84 Posts
1 EP
EXP
Total
18 Years
Female
"Chase"
Sidekick-Rank Quirk:
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Post by Iida Katsumi on May 12, 2021 21:58:23 GMT -4
Approved!
Vector Redial Rank: C Effect: Vector can be defined as a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another. Take an object, give it speed and direction, now you have a vector. Katsumi’s Quirk lets her affect that, redialing it. Katsumi has the ability to emit a harmless blast of force, spreading outwards in the shape of a wall. This force is harmless but the real kicker comes with its ability to affect nonliving objects it hits. Moving objects caught in this blast get their vectors redialed, changing their speed and direction to her needs and should she want it, stopping it altogether. Stationary objects caught in this blast gain speed and direction of her choosing. She also has the ability to selectively redial vectors of certain objects, letting her choose which objects get affected or not.
Benefits:
Range: The wave has a decent range that lets her interact with objects from afar. It also affects the maximum range possible of objects affected by Vector Redial. The wave and objects affected can travel up to 30m.
Speed: While the wave is instant the speed of objects affected have a maximum speed cap. Katsumi can even use her Quirk to go fast by using it on things she’s wearing. The current cap is 90km/hr
Damage: Things affected by Vector Redial have the potential to be used for offense and attacking. Currently items used to attack with Vector Redial can break hard metal.
Exhaustion and Weakness:
Weakness: Energy: Energy based attacks and constructs are unaffected by the wave since it only affects nonliving objects.
Weakness: Living Objects: Living objects, such as people, animals, and plants are unaffected by the wave as well. Nonliving objects that are on nonliving things are also unable to be affected by Vector Redial, except for hers.
Weakness: Projectiles: Projectiles are normally not a nuisance but if they come from an angle that she doesn't notice or is just a very fast projectile she can be extremely susceptible to damage.
Vector Redial
Rank: A Effect: Vector can be defined as a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another. Take an object, give it speed and direction, now you have a vector. Katsumi’s Quirk lets her affect that, redialing it. Katsumi has the ability to emit a harmless blast of force, spreading outwards in the shape of a wall. This force is harmless but the real kicker comes with its ability to affect nonliving objects it hits. Moving objects caught in this blast get their vectors redialed, changing their speed and direction to her needs and should she want it, stopping it altogether. Stationary objects caught in this blast gain speed and direction of her choosing. She also has the ability to selectively redial vectors of certain objects, letting her choose which objects get affected or not. Benefits:
- Range: The wave has a decent range that lets her interact with objects from afar. It also affects the maximum range possible of objects affected by Vector Redial. The wave and objects affected can travel up to 80m.
- Speed: While the wave is instant the speed of objects affected have a maximum speed cap. Katsumi can even use her Quirk to go fast by using it on things she’s wearing. The current cap is 180km/hr.
- Damage: Things affected by Vector Redial have the potential to be used for offense and attacking. Currently items used to attack with Vector Redial can break tank armor through impact.
Exhaustion and Weakness:
- Weakness: Energy: Energy based attacks and constructs are unaffected by the wave since it only affects nonliving objects.
- Weakness: Living Objects: Living objects, such as people, animals, and plants are unaffected by the wave as well. Nonliving objects that are on nonliving things are also unable to be affected by Vector Redial, except for hers.
- Weakness: Surprise Projectiles: Projectiles are normally not a nuisance but if they come from an angle that she doesn't notice or is just a very fast projectile she can be extremely susceptible to damage.
Update Notes: Clarified a weaknesss. Should be 18 years old now because I have not updated her age before.
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27 Posts
0 EP
EXP
Total
18 Years
Female
"Whatever I Want It To Be!"
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Post by Shizuka Sora on May 12, 2021 23:16:44 GMT -4
Approved! Also no it's not 16 to 18. It's a 3 year time skip not 2, so you are 19.
Full CustomRank: C Effect: Shizuka Sora’s Quirk, Full Custom, manifests as guns. Be it from the humble water pistol to the deadly sniper rifle, as long as it’s a gun she is able to call out up to 2 at a time by pulling from an energy source inside her and shaping it. She is able to also modify the guns she summons as she calls on them giving them features and appearances that suit her tastes and needs at the time. While within her range, she is able to control the manifested firearms, giving her the ability to put them into formation and fire them with just a thought. When taken outside of her range or when heavily damaged, the guns disappear. Each created gun is fully loaded by default but cannot be reloaded, requiring her to dismiss and summon the weapon once again. The bullets from the created guns are real physical objects with little to no difference between real bullets. These bullets, however, vanish within a minute of firing, leaving no fragment, casing, or residue, like other bullets. She's named this phenomenon: Phantom Bullets. Benefits:
- Damage: Guns made by Full Custom has the potential to gain up to enough power to punch through hard metal.
- Range: All guns created by Full Custom have the ability to fire accurately at targets within a 30m range.
- Martial Arts: Due to the nature of her Quirk, Shizuka Sora is experienced with the use of firearms and it’s implementation in her body’s movements and actions with equivalent skill of a National Talent.
Exhaustion and Weakness:
- Ammunition: An integral weakness to Full Custom is the ammunition count of each gun created. While the amount varies for each gun, mirroring the capabilities of actual guns, the bullets are limited and the most efficient way for Full Custom to be used is to use up all the bullets. The guns cannot be reloaded, real bullets are incompatible with Full Custom and taking bullets from another created gun causes it to vanish, giving her the need to constantly replace the guns with new ones.
- Guns made by Full Custom are for Sora’s personal use only, she cannot supply her arms to others, when another person attempts to fire a gun from Full Custom they’ll find that the weapon will refuse to fire.
Full CustomRank: A Effect: Shizuka Sora’s Quirk, Full Custom, manifests as guns. Be it from the humble water pistol to the deadly sniper rifle, as long as it’s a gun she is able to call out up to 2 at a time by pulling from an energy source inside her and shaping it. She is able to also modify the guns she summons as she calls on them giving them features and appearances that suit her tastes and needs at the time. While within her range, she is able to control the manifested firearms, giving her the ability to put them into formation and fire them with just a thought. When taken outside of her range or when heavily damaged, the guns disappear. Each created gun is fully loaded by default but cannot be reloaded, requiring her to dismiss and summon the weapon once again. The bullets from the created guns are real physical objects with little to no difference between real bullets. These bullets, however, vanish within a minute of firing, leaving no fragment, casing, or residue, like other bullets. She's named this phenomenon: Phantom Bullets. Benefits:
- Damage: Guns made by Full Custom has the potential to gain up to enough power to punch through tank armor.
- Range: All guns created by Full Custom have the ability to fire accurately at targets within a 80m range.
- Martial Arts: Due to the nature of her Quirk, Shizuka Sora is experienced with the use of firearms and it’s implementation in her body’s movements and actions with equivalent skill of a International Star.
Exhaustion and Weakness:
- Ammunition: An integral weakness to Full Custom is the ammunition count of each gun created. While the amount varies for each gun, mirroring the capabilities of actual guns, the bullets are limited and the most efficient way for Full Custom to be used is to use up all the bullets. The guns cannot be reloaded, real bullets are incompatible with Full Custom and taking bullets from another created gun causes it to vanish, giving her the need to constantly replace the guns with new ones.
- Guns made by Full Custom are for Sora’s personal use only, she cannot supply her arms to others, when another person attempts to fire a gun from Full Custom they’ll find that the weapon will refuse to fire.
Update Notes: Ages goes up from 16 to 18
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12 Posts
EP
EXP
Total
18 Years
Female
"Daylight"
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Post by Yuusha Hikari on May 13, 2021 1:10:05 GMT -4
Approved! And again it's a 3 year time skip not 2.
Aether Rank: E Effect: Instead of bioelectricity, the processes of Hikari’s body instead generates a different kind of energy. Health wise, this energy replaces the bioelectricity that her body requires with one major difference. She can pull on this energy and manifest it out of her body as bright yellow blasts or shaped blasts to act as one time use weapons.
Benefits (All quirks get 3 benefits that follow their quirks theme! list them here.)
The blasts she is capable of making carry kinetic properties, each blast carries a physical weight and force that break through thin concrete. (Damage)
As a result of using her unique energy, her body’s natural processes are enhanced to the point where she can shake off moderate wounds. (Healing)
Due to the permeation of the energy through out of her entire body, she has a defensive layer of energy on her body at all times acting as her protection. (Durability)
Exhaustion and Weakness:
Major Weakness: Energy Intensive: Due to the dual nature of her Quirk, she goes through her stamina at a greater than normal pace.Any great feat, like a huge attack, that she attempts is definitely going to drain her of all her stamina.
Minor Weakness: Hikari is unable to use her Quirk to heal anyone, as the healing is only exclusive to her.
Aether Rank: C Effect: Instead of bioelectricity, the processes of Hikari’s body instead generates a different kind of energy. Health wise, this energy replaces the bioelectricity that her body requires with one major difference. She can pull on this energy and manifest it out of her body as bright yellow blasts or shaped blasts to act as one time use weapons.
Benefits (All quirks get 3 benefits that follow their quirks theme! list them here.)
The blasts she is capable of making carry kinetic properties, each blast carries a physical weight and force that break through hard metal. (Damage)
As a result of using her unique energy, her body’s natural processes are enhanced to the point where she can shake severe wounds over 2 turns. (Healing)
Due to the presence of the energy throughout her entire body, she has a defensive field of energy that permeates her body at all times acting as her protection. (Durability)
Exhaustion and Weakness:
Major Weakness: Energy Intensive: Due to the dual nature of her Quirk, she goes through her stamina at a greater than normal pace.Any great feat, like a huge attack, that she attempts is definitely going to drain her of all her stamina.
Minor Weakness: Hikari is unable to use her Quirk to heal anyone, as the healing is only exclusive to her.
Update Notes: Ages up from 18 to 20
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63 Posts
0 EP
EXP
Total
Female
"War Crime"
Bandit-Rank Quirk:
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Post by Ikehara Emi on May 13, 2021 8:21:14 GMT -4
Approved! Also see above about the age skip. I don't feel like repeating it again.
White PhosphorusRank: E Effect: Inside Emi’s body are many small glands and an internal sac for storing liquid. These glands and sac create and store a special substance known as white phosphorus. This substance can be ejected at will through any pore of her body at any vector. While the ability in itself isn’t much, the substance itself is. White phosphorus ignites upon exposure to air and generates a very hot, persistent, sticky, and toxic fire. Emi can use her Quirk like a portable flamethrower or use it to lob chemical based fireballs at things. Her body is also resistant to the effects of her own Quirk. Benefits
- She can use the white phosphorus to inflict burns and and set things on fire. Additionally the fumes from her flames are toxic and poison people. (Burn)
- The very nature of her flames make her quirk highly lethal to others. (Damage)
- She's built to be able to resist her own Quirk's and other flames. (Fire Resistance)
Exhaustion and Weakness:
- Major Weakness: Water. Like regular fire, water puts out white phosphorus fires. Not only that, water prevents white phosphorus from igniting since it needs exposure to air.
- Minor Weakness: Limited. Emi has a limited amount of white phosphorus on her. She has to watch how she uses it or else she’ll run out when she really needs it. She has a maximum of 5 uses of her Quirk before she has to wait for her storage to refuel for 1 post. It also refills after 1 post even if she still has 1-4 uses left.
White PhosphorusRank: C Effect: Inside Emi’s body are many small glands and an internal sac for storing liquid. These glands and sac create and store a special substance known as white phosphorus. This substance can be ejected at will through any pore of her body at any vector. While the ability in itself isn’t much, the substance itself is. White phosphorus ignites upon exposure to air and generates a very hot, persistent, sticky, and toxic fire. Emi can use her Quirk like a portable flamethrower or use it to lob chemical based fireballs at things. Her body is also resistant to the effects of her own Quirk. Benefits
- She can use the white phosphorus to inflict burns and and set things on fire. Additionally the fumes from her flames are toxic and poison people. The very nature of her flames make her quirk highly lethal to others. The flames are hot enough to eat through hard metal. (Damage)
- The toxic nature of her produced substance and flames are an active threat to the well being of living things and the sheer heat is enough to stagger constructs. Being affected by her Quirk takes a toll on one's stamina, reducing it by 4 ranks for 3 turns. (Exhaustion)
- She's built to be able to resist her own Quirk's effects and abnormally temperatures. (Fire Resistance)
Exhaustion and Weakness:
- Major Weakness: Water. Like regular fire, water puts out white phosphorus fires. Not only that, water prevents white phosphorus from igniting since it needs exposure to air.
- Minor Weakness: Limited. Emi has a limited amount of white phosphorus on her. She has to watch how she uses it or else she’ll run out when she really needs it. She has a maximum of 5 uses of her Quirk before she has to wait for her storage to refuel for 1 post. It also refills after 1 post even if she still has 1-4 uses left.
Update Note: Merged the former Burn and Damage benefits into just Damage since it looked like burn wasn't a thing anymore, added Exhaustion to show the dangerous effects of White Phosphorus. Ages from 19 to 21
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137 Posts
0 EP
EXP
Total
17 Years
Female
"Valkyrie"
Sidekick-Rank Quirk:
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Post by Kiersa on May 14, 2021 9:29:21 GMT -4
Approved! {UPDATING FROM}
Age 14 UA First Year
Type: Emitter
Rank: E
Description: Kiersa's hands glow with a soft pale yellow light, almost like glowing gloves and whenever she lays them on a persons wounded area, where the light touches it stimulates and accelerates the bodies natural healing factor.
Benefits:
Light/Disorient: Her Quirk produces an ambient light around her hands. Could be used to blind people if necessary depending on the output. Decreases targets Accuracy by 2 ranks for 3 turns.
Healing: Heals a persons flesh wounds by increasing their blood cell count and accelerating their activity. Heals moderate wounds over 2 turns.
Acute Hearing/Enhanced Senses: Her pointy ears aren't just for show or aesthetic. With them she's able to hear things from about five to seven meters away as clearly as if she was stood next to the person talking. Provided they're in the same room. She can't hear through walls after all, that'd be silly.
Exhaustion and Weakness:
Whilst her Quirk can definitely handle mending flesh, muscle, sinew and such, what it cannot do is fix broken bones. Which makes things awkward if you've got a bone sticking out of your body.
Range is also a factor for her Quirk to work. She needs to be in close proximity to the wound to heal it, ideally touching it. Her maximum range is eight centimeters, or the average length of an index finger for a more visual idea of the distance she requires.
If exhausted, which she can be after extended use of her Quirk, she can't even produce any light, let alone use the healing portion of her Quirk.
{UPDATING TO}
Age 17 Hero Sidekick
Type: Emitter
Rank: C Description: Kiersa's hands glow with a soft pale yellow light, almost like glowing gloves and whenever she lays them on a persons wounded area, where the light touches it stimulates and accelerates the bodies natural healing factor.
Benefits:
Light/Disorient: Her Quirk produces an ambient light around her hands. Could be used to blind people if necessary depending on the output. Decreases targets Range by 4 ranks for 3 turns.
Healing: Heals a persons flesh wounds by increasing their blood cell count and accelerating their activity. Heals severe wounds over 2 turns. Can heal broken bones.
Acute Hearing/Enhanced Senses: Her pointy ears aren't just for show or aesthetic. With them she's able to hear things from about 30 meters away as clearly as if she was stood next to the person talking.
Exhaustion and Weakness:
Whilst her Quirk can definitely heal, in order to do so she needs to light up and she needs access to her hands to do so. If she is restrained, that makes it quite difficult to heal anyone without getting into some weird poses.
Range is also a factor for her Quirk to work. She needs to be in close proximity to the wound to heal it, ideally touching it. Her maximum range is eight centimeters, or the average length of an index finger for a more visual idea of the distance she requires.
If exhausted, which she can be after extended use of her Quirk, she can't even produce any light, let alone use the healing portion of her Quirk.
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116 Posts
2 EP
EXP
Total
21 Years
Female
"Thurisaz"
Bandit-Rank Quirk:
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Post by Kado Nisshoku on May 14, 2021 9:42:00 GMT -4
Approved!
Type: Summon
Rank: E
Description:
By using the nearby plants, flora and vegetation, she can call forth an "avatar" of the wrath and fury of nature in the form of a black and red wyvern. It is not a dragon because it only has four limbs, despite what an old popular TV show may claim. She has taken to calling it Thorn.
Benefits:
Kado; Range (E): If she knows that there is any plant life within twelve meters of her current location, she can use that to manifest her Quirk even if she's not physically right next to it.
Summon; Cripple (E): Thorn is derived from plants in their most violent forms, and as such their natural defences, acids and such, are heightened in comparison to their regular plant counterparts. Causes a sensation of vertigo for three turns. The target's mobility is lowered for the duration.
Summon; Exhaustion (E): All plant life needs to feed in order to grow, and Thorn is no exception. So it has learned how to drain energy from Kado's enemies in order to feed; Causes a sensation of fatigue for the duration of three turns. Drains the target's stamina.
Exhaustion and Weakness:
The first and most obvious weakness is that she needs some sort of plant life to use as a medium. If there are no plants in the vicinity, dead or alive, then she cannot use her Quirk.
Fire is another obvious glaring weakness in the Summon, even if manifested from fire-resistant plants such as sage. Fire resistant is not the same as fire proof after all.
Type: Summon
Rank: C Description:
By using the nearby plants, flora and vegetation, she can call forth an "avatar" of the wrath and fury of nature in the form of a black and red wyvern. It is not a dragon because it only has four limbs, despite what an old popular TV show may claim. She has taken to calling it Thorn.
Benefits:
Kado; Range (C): If she knows that there is any plant life within thirty meters of her current location, she can use that to manifest her Quirk even if she's not physically right next to it.
Summon; Cripple (C): Thorn is derived from plants in their most violent forms, and as such their natural defences, acids and such, are heightened in comparison to their regular plant counterparts. Decreases target's Mobility by 4 ranks for 3 turns
Summon; Exhaustion (C): All plant life needs to feed in order to grow, and Thorn is no exception. So it has learned how to drain energy from Kado's enemies in order to feed; Decreases target's Stamina by 4 ranks for 3 turns.
Exhaustion and Weakness:
The first and most obvious weakness is that she needs some sort of plant life to use as a medium. If there are no plants in the vicinity, dead or alive, then she cannot use her Quirk.
Fire is another obvious glaring weakness in the Summon, even if manifested from fire-resistant plants such as sage. Fire resistant is not the same as fire proof after all.
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58 Posts
0 EP
EXP
Total
19 Years
Male
Watchdog-Rank Quirk:
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Post by Gabriel Creed on May 14, 2021 9:45:59 GMT -4
Approved!
Demon's Flesh
Type: Transformation
Rank: E
Description: Whenever Gabriel triggers his Demon's Flesh Quirk, the first thing you might notice is his eyes glowing a bright purple, and a pair of violet horns grow from his head whilst his mouth becomes covered by a dark carapace-like armour.
Pink-ish cracks of energy start to form in his skin which in itself turns bitch black. A singular large black chain like tail ending with a blade bursts out from the base of his spine.
Its theorised that his body physically changes like this as a mutated version of Neurodermatitis, which given that his Quirk was triggered, and induced by stress factors would seem reasonable.
His enhanced strength and speed across his whole body, including his tail, would be thus presumed to be derived from testosterone and adrenaline respectively coursing through his body at a higher than normal human rate.
His tail appears to be formed from a mixture of keratin, iron and bone matter. No doubt derived from the traces of iron normally found in the human body but at a far greater quantity.
Benefits:
Enhanced Speed (Rank E = Can reach speeds of up to 45km/hr)
Enhanced Strength (Rank E = Can easily lift up to 600kg)
A prehensile tail that can reach up to 12 Meters away. (Range Rank E)
Exhaustion and Weakness:
His tail can be severed and/or damaged like normal body parts and he would need to drop his transformation and wait for the parts to be restored.
Apart from his tail, his Quirk has no ranged capabilities whatsoever and so he has to get in close to his opponents to do much. That or wreck the place and use whatevers on hand as a projectile.
Too much time spent in his Demons Flesh form can still exhaust him, and as he reaches the limit of his stamina at full power, his mind in his Quirked state becomes more violent and less prone to reason which can cause him to make mistakes he normally would not make.
In order to maintain and restore his tail, he has to eat a very iron rich diet along with supplements.
Demon's Flesh
Type: Transformation
Rank: C
Description: Whenever Gabriel triggers his Demon's Flesh Quirk, the first thing you might notice is his eyes glowing a bright purple, and a pair of violet horns grow from his head whilst his mouth becomes covered by a dark carapace-like armour.
Pink-ish cracks of energy start to form in his skin which in itself turns bitch black. A singular large black chain like tail ending with a blade bursts out from the base of his spine.
Its theorised that his body physically changes like this as a mutated version of Neurodermatitis, which given that his Quirk was triggered, and induced by stress factors would seem reasonable.
His enhanced strength and speed across his whole body, including his tail, would be thus presumed to be derived from testosterone and adrenaline respectively coursing through his body at a higher than normal human rate.
His tail appears to be formed from a mixture of keratin, iron and bone matter. No doubt derived from the traces of iron normally found in the human body but at a far greater quantity.
Benefits:
Enhanced Speed (Rank C = Can reach speeds of up to 90km/hr)
Enhanced Strength (Rank C = Can easily lift up to 3200kg)
A prehensile tail that can reach up to 30 Meters away. (Range Rank C)
Exhaustion and Weakness:
His tail can be severed and/or damaged like normal body parts and he would need to drop his transformation and wait for the parts to be restored.
Apart from his tail, his Quirk has no ranged capabilities whatsoever and so he has to get in close to his opponents to do much. That or wreck the place and use whatevers on hand as a projectile.
Too much time spent in his Demons Flesh form can still exhaust him, and as he reaches the limit of his stamina at full power, his mind in his Quirked state becomes more violent and less prone to reason which can cause him to make mistakes he normally would not make.
In order to maintain and restore his tail, he has to eat a very iron rich diet along with supplements.
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146 Posts
0 EP
EXP
Total
18 Years
male
"Protectbull"
Sidekick-Rank Quirk:
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Post by Burabura Buruburu on May 18, 2021 7:47:04 GMT -4
Approved!
Sheep-Bull Rank: C Effect: Super strength: Bura is able to lift 3200 kg and can damage hard metals. Regeneration: Heals severe wounds over 2 turns. Can heal broken bones. Durability: Both Bura's body and wool are as durable as hard metal.
Sheep-Bull Rank: A Effect: Super strength: Bura is able to lift 9600kg and can break through tank armor Regeneration: Heals life-threatening wounds over 4 turns. Can reattach limbs. Durability: Both Bura's body and wool are as durable as tank armor
also bura will be 18 and a sidekick
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75 Posts
0 EP
EXP
Total
Male
"Basilisk"
Watchdog-Rank Quirk:
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Post by Cyril Donadieu on May 18, 2021 19:36:35 GMT -4
Approved!
Dominion of the Basilisk Rank:E Effect: Also known as "Undying Grasp" this quirk allows Cyril to effectively turn organic and inorganic things to stone, also known as petrification. It requires Cyril to place his hand on the target and when this happens a stone-like substance grows from the point of contact at a rapid pace moves to engulf the entire target. The larger the target is than Cyril's own body the longer it takes and more stamina it would require from Cyril to completely change it. Due to tampering with his quirk and that of a specific patient at the Orphanage, Cyril has gained some regenerative abilities that are still new to him.
Despite being extremely effective on inorganic material, Cyril has found that his quirk can only partially and not fully petrify organic matter. Similar to all quirks, Cyril's quirk is not perfect. It has negative effects as well. Initially the backlash of using his quirk would cause the same stone-like substance to slowly cover one of his internal organs effectively harming its productivity. Through research and experiments performed on the children of the Saint Marta's orphanage and himself, he has changed the side-effects from internally to externally.
Now, parts of his own body grow patches of the same stone-like substance. This substance is not invulnerable however and when he finds it applied on his own body due to the backlash of using his quirk, he carefully breaks the stone-like substance causing him immense pain in the affected area.
Basilisk's Gaze Rank:E Effect: This takes on the form of the quirks namesake. When focusing, cracks will appear along the corner of his eyes as they turn gold. A sickening pale gray ray of light will shoot out towards the intended target causing the stone like substance instantly affect the target at a range of (5-7m).
Knowledgeable Medic Rank: B Effect: Since regaining his notes from the St.Marta fire and with it his passion the young doctor(unofficial) has practiced his craft with a new found vigor. At this point he has higher than a PhD understanding of the sciences, mainly focusing in Biological sciences such as genetics, molecular biology and physiology. Through his clinic he conducts human experiments with consent from his victi- patients.
Benefit: 1. Self-sustaining Pain - While affected by his quirk, targets find that they are Weakened suffering from a decrease in strength and/or Damage by 3 ranks for 3 turns. As the stone-like substance absorbs energy from its target to spread. Afflicted organic targets recover from the petrification at the end of the ailments duration.
2. Heavy Limbs - While affected by his quirk, targets find that they suffer from the Cripple aliment decreasing their Mobility by 3 ranks for 3 turns. Afflicted organic targets recover from the petrification at the end of the ailments duration.
3. Statue-esque - The stone-like substance created by this quirk has the durability of soft metal at this rank. Knowledgeable Medic Rank: A Effect:(A - Historical: These doctors or specialists could be seen as the current historical greatest doctors.) Since regaining his notes from the St.Marta fire and with it his passion the young doctor(unofficial) has practiced his craft with a new found vigor. At this point he has higher than a PhD understanding of the sciences, mainly focusing in Biological sciences such as genetics, molecular biology and physiology. Through his clinic he conducts human experiments with consent from his victi- patients. Making many personal strides in his research, Cyril has made public many of his findings about quirk research under the pseudonym "Johanne Baker" receiving much attention and recognition despite describing himself as a "recluse" allowing him to keep his real identity a secret.
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47 Posts
0 EP
EXP
Total
24 Years
Female
"Ion "
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Post by Maségo Hattori on May 18, 2021 20:23:52 GMT -4
Approved!
Shinra Tensei - Divine Judgement Rank: E Effect: This quirk allows her to have control over magnetism as well as to manipulate magnetic fields. This extends to metals of all kinds allowing her to pick up, throw, move, assemble and even disassemble a large amount of individual metallic structures and matter. After she gains better control over her quirk she will also be able to create force fields to selectively block harmful matter and substances.
Through the use of magnetic fields, she is able to generate electromagnetic pulses usually meant to disrupt electronic devices in an area or produce a shockwave to interrupt the movement of enemies and other dangerous targets. Through the use of this quirk she can also produce a sort of flight through levitation. By riding a metallic platform large enough for her to stand on, or to be more discrete, bracelets on her feet are manipulated to allow that type of free form movement while off the ground.
In battle this quirk is mostly used subtly. To allow mystery and to catch the opponent off guard with small changes, when used in conjuction with her shinobi tools. Despite it being out of character she is not beyond or above grand displays of her quirk in order to capture an opponent and render her target(s) subdued.
Benefits:
1. Mobility(E): At this rank, Maségo can move in a way that allows her to climb, dodge, move evasively and navigate a 3D environment. She can also control and manipulate metals around her to float on, allowing her to levitate.
2. Strength(E): At this rank, Maségo can lift and manipulate 600kg(A cow)of metal. This allows her to send many small objects or few larger objects at her opponents to deal damage.
3. Range(E): Maségo can manipulate and control metals within a range of herself. At this rank she can reach out and control/manipulate metals within a Backyard Pool (10-12m) radius.
Ability name Rank: (Rank of ability) Effect: (Effect of ability)
Shinra Tensei - Divine Judgement Rank: C Effect: This quirk allows her to have control over magnetism as well as to manipulate magnetic fields. This extends to metals of all kinds allowing her to pick up, throw, move, assemble and even disassemble a large amount of individual metallic structures and matter. After she gains better control over her quirk she will also be able to create force fields to selectively block harmful matter and substances.
Through the use of magnetic fields, she is able to generate electromagnetic pulses usually meant to disrupt electronic devices in an area or produce a shockwave to interrupt the movement of enemies and other dangerous targets. Through the use of this quirk she can also produce a sort of flight through levitation. By riding a metallic platform large enough for her to stand on, or to be more discrete, bracelets on her feet are manipulated to allow that type of free form movement while off the ground.
In battle this quirk is mostly used subtly. To allow mystery and to catch the opponent off guard with small changes, when used in conjunction with her shinobi tools. Despite it being out of character she is not beyond or above grand displays of her quirk in order to capture an opponent and render her target(s) subdued.
1. Mobility(C): At this rank, Maségo can move in a way that allows her to climb, dodge, move evasively and navigate a 3D environment. She can also control and manipulate metals around her to float on, allowing her to levitate.
2. Strength(C): At this rank, Maségo can lift and manipulate(A Hippo) 3200kgof metal. This allows her to send many small objects or lots of larger objects at her opponents to deal damage. A main method of attack is attaching using sharper metals, and drilling them into the targets body to allow sustained damage allowing every successful hit to be potentially crippling.
3. Range(C): Maségo can manipulate and control metals within a range of herself. At this rank she can reach out and control/manipulate metals within a Short Course Olympic Pool (30m) radius.
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30 Posts
EP
EXP
Total
19 Years
Male
"Silver Shot"
Sidekick-Rank Quirk:
Seer
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Post by Dax Maboroshi on May 19, 2021 20:00:40 GMT -4
Approved!
Omnipsychic Emitter
Description: Dax is on his way to being a powerful psychic specializing in communication, tracking, investigation, and gathering intel. Naturally, this isn't a bright, flashy Quirk at all, with his only visual tell being his eyes. When he uses some of his larger abilities - such as draining energy or astral projecting - his eyes lose all colour, even his pupils, and fade into a glowing white with gray limbal rings. This only lasts a few seconds to a minute before he comes back to reality, and it's the only visual aspect his Quirk has.
Benefits
Energy Drain: Through physical touch, Dax can drain the physical energy from other people and use it for himself. The target will feel weak, exhausted, and sluggish, while Dax's stamina and vitality return. He can also use this ability to heal himself of minor injuries. How much energy he takes from someone, and how effective the healing is, depends on how long Dax remains in contact with that person; 1 post to heal minor things like cuts, scrapes, and bruises, and leaves the target sluggish. Touching them for 3 posts will heal any of his major injuries such as large gashes, blood loss, and broken bones, however this is extremely risky for the target and can cause them to go unconscious. Anything longer than 5 posts can lead to the target's death. Because of the risks, Dax only uses this ability in emergencies.
Astral Projection: Dax can separate his vision from the rest of his body, projecting it out into the world. In this form, his consciousness only exists in incorporeal form with tunnel vision, which means that everything inhibiting his physical body - like mass and physics and other objects - are no longer an issue for Dax and he can zip around freely, even passing through walls and small objects. When he separates himself, his physical body is left behind in the same trance-like state as his visions; whited out eyes, tense muscles, unable to react to the world around him. He has to reconnect his vision with his body in order to move.
Telepathy: Or rather, a limited version of it. While he can't read people's minds, he can open direct communication between himself and other people, allowing them all to directly speak telepathically. Acting as a kind of relay beacon, he can conduct mass communication, sending messages to up to 10 people at one time.
Exhaustion and Weakness: His Energy Drain is a constantly active ability, and any physical contact he makes with someone runs the risk of sucking all the energy from them, leaving them unconscious or worse. To protect people, Dax always wears a pair of gloves. This ability only works on biological energy, so he can't take energy from machines or robots. There's not just the extreme threat to the target he's draining, but also to Dax himself. If he holds on for too long, or if the target has an unusual abundance of energy - such as from a quirk - it can lead to Dax becoming overloaded. His body can only process normal levels of energy - enough to get him back on his feet and in the fight like he had a good rest. This means his body is unable to process extreme amounts of energy and shuts down, resulting in him going unconscious for at least 2 posts.
The same reasons his astral form has so much freedom are the same reasons that it's limited. He cannot interact with anything or anyone while disconnected, it's really only good for infiltration and investigation. Another massive downside is that his physical body is stuck where he left it and is extremely vulnerable to outside factors. He has to consciously re-anchor himself into his body in order to move, which might take some time depending on how far he's gone. He can't stay outside of his body forever, and doesn't like to exceed 5 minutes outside, lest something bad happen to him. In this state, he is completely unable to use any other of his abilities. He can only pass through wooden walls and objects, nothing stone or metal.
Dax is unable to read a target's mind, he can only hear and channel thoughts that people consciously send him. He can only connect to 10 people at one time and his range is very short: only 12m. He can also get easily overwhelmed if too many people try to talk to and through him at once. The volume of the message is also important, as sudden screams can catch him off guard or even temporarily stun him. Also, his range is so pathetically weak, he can't psychically reach out to anyone on the other side of a stone or metal wall - only wood walls and open spaces for him. Also the range really hinders it more, so it's most useful for short-range communication between teammates. Also, the people he's trying to reach out to have to be willing to accept his projected thoughts and messages.
Omnipsychic Emitter
Description: Dax is on his way to being a powerful psychic specializing in communication, tracking, investigation, and gathering intel. Naturally, this isn't a bright, flashy Quirk at all, with his only visual tell being his eyes. When he uses his abilities, his eyes lose all colour, even his pupils, and fade into a glowing white with gray limbal rings. The duration of the glow varies depending on which ability he's using
Benefits
Binding Touch: Through physical touch, Dax can immobilize someone, gradually reducing their speed and mobility 4 ranks for three turns. If these ranks are already low, or if Dax keeps a hand on them, their movement will be reduced to a stop. They can still breathe, talk, and look around, but they are frozen in place for 3 turns.
Astral Projection: Dax can separate his vision from the rest of his body, projecting it out into the world. In this form, his consciousness only exists in incorporeal form, which means that everything inhibiting his physical body - like mass and physics and other objects - are no longer an issue for Dax and he can zip around freely, even passing through walls and tunneling his vision inside of small objects. When he separates himself, his physical body is left behind in the same trance-like state as his visions; whited out eyes, tense muscles, unable to react to the world around him. He has to reconnect his vision with his body in order to move. In this spirit form, Dax is also able to see people's auras as brilliant colors, feeling their emotions from that. He can also see the residual emotional energy left on objects or locations.
Telepathy: Or rather, a limited version of it. While he can't read people's minds, he can open direct communication between himself and other people, allowing them all to directly speak telepathically. Acting as a kind of relay beacon, he can conduct mass communication, sending messages to up to 10 people at one time. Once connected, these people can communicate with each other, the messages passing through Dax's brain like a radio beacon before jumping towards the recipient. Dax can also implant information he has, such as coordinates, images, or codes, into people's minds.
Exhaustion and Weakness: His Binding Touch is a constantly active ability, and any physical contact he makes with someone runs the risk of freezing them in their tracks. To prevent this, Dax always wears a pair of gloves. This ability only works on people; objects and Quirks, such as constructs, will continue to move. While he doesn't have to maintain physical contact, this can only be used on one target at a time. Even though prolonged contact can maintain the bind, Dax can't hold on for longer than 3 posts before running out of energy for it.
The same reasons his astral form has so much freedom are the same reasons that it's limited. He cannot interact with anything or anyone while disconnected; he has no way to affect the physical world around him. This ability is really only good for infiltration and investigation. Another massive downside is that his physical body is stuck where he left it and is extremely vulnerable to outside factors. He has to consciously re-anchor himself into his body in order to move, which might take some time depending on how far he's gone. He can't stay outside of his body forever, and doesn't like to exceed 10 minutes outside, lest something bad happen to him. In this state, he is completely unable to use any other of his abilities. He can't read the emotions of emotionless beings, such as robots. Even in a nonphysical form, crowded places are extremely difficult for him because of all the auras and colors being channeled into him can quickly overwhelm him and force him back into his own body, leaving him with a headache. He's only able to receive emotions, he has no way to control or induce emotions in other people.
Dax is unable to read a target's mind, he can only hear and channel thoughts that people consciously send him. He can only connect to 10 people at one time and his range is only 30m. He can also get easily overwhelmed if too many people try to talk to and through him at once. The volume of the message is also important, as sudden screams can catch him off guard or even temporarily stun him. Also, his range is so pathetically weak, he can't psychically reach out to anyone on the other side of a stone or metal wall - only wood walls and open spaces for him. Also the range really hinders it more, so it's most useful for short-range communication between teammates. Also, the people he's trying to reach out to have to be willing to accept his projected thoughts and messages. The information he sends to other people has to be something he already knows. This works the exact way as physical communication to share ideas and information, the only difference being that it's now shared mentally.
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28 Posts
EP
EXP
Total
18 Years
Male
"Scarlet Scout"
Sidekick-Rank Quirk:
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Post by Alviss Wulfhart on May 19, 2021 20:53:33 GMT -4
APPROVED!
Type: Mutation
Rank: E
Description: This quirk gives Alviss all the traits of a Red Panda for both strengths and weaknesses. Nothing much else to it other than what's below.
Benefits (All quirks get 3 benefits that follow their quirks theme! list them here.)
Mobility: Due to being a Red Panda, Alviss can climb up surfaces with not much effort. He can also use his tail to hang himself front extended surfaces such as poles or tree branches for example. His mobility is how he gets around from surface to surface which lets him parkor to an extent.
Damage: Using his large tail and the claws under his gloves, Alviss can attack with the force of breaking through thin concrete.
Enhanced Senses: Due to being a nocturnal animal such as the Red Panda, Alviss can see in the dark with his enhanced vision and hear a lot stronger than a normal human can with his big ears.
Aged up to 18 Is now a Sidekick. Quirk benefits are upgraded.
Type: Mutation
Rank: C Description: This quirk gives Alviss all the traits of a Red Panda for both strengths and weaknesses. Nothing much else to it other than what's below.
Benefits (All quirks get 3 benefits that follow their quirks theme! list them here.)
Mobility: (C) Due to being a Red Panda, Alviss can climb up surfaces with not much effort. He can also use his tail to hang himself front extended surfaces such as poles or tree branches for example. His mobility is how he gets around from surface to surface which lets him parkor to an extent.
Damage: (C) Using his large tail and the claws under his gloves, Alviss can attack with the force of breaking through hard metal.
Enhanced Senses: (C) Due to being a nocturnal animal such as the Red Panda, Alviss can see in the dark with his enhanced vision and hear a lot stronger than a normal human can with his big ears.
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