Jun 23, 2023 0:34:23 GMT
Farrin likes this
Post by Sametria on Jun 23, 2023 0:34:23 GMT
SAMETRIA CHAKRABARTI
OVERVIEW
NAME: Sametria Chakrabarti
ALIAS: Sam, Sampai, Indy
GENDER: Non-Binary, she/they
AGE: 19
SEXUALITY: Homosexual
AFFILIATION: Hero
HERO NAME: Indomina
RANK: Hero Specialist
FAVORITE COLOR: #610CCC
APPEARANCE
HEIGHT: 9'8'' (294.64 cm)
WEIGHT: 5247.9 lbs (2380.4 kg)
EYE COLOR: Blue
HAIR COLOR: Black
SKIN COLOR: Brown
FACE CLAIM NAME: Korra
FACE CLAIM SERIES: ATLA:Legend of Korra
When it's quiet, you hear them coming. Ripples in nearby pools of water are a telltale sign of their approach, eventually accompanied with the sound a drum being rhythmically pounded on by their every footfall. They tower over their peers, needing to slouch and curl inwards to fit in narrow or slender spaces. The motion pulls their clothes taught and bursting at the seams, barely able to contain a hidden statuesque physique. A grizzly pout and determined gaze speak to her penchant to play rough with anyone who would dare try anything funny, and the many subtle streaks of discolored scar tissue speak for all the times they've done just that.
PERSONALITY
» POSITIVE TRAITS:
✔ Resolute
✔ Forthright
✔ Forthright
✔ Studious
✔ Honorable
✔ Compassionate
» NEGATIVE TRAITS:
✘ Awkward
✘ Tactless
✘ Rude
✘ Self-Conscious
✘ Bad-Tempered
» LIKES:
✔ Kindness in Others
✔ Slice of Life/Romance Genre
✔ Democratic Socialism
✔ Physical Exertion
✔ Authentic Interaction
» DISLIKES:
✘ Bigotry
✘ Self-Indulgent Leadership
✘ Apathetic Attitudes
✘ Selfish Behavior
✘ Wooden Buildings
» GOALS:
★ Become the #1 Hero
★ Become Unbeatable
★ Become Spiritually Balanced
★
» FEARS:
☠ Deep Water
☠ Guns
☠ Ignorance + Authority
☠ Hurting People
» HOBBIES:
❤ Bodybuilding
❤ Watching Shows
❤ Meditation
❤ Being A Good Partner
They walks with their feet pointed out and knees apart, hunched looking down and carrying her bag slung over her shoulder. If conversation strikes, they straighten their posture and counts the nearby people, unconsciously ensuring they're never surrounded at least unaware. It is immediately obvious they takes pride in their values by the way they treat the world around them. You're either with them, against the, above them, or irrelevant, and in none of these cases do they feel the need to censor themself. Respect you earn from them is earned for life, friend or foe alike. This singular focus throws them completely off guard when confronted with matters of the heart. However, rather than shying away instead they grab a shovel and dig themself as deep as they can into a hot flustered mess; historically this has never worked out in their favor, and usually ends in disappointment or, occasionally, bruises.
Born to a nothing-special family in Japan to a strict Japan-emigrated Indian father and even more strict Italy-born Japanese salary working mother (don't ask), Sametria was an energetic and rambunctious little kid. They loved to play, and play rough. When their quirk first started developing, and they started gaining weight, they would receive many warnings for playing too rough or hurting other kids even though they weren't doing anything differently than before. Why the change? No one gave them a reason, just made rules that they couldn't anymore. The weight never stopped coming.
Soon enough they were taken away from stimulating environments and away from other kids; told to sit still and stay calm. "Good little girls don't run." They were discouraged anytime they got excited. They were mentally battered and disciplined to be reserved, quiet, and most importantly, still. "Good little girls don't make noise." Once middle school came around, they became too heavy for the chairs. Pens would break in their grip, ruining their clothes with ink. "Good little girls don't make messes." They began to loathe their quirk.
Children are cruel, and they became ostracized, enduring ridicule for their clumsiness and weight, being a chunky child that weighed three times as much as a full grown adult. "Good little girls don't start fights!" Eventually they were pulled from school after incurring too much property damage warnings and unintentionally injuring other students. "Good little girls make sure to study." Homeschooled, they never quite regained a semblance of a normal school life. They drew far too much attention to themself with their heavy footsteps, and they never dared to go running lest they attract too much attention leaving ruination in her wake, cracking sidewalks and leaving deep set foot prints in the ground. As a half ton ten year old told to never misbehave, that's what they inevitably ended up doing.
What followed was a rough couple of years, especially since they found theirself in an older girl gang. They liked it because they were as tough as a fully grown adult, and could stand up to those who's quirks were early bloomers like theirs. Other miscreants and delinquents often challenged them and lost, but not without leaving their fair share of bruises. They had already dropped out of school, and their 'crew' began racking up petty crimes. They felt as though they had control over their life by refusing to be a "good little girl." However at the same time, a deep emotional turmoil boiled inside them. They truly felt bad for wrecking the property they wrecked, and hurting the people they hurt. They saw store owners get angry, but more importantly they saw them cry. To live with themself, they put it out of their mind as best they could. The gang had a way of maintaining itself anyway. They may be stronger than any one of them, but not all of them at once. Which meant they had to hold their appearance.
Despite their delinquency, they loved heroes. They paid the most attention to heroes who were overweight, or downright heavy like them. They spoke about how one's weight doesn't define oneself, and they could be whoever they wanted to be. It was their words of inspiration that drove them to first becoming a delinquent, then an aspirant hero. They hated authority telling them to be good and stay quiet, but heroes were different. Heroes were loud, dangerous, disastrous individuals who were praised and rewarded. They wanted to be a hero, and in their own mind, they ran their gang as though they were one, always looking out for their own.
And part of that revolved around another one of her gang. A troubled teen who got kicked out of her home, with parents that forsook them for being gay after they took home another one of the gang members and declared they were dating. Sametria realized there was actual injustice in the world, and what they had been doing up until now was nothing but acting out. They had to protect her own. Especially when the rival gang rolled up to the queer shelter their own was staying at. It was bloody. Several officers pried them away from the fight. Injuries were serious amongst the kids, but not lifelong. They were brought home by the police on counts of juvenile battery and destruction of property. Luckily, as they were younger than 14 at the time they couldn't be tried for charges of felony. The queer shelter was later shut down because of it thanks to politicians looking to rezone the area for profit. They realized they was never in any control in the first place.
They never saw those friends again. (Spoilers: they got married)
They spent two years doing community service in juvenile detention. There, they caught up on most of the school they had missed. The labor was hard, and the other kids were even meaner. But they were used to that, being in a gang and all. Still, they had tasted heroism. The drive they felt when they ran to aid fellow members against TRUE injustice. They were never going to let that go. After being recognized for excellent behavior and improved mental examination scores, they set their sights on UA. Unfortunately, there were no parents to congratulate or encourage them. After some emotional outbreaks, breakdowns, and making up, they got to work. Federal Child need-based care programs helped them apply for government assistance on top of a part time job in construction. Their parents could eat shit, they had bigger goals now. They were nervous about meeting the academic requirements for UA, and failed the first year they tried to get in. Nothing was ever going to be easy again. After their first rejection they went through another year of training and schooling filled with tears, desperation, and self doubt. None of that ever went away, but like everything else they learned to carry that weight with her.
Then they started to feel the results. The stronger they got, the better they were able to execute delicate movements, like tying shoes without breaking the shoe string, or dressing oneself in tight fitting clothes without ripping them. The smarter they got, the less trapped in their own head they felt. It was the control over their own life they had thought the gang had given them, but this time it was authentic. And since then, they haven't stopped grasping for it. It sparked in them a determination to get into UA as another way they could take control of themself, of their own body. Becoming a hero to them meant becoming a real person, rather than a miserable burden to everyone and everything around them. To be able to make a difference.
Once they were actually in attendance, they're realizing they still needed to make some serious progress. For instance. Exercise and self study didn't help with the fact that they kept their bad mouth and temper from their gang days. Not to mention their physical training only brought them as far as square one; which is where the real journey begins. It took them a lifetime to reach square one, and no way were they gonna squander it.
QUIRK NAME: Fierce Deity
QUIRK RANK:
QUIRK TYPE: Transformation
QUIRK DESCRIPTION:
QUIRK DRAWBACKS:
QUIRK NOTES:
Individual weights of body parts (Total: 5247.9 lbs)
Head + Neck - 493.3 lbs (9.4%)
Torso - 2665.9 lbs (50.8%)
Thigh - 435.6 lbs (8.3%)
Lower Leg - 288.6 lbs (5.5%)
Foot - 63.0 lbs (1.2%)
Upper Arm - 141.7 lbs (2.7%)
Forearm - 84.0 lbs (1.6%)
Hand - 26.2 lbs (0.5%)
QUIRK DESCRIPTION: Sametria has undergone something of a metamorphosis. As a result of their extensive training, they’ve conditioned their bodies’ composition and turned it into a type of “Hyper dense exotic matter” or “hypermatter”. This effect has caused their body to become enveloped in what is seemingly a soft golden halo of heat radiating gently on their skin. Small objects and debris become suspended in the air around them, trapped in an intensely localized gravitational field that extends up to 1 meter away from their body.
The “hypermatter” they’re composed of has several anomalous physical properties such as [massive] resistance to sudden alterations in its atomic structure. This allows Sametria to outright ignore any burn type injury from any effect below an [Adept] Rank while reducing the severity of effects stronger than that. (This does not affect how they react to Heat Exhaustion or poisons. See Drawbacks.) This resistance encompasses fire-based burns, chemical burns, and burns due to extreme cold, as well as disintegration effects. In this same vein, outright physical harm not just resisted, but diminished on top of it. Their body continues to take on properties similar to osmium, allowing them to survive attacks that could completely level quite a few city blocks.
Sametria's super strength is an emergent secondary characteristic of their quirk begotten from their newfound hyperdensity. As their muscles increase in mass (but not volume), they proportionally increase in effective capacity allowing them to lift upwards of a little over [3,000] kilograms. Their legs have strengthened such that they are able to make a standing/running long jump and cover [30/60] meters respectively, vertically jumping up to [25] meters.
In this same regard, Sametria’s base fighting ability is dramatically improved. Their physical attacks have strengthened such that they now create shockwaves capable of obliterating windows, breaking bones, and cracking stone from a distance of up to [45] m away, ripping easily through reinforced concrete up to [25] m away.
QUIRK DRAWBACKS: They're still just as susceptible to most mental attacks as everyone else. And while they're very resistant to cold temperatures (given their intense internal heating) they cannot endure high temperatures for long without risking heatstroke. They will become exhausted in high heat from strenuous activity after 3 full posts of exposure, and will pass out if they are not removed from heat by 1 post after the onset of the heat exhaustion. (*See INDEFATIGABLE) Finally, when they do get hurt, their wounds take much longer to fully heal. The sheer amount of mass that needs to stitch itself back together takes their body/quirk longer amounts of time to do so. In this same vein healing quirks have a diminished effect on them, and work at about 1/10th their normal strength. Biological agents, such as diseases or poisons take 20x their normal dose as normally needed to affect them; as do physical medicines and treatments, all of which take five times as long to take effect.
Sametria no longer has an aura, but their presence is still detectable to any character with heightened perception from a distance of up to [40] meters that gets stronger the closer they get to them, even through walls and ground. They are able to revert out of their form, it their abilities will be limited to that of an Adept rank.
As for day to day stuff... they can't swim. Period. They sink quite literally like a stone, posing an ever present serious threat that entering any deep body of water could result in their immediate demise. Furniture will also always be a struggle for them. Normal furniture is crushed under their weight. Comfort is difficult for them to achieve as what's considered soft to them is rock hard to others. They always must be cautious around other people and electronics, not wanting to cause unjust damage by forgetting their own strength. They can't "turn off" being heavy, and as the quirk gets stronger the heavier they'll become, making it difficult to live in a world built for people who are only a small fraction of their weight and strength. Any quirk or ability that enhances senses that perceive vibration (seismic, sound) will always ALWAYS be able to identify them, no matter how good at restraint they get. They're loud and obvious in everything they do.
HISTORY
Born to a nothing-special family in Japan to a strict Japan-emigrated Indian father and even more strict Italy-born Japanese salary working mother (don't ask), Sametria was an energetic and rambunctious little kid. They loved to play, and play rough. When their quirk first started developing, and they started gaining weight, they would receive many warnings for playing too rough or hurting other kids even though they weren't doing anything differently than before. Why the change? No one gave them a reason, just made rules that they couldn't anymore. The weight never stopped coming.
Soon enough they were taken away from stimulating environments and away from other kids; told to sit still and stay calm. "Good little girls don't run." They were discouraged anytime they got excited. They were mentally battered and disciplined to be reserved, quiet, and most importantly, still. "Good little girls don't make noise." Once middle school came around, they became too heavy for the chairs. Pens would break in their grip, ruining their clothes with ink. "Good little girls don't make messes." They began to loathe their quirk.
Children are cruel, and they became ostracized, enduring ridicule for their clumsiness and weight, being a chunky child that weighed three times as much as a full grown adult. "Good little girls don't start fights!" Eventually they were pulled from school after incurring too much property damage warnings and unintentionally injuring other students. "Good little girls make sure to study." Homeschooled, they never quite regained a semblance of a normal school life. They drew far too much attention to themself with their heavy footsteps, and they never dared to go running lest they attract too much attention leaving ruination in her wake, cracking sidewalks and leaving deep set foot prints in the ground. As a half ton ten year old told to never misbehave, that's what they inevitably ended up doing.
What followed was a rough couple of years, especially since they found theirself in an older girl gang. They liked it because they were as tough as a fully grown adult, and could stand up to those who's quirks were early bloomers like theirs. Other miscreants and delinquents often challenged them and lost, but not without leaving their fair share of bruises. They had already dropped out of school, and their 'crew' began racking up petty crimes. They felt as though they had control over their life by refusing to be a "good little girl." However at the same time, a deep emotional turmoil boiled inside them. They truly felt bad for wrecking the property they wrecked, and hurting the people they hurt. They saw store owners get angry, but more importantly they saw them cry. To live with themself, they put it out of their mind as best they could. The gang had a way of maintaining itself anyway. They may be stronger than any one of them, but not all of them at once. Which meant they had to hold their appearance.
Despite their delinquency, they loved heroes. They paid the most attention to heroes who were overweight, or downright heavy like them. They spoke about how one's weight doesn't define oneself, and they could be whoever they wanted to be. It was their words of inspiration that drove them to first becoming a delinquent, then an aspirant hero. They hated authority telling them to be good and stay quiet, but heroes were different. Heroes were loud, dangerous, disastrous individuals who were praised and rewarded. They wanted to be a hero, and in their own mind, they ran their gang as though they were one, always looking out for their own.
And part of that revolved around another one of her gang. A troubled teen who got kicked out of her home, with parents that forsook them for being gay after they took home another one of the gang members and declared they were dating. Sametria realized there was actual injustice in the world, and what they had been doing up until now was nothing but acting out. They had to protect her own. Especially when the rival gang rolled up to the queer shelter their own was staying at. It was bloody. Several officers pried them away from the fight. Injuries were serious amongst the kids, but not lifelong. They were brought home by the police on counts of juvenile battery and destruction of property. Luckily, as they were younger than 14 at the time they couldn't be tried for charges of felony. The queer shelter was later shut down because of it thanks to politicians looking to rezone the area for profit. They realized they was never in any control in the first place.
They never saw those friends again. (Spoilers: they got married)
They spent two years doing community service in juvenile detention. There, they caught up on most of the school they had missed. The labor was hard, and the other kids were even meaner. But they were used to that, being in a gang and all. Still, they had tasted heroism. The drive they felt when they ran to aid fellow members against TRUE injustice. They were never going to let that go. After being recognized for excellent behavior and improved mental examination scores, they set their sights on UA. Unfortunately, there were no parents to congratulate or encourage them. After some emotional outbreaks, breakdowns, and making up, they got to work. Federal Child need-based care programs helped them apply for government assistance on top of a part time job in construction. Their parents could eat shit, they had bigger goals now. They were nervous about meeting the academic requirements for UA, and failed the first year they tried to get in. Nothing was ever going to be easy again. After their first rejection they went through another year of training and schooling filled with tears, desperation, and self doubt. None of that ever went away, but like everything else they learned to carry that weight with her.
Then they started to feel the results. The stronger they got, the better they were able to execute delicate movements, like tying shoes without breaking the shoe string, or dressing oneself in tight fitting clothes without ripping them. The smarter they got, the less trapped in their own head they felt. It was the control over their own life they had thought the gang had given them, but this time it was authentic. And since then, they haven't stopped grasping for it. It sparked in them a determination to get into UA as another way they could take control of themself, of their own body. Becoming a hero to them meant becoming a real person, rather than a miserable burden to everyone and everything around them. To be able to make a difference.
Once they were actually in attendance, they're realizing they still needed to make some serious progress. For instance. Exercise and self study didn't help with the fact that they kept their bad mouth and temper from their gang days. Not to mention their physical training only brought them as far as square one; which is where the real journey begins. It took them a lifetime to reach square one, and no way were they gonna squander it.
ITEMS
» A Drawstring Canvas Bag
» Lip Balm
» Pads
» Water Bottle
» Ear pods
» Money Purse
» Nokia Boulder
» Lip Balm
» Pads
» Water Bottle
» Ear pods
» Money Purse
» Nokia Boulder
QUIRK
QUIRK NAME: Fierce Deity
QUIRK RANK:
QUIRK TYPE: Transformation
QUIRK DESCRIPTION:
QUIRK DRAWBACKS:
QUIRK NOTES:
Individual weights of body parts (Total: 5247.9 lbs)
Head + Neck - 493.3 lbs (9.4%)
Torso - 2665.9 lbs (50.8%)
Thigh - 435.6 lbs (8.3%)
Lower Leg - 288.6 lbs (5.5%)
Foot - 63.0 lbs (1.2%)
Upper Arm - 141.7 lbs (2.7%)
Forearm - 84.0 lbs (1.6%)
Hand - 26.2 lbs (0.5%)
QUIRK DESCRIPTION: Sametria has undergone something of a metamorphosis. As a result of their extensive training, they’ve conditioned their bodies’ composition and turned it into a type of “Hyper dense exotic matter” or “hypermatter”. This effect has caused their body to become enveloped in what is seemingly a soft golden halo of heat radiating gently on their skin. Small objects and debris become suspended in the air around them, trapped in an intensely localized gravitational field that extends up to 1 meter away from their body.
The “hypermatter” they’re composed of has several anomalous physical properties such as [massive] resistance to sudden alterations in its atomic structure. This allows Sametria to outright ignore any burn type injury from any effect below an [Adept] Rank while reducing the severity of effects stronger than that. (This does not affect how they react to Heat Exhaustion or poisons. See Drawbacks.) This resistance encompasses fire-based burns, chemical burns, and burns due to extreme cold, as well as disintegration effects. In this same vein, outright physical harm not just resisted, but diminished on top of it. Their body continues to take on properties similar to osmium, allowing them to survive attacks that could completely level quite a few city blocks.
Sametria's super strength is an emergent secondary characteristic of their quirk begotten from their newfound hyperdensity. As their muscles increase in mass (but not volume), they proportionally increase in effective capacity allowing them to lift upwards of a little over [3,000] kilograms. Their legs have strengthened such that they are able to make a standing/running long jump and cover [30/60] meters respectively, vertically jumping up to [25] meters.
In this same regard, Sametria’s base fighting ability is dramatically improved. Their physical attacks have strengthened such that they now create shockwaves capable of obliterating windows, breaking bones, and cracking stone from a distance of up to [45] m away, ripping easily through reinforced concrete up to [25] m away.
QUIRK DRAWBACKS: They're still just as susceptible to most mental attacks as everyone else. And while they're very resistant to cold temperatures (given their intense internal heating) they cannot endure high temperatures for long without risking heatstroke. They will become exhausted in high heat from strenuous activity after 3 full posts of exposure, and will pass out if they are not removed from heat by 1 post after the onset of the heat exhaustion. (*See INDEFATIGABLE) Finally, when they do get hurt, their wounds take much longer to fully heal. The sheer amount of mass that needs to stitch itself back together takes their body/quirk longer amounts of time to do so. In this same vein healing quirks have a diminished effect on them, and work at about 1/10th their normal strength. Biological agents, such as diseases or poisons take 20x their normal dose as normally needed to affect them; as do physical medicines and treatments, all of which take five times as long to take effect.
Sametria no longer has an aura, but their presence is still detectable to any character with heightened perception from a distance of up to [40] meters that gets stronger the closer they get to them, even through walls and ground. They are able to revert out of their form, it their abilities will be limited to that of an Adept rank.
As for day to day stuff... they can't swim. Period. They sink quite literally like a stone, posing an ever present serious threat that entering any deep body of water could result in their immediate demise. Furniture will also always be a struggle for them. Normal furniture is crushed under their weight. Comfort is difficult for them to achieve as what's considered soft to them is rock hard to others. They always must be cautious around other people and electronics, not wanting to cause unjust damage by forgetting their own strength. They can't "turn off" being heavy, and as the quirk gets stronger the heavier they'll become, making it difficult to live in a world built for people who are only a small fraction of their weight and strength. Any quirk or ability that enhances senses that perceive vibration (seismic, sound) will always ALWAYS be able to identify them, no matter how good at restraint they get. They're loud and obvious in everything they do.
OTHER ABILITIES
ABILITY NAME: Indefatigable
ABILITY RANK: Adept
ABILITY DESCRIPTION: As noted in their quirk, Sametria's body stores monumental amounts of energy for it to be able to move it's own immense weight on just a normal day to day basis. This endurance has so far been the slowest trained, least rewarding, most difficult aspect of theirs to develop. Despite that, Sametria's patience and discipline has resulted in fantastic amounts of stamina, even compared to the needs of their own body.
ABILITY RANK: Adept
ABILITY DESCRIPTION: As noted in their quirk, Sametria's body stores monumental amounts of energy for it to be able to move it's own immense weight on just a normal day to day basis. This endurance has so far been the slowest trained, least rewarding, most difficult aspect of theirs to develop. Despite that, Sametria's patience and discipline has resulted in fantastic amounts of stamina, even compared to the needs of their own body.
At Adept, they're able to run comfortably for many tens of miles, and will always excel in battles of attrition. They're able to exert themself with peak performance for anything regardless of it requiring inhuman strength to accomplish (Such as climbing a mountain, running a triathlon, or bringing in all the groceries in on one go), even while holding their breath for up to 10 minutes at a time, or up to 30 minutes if completely at rest in meditation. Lastly, this allows them to endure far more physically punishing attacks before their FOCUSED STATE is broken (See [MARTIAL BREATHING TECHNIQUE]) in addition to what durability their quirk normally lends.
ABILITY NAME: JEET KUNE DO
ABILITY RANK: Adept
ABILITY DESCRIPTION:
Sametria has reached new understanding in their training of the philosophy of Jeet Kune Do. While the learning of techniques is important one should not become its slave. Above all, harboring anything external and superfluous is unproductive — the mind is primary. Any technique, however worthy and desirable, becomes a disease when the mind becomes obsessed with it. It is in this way that embellished or useless rituals of martial arts are discarded. This is accomplished by figuring out what works best from all martial arts, absorbing what is useful in actual live combat. In this process, Sametria has fought individuals from many different martial arts backgrounds and has become able to adapt [extremely] quickly to an opponent by seeing them fight and analyzing what moves they are more or less likely to make. Their attacks have become [dramatically] more effective and efficient, capable of overwhelming or shutting down an attacker's offense using minimum amounts of energy to do so. Having "discarded what is useless" Sametria is now unexpectedly fast and fluid with small movements and close quarters maneuvers, especially considering their size and bulk. Because of this, they have become a fearsome and utterly relentless fighter; their punches can strike [dramatically] harder than if they used brute force alone.
Modified Principle Binding Cloth Style; Sametria is able to make full use of Capture Thread as a non-lethal subduing tool at close and mid-range. They've added styles of grappling for non-lethal locks and holds to use for subduing people safely without injuring them to further supplement this at close range, taking advantage of their own body's weight while being careful not to crush or harm the other person.
ABILITY NAME: Martial Breathing Technique
ABILITY RANK: Intermediate
ABILITY DESCRIPTION: With this skill, Sametria is able to improve their body's innate abilities by inducing a hypocapnic state of inward focus. After spending half a post to become Focused, Sametria enters a FOCUSED STATE which improves their stamina, allowing them to fight at their full strength for longer (narrative), [noticeably] improves their speed and reaction time, and stave off the effects of serious wounds. Sam can become Focused by quickly performing a series of breaths, allowing them to take action in the same post. Sam can remained Focused for 5 full posts, after which they become out of breath for a further two which prevents them from becoming Focused again. While Focusing, they are only able to ignore one painful circumstance at a given time that might stop them such as agony, breathlessness, shock, or being crushed. If Sam cannot breathe, they cannot Focus or *be* Focused either.
Once in their FOCUSED STATE Sametria is able to push their body to run upwards of [80] miles per hour (causing major damage to the ground they're on above 20 miles per hour). Their reaction time is improved by an Intermediate amount.
ABILITY NAME: Calm Mind
ABILITY RANK: Adept
ABILITY DESCRIPTION: "Ambition", "will power", "drive", "spirit", "vigor", "aspiration". Within every living body, there is what is known as the "Substantial Self". A current of life energy that taps into an eternal flow that connects every living thing in the world to one another. Through extensive mindful meditation and inward focus, Sametria has begun to master the flow of their inner self, granting willful dominion over their physical and mental states. This confers a level of mental resistance equal to an [Adept] rank.
Sametria is now able to ignore three additional effects that may prevent them from becoming FOCUSED in any given moment of stress or agony, (See MARTIAL BREATHING TECHNIQUE).
ABILITY NAME: Sametria's Support Gear
ABILITY RANK: Novice
ABILITY DESCRIPTION: Sametria's Hero Costume now comes with several technological enhancements. The Helmet is outfitted with basic communication technology, allowing her to communicate wirelessly over a battlefield. The Harness and Helmet assembly come with an environmental control unit, keeping Sam's head, neck, and a bit of her shoulders warm when it's cold and cold when it's hot. This affords her 2 additional posts in high heat before they feel the effects of heat exhaustion, but only while wearing their helmet. Now in addition to this, the helmet assembly comes with rugged O2 canisters and a bitable breathing apparatus for emergency air supplies in case of toxic gas or submersion in water for up to 1 hour.
ABILITY NAME: JEET KUNE DO
ABILITY RANK: Adept
ABILITY DESCRIPTION:
"In Jeet Kune Do, all technique is to be forgotten and the unconscious is to be left alone to handle the situation. The technique will assert spontaneously.
To float in totality, to have no technique, is to have all technique. The knowledge and skill you have achieved are meant to be 'forgotten' so you can float comfortably in emptiness, without obstruction."
To float in totality, to have no technique, is to have all technique. The knowledge and skill you have achieved are meant to be 'forgotten' so you can float comfortably in emptiness, without obstruction."
Sametria has reached new understanding in their training of the philosophy of Jeet Kune Do. While the learning of techniques is important one should not become its slave. Above all, harboring anything external and superfluous is unproductive — the mind is primary. Any technique, however worthy and desirable, becomes a disease when the mind becomes obsessed with it. It is in this way that embellished or useless rituals of martial arts are discarded. This is accomplished by figuring out what works best from all martial arts, absorbing what is useful in actual live combat. In this process, Sametria has fought individuals from many different martial arts backgrounds and has become able to adapt [extremely] quickly to an opponent by seeing them fight and analyzing what moves they are more or less likely to make. Their attacks have become [dramatically] more effective and efficient, capable of overwhelming or shutting down an attacker's offense using minimum amounts of energy to do so. Having "discarded what is useless" Sametria is now unexpectedly fast and fluid with small movements and close quarters maneuvers, especially considering their size and bulk. Because of this, they have become a fearsome and utterly relentless fighter; their punches can strike [dramatically] harder than if they used brute force alone.
Modified Principle Binding Cloth Style; Sametria is able to make full use of Capture Thread as a non-lethal subduing tool at close and mid-range. They've added styles of grappling for non-lethal locks and holds to use for subduing people safely without injuring them to further supplement this at close range, taking advantage of their own body's weight while being careful not to crush or harm the other person.
ABILITY NAME: Martial Breathing Technique
ABILITY RANK: Intermediate
ABILITY DESCRIPTION: With this skill, Sametria is able to improve their body's innate abilities by inducing a hypocapnic state of inward focus. After spending half a post to become Focused, Sametria enters a FOCUSED STATE which improves their stamina, allowing them to fight at their full strength for longer (narrative), [noticeably] improves their speed and reaction time, and stave off the effects of serious wounds. Sam can become Focused by quickly performing a series of breaths, allowing them to take action in the same post. Sam can remained Focused for 5 full posts, after which they become out of breath for a further two which prevents them from becoming Focused again. While Focusing, they are only able to ignore one painful circumstance at a given time that might stop them such as agony, breathlessness, shock, or being crushed. If Sam cannot breathe, they cannot Focus or *be* Focused either.
Once in their FOCUSED STATE Sametria is able to push their body to run upwards of [80] miles per hour (causing major damage to the ground they're on above 20 miles per hour). Their reaction time is improved by an Intermediate amount.
ABILITY NAME: Calm Mind
ABILITY RANK: Adept
ABILITY DESCRIPTION: "Ambition", "will power", "drive", "spirit", "vigor", "aspiration". Within every living body, there is what is known as the "Substantial Self". A current of life energy that taps into an eternal flow that connects every living thing in the world to one another. Through extensive mindful meditation and inward focus, Sametria has begun to master the flow of their inner self, granting willful dominion over their physical and mental states. This confers a level of mental resistance equal to an [Adept] rank.
Sametria is now able to ignore three additional effects that may prevent them from becoming FOCUSED in any given moment of stress or agony, (See MARTIAL BREATHING TECHNIQUE).
ABILITY NAME: Sametria's Support Gear
ABILITY RANK: Novice
ABILITY DESCRIPTION: Sametria's Hero Costume now comes with several technological enhancements. The Helmet is outfitted with basic communication technology, allowing her to communicate wirelessly over a battlefield. The Harness and Helmet assembly come with an environmental control unit, keeping Sam's head, neck, and a bit of her shoulders warm when it's cold and cold when it's hot. This affords her 2 additional posts in high heat before they feel the effects of heat exhaustion, but only while wearing their helmet. Now in addition to this, the helmet assembly comes with rugged O2 canisters and a bitable breathing apparatus for emergency air supplies in case of toxic gas or submersion in water for up to 1 hour.
PLAYED BY Mr. Mistoffeleez