank Maneuverability: Raida’s potent legs allow him to jump almost twice his height and maneuver through the air, hopping off walls and ceilings with the ease of an insect. 3) Enhanced Dash - C Rank Speed: Raida’s potent calves can propel him at speeds rivaling a Leopard.
Ability name: Batta Battle Rank: F Effect: Since he was young, Raida has been getting into fights, this combative upbringing has given him a rough, yet efficient means of brawling that best utilizes his quirk.
Ability name: Muted World Rank: F Effect: A lifetime relying on every sense instead of sound and reading lips has given Raida sharp enhanced perception of his surroundings. In all mediums but sound, he is able to maintain keen awareness of the surroundings of a small room (5-7 meters)
History: Raida has had a very busy life. Born to an Asian lounge singer and an American Soldier, he was cursed with problems before he was even born. His birth parent's troubling lifestyle was a major factor in this. While pregnant, his mother failed to kick some serious drug addictions, resulting in a couple complications further down the line. His mother, who was already in poor health did not survive the birth, and the complications resulted in several defects to arise in postnatal care. Protective services took possession of him shortly afterwards, shipping him off to be a burden and ward of the government. For most of his childhood, Raida was deaf and mute, speaking only when absolutely necessary. Shuffled from one foster-home to the next, he was always quite a problematic child, from his habit of picking fights and sticking his nose where it didn't belong, he was a bit too much of a handful for his keepers to really handle. At the earliest age he could, he filed for emancipation, opting for self-sufficiency over comfort and dependence. When he was barely through his teenage years he received a life changing experimental surgery to restore his hearing. Despite it not being a critical success, he regained some receptiveness in one ear, allowing him to hear rough sounds in a muted tone, but nothing of clarity or distinction. For years he got by doing odd jobs and mostly keeping his nose clean and out of trouble, but his inability to idly watch people get pushed around nudged him down the path of vigilanteism. Eventually in his travels he was confronted by one of the first government appointed heroes, both chastising him for his reckless behavior and guiding him to pursuing a career as a licensed and legal hero. Deciding to attempt going down the road of legitimacy, he applied for his license and sought to work under an established hero as someone who could serve as an inspiration to others who walk the road he has traveled.
Ability/Quirk name Blast Hopper Rank: A Effect: Muscles within Raida’s body are highly elastic and tightly wound, resembling the structure of an insect’s in regards to structure and function. This unique feature allows him to exert large amount of power with simple muscle compressions. While the insect like features do not extend outside his body in the form of an exoskeleton of any kind, his body is able to withstand the force his quirk exerts. Most commonly this quirk is displayed through his legs with powerful jumps, kicks and dashes.
Benefits:
1) Enhanced Striking Power - A Rank Damage: Raida’s muscles are able to strike with enough force to break the armor of a tank. 2) Boosted Hop - A Rank Maneuverability: Raida’s potent legs allow him to jump several stories in a single leap and maneuver freely through the air, hopping off walls, ceilings, and even the air itself with the ease of an insect. 3) Enhanced Dash - A Rank Speed: Raida’s potent calves can propel him at speeds rivaling a race car.
(This character was made before the starting exp was changed, so I'll be updating this ability to make up the difference in EXP) Ability name: Batta Battle Rank: E Effect: Since he was young, Raida has been getting into fights, this combative upbringing has given him a rough, yet efficient means of brawling that best utilizes his quirk. His prowess in this fighting style has been shown to rival that of blackbelts.
Ability name: Muted World Rank: F Effect: A lifetime relying on every sense instead of sound and reading lips has given Raida sharp enhanced perception of his surroundings. As his quirk developed, his body developed an internalized antenna, granting him an auxiliary sensory organ that simulates a sense of sound by registering vibrations. He is able to maintain keen awareness of the surroundings of a small room (5-7 meters)
History: Raida has had a very busy life. Born to an Asian lounge singer and an American Soldier, he was cursed with problems before he was even born. His birth parent's troubling lifestyle was a major factor in this. While pregnant, his mother failed to kick some serious drug addictions, resulting in a couple complications further down the line. His mother, who was already in poor health did not survive the birth, and the complications resulted in several defects to arise in postnatal care. Protective services took possession of him shortly afterwards, shipping him off to be a burden and ward of the government. For most of his childhood, Raida was deaf and mute, speaking only when absolutely necessary. Shuffled from one foster-home to the next, he was always quite a problematic child, from his habit of picking fights and sticking his nose where it didn't belong, he was a bit too much of a handful for his keepers to really handle. At the earliest age he could, he filed for emancipation, opting for self-sufficiency over comfort and dependence. When he was barely through his teenage years he received a life changing experimental surgery to restore his hearing. Despite it not being a critical success, he regained some receptiveness in one ear, allowing him to hear rough sounds in a muted tone, but nothing of clarity or distinction. For years he got by doing odd jobs and mostly keeping his nose clean and out of trouble, but his inability to idly watch people get pushed around nudged him down the path of vigilanteism. Eventually in his travels he was confronted by one of the first government appointed heroes, both chastising him for his reckless behavior and guiding him to pursuing a career as a licensed and legal hero. Deciding to attempt going down the road of legitimacy, he applied for his license and sought to work under the established hero Vega as someone who could serve as an inspiration to others who walk the road he has traveled. Like a moth drawn to the flame of his light, Raida followed his mentor into the dark underbelly of society, drawing upon necessity to break his limits and emerge several years later a much stronger creature.
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17 Posts
EP
EXP
Total
19 Years
Male
Sidekick-Rank Quirk:
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Post by Shigero Kado on May 12, 2021 11:52:17 GMT -4
Approved!
ANTIMATTER EMISSION
Type: Mutation
Rank: E
Description:
Shigero's sweat glands release very small quantities of antimatter at all times. As soon as these particles make contact with the atmosphere, they annihilate with molecules from the air and release all their energy. This is emitted outwards through intense beams of light, though it will only appear as a slight white glow from the subject's skin under normal circumstances.
The level of antimatter production is not constant, however, as it seems affected by his emotional state. Strenuous physical exercise has a similar effect, brightening the consistent glow of his skin and heating the area around him slightly. Over the course of his life, he's learnt to control this effect much more precisely. He is capable of increasing production to a high enough level to create visible beams of light, which can generate enough heat in surfaces it touches to cause significant damage. While he has been seen increasing his output of antimatter, reducing its passive glow seems outside his abilities. However, significant dehydration does seem to lower its intensity.
Another effect of his quirk seems to be that his skin is much more resilient to physical damage. This is presumed to be a side effect of antimatter generation, either as adaptation to or part of the production process.
Benefits
Damage: By increasing antimatter production on portions of his skin, Shigero can generate beams of intense light that cause any surface they contact to heat up significantly. This can have rather destructive results, capable of melting through or burning materials up to thin concrete.
Range: Shigero's precision in releasing beams of light isn't perfect, meaning over longer distances the energy density decreases, making the beams effectively harmless. Currently, this maximum range lies at 12 meters.
Durability: Having to withstand both the generation and annihilation of antimatter particles has resulted in significant changes to the structure of Shigero's skin, muscle and bones. This has made him remarkably more resistant to physical damage.
Exhaustion and Weakness:
The main source of energy for Shigero's quirk is generating antimatter. This is a process that, despite minuscule yields, is very taxing on his body's resources. This isn't too much of an issue usually, though when he intensively uses his quirk it seems to mainly cause dehydration symptoms. As such, drinking water is a requisite to help him recover from its use. Another downside of his quirk is the constant glow Shigero emits, which while useful in the dark means stealth is barely ever an option for him.
ANTIMATTER EMISSION
Type: Mutation
Rank: C Description:
Shigero's sweat glands release very small quantities of antimatter at all times. As soon as these particles make contact with the atmosphere, they annihilate with molecules from the air and release all their energy. This is emitted outwards through intense beams of light, though it will only appear as a slight white glow from the subject's skin under normal circumstances.
The level of antimatter production is not constant, however, as it seems affected by his emotional state. Strenuous physical exercise has a similar effect, brightening the consistent glow of his skin and heating the area around him slightly. Over the course of his life, he's learnt to control this effect much more precisely. He is capable of increasing production to a high enough level to create visible beams of light, which can generate enough heat in surfaces it touches to cause significant damage. While he has been seen increasing his output of antimatter, reducing its passive glow seems outside his abilities. However, significant dehydration does seem to lower its intensity.
Another effect of his quirk seems to be that his skin is much more resilient to physical damage. This is presumed to be a side effect of antimatter generation, either as adaptation to or part of the production process.
Benefits
Damage: By increasing antimatter production on portions of his skin, Shigero can generate beams of intense light that cause any surface they contact to heat up significantly. This can have rather destructive results, capable of melting through or burning materials up to hard metals. Range: Shigero's precision in releasing beams of light isn't perfect, meaning over longer distances the energy density decreases, making the beams effectively harmless. Currently, this maximum range lies at 30 meters. Durability: Having to withstand both the generation and annihilation of antimatter particles has resulted in significant changes to the structure of Shigero's skin, muscle and bones. This has made him remarkably more resistant to physical damage.
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194 Posts
0 EP
EXP
Total
19 Years
Female
Sidekick-Rank Quirk:
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Post by Chikako Safaia on May 12, 2021 18:57:21 GMT -4
Approved!
TENBI Rank: C Effect: Description: Chikako an create a physical manifestation of her own psyche as a reflex. This manifestation is created subconsciously and is given the ability to move by itself through the use of a made up personality she had unintentionally programmed into it when she first used her quirk. She has given it the name of Tenbi. Tenbi body shares senses with it's own user causing them to receive damage either one would receive. Tenbi has the ability to communicate with them using the artificial intelligence that was granted with the fake personality. Though it’s communication is limited to her alone, through telepathy. When Tenbi wishes to talk to others, Chikako has to act as the ambassador for the two parties. As for the more combat side of things. As for appearance, Tenbi is quite tall standing at a whooping 200cm and has spikes aligned all over its arm and various other parts of it’s body. It’s body is more durable then others with the toughness of Tungsten. It as well has strong spikes alongside its body that can cut hard metals efficiently. It appears from inside a black pixelated mass of mist that disappears after it fully manifests. Likewise, this black mist appears when it disappears as well.
Benefits
Tenbi has C rank Durability
Chikako has C rank Range (To allow Tenbi to move)
Tenbi has C rank damage with his spikes
Exhaustion and Weakness: Tenbi is not without it's weaknesses, one of the most glaring issues is that any damage that is done to her manifestation Tenbi is reflected to her own body. If Tenbi, for example, was shot in her leg and bullet wound would appear in her leg despite their being no bullet in her leg. Likewise the same goes for Chikako, any damage she takes is reflected onto Tenbi. Their bodies are both interlocked.
Finally, if Chikako moves too suddenly, or runs, Tenbi is forced to disappear. While Tenbi is present, she may only speed walk as she much constantly generate the field that allows Tenbi to exist. This limits maneuverability severely.
TENBI Rank: A Effect:Description: Chikako an create a physical manifestation of her own psyche as a reflex. This manifestation is created subconsciously and is given the ability to move by itself through the use of a made up personality she had unintentionally programmed into it when she first used her quirk. She has given it the name of Tenbi. Tenbi body shares senses with it's own user causing them to receive damage either one would receive. Tenbi has the ability to communicate with them using the artificial intelligence that was granted with the fake personality. Though it’s communication is limited to her alone, through telepathy. When Tenbi wishes to talk to others, Chikako has to act as the ambassador for the two parties As for appearance, Tenbi is quite tall standing at a whooping 200cm and has spikes aligned all over its arm and various other parts of it’s body. It’s body is more durable then others with the toughness of tank armor. It as well has strong spikes alongside its body that can cut through tank armor efficiently. It appears from inside a black pixelated mass of mist that disappears after it fully manifests. Likewise, this black mist appears when it disappears as well.
Benefits
Tenbi has A rank Durability
Chikako has A rank Range (80m)
Tenbi has A rank damage
Exhaustion and Weakness: Tenbi is not without it's weaknesses, one of the most glaring issues is that any damage that is done to her manifestation Tenbi is reflected to her own body. If Tenbi, for example, was shot in her leg and bullet wound would appear in her leg despite their being no bullet in her leg. Likewise the same goes for Chikako, any damage she takes is reflected onto Tenbi. Their bodies are both interlocked.
Finally, if Chikako moves too suddenly, or runs, Tenbi is forced to disappear. While Tenbi is present, she may only speed walk as she must constantly generate the field that allows Tenbi to exist. This limits maneuverability severely.
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