I didn't mean that literally. In definition, the suit is focusing his power to allow different applications of it. If you want to get real specific, the Inferno excites gasses around his gauntlet into an ionized, plasmic state, turning his hand into a plasma cutter. The Storm gathers and condenses free electrons before firing them like a railgun.
For the sake of convenience do you mind if I just throw together the specifics you want about the suit into a hider and throw it at the bottom of the CS?
Being able to generate/control enough energy to excite particles into plasma, and enough fine-tuned control to gather individual electron particles, are both more than a bit out of reach for the beginning of the RP unless you have a lot of limitations. To be perfectly honest, I think I'd prefer if you scrapped the other abilities besides his telekinesis.
Being able to generate/control enough energy to excite particles into plasma, and enough fine-tuned control to gather individual electron particles, are both more than a bit out of reach for the beginning of the RP unless you have a lot of limitations. To be perfectly honest, I think I'd prefer if you scrapped the other abilities besides his telekinesis.
As for the suit, sure a hider is fine.
You can see the limitation I put in place for both of those already. Neither can be used reliably at the moment, but they are theoretically possible with the suit's help.
Matsuri, to put it simply, is just quick, flashy, and all over the place. She's a ball of energy that can't help but be active, sometimes to the point of annoyance, her loud voice not helping matters any. When that energy runs out, however, she tends to get lethargic until something piques her interest enough, like food. She's not afraid to talk to anyone who catches her eye, but whether or not its appreciated is another matter. Her demeanor is a bit childlike, and perhaps even a bit boyish, as she likes cool things and being cool. Matsuri may not be able to contain herself often, but her temper is in no way a weak point of hers, as she generally doesn't get very mad, brushing off most things without realizing or simply pouting, and ignoring any offenders at worst. Her over-excitability does get the better of her on occasion, occasionally in combination with her Quirk, and she's certainly less than average when it comes to intelligence, occasionally lacking in foresight. She is also known to get flustered when caught off guard.
[BACKSTORY]
Parents love talking about how their kids tend to develop faster than others, and in no way are quirks any different. But by the age of four, Matsuri had still yet to show any signs, being the slowest of her siblings to do so. That was until a call for lunch brought her back from playing outside with her siblings. Matsuri rushed to her food, gaining an incredible burst of speed, tripping over the lower doorframe, her small body tumbling into the table. While her leg, several plates, her father's dreams of saving money, and her mother's trust in her youngest daughter's safety were broken, Matsuri's spirit was not. As a constant source of boundless energy, her Quirk had a strongly desired functional use. Unfortunately, it didn't make Matsuri more resistant to, say, a hard surface, so she had some work to do.
During the semi-frequent hospital visit as she constantly tested the limits of her power, her bright mood meant that the staff and other patients tended not to mind her, but in those instances when she was stuck in a bed, unable to move, trapped in her own overly energetic body, she found solace in thinking about those paragons of pure inspiration. Doctors! Just kidding, superheroes, obviously, as much as the occasional staff member with a handy Quirk blushed when Matsuri used the term to describe them (even the nurse with a food flavor enhancing Quirk; especially her, actually). Matsuri met a few of them, either due to due them visiting or being in a hospital bed themselves. The media liked to spin heroes as invincible, but while Matsuri couldn't articulate it, seeing them stuck in bed next to her made her feel like a superhero even at the tender age of six.
That said, while it wouldn't be impossible for Matsuri to become a hero without going to one of the elite schools dedicated to it, man the TV ads made them look so friggin' COOL. Matsuri began shopping around for a part time job in middle school, but even if it weren't for her age she was basically unemployable. She didn't stop from trying though, even if her constant efforts in doing bit jobs for quick cash often left her draining it after breaking something.
But her persitence was not unrewarded. Matsuri's oldest brother, Mitsuo, earned a spot at a somewhat above average college. While Mitsuo had been accepted at better schools, this one had sweetened the deal by smoothing over many of the extra costs. With Matsuri having spent the last two years using her own money on her mishaps, plus her older sister moving out to live with her boyfriend, their father was able to save up enough money that he'd planned on using it for Mitsuo's tuition, but with Matsuri about to enter high school, the tight knit family decided to gamble on her passion and diligence. The fact that Mitsuo's college wasn't too far away from a hero school only sweetened the deal, but it wasn't close to their current home either. For the sake of their education, Mitsuo and Matsuri would have to strike out on their own, away from the rest of that family, for the sake of their futures. Matsuri only cried a little before getting on the train. After that she cried a lot. No way was she going to let them down...
[QUIRK]
Speedline – Upon the use of her power, Matsuri bursts forward at an astonishing speed with otherwise impossible acceleration. She can go from 0 to 80 MPH in less than a second, but beyond that initial burst, she can maintain that speed for only as long as she keeps running. Stopping is either an all at once thing in the form of painful injury, skidding to a slower stop, or otherwise trying to transfer her energy, like through a strike or jump. Think of it like a switch: once on, she speeds up to as fast as 80, and can coast on that as long as she can, but once she reaches top speed she can only continue or decelerate, and once she starts keeping speed she can't maintain it easily again or speed up until she's come to a stop. She can choose to burst out speeds lower than 80 MPH, and usually chooses too, but her emotional state can affect it; for instance, her overexcitability having gotten her into more than a couple painful meetings with the local architecture. Luckily, her Quirk doesn't seem to expend significant amounts of energy compared to her normal actions, but it might just be that Matsuri is so full of energy already...
[SKILLS AND TECHNIQUES]
Rosso Linea – Matsuri bursts forward at her preferred speed, but begins decelerating quickly. As she comes to slow, she passes off her kinetic energy through a punch or kick. She usually doesn't use very high speeds for this: pro boxers can punch as fast as 30 MPH at best, but Matsuri isn't built for that, so if she's going faster than 20 at the moment of impact, she's liable to stain or even fracture her arm even if she gets off a clean hit. Less clean hits or hits at fast speeds are more likely to get her hurt even worse.
Rosso Tronco Rather than a punch, Matsuri instead opts for a full on high speed body slam. This spreads out the force across her whole body and strikes a wider area, so she can afford to go faster while damaging herself less.
Sopra Linea – Matsuri manages the energy of her burst upwards, effectively managing a high or long jump. She can't land and keep going at high speeds, as it counts a deceleration, and until she comes to a stop she can't reaccelerate, but it does wonders for her mobility.
[LIMITS]
Durability – Matsuri is not invincible. Due to practice and more than a few broken bones and some lucky Quirks from the hospital staff, she's a bit more resilient than the average 14 year old girl. If she doesn't take note of her speed and whatever it is she's aiming to run into or through, she's liable to get pretty hurt. A protective superhero costume could offset this, but the bulkier it is the more limited her mobility would be. It might also limit her top speed, but her hyper-fast acceleration would be relatively untouched.
Turning – Matsuri's powers work best at going in the direction she can aim in. Turning is not yet in her range, as the torque and agility required results in her tripping over self more often then not, and even in the instances she doesn't it's because she started decreasing her speed. Cruising at her chosen speed while turning even a bit just isn't doable for her right now. Jumping gives her some mobility but it's still just two dimensions of movement.
Environment – Due to practice, Matsuri has reflexes that generally allow her to slow down or push herself off a wall before becoming a splatter, but if something happens that she doesn't expect then it's going to hurt. Her inability to go in anything but straight lines with the exception of jumping makes her movement more restricted, and thus more predictable, when constrained by obstacles she's not capable of blowing past.
Hot-tempered, hasty, and foul-mouthed, Ken is a violent person. He's been kicked out of pretty much every school in his hometown for managing to pick a fight with literally every delinquent. That's not to say he's a BAD person... He just really likes fighting. He's a decent student, even if he tends to show up with a black eye and messed up clothes. He feeds stray animals, helps old ladies cross the street, and he won't stand for actual bullying. The fact he rushes headlong into danger without thinking is actually a pretty valuable trait for a hero.
[BACKSTORY]
Ken's family is very loving and understanding, which leaves many to wonder why he likes fighting so much. One look inside the family photo album, however, reveals that mom was a sukeban, dad is a three-time MMA champion, and grandad was a boxer. Despite their tendency to come to blows, they're a well-loved and respected pillar of the community. Despite this, Ken's temper makes him seem like a very poor choice for the school.
The thing is, he's been kicked out of two high schools already, having picked a fight with literally every other delinquent in the tri-city area. The academy was the only academic institution willing to hear him out on why he went around beating up thieves, bullies, and thugs.
[QUIRK]
Beetle Body - Ken's mutation quirk gives him a rock-hard shell like that of the dung beetle. Additionally, his musculature works on a hydraulic system similar to that of the beetle, granting him phenomenal strength- theoretically, he could reach the level of a dung beetle, able to lift over 1200 times his own weight.
[SKILLS AND TECHNIQUES]
Full Nelson - Figure 4 Leg Lock - German Suplex - Shooting Star Press - Armbar - Armbar
[LIMITS]
Torpor - When exposed to extreme temperatures, beetles tend to slow down and enter torpor to conserve energy and water. Ken has a similar reflex, clocking out around 10F and 150F.
Beetle Musculature - While it grants him incredible strength, the way a beetle's muscles work make them useless for sudden applications of force like striking, jumping, or the like. For the purpose of these, he's actually below the average human level.
So here's finally my character. Though I've just recently kinda see that it's powers seem to unintentionally/vaguely resemble your character's powers @Zeroth. If you have any suggestions for him, like powers and so on, please let me know and I can add them in or those being similar to become more unique. (I'm also thinking of a villain as well btw)
Edited
Edited: V2
[NAME]
Tonaka Hokama
[GENDER]
Male
[AGE]
16
[PERSONALITY]
Naturally, as "Light Tonaka" is a friendly person to be around with. He's usually calm-natured, out-going, polite, and very supportive of his friends, family, and acquaintances alike. He can sometimes be cocky in certain situations, but overall, he seems like a likable guy, right? However, with such a bright pure-hearted kindness, comes a darker side as a balancer. He also happens to suffer from a PTSD-Bipolar hybrid disorder, which changes his mood a full 180 degree. As "Dark Tonaka", he's the complete opposite of his usual self. Not only does his appearance change, but he happens to be internally plagued by his own "demons", often bottling them up inside so his friends don't have to see it. However, if aggravated enough, he won't hesitate to blow up in your face. He's also very anti-social, often wanting to be alone in a dark corner and just overall depressed. Yet despite this, Tonaka is able to control both of these sides to his advantage in battle, to a degree, making him a user of both the power of the light and the dark.
[BACKSTORY]
Tonaka Hokama was born in a rather normal middle-class family. For most of his early life he was a rather normal kid, with good behavior and so on. However, there was one certain abnormality that he had that certainly no one he knew had. It is unknown how he got this condition, but he is actually able to transform the pigments in both his hair, eyes, and even the clothing on his skin. His hair and clothes would turn jet black, with his eyes changing to a rather reddish color. Scientific research has shown that this was caused by the emotional state he is in. When he's his usual self, all happy and cheerful, then he has white hair and blue eyes, with his clothing being regular color or white. However, when he was extremely unhappy, sad, or angry, his hair turns black, along with his clothing, and the pigment in his eyes turn red.
It wasn't often when one would see Tonaka's extreme unhappy side, or at least that was until one faithful night. He and his parents were coming home from a friend's birthday party at around 8 at night. Traffic was pretty bad on the freeway, so they had to get off at the nearest exit, one they've never gotten off of. Unknowingly, it lead them to the poor and ghetto part of the city. As they got off to get gas at the nearest pump, they were attacked by a local criminal gang, who were originally wanting to raid the place. His father tried to prompt them to leave, but was unsuccessful as he was violently beaten senselessly to the ground. The mother tried to help, but was simply pushed back and taken hostage. They also tried to get Tonaka as well, only for them to quickly regret their mistake. The boy had turned to his "dark" form and fought back viciously against the gang members. At first, he still happened to get his butt whipped, but then as he tries to punch one of them, his entire arm began swirling with a black aura. When it hit him, it pushed him back with such a force, that it sent him flying several meters to the street, suffering form several broken bones and a burn mark on his belly. Intimidated by Tonaka's unnatural power, they quickly fled back to the shadows of the ghettos, leaving he and his family alone.
With Tonaka's father on the verge of death, his mother quickly drove them out of the ghetto and back to the civilized downtown district, where they tried to reach the nearest hospital. They managed to get there... only for the father to die in there, due to brain trauma. Both he and his mother were utterly devastated by this, which also prompted Tonaka to show his dark side more frequently then usual, ultimately being diagnosed with PTSD. While he was able to cope with it a little better as years went on, the PTSD had also provided him with another syndrome for him to deal with, that being bipolar syndrome. Despite this, Tonaka does all he can to not let his dark side get to him, even though it pops out from time to time. Yet, he then soon happens to remember the black aura that he can mysteriously use at will, with later finding out about a white aura of his, each being present on the "side" he was on. It soon came to Tonaka that he could possibly use these powers to install good for the people.
This was when he went to a local hero school to become... well, a hero! and to use these powers to stop crime and evil in its tracks! As a current junior, Tonaka is slowly being able to balance out his light and dark sides and use them accordingly to his environment. Of course, his dark side does happen to get out of unison and starts to take complete control of his usual self once in awhile, but regardless he's much better at this compared to when he was a child. Grand things await for Tonaka as he strives to become one of the greatest heroes in the world and to avenge his father's death.
[QUIRK]
Yin-Yang: - Simply put it, Tonaka can control powers resulting of literal light and the dark. He can channel his inner energy of each side to its individual advantage and can be both used for defensive and offensive capabilities.
Yang (Light Side): Tonaka's Light Side comprised of positive thinking and hopeful courage. His white aura grants him the ability of firing white balls of healing, while also stunning those he sees an an enemy in a non-lethal manner.
Yin (Dark Side): Tonaka's dark side is comprised of rather negative feeling and powerful anger. His black aura grants him the ability of firing black balls of harming, able to knock the opponent back and produce a burning sensation inside their body (but not actually setting them aflame other then simply producing a burn mark).
Ping-Heng (Balance): In this form, Tonaka can balance out his body to produce light balls from his right hand and dark balls from his left. This however takes intense concentration to actually balance himself out and only then can he remain this way for only five minutes before one side takes over the other or he simply reverts back to his regular self. (This also goes to having powers that he can use both in Dark or Light forms).
[SKILLS AND TECHNIQUES]
Ball Of Light: In Tonaka's Light form, he can fire balls of light that can heal his allies twice as fast as they normally do, but stun his opponent for a short time when hit. While it isn't that powerful, a more powerful shot should knock back an opponent for a short distance, but requires more energy to use. Mostly used as a distraction ability.
Dash: In both forms, Tonaka's speed gets enhanced substantially, allowing him to quickly dash to his opponents at a top speed up to 25 mph, which he can then follow up with other attacks, usually melee ones. Can be used whether he's in his Light or Dark Forms.
Ball of Darkness: In Tonaka's Dark side, he can fire balls of darkness that are able to violently knock back his opponents with twice the force of an average pumch, cuaisng a small explosion of aura energy. In addition, it also provides a burn mark and pain equivalent to being on fire from the inside-out. He has the potential to kill his opponents this way as well.
[LIMITS]
Ying-Yang Harmony: - Tonaka has to monitor his powers accordingly, or else it'll eventually provide him a disadvantage in battle. While being in his usual Light form, his attacks aren't very powerful, only wanting to stun the opponent and heal allies. However, while being more powerful in his Dark side, he can sometimes get careless and let this power consume him entirely, which threatens not only the enemy, but also his friends as well. He must keep both sides in balance, or balance them enough that he doesn't go over board with one or another.
As far as Namari’s interactions with others go, she is incredibly laid back. She hasn’t stopped to ponder the greater intricacies of life and doesn’t bother with giving them any though. She is a person who lives completely in the moment and cares for little else. She often eats rather poorly, and exercises for fun – even though she is technically incapable of gaining or losing muscle mass she still finds it rather fun to surprise people with how much weight she can lift with her legs. She enjoys the little things in life much more than anything else, sunsets and rises are A+ in her books and as long as no one fucks with her, everything’s aces.
She has an odd habit of swearing, but also using very ‘innocent’ words in the same sentence. A constant variance of this that occurs is ‘Fucking darn.’ Another being ‘Whoopsy-fuck.’ Other habits she has include massaging her legs as they are often put under quite a bit of stress and putting her hair in and out of a ponytail.
One of Namari’s biggest pet peeves is when people take things too seriously. Sure, there’s a time and place for jokes and all kidding aside one should probably focus on school work as well. But when people act like a paper is life or death she gets ticked off. However, she doesn’t show this as anger, rather she just pities the person who refuses to take their life as it is and slow down. Namari’s favourite past time is shooting the shit with a couple of buddies down by the diner for a good ol’ shake. She tends to lean more towards vanilla shakes, and a cherry on top is an absolute necessity. While she definitely appreciates a good meal, she isn’t a very picky eater. Having a burger plain or with all the fixings is pretty much neither here nor there for her.
Namari tends to get along best with others that are also laid-back but when she finds a person interesting enough she tends to latch onto them. She’s used to a certain amount of attention from both sexes but she doesn’t really care about the idea of being in a committed relationship, it doesn’t come across as beneficial enough to her to actively pursue one – not that she isn’t up for a little nooky on the side.
Generally speaking Namari tends to piss off people who have worked very hard to get where they are. Truth be told, she hasn’t ever been all that stressed out by school work. She does her work when it’s assigned and has it in early most of the time since she spends most of her time on a rooftop or in a diner just talking with people – she isn’t exactly hard pressed for time to finish assignments. This tends to upset those that have truly put in maximum effort to achieve similar things that she has.
Namari does have a bit of a competitive streak when it comes to physical activity, though it rarely comes out.
[BACKSTORY]
Namari was born into a rather generic family. Low-Middle class, rather average jobs. Her father could create a lead casing around his limbs and muscles, her mother had adaptive muscle growth and strength. They both worked in construction brought home food for the table. When their daughter turned three years old they noticed that she was not able to walk or crawl properly. She was also becoming heavier and heavier without growing. They discovered that lead had filled all of the bones in her legs and that her muscle were rapidly strengthening in order to counterbalance the weight of the lead inside her bones.
By the time she was 10 years old she was easily able to physically keep up with anyone else in her age group, and with the added benefit of her Quirk she was physically stronger than many of them. For some time during her preteen years she waited for… Well, there was something she was anticipating. But it was just that. It was a something, and that something escaped her for the next five years of her life. It struck her as strange in hindsight that she spent so long simply, waiting for something to create an experience in her life. Alas, there was nothing and thusly she learned to bask in that nothingness.
Namari quickly adapted to her bleak settings. She didn’t attempt things she was bad at and practiced the things she was already good at. She did her homework, slept early at night and woke up early in the morning. She simply went on auto-pilot. She got on the bus and took a seat, to enjoy the view of the city of her life without needing to do the walking herself. Perhaps there was a part of her that wanted to get off the bus, go walk around, perhaps even drive the bus. But she’s still there, staring out the window.
Her current goals are nothing in particular past learn to use her Quirk to further her physical strength and create solid friendships. She is rather bored with life though and doesn’t have much passion and drive to accomplish these goals.
[QUIRK]
Get The Lead Out – Namari’s Quirk is a combination of her mother’s and her father’s. Her father is able to apply a protective layer of lead over his limbs, while her mother has a Quirk that allows her muscles to adaptively react to any amount of weight put under them. When Namari was born all of the muscles in her leg possessed a nearly full volume of lead in them. This has led her to become incredibly heavy despite having a relatively light-appearing frame. But as she has inherited her mother’s Quirk of her muscles adapting to the weight they are holding she is able to move around rather normally. However, her true strength lies in the fact that a kick from Namari weighs nearly five hundred pounds. She could quite literally kill someone by stepping on them.
[SKILLS AND TECHNIQUES]
One Megaton Kick – A rather basic skill as Namari has yet to advance her training or understanding of her Quirk just yet. She would essentially, run up to her target and kick them with both feet. On a human, this would be akin to being hit by a car. This of course has the obvious drawback of dropping Namari after the fall and being rather telegraphed. However, if not dodged this technique could easily be fatal.
Déboulé – A simple evasive or offensive maneuver based on the move of the same name performed in Ballet. A Déboulé has the performer spin from one foot onto the other, momentum carrying them as they continue to spin. With Namari’s increased weight she is able to spin incredibly quickly, from this position she is either able to kick outwards dealing out devastating damage, or simply use the huge amount of momentum-based speed to avoid attacks. The obvious downside to this technique is that the longer she performs it the harder it becomes to orient herself as she is spinning rapidly.
[LIMITS]
The 965 Rule – Namari’s biggest limit is the fact that her lead bones cause her to weigh 965 pounds. The saying, the bigger they come the harder they fall certainly applies here. The momentum she creates is much greater than that of a normal person. For instance, momentum is calculated through mass and velocity. But as her muscles have adopted to the fact that she weighs as much as she does – she can function like a normal human being. This is problematic because she has the same velocity as a normal human but up to ten times the mass. Impacts when she is running can be even life threatening and should she fall from a large distance it would be nearly impossible to stop her from dying.
Let me know what I may have messed up! I'm fairly (completely) new to the source material so I'm sure there's a couple errors somewhere, apologies in advance.
As far as Namari’s interactions with others go, she is incredibly laid back. She hasn’t stopped to ponder the greater intricacies of life and doesn’t bother with giving them any though. She is a person who lives completely in the moment and cares for little else. She often eats rather poorly, and exercises for fun – even though she is technically incapable of gaining or losing muscle mass she still finds it rather fun to surprise people with how much weight she can lift with her legs. She enjoys the little things in life much more than anything else, sunsets and rises are A+ in her books and as long as no one fucks with her, everything’s aces.
She has an odd habit of swearing, but also using very ‘innocent’ words in the same sentence. A constant variance of this that occurs is ‘Fucking darn.’ Another being ‘Whoopsy-fuck.’ Other habits she has include massaging her legs as they are often put under quite a bit of stress and putting her hair in and out of a ponytail.
One of Namari’s biggest pet peeves is when people take things too seriously. Sure, there’s a time and place for jokes and all kidding aside one should probably focus on school work as well. But when people act like a paper is life or death she gets ticked off. However, she doesn’t show this as anger, rather she just pities the person who refuses to take their life as it is and slow down. Namari’s favourite past time is shooting the shit with a couple of buddies down by the diner for a good ol’ shake. She tends to lean more towards vanilla shakes, and a cherry on top is an absolute necessity. While she definitely appreciates a good meal, she isn’t a very picky eater. Having a burger plain or with all the fixings is pretty much neither here nor there for her.
Namari tends to get along best with others that are also laid-back but when she finds a person interesting enough she tends to latch onto them. She’s used to a certain amount of attention from both sexes but she doesn’t really care about the idea of being in a committed relationship, it doesn’t come across as beneficial enough to her to actively pursue one – not that she isn’t up for a little nooky on the side.
Generally speaking Namari tends to piss off people who have worked very hard to get where they are. Truth be told, she hasn’t ever been all that stressed out by school work. She does her work when it’s assigned and has it in early most of the time since she spends most of her time on a rooftop or in a diner just talking with people – she isn’t exactly hard pressed for time to finish assignments. This tends to upset those that have truly put in maximum effort to achieve similar things that she has.
Namari does have a bit of a competitive streak when it comes to physical activity, though it rarely comes out.
[BACKSTORY]
Namari was born into a rather generic family. Low-Middle class, rather average jobs. Her father could create a lead casing around his limbs and muscles, her mother had adaptive muscle growth and strength. They both worked in construction brought home food for the table. When their daughter turned three years old they noticed that she was not able to walk or crawl properly. She was also becoming heavier and heavier without growing. They discovered that lead had filled all of the bones in her legs and that her muscle were rapidly strengthening in order to counterbalance the weight of the lead inside her bones.
By the time she was 10 years old she was easily able to physically keep up with anyone else in her age group, and with the added benefit of her Quirk she was physically stronger than many of them. For some time during her preteen years she waited for… Well, there was something she was anticipating. But it was just that. It was a something, and that something escaped her for the next five years of her life. It struck her as strange in hindsight that she spent so long simply, waiting for something to create an experience in her life. Alas, there was nothing and thusly she learned to bask in that nothingness.
Namari quickly adapted to her bleak settings. She didn’t attempt things she was bad at and practiced the things she was already good at. She did her homework, slept early at night and woke up early in the morning. She simply went on auto-pilot. She got on the bus and took a seat, to enjoy the view of the city of her life without needing to do the walking herself. Perhaps there was a part of her that wanted to get off the bus, go walk around, perhaps even drive the bus. But she’s still there, staring out the window.
Her current goals are nothing in particular past learn to use her Quirk to further her physical strength and create solid friendships. She is rather bored with life though and doesn’t have much passion and drive to accomplish these goals.
[QUIRK]
Get The Lead Out – Namari’s Quirk is a combination of her mother’s and her father’s. Her father is able to apply a protective layer of lead over his limbs, while her mother has a Quirk that allows her muscles to adaptively react to any amount of weight put under them. When Namari was born all of the muscles in her leg possessed a nearly full volume of lead in them. This has led her to become incredibly heavy despite having a relatively light-appearing frame. But as she has inherited her mother’s Quirk of her muscles adapting to the weight they are holding she is able to move around rather normally. However, her true strength lies in the fact that a kick from Namari weighs nearly five hundred pounds. She could quite literally kill someone by stepping on them.
[SKILLS AND TECHNIQUES]
One Megaton Kick – A rather basic skill as Namari has yet to advance her training or understanding of her Quirk just yet. She would essentially, run up to her target and kick them with both feet. On a human, this would be akin to being hit by a car. This of course has the obvious drawback of dropping Namari after the fall and being rather telegraphed. However, if not dodged this technique could easily be fatal.
Déboulé – A simple evasive or offensive maneuver based on the move of the same name performed in Ballet. A Déboulé has the performer spin from one foot onto the other, momentum carrying them as they continue to spin. With Namari’s increased weight she is able to spin incredibly quickly, from this position she is either able to kick outwards dealing out devastating damage, or simply use the huge amount of momentum-based speed to avoid attacks. The obvious downside to this technique is that the longer she performs it the harder it becomes to orient herself as she is spinning rapidly.
[LIMITS]
The 965 Rule – Namari’s biggest limit is the fact that her lead bones cause her to weigh 965 pounds. The saying, the bigger they come the harder they fall certainly applies here. The momentum she creates is much greater than that of a normal person. For instance, momentum is calculated through mass and velocity. But as her muscles have adopted to the fact that she weighs as much as she does – she can function like a normal human being. This is problematic because she has the same velocity as a normal human but up to ten times the mass. Impacts when she is running can be even life threatening and should she fall from a large distance it would be nearly impossible to stop her from dying.
Found my first mistake, I accidentally left appearance blank. That will be fixed asap forgive me pls (by asap I mean after work).
Daisuke has a lot of determination and heart when it comes to proving himself as a hero, especially since he has a power that might make him better suited to being a sidekick at first glance. Unfortunately this means he has an often hot temper towards those who doubt his abilities or capability as a hero and a huge stubborn streak that pushes him forward even when it would be better to give up, in essence he never knows when to quit. All of this has made him more than a little bit bitter towards others with powers and largely unwilling to work with them much. If he does manage to have any decent friends he'll take the friendship very seriously and tends to be particularly harsh to anyone he sees as betraying his trust or using him.
[BACKSTORY]
Daisuke sort of seems to have been born destined for more of a sidekick role, something he's been fighting against ever since his quirk manifested in early childhood. He's struggled to make himself seen as more than just an incredibly convenient human storage space in terms of his potential. Daisuke has tried to train his body, mind and powers up as much as he could in preparation for that. Now formally beginning his real education as a hero, Daisuke has a long way to go before becoming a real pro hero or much of a balanced person thanks to his own flaws. Still, he'll struggle whether alone or with others to prove he's more than a sidekick and become a Pro.
[QUIRK]
Instant Inventory - Daisuke has the power of Instant Inventory, the ability to instantly store and retrieve items from a personal pocket dimension. He can do this with just about any object he's in physical contact with and can summon an object to any point in physical contact with his body (summoning shoes onto his feet or something underneath his feet or onto his back for instance) though he normally just summons things into his hands and stores things he touches with them. Items in the inventory exist in a vaccuum and cannot be damaged while there. When items are summoned up out of the inventory there is also a brief window before things like gravity reassert themselves on the object. He can slightly manipulate the items in the inventory between summoning them and putting them away for example summoning a jacket onto himself or others closed when it was initially open and folded. He can forcibly 'store' items held or worn by other people but must make physical contact with them first, likewise with 'equipping' things onto them.
[SKILLS AND TECHNIQUES]
Free-running/physical training-As part of his quest to prove himself, Daisuke took up intensive physical training and exercise, especially free-running, parkour and obstacle course competitions
Lightning Disarm - A technique Daisuke has been working on but not yet perfected, where he makes contact with an opponent's weapon and 'stores' it in his inventory before it can be used.
Ultimate Quick Change! - Daisuke uses Instant Inventory to quickly switch around whatever he's wearing. Mostly just a utility technique, but occasionally finds more combative uses.
Instant Bind!Another technique Daisuke has yet to perfect where he touches an opponent and causes them to be bound by rope, handcuffs or even just restrictive clothing in order to instantly subdue or hinder them in combat.
[LIMITS]
There are numerous limits to Daisuke's Instant Inventory. For example:
Physical Contact-Daisuke is unable to put any object in his inventory if he isn't in physical contact with it.
Living beings-He cannot put any living being into the Inventory.
Fluid limitation-Fluids can only be transported into or out of the inventory in a container.
Transportation characteristics-Items have to be transported into and out of the inventory one at a time and Items always make a popping or poof noise from displaced air when summoned from or put into the inventory due to displaced air, though how loud the noise is depends on the object's size.
Size and Weight-the bigger the object, generally the longer it takes to swap in and out of the inventory. The heavier the object, the more strain it places on Daisuke to move it in and out of the inventory. Heavy enough objects can still be transported, but may even cause Daisuke to pass out.
Item limit-Finally although he can store up to 999 items in the Inventory, the more items he has stored the harder he has to focus to get the exact item he wants, and if he ever goes beyond the 999 item limit all items reappear and he becomes devastatingly, violently ill for over an hour.
@Dead CruiserI'll be sending you a PM shortly to discuss things in more depth, okay?
@PacifistaSo her power is acceleration, rather than true super speed? Interesting! She's accepted, and given her limitations and your descriptions I think her 80 MPH boost, as well as other specifics, are fine as a starting point.
@clanjosI'll reserve any judgement until it's complete, but it's looking good so far!
@LmpkioThe big problem here is that he has too many powers for them all to be listed under a single Quirk. He has increased speed and agility, healing others, and energy blasts in one mode, and increased strength, speed, and agility along with a different kind of energy blast in the other mode. In addition to all of this, he only has one limit.
The usual way someone has a "double nature" Quirk like this in the main series is that one parent had a single-nature quirk and the other had a different one. For instance, a pyrokinesis quirk and a cryokinesis quirk giving the child control over fire with one side of his body and control of ice with the other side. If you wanted to do something like that with respect to light and darkness, that would be fine--but it would have to apply only to "literal" light and darkness, as in something like just those energy blasts with different features to each--maybe the light one heals and the dark one harms--or else something like Light Manipulation with only his right hand and Dark Manipulation with only his left hand, things like that.
@WriteI like the uniqueness of this one! But I would suggest having a few more limits, or else decreasing some of the specifics--for instance, if she weighs 965 pounds, then given normal human proportions that also implies that her entire body, not just her legs, is probably far stronger than a normal person. And a single kick carrying 500 pounds in addition to the normal force (you might be surprised to know that certain martial arts can allow a practitioner to kick with 1200 pounds or more of force) seems a little much for the beginning of the RP. But I'm betting both of those numbers come from the fact that lead is such a dense and heavy metal, so I'd allow them if there were more limits to justify them.
@Dblade26A few problems with your coding, but otherwise it's looking good! However, you should break his limits up into a list instead of all in one paragraph, since they deal with different aspects of his power. In addition, I think I would like a limit included about the size/weight of the objects being stored--for instance, does it take him longer or take more effort to store a car, compared to a baseball bat? And does having more items in his Inventory ever make him Encumbered from all the weight? Also, I think I'd remove the part about no time passing for the object that's held in the inventory--maybe just make it so that they're in a sort of vacuum sealed environment, rather than perfectly preserving anything and everything in there.
@Zeroth I was also initially thinking on having just those literations like you said, but I thought that maybe he would need a few more things to make him more compatible. Regardless, while I'll keep the current double personalities, I will only remain the balls of light and darkness. When he's in his usual state, he's basically Light, and can control both Light and Dark (will use your one hand this one hand that thing). If he's more to said Light, his clothes turn white as well as his hair and both hands will fire white balls of healing. If more so to darkness, then the opposite happens, having him firing only dark balls of harming. Let me quickly edit my character sheet very quickly.
Gonna make a villain, but I'm having difficulty deciding between an anarchist and a more manipulative Lawful Evil character. Decisions decisions...
@Zeroth What exactly will the villains be up to if we make one? Will they be sort of doing their own thing, and basically screwing with whatever our hero characters will be doing? Or do you have a plan for them?
@Zeroth I will definitely add a few more limits, for example: the amount of food and water she has to consume to not become dehydrated and malnourished, another could be that damage to her bones could be much harder to heal from due to the lead inside them taking potentially months and years for even a fracture to heal. Other than that I'd love some suggestions!
EDIT: and yeah the weight was actually calculated from the volume of a tibia and femur to the mass of lead and all that fun stuff.
@LmpkioIs his Dash skill just a factor of him being a fast physical runner? 30 MPH is a little over 40 kilometers per hour, and while it's only over what I'm assuming would be close combat distances, that's still faster than my own adrenaline-junkie character's own 100 meter dash speed. You might want to lower that or provide some justification for it from his powers. Otherwise this looks fine, and from his one limit I'm going to rule that his healing light can currently make a person recover twice as fast as they normally would, and that his dark blast can hit with twice the force of a physical punch in addition to the burning. Both of these can be improved as we go along in the RP.
What exactly will the villains be up to if we make one? Will they be sort of doing their own thing, and basically screwing with whatever our hero characters will be doing? Or do you have a plan for them?
I was going to let Villains move about the city more freely and do as they would, and have the Pro Hero NPCs and the Student Heroes react to them naturally. The idea was that eventually the villains would try to team up for their individual goals, but I wanted it to progress naturally rather than having all of them just suddenly decide they needed to gang up. So when creating a villain, it's probably important to have a concrete goal they are trying to achieve, and that they would act on.
@WriteHm, since lead is normally poisonous to humans, has her power affected her immune system or her healing in any way? You already mentioned the lead bones themselves wouldn't heal quickly, but what about the rest of her body? Another limit I could think of is that maybe she can't jump very high or do certain acrobatic things like cartwheels or flips due to her upper body not being as strong as her lower body; being acrobatic enough to jump and spin and such is important for a character whose fighting style depends on kicks. Also, maybe because of all the momentum she generates when she does kick, maybe she can't hold back from hitting someone full force, and thus has to be very sure she won't actually kill them before she hits them?
Hrmm. There was a character I wanted to run here, but for the sake of avoiding another combo platter Quirk and a little overlap I'm kinda on the fence about signing her up.
Her Quirk is just petrifying her arms into flint and steel with all the pluses and drawbacks of that. It's kinda similar to Writes, but not overtly, I think?