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Prism

on Thu Aug 16, 2018 9:15 pm
Name: Prism
Category: Transformation
Range: Self/Long
Description:

With the faintest ringing sound, like a gently tapped crystal glass used to alert those present of the need for silence, the imagined crystal becomes solid. From the tip of a finger rushing and transforming the hand into a crystalline structure, a melodious crackling in its wake - fingers curl and stretch, testing the bounds of their new form. The prismatic hand reaches out towards the light, catching just the narrowest beam along the edge of its extended forefinger - and then an explosion of light in a riot of colour.

Prism allows the bearer of the quirk to transform their bodies (in whole or in part) into a crystalline representation of their form that is capable of manipulating light. The user's body becomes multifaceted and semi-translucent, the colour of the crystalline body is dependent on the light waves that the user wishes to manipulate (usually the body would be clear). These facets of their new ‘body’ are able to refract, concentrate and redirect any light present. This can include changing the colour of the light, having it change its course, and directing any present light into an intense beam, or diffusing it to create a softer glow from a harsh light.

Drawbacks: Firstly; the bearer of Prism cannot actually create light. Light must be present in order for the effects of Prism to be made manifest. Meaning that in a dark room, or a moonless night the effects would be minimal at best. As an unfortunate side effect of Prism, the transformation into a crystalline construct makes the user more susceptible to physical damage. The multifaceted nature of the form, as well as it’s slight malleability (to enable movement) creates a scenario where the user can suffer ‘stress cracks’ along any point of intense pressure or impact. From a mechanical standpoint; Blunt force will cause the next rank higher in blunt force damage to any part of the user that is crystallized. (D-Rank - minor bruising - will cause C-Rank damage - major external bruising.) This is a cause for true fear - as once the stress cracks begin they cannot be stopped and will spread to the rest of the body unless the user reverts back to the flesh. (The damage sustained will remain, however the user no longer runs the risk of shattering.) Shattering: If enough damage is sustained to shatter a bone (A-Rank or above) - the affected crystalline area will also shatter which will most likely result in the loss of the limb etc. that has been shattered.

Limit-Break: Prism, although capable of granting great strength and versatility is a delicate balance between the crystalline structure it provides and the flesh and bone it transforms. When going beyond the users limit pool, the fundamental building blocks of the user begin to break down, resulting in seemingly spontaneous injuries. At -5 the user suffers D-Rank damage over the entirety of their body, and at -10 (just before falling unconscious) the user suffers C-Rank damage in the same way.

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Otsuka, Ayase
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Re: Prism

on Sat Aug 18, 2018 3:43 am
Ayase wrote:Name: Prism
Category: Transformation
Range: Self/Long
Description:

With the faintest ringing sound, like a gently tapped crystal glass used to alert those present of the need for silence, the imagined crystal becomes solid. From the tip of a finger rushing and transforming the hand into a crystalline structure, a melodious crackling in its wake - fingers curl and stretch, testing the bounds of their new form. The prismatic hand reaches out towards the light, catching just the narrowest beam along the edge of its extended forefinger - and then an explosion of light in a riot of colour.

Prism allows the bearer of the quirk to transform their bodies (in whole or in part) into a crystalline representation of their form that is capable of manipulating light. The user's body becomes multifaceted and semi-translucent, the colour of the crystalline body is dependent on the light waves that the user wishes to manipulate (usually the body would be clear). These facets of their new ‘body’ are able to refract, concentrate and redirect any light present. This can include changing the colour of the light, having it change its course, and directing any present light into an intense beam, or diffusing it to create a softer glow from a harsh light.

Drawbacks: Firstly; the bearer of Prism cannot actually create light. Light must be present in order for the effects of Prism to be made manifest. Meaning that in a dark room, or a moonless night the effects would be minimal at best. As an unfortunate side effect of Prism, the transformation into a crystalline construct makes the user more susceptible to physical damage. The multifaceted nature of the form, as well as it’s slight malleability (to enable movement) creates a scenario where the user can suffer ‘stress cracks’ along any point of intense pressure or impact. From a mechanical standpoint; Blunt force will cause the next rank higher in blunt force damage to any part of the user that is crystallized. (D-Rank - minor bruising - will cause C-Rank damage - major external bruising.) This is a cause for true fear - as once the stress cracks begin they cannot be stopped and will spread to the rest of the body unless the user reverts back to the flesh. (The damage sustained will remain, however the user no longer runs the risk of shattering.) Shattering: If enough damage is sustained to shatter a bone (A-Rank or above) - the affected crystalline area will also shatter which will most likely result in the loss of the limb etc. that has been shattered.

Limit-Break: Prism, although capable of granting great strength and versatility is a delicate balance between the crystalline structure it provides and the flesh and bone it transforms. When going beyond the users limit pool, the fundamental building blocks of the user begin to break down, resulting in seemingly spontaneous injuries. At -5 the user suffers D-Rank damage over the entirety of their body, and at -10 (just before falling unconscious) the user suffers C-Rank damage in the same way.

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