Buried close to the Fountain of Youth
UNSORTED
|
Jul 15, 2023 22:34:03 GMT
Post by Sametria on Jul 15, 2023 22:34:03 GMT
credits to @rx for the template [attr="class","body"] [attr="class","header1"]SAMETRIA SADASHIVA [attr="class","header2"]OVERVIEW » NAME: Sametria Sadashiva » NICKNAMES: Sam » AGE: 19 » GENDER: Genderfluid » BIRTH MONTH: July » BIRTHPLACE: Tokyo, Japan » SEXUALITY: Homosexual» RELATIONSHIP STATUS: None » BONDS: None » AFFILIATION: Hero » ALIAS: Undecided » OCCUPATION: University Student » DEPARTMENT: Department of Heroes » CLASS: Department of Heroes, 1st Year » FAVORITE COLOR: #610CCC[attr="class","body"][attr="class","header2"]PERSONALITY » POSITIVE TRAITS:✔ Incorruptible ✔ Forthright ✔ Studious ✔ Honorable ✔ Compassionate
» NEGATIVE TRAITS:✘ Awkward ✘ Ruthless ✘ Distractible ✘ Vengeful ✘ Short-Fused
»LIKES:✔ ~*🌸=Girls=🌸*~ ✔ Caffeine and Sugar! ✔ Physical Activity ✔ Authenticity
»DISLIKES:✘ Favoritism (unless it's them) ✘ Bitter Flavors ✘ Boredom ✘ Humid Heat ✘ Entitlement
»GOALS:★ Become Unbeatable ★ Defeat Every Villain ★ Try Every Dessert ★ Find True Love?
»FEARS:☠ Thalassophobia ☠ Glossophobia ☠ Trypanophobia ☠ androphobia
»HOBBIES:❤ Powerlifting ❤ Bouldering ❤ Foodie-ing ❤ MMA
Their face stoic, gaze piercing, back straight. Sametria stands with the demeanor of a world leader, who's shoulders bear the weight of millions seemingly without effort. They instinctively always default to confident power poses, imposing their silent charisma down like a weight on others. There was only one word that could reliably describe Sametria's presence: Authority Truth be told, however, all of these mannerisms are mere second nature to them, having had a very eclectic and well-travelled childhood spent experiencing many different cultures, languages, and customs. What is "foreign and suspicious" to others is just "new and interesting" to them, having a much more globally aligned attitude rather than a nationalistic one. 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 others around them. Other than an uncompromising intolerance for bullshit, nor hesitancy to call anyone else out, they're still appreciative and caring towards those that they call friends. [attr="class","body"][attr="class","header2"]APPEARANCE » HEIGHT: 5'5 » WEIGHT: 131 lbs » EYE COLOR: Blue » HAIR COLOR: Brown » SKIN COLOR: Tan » FACE CLAIM NAME: Korra » FACE CLAIM SERIES: ATLA: Legend of Korra When it's quiet, you feel them coming. Quickening pulses and hairs standing on end are telltale signs of their approach, eventually accompanied with the sound of a drum being militantly pounded on by their every step. They do not tower over their peers in height, but this doesn't stop them from wielding scorn like a scythe, making the toughest of those feel small in comparison. Everything they do, their subtleties, their proclamations, wherever they are standing; THAT is the center of the room. Only pain awaits anyone who would dare try anything funny, and the many subtle streaks of discolored scar tissue speak for all the times others have done just that. Unless of course you're one of their close friends. The façade quickly melts away once you see them for the huge dork they really are. [attr="class","body"][attr="class","header2"]HISTORY Sametria comes from a great heritage as her great-grandfather was a well-respected politician and Chief Minister of the Indian state of West Bengal, noted for courageous leadership to keep the peace in western India during the social upheaval in the first century of the appearance of quirks. It would be this heritage that propels much of their disposition later in life, being raised on stories of great leadership and dignity. Born in Tokyo, Sametria was an energetic and rambunctious little kid, as extroverted as they were defiant and curious. It was very literally said when it was mentioned that taking care of them was a full time job. The family didn't stay, choosing later to live in Sacramento, California, from six to nine years old. They also lived in Kolkata for one year before returning to Japan to complete their education, their mom wanting them to make sure they took in and absorbed both sides of their family's culture. The effectiveness of this attempt on the other hand would always be something up for debate. [attr="class","body"][attr="class","header2"]ITEMS » Third Party Smartphone » A Drawstring Canvas Bag • » Lip Balm • » Pads • » Water Bottle • » Exercise Tape • » Ear pods • » Money Purse [attr="class","body"][attr="class","header2"]ATTRIBUTES » AWARENESS (B-)
| » PRESENCE (A-)
| » CONSTITUTION (B-)
| » SPEED (B+)
| » DEXTERITY (B-)
| » STRENGTH (B-)
|
Limit Breakers: 14 Available | 1/15 Used[attr="class","body"][attr="class","header2"]EQUIPMENT EQUIPMENT NAME: Synthetic Keratin Weave EQUIPMENT RANK: D+ EQUIPMENT MANUFACTURER: EQUIPMENT DESCRIPTION: Under normal circumstances, Sametira's quirk would not allow anything other than their physical self to pass through other solid matter. Unfortunately, this includes cotton, polyester, nylon, spandex, and nearly any other material that all clothing is made with. So from a young age, Sametria has needed to wear clothing made from specialized fibers fabricated out of their hair lest every use of their quirk leave them nude. This doesn't stop Sam from wearing normal clothes, but they just have to remain conscious of which kind of clothes they decided to wear that day lest they wind up in a compromising situation. [attr="class","body"][attr="class","header2"]QUIRK QUIRK NAME: Trans Am QUIRK RANK: A QUIRK TYPE: Mutation QUIRK DESCRIPTION: Sametria's primary quirk factor is that their heart is also a V2 engine. It is by means of this quirk that Sametria is able to increase their physical abilities using stress and excitement to cause their engine to speed up their respiration and blood flow. Additionally, their body processes food and drinks into fuel for their quirk, which is able to convert and fill a full tank of fuel over the course of four hours after eating their fill, and does not deplete so long as their engine remains dormant. Internally speaking, Sametria's heart engine is only started when their sympathetic nervous system (SNS) activates, meaning the more excited, afraid, or generally stimulated Sam becomes, the faster their heart engine will run. The reverse is also true, where the less interested, less engaged, or less stimulated they are, the more their engine idles. Should Sam get comfortable and relax (such as going to sleep), their engine may turn completely off. Sametria's "baseline state" is where their engine is simply idling at it's minimum rate, which if allowed to run undisturbed long enough, will burn through one full tank of their internal fuel over the course of 20 hours (which some have said sounds and feels as though Sam is making a weird sort of "purring" noise). A secondary quirk factor is Sametria's Gearbox. As the motor revs up in speed Sam is able to "shift up" on their gearbox, causing their blood to pump faster and faster, reoxygenating muscles and cleansing them of waste with inhuman efficiency. This allows their quirk to substitute in rank both their Speed and Endurance abilities, increasing them up from their baseline by 3 steps per post maximum (A step here is defined as going from Rank C to C+). Every post they do not exert themselves causes their ranks to drop down by 2 steps until baseline. When their engine turns off, ALL of their physical stats cap out at rank D+. Sam can "jumpstart" their engine with stimulants such as coffee or sugar, immediately igniting their pistons and lets them shift up into 2nd gear from baseline (or even Off) before their SNS catches up. In cases where they become excited but are not in need of their quirk's effect they can choose to remain in a "neutral gear" where their engine revs but is disengaged from their circulatory system. QUIRK DRAWBACKS: Sametria's first drawback is that this quirk is not always active. If they were to receive a surprise, debilitating blow, the quirk would not be able to mitigate the resulting wound anywhere near to the degree that it could when in full force. Wounds and damage Sametria receives during their "warm up" phase carry through the whole activation, which can ultimately hinder their ability to fight no matter how ramped up they get. Secondly, Sametria's quirk factors turn completely off when they become un-engaged, meaning that while understimulated or bored their body will ultimately end up crashing with disproportionate exhaustion, causing them to need to seek out near-constant entertainment or excitement simply to function in a day to day capacity lest they fall asleep where they stand. Long monotonous or tedious tasks will literally put Sam to sleep no matter how much discipline they have, lending the drawback of their quirk to exhibit as some combination of ADD and narcolepsy. This also occurs after any prolonged bouts that require Sam to overextend their constitution, meaning any senescence of intensity in battle can potentially turn the tables against them. As far as the day to day is concerned, Sametria often has trouble staying sated. Firstly, their quirk converts fuel solely out of what they eat, which diverts nutrients away from the rest of their normal bodily processes. This normally wouldn't be an issue, except for the fact that the quirk does not expand their stomach; requiring them to eat food almost constantly over the course of the day rather than all in one sitting. If Sametria is not careful when extensively using their quirk, they may accidentally put themself at risk becoming malnourished. If they continue to use their quirk at its maximum capabilities after this, it can cause their body to very quickly entering a starvation state and eventual death (over the course of a week without food). On the other hand, if Sam were to ensure their quirk was not activated for long periods of time and remain in a passive, quiescent state, they would be able to last nearly twice as long as the average person before any drastic effects of starvation set in effectively doubling the time they are able to survive without food or water. [attr="class","body"][attr="class","header2"]SKILLS SKILL NAME: Modified Principle Binding Cloth Style SKILL RANK: C SKILL DESCRIPTION: Sametria is competently able to make 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 low center of gravity to leverage devastating force. PLAYED BY MrMistoffeleez [newclass=.body]width:450px;margin:auto;text-align:justify;font-family:arial;font-size:14px;[/newclass] [newclass=.body b]color:#c93232[/newclass] [newclass=.header1]font:bold 40px Arial;width:390px;background:rgb(25,25,25);color:rgb(254, 254, 254);text-align:center;padding:30px;[/newclass] [newclass=.header2]font:bold 30px Arial;width:420px;background:rgb(25,25,25);margin:auto;color:rgb(254, 254, 254);text-align:center;padding:15px;[/newclass]
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jul 1, 2023 19:50:19 GMT
SAMETRIA CHAKRABARTI
OVERVIEW NAME: Sametria ChakrabartiALIAS: Sam, Sampai, IndyGENDER: Non-Binary, she/theyAGE: 19SEXUALITY: Homosexual AFFILIATION: HeroHERO NAME: IndominaRANK: Hero SpecialistFAVORITE COLOR: #610CCCAPPEARANCE HEIGHT: 9'8'' (294.64 cm)WEIGHT: 5247.9 lbs (2380.4 kg)EYE COLOR: BlueHAIR COLOR: BlackSKIN COLOR: BrownFACE CLAIM NAME: KorraFACE 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 ✔ 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 ★ Take On A Mentee
» 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. 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
QUIRK QUIRK NAME: Hypermatter QUIRK RANK: High Expert 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.
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: "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." 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
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jul 1, 2023 19:40:59 GMT
SAMETRIA
Art by MrMistoffeleez
OVERVIEW NAME: SametriaALIAS: Sam, Sampai, IndyGENDER: Genderfluid PRONOUNS: they/them AGE: N/a SEXUALITY: Homosexual AFFILIATION: Civilian RANK: V.I.P. FAVORITE COLOR: #008bff
APPEARANCE HEIGHT: Variable (Tends to be 5'7") WEIGHT: N/a EYE COLOR: Silver HAIR COLOR: Black SKIN COLOR: Luminescent Blue FACE CLAIM NAME: Original Character FACE CLAIM SERIES: Original Art
Overall, Sametria has dully glowing blue skin, silver eyes and black hair. These are the three most obvious facets of their appearance that remain constant regardless of their mood. Otherwise, their visible appearance fluctuates between generally feminine and masculine characteristics depending on their mood at any given hour of the day (as does their height) although they can never be outright considered male or female, always remaining predominately androgynous. As described later on, they are able to duplicate their arms on their body to have four at a time and hiding them away with just as much ease.
PERSONALITY » POSITIVE TRAITS: ✔ Pleasant ✔ Forthright ✔ Keen ✔ Honorable ✔ Merciful
» NEGATIVE TRAITS: ✘ Awkward ✘ Tactless ✘ Unhinged ✘ Big Mouth
✘ Aloof » LIKES: ✔ Soft Animals and Objects ✔ Sweet and/or Sour Treats ✔ Natural Splendor ✔ Physical Exertion ✔ Authentic Interaction
» DISLIKES: ✘ Bigotry ✘ Entitlement ✘ Self-Important Attitudes ✘ Violence
✘ Authority
» GOALS: ★ To Find Joy/Escape Suffering ★ Rectify their Past Life ★ To be Peaceful and Pacifist
★ To Teach
» FEARS: ☠ Skeletons in their Closet they Don't Know About
☠ Guns
☠ Succumbing to Ennui ☠ Overwhelming Evil
» HOBBIES: ❤ Exploring on foot ❤ Watching Shows ❤ Spirituality ❤ Chaos
Their earliest memory was of gratitude before the experience of complete obliteration. After that... they were awoken to a sobbing fox girl, overwhelmed with joy at their apparent return. But they do not remember what it is they're returning to. Only that instead of birth, their life began with death. Sametria is distant from their surroundings as one may be having suddenly been thrust into a world that is eager to inform them as to who they are. They're told deeds and mistakes of their former self, but nothing brings about even the slightest mote of recollection. Adrift in the ruins of someone else's life, they gaze upon the world a with fresh perspective intent on living their life from here on out self-deterministically. Who knows how much of their reactions are lingering instincts of their past life, but this Sametria is determined to discover the "True Self".
HISTORY Early Life
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.
Hero Career
While in UA, Sametria had the privilege of studying under several Symbols of the nation. Beyonder, the then Symbol of Strength, Solomon, the then Symbol of Perserverence, and even Baa'stian, the then Symbol of Sin. They faced many hardships during their development, but in turn they got out the experience and learning that they had wanted to get from their time there. Unfortunately, due to a series of misfortunes and outright catastrophes, Sametria's heroic career after graduating UA was decorated with lackluster success and negative public image.
They had set out to create their own agency, originally Vanguard but later named to Foundation with two of their close friends from UA who both met their demise near or around their graduation, leaving them to administrate the entire agency from the ground up alone. Retreating from those responsibilities they threw themselves into the daily duties of a patrolling Hero, where despite their best efforts at self restraint and moderation the destructive nature of their quirk caused what was later described as excessive collateral damage. After an incident where they took down a giant robot who had been associated with a group responsible for kidnapping the eldest daughter of the Kushiki family, the resulting fallout somehow was twisted into a wildly fabricated public campaign about the irresponsibility and lack of restraint that would color every subsequent achievement they made afterwards. Eventually, the issue of their Agency that failed before it ever started was resolved by selling it to Daimao at Monarch who paid the court fines and collateral fees, and took on Sametria as his own employee.
So it is that they persevered with the help and respect from their fellow heroes as they challenged larger and larger names across villains, vigilantes, and other heroes alike up until the events of the Four Pillars Summer Festival when a villainous plot was put into motion involving colossal Nomus of enormous, city destroying powers were revealed. They answered the call, and unfortunately met their demise at the core of the largest one called Exodus, where they utilized another's anti-energy quirk to obliterate the womb of the titan which resulted in an explosion on par with a nuclear bomb. The latent energy left behind released by that very explosion interacted with their quirk factor; being grabbed and absorbed by the action of increasing density turning their body into a being of living energy.
ITEMS » Clothes and a phone
QUIRK
QUIRK NAME: Fierce Deity QUIRK RANK: Advanced Mastery
QUIRK DESCRIPTION: Sametria has undergone an even stranger, final metamorphosis. Having broken free of any mental limitations they once had, and bridged their consciousness out of their body into the grand, ever present psychic undercurrent of humanity's collective consciousness (It has many names such as The Astral Plane, the Egregore, the Dream Space, the Mindscape, the Psychocosm, Indra's Net, Pure Illusion, etc.), Sametria's vital core was able to commune with the unconscious background of all living things. The resulting experience had a profound effect on their mind having been made possible by having their “Hyper dense exotic matter” or “hypermatter” saturated with the detonated living energies of an immensely powerful Nomu called Exodus. The very fundamental ways they interact with the world were so completely altered, now Sametria’s mutation seemingly follows its very own laws of physics.
The primary change is that Sametria is no longer dense. In fact, quite the opposite; Sametria no longer weighs anything. They're no longer "hyper dense" as they have become unbounded by the laws of motion; their newfound "Exotic matter" interacts with ‘classical matter’ in strange and unique ways. This is specifically evident in consideration to the First Law of Motion: an object in motion/at rest will remain in motion/at rest unless acted on by an outside force. Sametria's body diminishes this effect, begetting an apparent ‘super strength’ where objects and forces have a significantly reduced ability to confer inertia and momentum against them, effectively allowing them to ignore upwards of [16,500] lbs of mass or force that they themself can displace as easily as one displaces air.
An extension of these unique physical properties is that this exotic matter confers [penultimate] resistance to sudden external alterations in its atomic-scale structures. This allows Sametria to outright ignore any burn type injury from any effect below a [High Expert] Rank while [dramatically] reducing the severity of effects equal to or stronger than that. 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 only resisted, but diminished on top of it. Combined with the fact that Sametria no longer needs to eat, breathe or drink, this allows them to exist comfortably in vacuums, and high pressure environments for indefinite amounts of time.
Curiously, certain properties of the exotic matter are in some ways responsive to Sametria’s mental state. Other than now being a dull glowing blue, Sametria may 'manifest' themself to be any size up to that of 25 stories tall, or as small as 1 inch tall. This change in their physical form is not necessarily always conscious, where emotions of intensity or conflict cause them to grow while feelings of insecurity or fear cause them to shrink. They may also instantly 'sprout' an additional pair of arms which can be retracted just as easily.
QUIRK DRAWBACKS: They're still just as susceptible to most mental attacks as everyone else. If or when they do get hurt, their wounds take much longer to fully heal. It is as difficult for their body to heal its exotic matter as it is for others to damage it. In this same vein healing quirks have a diminished effect on their body, and work at about 1/20th their normal strength. Biological agents, such as diseases or poisons take 100x their normal dose needed to affect them; as do physical medicines and treatments all of which take 10 times longer.
Lastly, Sametria's exotic matter emits strange but subtle bioelectric properties, which broadcast their presence to any living thing within a MINIMUM distance of [10] meters, and a MAXIMUM distance of up to [250] meters depending on their size. This feeling gets stronger the closer anything is, and can be felt even through solid matter.
Lastly, Sametria's exotic matter emits strange but subtle bioelectric properties, which broadcast their presence to any living thing within a MINIMUM distance of [10] meters, and a MAXIMUM distance of up to [250] meters depending on their size. This feeling gets stronger the closer anything is, and can be felt even through solid matter.
OTHER ABILITIES
ABILITY NAME: Celerity ABILITY RANK: Novice ABILITY DESCRIPTION: Lacking personal mass allows Sametria to move very very quickly, however that doesn’t mean they’re necessarily prepared to. After some trial and error, Sam has a [Novice] level of accurate and precise reflexive control over their higher speed movements. Lastly, they're able to reliably avoid crashing into things at speeds up to 30 miles per hour.
PLAYED BY Mr. Mistoffeleez
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jun 23, 2023 0:37:55 GMT
Warm Up Trans Am? QUIRK NAME: Trans Am QUIRK RANK: A QUIRK TYPE: Mutation QUIRK DESCRIPTION: Sametria's primary quirk factor is that their heart is also a V2 engine. It is by means of this quirk that Sametria is able to increase their physical abilities using stress and excitement to cause their engine to speed up their respiration and blood flow. Additionally, their body processes food and drinks into fuel for their quirk, which is able to convert and fill a full tank of fuel over the course of four hours after eating their fill, and does not deplete so long as their engine remains dormant. Internally speaking, Sametria's heart engine is only started when their sympathetic nervous system (SNS) activates, meaning the more excited, afraid, or generally stimulated Sam becomes, the faster their heart engine will run. The reverse is also true, where the less interested, less engaged, or less stimulated they are, the more their engine idles. Should Sam get comfortable and relax (such as going to sleep), their engine may turn completely off. Sametria's "baseline state" is where their engine is simply idling at it's minimum rate, which if allowed to run undisturbed long enough, will burn through one full tank of their internal fuel over the course of 20 hours (which some have said sounds and feels as though Sam is making a weird sort of "purring" noise). A secondary quirk factor is Sametria's Gearbox. As the motor revs up in speed Sam is able to "shift up" on their gearbox, causing their blood to pump faster and faster, reoxygenating muscles and cleansing them of waste with inhuman efficiency. This allows their quirk to substitute in rank both their Speed and Endurance abilities, increasing them up from their baseline by 3 steps per post maximum (A step here is defined as going from Rank C to C+). Every post they do not exert themselves causes their ranks to drop down by 2 steps until baseline. When their engine turns off, ALL of their physical stats cap out at rank D+. Sam can "jumpstart" their engine with stimulants such as coffee or sugar, immediately igniting their pistons and lets them shift up into 2nd gear from baseline (or even Off) before their SNS catches up. In cases where they become excited but are not in need of their quirk's effect they can choose to remain in a "neutral gear" where their engine revs but is disengaged from their circulatory system. QUIRK DRAWBACKS: Sametria's first drawback is that this quirk is not always active. If they were to receive a surprise, debilitating blow, the quirk would not be able to mitigate the resulting wound anywhere near to the degree that it could when in full force. Wounds and damage Sametria receives during their "warm up" phase carry through the whole activation, which can ultimately hinder their ability to fight no matter how ramped up they get. Secondly, Sametria's quirk factors turn completely off when they become un-engaged, meaning that while understimulated or bored their body will ultimately end up crashing with disproportionate exhaustion, causing them to need to seek out near-constant entertainment or excitement simply to function in a day to day capacity lest they fall asleep where they stand. Long monotonous or tedious tasks will literally put Sam to sleep no matter how much discipline they have, lending the drawback of their quirk to exhibit as some combination of ADD and narcolepsy. This also occurs after any prolonged bouts that require Sam to overextend their constitution, meaning any senescence of intensity in battle can potentially turn the tables against them. As far as the day to day is concerned, Sametria often has trouble staying sated. Firstly, their quirk converts fuel solely out of what they eat, which diverts nutrients away from the rest of their normal bodily processes. This normally wouldn't be an issue, except for the fact that the quirk does not expand their stomach; requiring them to eat food almost constantly over the course of the day rather than all in one sitting. If Sametria is not careful when extensively using their quirk, they may accidentally put themself at risk becoming malnourished. If they continue to use their quirk at its maximum capabilities after this, it can cause their body to very quickly entering a starvation state and eventual death (over the course of a week without food). On the other hand, if Sam were to ensure their quirk was not activated for long periods of time and remain in a passive, quiescent state, they would be able to last nearly twice as long as the average person before any drastic effects of starvation set in effectively doubling the time they are able to survive without food or water. MORE KORRA GIFS
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jun 23, 2023 0:35:32 GMT
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jun 23, 2023 0:34:23 GMT
SAMETRIA CHAKRABARTI OVERVIEW NAME: Sametria ChakrabartiALIAS: Sam, Sampai, IndyGENDER: Non-Binary, she/theyAGE: 19SEXUALITY: Homosexual AFFILIATION: HeroHERO NAME: IndominaRANK: Hero SpecialistFAVORITE COLOR: #610CCCAPPEARANCE HEIGHT: 9'8'' (294.64 cm)WEIGHT: 5247.9 lbs (2380.4 kg)EYE COLOR: BlueHAIR COLOR: BlackSKIN COLOR: BrownFACE CLAIM NAME: KorraFACE 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 ✔ 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. 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
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.
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: "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." 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
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jun 23, 2023 0:32:26 GMT
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jun 23, 2023 0:32:01 GMT
FIERCE DEITY — PRECEDENT ABILITY RANK: Advanced Mastery QUIRK DESCRIPTION: Sametria has undergone an even stranger, final metamorphosis. Having broken free of any mental limitations they once had, and bridged their consciousness out of their body into the grand, ever present psychic undercurrent of humanity's collective consciousness (It has many names such as The Astral Plane, the Egregore, the Dream Space, the Mindscape, the Psychocosm, Indra's Net, Pure Illusion, etc.), Sametria's vital core was able to commune with the unconscious background of all living things. The resulting experience had a profound effect on their mind having been made possible by having their “Hyper dense exotic matter” or “hypermatter” saturated with the detonated living energies of an immensely powerful Nomu called Exodus. The very fundamental ways they interact with the world were so completely altered, now Sametria’s mutation seemingly follows its very own laws of physics. The primary change is that Sametria is no longer dense. In fact, quite the opposite; Sametria no longer weighs anything. They're no longer "hyper dense" as they have become unbounded by the laws of motion; their newfound "Exotic matter" interacts with ‘classical matter’ in strange and unique ways. This is specifically evident in consideration to the First Law of Motion: an object in motion/at rest will remain in motion/at rest unless acted on by an outside force. Sametria's body diminishes this effect, begetting an apparent ‘super strength’ where objects and forces have a significantly reduced ability to confer inertia and momentum against them, effectively allowing them to ignore upwards of [16,500] lbs of mass or force that they themself can displace as easily as one displaces air. An extension of these unique physical properties is that this exotic matter confers [penultimate] resistance to sudden external alterations in its atomic-scale structures. This allows Sametria to outright ignore any burn type injury from any effect below a [High Expert] Rank while [dramatically] reducing the severity of effects equal to or stronger than that. 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 only resisted, but diminished on top of it. Combined with the fact that Sametria no longer needs to eat, breathe or drink, this allows them to exist comfortably in vacuums, and high pressure environments for indefinite amounts of time. Curiously, certain properties of the exotic matter are in some ways responsive to Sametria’s mental state. Other than now being a dull glowing blue, Sametria may 'manifest' themself to be any size up to that of 25 stories tall, or as small as 1 inch tall. This change in their physical form is not necessarily always conscious, where emotions of intensity or conflict cause them to grow while feelings of insecurity or fear cause them to shrink. They may also instantly 'sprout' an additional pair of arms which can be retracted just as easily. QUIRK DRAWBACKS: They're still just as susceptible to most mental attacks as everyone else. If or when they do get hurt, their wounds take much longer to fully heal. It is as difficult for their body to heal its exotic matter as it is for others to damage it. In this same vein healing quirks have a diminished effect on their body, and work at about 1/20th their normal strength. Biological agents, such as diseases or poisons take 100x their normal dose needed to affect them; as do physical medicines and treatments all of which take 10 times longer. Lastly, Sametria's exotic matter emits strange but subtle bioelectric properties, which broadcast their presence to any living thing within a MINIMUM distance of [10] meters, and a MAXIMUM distance of up to [250] meters depending on their size. This feeling gets stronger the closer anything is, and can be felt even through solid matter. FIERCE DEITY — CURRENT ABILITY RANK: Legendary EXP COST: 75,500 XP QUIRK DESCRIPTION: Sametria has undergone an even stranger, final metamorphosis. Having broken free of any mental limitations they once had, and bridged their consciousness out of their body into the grand, ever present psychic undercurrent of humanity's collective consciousness (It has many names such as The Astral Plane, the Egregore, the Dream Space, the Mindscape, the Psychocosm, Indra's Net, Pure Illusion, etc.), Sametria's vital core was able to commune with the unconscious background of all living things. The resulting experience had a profound effect on their mind having been made possible by having their “Hyper dense exotic matter” or “hypermatter” saturated with the detonated living energies of an immensely powerful Nomu called Exodus. The very fundamental ways they interact with the world were so completely altered, Sametria’s mutation now seemingly follows its very own laws of physics. The primary change is that Sametria is no longer dense. In fact, quite the opposite; Sametria no longer weighs anything. They're no longer "hyper dense" as they have become unbounded by the laws of motion; their newfound "Exotic matter" interacts with ‘classical matter’ in strange and unique ways. This is specifically evident in consideration to the First Law of Motion: an object in motion/at rest will remain in motion/at rest unless acted on by an outside force. Sametria's body diminishes this effect, begetting an apparent ‘super strength’ where objects and forces have a significantly reduced ability to confer inertia and momentum against them, effectively allowing them to ignore upwards of [25,700] lbs of mass or force that they themself can displace as easily as one displaces air. An extension of these unique physical properties is that this exotic matter confers [legendary] resistance to sudden external alterations in its atomic-scale structures. This allows Sametria to outright ignore any burn type injury from any effect below a [High Expert] Rank while [dramatically] reducing the severity of effects equal to or stronger than that. 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 only resisted, but diminished on top of it. Combined with the fact that Sametria no longer needs to eat, breathe or drink, this allows them to exist comfortably in vacuums, and extremely high pressure/highly radioactive environments for indefinite amounts of time. Curiously, certain properties of the exotic matter are in some ways responsive to Sametria’s mental state. Other than now being a dull glowing blue, Sametria may 'manifest' themself to be any size up to that of 25 stories tall, or as small as 1 inch tall. This change in their physical form is not necessarily always conscious, where emotions of intensity or conflict cause them to grow while feelings of insecurity or fear cause them to shrink. They may also instantly 'sprout' an additional pair of arms which can be retracted just as easily. QUIRK DRAWBACKS: If or when they do get physically hurt, their wounds take much longer to fully heal. It is as difficult for their body to heal its exotic matter as it is for others to damage it. In this same vein healing quirks have a diminished effect on their body, and work at about 1/20th their normal strength. Biological agents, such as diseases or poisons no longer affect them; but neither do physical medicines and treatments. Moreover, this quirk alone does nothing to make them any less susceptible to mental attacks as anyone else is. Lastly, Sametria's exotic matter emits strange but subtle bioelectric properties, which broadcast their presence to any living thing within a MINIMUM distance of [10] meters, and a MAXIMUM distance of up to [250] meters depending on their size. This feeling gets stronger the closer one gets, and can even be felt through solid matter. QUIRK RANK: Legendary
QUIRK DESCRIPTION: Sametria has undergone an even stranger, final metamorphosis. Having broken free of any mental limitations they once had, and bridged their consciousness out of their body into the grand, ever present psychic undercurrent of humanity's collective consciousness (It has many names such as The Astral Plane, the Egregore, the Dream Space, the Mindscape, the Psychocosm, Indra's Net, Pure Illusion, etc.), Sametria's vital core was able to commune with the unconscious background of all living things. The resulting experience had a profound effect on their mind having been made possible by having their “Hyper dense exotic matter” or “hypermatter” saturated with the detonated living energies of an immensely powerful Nomu called Exodus. The very fundamental ways they interact with the world were so completely altered, Sametria’s mutation now seemingly follows its very own laws of physics.
The primary change is that Sametria is no longer dense. In fact, quite the opposite; Sametria no longer weighs [i]anything[/i]. They're no longer "hyper dense" as they have become unbounded by the laws of motion; their newfound "Exotic matter" interacts with ‘classical matter’ in strange and unique ways. This is specifically evident in consideration to the First Law of Motion: an object in motion/at rest will remain in motion/at rest unless acted on by an outside force. Sametria's body diminishes this effect, begetting an apparent ‘super strength’ where objects and forces have a significantly reduced ability to confer inertia and momentum against them, effectively allowing them to ignore upwards of [25,700] lbs of mass or force that they themself can displace as easily as one displaces air.
An extension of these unique physical properties is that this exotic matter confers [legendary] resistance to sudden external alterations in its atomic-scale structures. This allows Sametria to outright ignore any burn type injury from any effect below a [High Expert] Rank while [dramatically] reducing the severity of effects equal to or stronger than that. 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 only resisted, but diminished on top of it. Combined with the fact that Sametria no longer needs to eat, breathe or drink, this allows them to exist comfortably in vacuums, and extremely high pressure/highly radioactive environments for indefinite amounts of time.
Curiously, certain properties of the exotic matter are in some ways responsive to Sametria’s mental state. Other than now being a dull glowing blue, Sametria may 'manifest' themself to be any size up to that of 25 stories tall, or as small as 1 inch tall. This change in their physical form is not necessarily always conscious, where emotions of intensity or conflict cause them to grow while feelings of insecurity or fear cause them to shrink. They may also instantly 'sprout' an additional pair of arms which can be retracted just as easily.
[img src="https://i.imgur.com/DE4enMg.png" style="max-width:85%;"]
QUIRK DRAWBACKS: If or when they do get physically hurt, their wounds take much longer to fully heal. It is as difficult for their body to heal its exotic matter as it is for others to damage it. In this same vein healing quirks have a diminished effect on their body, and work at about 1/20th their normal strength. Biological agents, such as diseases or poisons no longer affect them; but neither do physical medicines and treatments. Moreover, this quirk alone does nothing to make them any less susceptible to mental attacks as anyone else is.
Lastly, Sametria's exotic matter emits strange but subtle bioelectric properties, which broadcast their presence to any living thing within a MINIMUM distance of [10] meters, and a MAXIMUM distance of up to [250] meters depending on their size. This feeling gets stronger the closer one gets, and can even be felt through solid matter. ADVANCEMENT ACHIEVED IN: THREAD 1, THREAD 2 and etc.
|
|
Buried close to the Fountain of Youth
UNSORTED
|
Post by Sametria on Jun 23, 2023 0:22:38 GMT
Don’t know what you had Until it’s gone
Sametria ♦ @tags INSERT TEXT HERE
[div align="center"][div style="background:url(https://i.pinimg.com/originals/0a/ad/52/0aad52e36e1624764341d06a4c801fef.gif);height:250px;width:420px;border-radius:50px 50px 0 0;border-top:double #0264f8 15px;"][div style="float:left;font-family:courier new;text-transform:uppercase;color:#e4eef8;letter-spacing:3.5px;font-size:9pt;margin-left:4px;margin-top:150px;"][b]
Don’t know what you had Until it’s gone[/b][/div][/div][div style="width:420px;background:#000;font-size:8pt;color:#1979e6;text-align:center;padding:3px 0;"]Sametria [font color="F4FBF9"]♦[/font] @tags[/div][div style="width:400px;background:#000;padding:10px 10px 70px;text-align:justify;color:#e4eef8;border-radius:0 0 50px 50px;border-bottom:#1979e6 double 15px;"] INSERT TEXT HERE [/div][div style="text-align:center;"][img src="https://i.imgur.com/QVm4C33.png" style="height:100px;width:100px;border:10px double rgb(25, 121, 230);margin-top:-65px;"][/div][div style="text-align:center;font-size:6pt;opacity:.5;text-transform:uppercase;"][a href="http://adoxographyv2.boards.net/user/2683"]► kaigra ◄[/a][/div][/div]
INTERCORPOREATION QUIRK: [attr="class","body"][attr="class","header2"]EQUIPMENT EQUIPMENT NAME: Synthetic Keratin Weave EQUIPMENT RANK: D+ EQUIPMENT MANUFACTURER: EQUIPMENT DESCRIPTION: Under normal circumstances, Sametira's quirk would not allow anything other than their physical self to pass through other solid matter. Unfortunately, this includes cotton, polyester, nylon, spandex, and nearly any other material that all clothing is made with. So from a young age, Sametria has needed to wear clothing made from specialized fibers fabricated out of their hair lest every use of their quirk leave them nude. This doesn't stop Sam from wearing normal clothes, but they just have to remain conscious of which kind of clothes they decided to wear that day lest they wind up in a compromising situation. QUIRK NAME: Phase QUIRK RANK: A QUIRK TYPE: Transformation QUIRK DESCRIPTION: The most obvious feature of this quirk is that it allows Sametria to "desync" their personal matter and pass through the surrounding environment as though they were a ghost, existing in an "inverted phase state" untethered from local electromagnetic laws of collision. Matter that Sametria passes through in this manner is completely undisturbed, whether it be organic or inorganic, liquid, gas or solid. Stone, dirt, water, metal, plants, animals, etc. pose no hindrance to Sametria's movement should they choose to ignore it. If Sametria were to revert back while "submersed" in solid or liquid matter, the matter of their own body will expel itself outwards with somewhat considerable force, following physical laws of the relative density of materials in a suspension. For example, Sametria would expel out of the ground in the same way a basketball would fly out of the water if it were let go after being held at the bottom of a pool, due to the fact that the human body is simply less dense than the dirt and stone which makes up the ground. QUIRK DRAWBACKS: The most difficult drawback of Sametria's incorporeality is that while they are fully intangible, they cease to interact with even the atmosphere itself, causing them to phase through the air rather than displace it. In this manner, Sam will start to suffocate after prolonged periods of time while their quirk is activated, drastically limiting the amount of time they can remain intangible. Another drawback is that they cannot cause any other external matter to "desync" with them, save only for what their quirk factor recognizes as their "self", i.e. their hair, skin, eyes, organs, blood, and whatnot. This severely limits what equipment they have available to them in a fight, as almost all materials will simply slip through their grasp and fall to the ground as soon as their quirk is active. Sametria has honed their quirk to such a degree that they are able to choose what areas of their body are out of phase at any given moment, allowing them to bypass their opponent's defenses and resync in time to collide with them on the other side. SKILL NAME: POSSESSION SKILL RANK: ? SKILL DESCRIPTION: When it comes to living matter, a curious nature of their quirk causes whatever neurological signals occurring inside the host material to interact with their own semi-intangible self. Anything a physical body feels while Sametria is transposed overtop it will also be experienced by Sam themself, and vice versa, although to a far lesser degree. A person possessed by Sametria in this manner will not experience any pain Sam feels, although they will still be inundated with an overwhelming feeling of pressure in their affected areas. If Sam were to completely transpose their body onto another person, the host will benefit from any Attributes that Sam has a higher rank in as long as they are able to remain in sync. When Sametria transposes themselves overtop another living organism, the living matter allows Sam to "piggy-back" off of the other creature's respiration and metabolism, bolstering the two of them and allowing the duo to utilize the best attributes of their combined bodies. Although theoretically sound, none of the benefits of Sam's "possession technique" can actually be utilized by a host person without training, previous knowledge, and oftentimes simple chance of compatibility. Sam cannot successfully confer any benefits if the host person does not meet most if not all of the following requirements: • » They are in the exact same headspace as Sametria, and are familiar enough with how Sametria thinks and acts to be comfortable with their thoughts being transposed over top of. (i.e. they have to be drift compatible) Without this, their thoughts and brain patterns will grind against each other, leaving mostly Sametria a migraine-filled confused mess. • » They are at least as big as Sametria in stature, if not bigger. However, the closer in physical dimensions they are, the more effective the possession is. • » They are able to control their breath effectively, as to cope with (and with much training; take advantage of) to having a secondary respiratory system overtop their own, as not to simply exhaust each other inducing somewhat dangerous states of asphyxiation or hyperventilation. Having difficulty with any of the above three aspects will cancel any of the benefits of the possession, and can in the worst case result in some form of narrative injury. Warm Up Quirk: QUIRK NAME: Warm Up QUIRK RANK: A QUIRK TYPE: Transformation QUIRK DESCRIPTION: By means of this quirk, Sametria is able to empower their own physical abilities and properties using the energies and forces exchanged in battle, as well as increase their own physical performance through stress and excitement. Internally speaking, Sametria's sympathetic nervous system (SNS) is the centerpieces of their quirk factor, meaning the more excited, afraid, or generally stimulated Sam becomes, the more their quirk takes affect. The reverse is also true, where the less interested, less engaged, or less stimulated they are, the less their quirk is in effect. Sam can "jumpstart" their SNS with stimulants such as coffee or sugar, giving them a boost of up to 1 rank at the most. QUIRK DRAWBACKS: Sametria's first drawback is that this quirk is not always active. If they were to receive a surprise, debilitating blow, the quirk would not be able to mitigate the resulting wound anywhere near to the degree that it could when in full force. Wounds and damage Sametria receives during their "warm up" phase carry through the whole activation, which can ultimately hinder their ability to fight no matter how ramped up they get. Secondly, Sametria's quirk factors turn completely off when they become un-engaged, meaning that while understimulated or bored their body will ultimately end up crashing with disproportionate exhaustion, causing them to need to seek out near-constant entertainment or excitement simply to function in a day to day capacity lest they fall asleep where they stand. Long monotonous or tedious tasks will literally put Sam to sleep no matter how much discipline they have, lending the drawback of their quirk to exhibit as some combination of ADD and narcolepsy. This also occurs after any prolonged bouts that require Sam to overextend their constitution, meaning any senescence of intensity in battle can potentially turn the tables against them. As far as the day to day is concerned, Sametria often has trouble staying sated. The quirk doesn't expand their stomach, metabolism, or digestion, requiring them to eat food almost constantly over the course of the day rather than all in one sitting. Being famished for long periods of time when using this quirk at its maximum capabilities can cause their body to very quickly enter a starvation state and eventual death (over the course of a week without food or water). On the other hand, if Sam were to ensure their quirk was not activated for long periods of time and remain in a passive, unmoving state, they would be able to last nearly twice as long as the average person before any drastic effects of starvation set in effectively doubling the time they are able to survive without food or water. SAMETRIA'S MOVE LIST [googlefont=Cabin] [attr="class","character-googlepix"] [attr="class","character-googlepix-table"] [attr="class","character-googlepix-container"] [attr="class","character-googlepix-bar"]name [attr="class","character-googlepix-image"] [attr="class","character-googlepix-scroll"] [attr="class","character-googlepix-content"] [attr="class","character-googlepix-text"]Lorem ipsum dolor sit amet [attr="class","character-googlepix-text2"]Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. [attr="class","character-googlepix-key"] ✽ [newclass=.character-googlepix ]background-image:urL(https://cdnw.nickpic.host/oj6fQO.png);height:475px;width:250px;position:relative; overflow:hidden[/newclass] [newclass=.character-googlepix-table ]position:absolute;top:45px;left:18px;width: 210px; height: 379px; background-image:url(https://placehold.it/210x379);overflow:hidden;[/newclass] [newclass=.character-googlepix-container ]width: 210px; height: 380px;margin-top:500px; -webkit-transition-duration: 2s; transition-duration: 2s; -moz-transition-duration: 2s;[/newclass] [newclass=.character-googlepix-content ] margin-top:-5px;margin-bottom:5px;width:180px;height: 70px;padding: 10px; text-align: justify; line-height:1; overflow: auto;[/newclass] [newclass=.character-googlepix-bar]width:210px;background:rgba(255,255,255,0.5);height:25px;font-family:Cabin; color:black; font-size:14px;margin-top:0px;line-height:2;[/newclass] [newclass=.character-googlepix-image ]object-fit:contain;max-width:100%;max-height:auto;margin-top:-5px;[/newclass] [newclass=.character-googlepix-table:hover .character-googlepix-container ]margin-top: 0px; -webkit-transition-duration: 2s; transition-duration: 2s; -moz-transition-duration: 2s;[/newclass] [newclass=.character-googlepix-text ]position:relative;margin-right:10px;float:right;border-radius: 5px;min-width: 5px;max-width:200px;width:auto;padding:5px;background:#eee;text-align:justify; font-family:Cabin; color:black; font-size:13px;line-height:1;[/newclass] [newclass=.character-googlepix-text2 ]position:relative;margin-right:10px;margin-top:10px;float:right;border-radius: 5px;min-width: 5px;max-width:200px;width:auto;padding:5px;background:#eee;text-align:justify; font-family:Cabin; color:black; font-size:13px;line-height:1;[/newclass] [newclass=.character-googlepix-key ]position:relative;right:.2px;margin-top:20px;[/newclass] [newclass=.character-googlepix-scroll ::-webkit-scrollbar ]width:5px;[/newclass] [newclass=.character-googlepix-scroll ::-webkit-scrollbar-track-piece ]background:black;border-radius:25px;[/newclass] [newclass=.character-googlepix-scroll ::-webkit-scrollbar-thumb ]background:#eee;border-radius:25px;[/newclass] 黄金の大仏 (Kogane no Daibutsu) GREAT GOLDEN BUDDHA
FUTURE SUPPORT GEAR UPGRADE? youtu.be/HAUByM82pFc Spirit Arts: Yang www.artofmartialarts.com/tao-of-jeet-kune-do/ Jeet Kune Do is literally Ultra Instinct, look into reshaping? KORRA GIFS:
|
|