[attr="class","likedoinfo"]
[attr="class","likedosub"]Precedent - Polarity (C Rank)
QUIRK NAME: Polarity
QUIRK RANK: C
QUIRK TYPE: Emitter/Mutation
QUIRK DESCRIPTION: Polarity — the quirk Callisto inherited directly from his mother, Haru Tengoku — marks the bearer as a living, breathing generator of electromagnetic energy, with their body acting as a battery to contain it. Even while the user sleeps, or is otherwise incapacitated, their body continues to produce. This energy does not, however, remain within the body; when the user reaches their maximum, their body naturally releases their energy — typically through the ground, but any contact point suffices — harmlessly. Though, with proper concentration, the user can selectively discharge their energy, including from which parts of their body and the intensity of their effect.
▸ELECTROMAGNETIC DISCHARGE
When touching a physical object (even when wearing clothes), Callisto can place upon it a layer of his energy — like a layer of coating — that grants the affected area a positive or negative polarity (depending on his choice at the time of discharge). Objects with the same charge will repel themselves from each other whilst those with opposite will pull on each other. The intensity of their attractions or propulsions, as well as which objects will do so more intensely relative to other affected objects, is based on the amount of "Charges" the user imbues into them.
1 Charge: D-
2 Charges: D
3 Charges: D+
4 Charges: C-
5 Charges: C
Callisto naturally generates 3 Charges every turn, with his body holding up to 30 Charges at any given time. However, it should be noted that, despite holding a vast capacity, Callisto's body's intensity is assumed to be D- unless he actively imbues himself with the above-listed values. He can, though, determine whether his body is either a positive or negative polarity without cost. Additionally, when it comes to charging polarity internally, Callisto is capable of dividing his body into 6 separate sects that can be individually charged; each leg, each arm, the torso, and the head (including the neck). He does not have to divide his body when he charges himself if he so chooses.
QUIRK DRAWBACKS/LIMITATIONS:
▸STAGE
Most everything in a setting, unless otherwise explicitly stated, does not have a polarity capable of interacting with the charges of this quirk. As a result, things unaffected by Polarity are considered "neutral;" this additionally applies to other characters, even those with electric abilities and said electric abilities (unless, again, it's explicitly stated otherwise).
▸CHARGED
Callisto, for the purposes of being affected by his own discharges, is always considered charged with a polarity. His starting polarity, as well as his current polarity in any given round, will be listed — likely in the notes of a chosen posting template — for the sake of simplicity. Furthermore, Callisto can only change his body's polarity(s) once per round, and only once that round. The only exception to having either polarity, however, is if Cal is entirely empty and out of Charges, in which case he is considered neutral.
▸SPACING
From the point of contact, a discharge has an effective radius of 3 meters where it is considered most potent (i.e. the potency listed in the description). For every 3-meter increment following this range, the effectiveness of charges decreases by a single rank. Callisto can additionally choose to decrease his range if he so wishes, though this does not increase the effectiveness of his quirk.
▸TIMER
The electromagnetic charges created by Polarity last for, at their maximum, 3 turns, ending at the start of the user's 3rd following turn. Like most things with Polarity, this is simply the limit, and Callisto can employ shorter usages if he so desires.
▸EMPTY
The discharges performed by Polarity do not result in any harm or damage to targets directly. At most, a momentary second — a mere fraction of one, effectively — of numbness may be felt if performed upon a living being.
[attr="class","likedosub"]Current - Polarity (B- Rank)
QUIRK RANK: B-
EXP COST: 4,750
NEW DESCRIPTION: QUIRK NAME: Polarity
QUIRK RANK: B-
QUIRK TYPE: Emitter/Mutation
QUIRK DESCRIPTION: Polarity — the quirk Callisto inherited directly from his mother, Haru Tengoku — marks the bearer as a living, breathing generator of electromagnetic energy, with their body acting as a battery to contain it. Even while the user sleeps, or is otherwise incapacitated, their body continues to produce energy. This energy does not, however, remain within the body; when the user reaches their maximum, their body naturally releases their energy — typically through the ground, but any contact point suffices — harmlessly. However, with proper concentration, the user can selectively discharge their energy, including from which parts of their body and the intensity of their effect.
▸ELECTROMAGNETIC DISCHARGE
When touching a solid or liquid material (even through his clothes), Callisto can place upon it a layer of his energy — like a layer of coating — that grants the affected area a positive or negative polarity (depending on his choice at the time of discharge). Objects with the same charge will repel themselves from each other whilst those with opposites will pull. The intensity of their attractions or propulsions, as well as which objects will do so more intensely relative to other affected objects, is up to Cal at the moment of creation.
Despite holding a vast capacity, Callisto's body's intensity is assumed to be as weak as it can be, nearly nonexistent, unless he actively imbues himself with a discharge. He can, though, determine whether his body is either a positive or negative polarity without penalty. Additionally, when it comes to charging polarity internally, Callisto is capable of dividing his body into 11 separate sects that can be individually affected; each foreleg (feet included), thigh (also counts the knees), upper arms (shoulders too), forearms (which includes the hands), and the neck, head, and torso.
QUIRK DRAWBACKS/LIMITATIONS:
▸STAGE
Most everything in a setting, unless otherwise explicitly stated, does not have a polarity capable of interacting with the charges of this quirk. As a result, things unaffected by Polarity are considered "neutral;" this additionally applies to other characters, even those with electric abilities and said electric abilities (unless, again, it's explicitly stated otherwise).
▸CHARGED
Callisto, for the purposes of being affected by his own discharges, is always considered charged with a polarity. His starting polarity, as well as his current polarity in any given round, will be listed — likely in the notes of a chosen posting template — for the sake of simplicity. Furthermore, Callisto can only freely change his body's polarity(s) once per round, and only once that round.
▸SPACING
From the point of contact, a discharge is most effectively directly at the initial source of contact and its near vicinity. The further out from the center the source moves, the weaker the relative push or pull effect. Callisto can additionally choose to decrease his range if he so wishes, though this does not increase the effectiveness of his quirk.
▸TIMER
The electromagnetic charges created by Polarity last for, at their maximum, 1 minute IC time, ending right as it moves onto the next minute. Like most things with Polarity, this is simply the limit, and Callisto can employ shorter usages if he so desires.
▸EMPTY
The discharges performed by Polarity do not result in any harm or damage to targets directly. At most, a momentary second — a mere fraction of one, effectively — of numbness may be felt if performed upon a living being capable of feeling.
OTHER: Please maintain the same format as exists on the
sheet currently, just updated with the upgraded details. Furthermore, for the sake of brevity, here is a short list of all the changes:
-Cal can now apply his charges to solids
and liquids.
-The Charge system has been purged as per request.
-Cal's specificity with charging body parts has improved.
-Removed former specifications on the range of the magnetized targets.
-The timer for the magnetized areas has been updated to last 1 minute IC time.