Post by Deleted on Mar 1, 2024 4:54:55 GMT -5
GENERAL INFORMATION
NAME: Ymyr (Em-ear)
AGE: 15
GENDER: Male
SPECIES: Earthling
>> MAKAFUSHIGI ADVENTURE: You gain an additional 1/2/3 TP dependent on the tier of Sparking created (Light/Medium/Heavy). These Sparking techniques have a cost reduction of 1MP.
>> MARTIAL ARTIST: You start with four technique slots instead of the standard three. In addition you may choose a single standard technique from each tier (light/medium/heavy) and add 1 TP to each.
>> TURTLE SCHOOL SECRETS: You start with the Max Power technique for free during character creation. In addition, Max Power no longer drains momentum per turn, but you cannot generate MP naturally either.
GENERAL TRAITS -
>> BARE KNUCKLE BRAWLER: If you enter a thread with no combat* items or consumables, your non-sparking Defensive Techniques that do not have the Evasive Variant gain +5% power. Being given an item mid-thread nullifies this trait.
>> ANTISENSE: Your ki is invisible to energy sensing and scouters, even in the midst of combat - this can be toggled on and off. In addition, escape techniques have a boost of +20% to their total effectiveness and your first escape technique per thread costs no KP.
STARTING PLANET: Earth
HOME REGION: Rocky North
CHARACTER DESCRIPTIONS
APPEARANCE - 5' 10", Emaciated and bony beneath the heavy layered clothing.
IMAGE CREDIT: Geten from My Hero Academia; official render + anime screenshots
BACKGROUND: Out of a thousand children plucked from the streets, orphanages, and the cold hands of their recently deceased parents, Ymyr was the only one to survive the experiments. FutureCo was an Earth-based think tank of reputable minds and scientists from across the galaxy, but it harbored a darker goal: the creation of a Meta-Human with the intelligence and understanding of a person without the flaws and insectoid nature of artificial Bio-Androids. They reasoned that the creation of Meta-Humans would safeguard Earth from Alien woes and bring the people closer together after much of the 'unworthy' population was culled from incompatibility.
The only problem? Not only were compatibility rates dishearteningly low - only four children in the initial batch even survived being implanted - but it created harsh genetic defects that cut the survivor's lifespans down drastically. It was likely that none of them would live to see their twenty-first birthday. FutureCo, annoyed but not deterred, prepared to keep their current subjects in isolation and prepare another batch of subjects... only to fall under revolt. Ymyr and his comrades fought back, destroying the labs and slaughtering most of the staff at the cost of three of their own. Ymyr was the only one to stumble away free from the ordeal, out into the cold, wide world... alone.
Fending for himself turned the boy into a bitter, isolationist, misanthropic individual with little regard for anything but his own life and freedom. He embraced his 'curse,' as he calls it, refining the innate powers forced upon him to fight. Challenging battles and honing his skills are some of the few things that Ymyr still takes pleasure in. He isn't outwardly violent or murderous to strangers but cares little for the safety and wellbeing of others around him to the point of gross negligence.
He resides in the North, preferring the cooler climate, flitting between nature and alleyways as natural as a breeze. While Ymyr has cared little for the attacks on Earth in the past, his interest in the potentially strong and mighty consistently visiting the planet has been piqued...
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
STARTING LOADOUT: 50,000 XP -> PL
NAME: Ymyr (Em-ear)
AGE: 15
GENDER: Male
SPECIES: Earthling
>> MAKAFUSHIGI ADVENTURE: You gain an additional 1/2/3 TP dependent on the tier of Sparking created (Light/Medium/Heavy). These Sparking techniques have a cost reduction of 1MP.
>> MARTIAL ARTIST: You start with four technique slots instead of the standard three. In addition you may choose a single standard technique from each tier (light/medium/heavy) and add 1 TP to each.
>> TURTLE SCHOOL SECRETS: You start with the Max Power technique for free during character creation. In addition, Max Power no longer drains momentum per turn, but you cannot generate MP naturally either.
GENERAL TRAITS -
>> BARE KNUCKLE BRAWLER: If you enter a thread with no combat* items or consumables, your non-sparking Defensive Techniques that do not have the Evasive Variant gain +5% power. Being given an item mid-thread nullifies this trait.
>> ANTISENSE: Your ki is invisible to energy sensing and scouters, even in the midst of combat - this can be toggled on and off. In addition, escape techniques have a boost of +20% to their total effectiveness and your first escape technique per thread costs no KP.
STARTING PLANET: Earth
HOME REGION: Rocky North
CHARACTER DESCRIPTIONS
APPEARANCE - 5' 10", Emaciated and bony beneath the heavy layered clothing.
IMAGE CREDIT: Geten from My Hero Academia; official render + anime screenshots
BACKGROUND: Out of a thousand children plucked from the streets, orphanages, and the cold hands of their recently deceased parents, Ymyr was the only one to survive the experiments. FutureCo was an Earth-based think tank of reputable minds and scientists from across the galaxy, but it harbored a darker goal: the creation of a Meta-Human with the intelligence and understanding of a person without the flaws and insectoid nature of artificial Bio-Androids. They reasoned that the creation of Meta-Humans would safeguard Earth from Alien woes and bring the people closer together after much of the 'unworthy' population was culled from incompatibility.
The only problem? Not only were compatibility rates dishearteningly low - only four children in the initial batch even survived being implanted - but it created harsh genetic defects that cut the survivor's lifespans down drastically. It was likely that none of them would live to see their twenty-first birthday. FutureCo, annoyed but not deterred, prepared to keep their current subjects in isolation and prepare another batch of subjects... only to fall under revolt. Ymyr and his comrades fought back, destroying the labs and slaughtering most of the staff at the cost of three of their own. Ymyr was the only one to stumble away free from the ordeal, out into the cold, wide world... alone.
Fending for himself turned the boy into a bitter, isolationist, misanthropic individual with little regard for anything but his own life and freedom. He embraced his 'curse,' as he calls it, refining the innate powers forced upon him to fight. Challenging battles and honing his skills are some of the few things that Ymyr still takes pleasure in. He isn't outwardly violent or murderous to strangers but cares little for the safety and wellbeing of others around him to the point of gross negligence.
He resides in the North, preferring the cooler climate, flitting between nature and alleyways as natural as a breeze. While Ymyr has cared little for the attacks on Earth in the past, his interest in the potentially strong and mighty consistently visiting the planet has been piqued...
COMBAT INFORMATION
TECHNIQUES: You start with Three Standard Technique Slots and One Sparking Slot that you can use any way you like. Some species start out with additional slots, or access to certain slot-based abilities for free. You also start with two additional Utility Technique Slots.
LIGHT OFFENSIVE || SNAP FREEZE [MA]ADDITIONAL NOTES: His x5 will be named 'Hooded'
A quick surge of cold that takes many forms.
Power: 30%
KP Cost: 1 KP
Variants: N/A
MEDIUM OFFENSIVE || ICE SPIKE [MA]
Icy energy condensed and manipulated into an a single large or series of spikes that can be launched at the opponent.
Power: 50%
KP Cost: 2 KP
Variants: N/A
HEAVY OFFENSIVE || AVALANCHE [MA]
A concentrated torrent of glacial power that excels at trampling and surpassing a challenging attack.
Power: 70%
KP Cost: 4 KP
Variants: Overflowing
HEAVY OFFENSIVE || BLIZZARD
Ymyr pours all his power into a single burst, whipping up a localized storm that batters his enemy with high winds, shards of ice, and impossible temperature.
Power: 120%
KP Cost: 6 KP
Variants: N/A
LIGHT DEFENSIVE || FROZEN OVER [10,000]
Ymyr forms a thin but potent layer of frost across his body in anticipation of attack.
Power: 20%
KP Cost: 1 KP
Variants: N/A
LIGHT DEFENSIVE || PERMAFROST [20,000]
A thicker variant of Frozen Over; it cracks and hisses under duress.
Power: 40%
KP Cost: 2 KP
Variants: N/A
MEDIUM DEFENSIVE || BLUE ICE [30,000]
Ymyr commands a wall of thick, bluish ice to his defense.
Power: 80%
KP Cost: 4 KP
Variants: N/A
MEDIUM DEFENSIVE || SNOWFLAKE SHIELD [40,000]
A mystifying barrier with unique patterns that catch and distort oncoming attacks before they can land, dampening the blow instead of stopping it outright.
Power: 60%
KP Cost: 4 KP
Variants: Shield
HEAVY DEFENSIVE || ICEBERG [50,000]
Ymyr encases himself in a solid block of blue ice, serving as an impenetrable form of defense that he can shatter at his leisure.
Power: 120%
KP Cost: 6 KP
Variants: N/A
HEAVY OFFENSIVE SPARKING || DIAMOND DUST [SPARKING 1]
Ymyr executes precision control over super-cooled particles in the air and even upon his foe's body; creating a shimmering display of tiny, impossibly sharp icy fragments that pierce and slash.
Power: 200%
KP Cost: 6 KP
Variants: N/A
SUPPORT || MAX POWER [FREE]
You may activate Max Power at the very start of your post, increasing the power of all of your techniques by +10% while active. This will drain Momentum at a cost of -1 MP per post at the beginning of your post and prevents you from gaining MP naturally, using evasive or escape techs, blocking escapes, and intercepting attacks meant for others. You can only turn it off at the end of a post, at the end your second post after activation at the earliest. You will still consume MP and not regain any MP on the post you turned it off on. If you run out of MP, you lose Max Power's effects at the end of your post and cannot gain any MP on your next turn.
UTILITY TECHNIQUE || COLD WARP
Ymyr has the innate ability to shape, control, empower, depower, and overall fully manipulate ice and ice-like substances as he pleases. Next to using naturally present ice, he can also rapidly cool nearby sources of water down to traces amounts present in the air to turn into ice for his own use, though he currently cannot control water itself. Ice created by or currently controlled by another player character can 'fight' against the influence.
UTILITY TECHNIQUE || ICY VEINS
Ymyr's internal body is unnaturally, impossibly cold - going so far as to go below 'absolute zero'. This renders him immune to pathogens and biological agents of nearly all kinds. His blood itself is freezing to the point where it can turn water to ice and cause immediate frostbite on lesser beings, and flows much, MUCH slower from open wounds.
STARTING LOADOUT: 50,000 XP -> PL