Vampirism
2 posters
- ShinAdmin
- Posts : 3
Cash : 0
Join date : 2018-07-30
Vampirism
Sun Sep 23, 2018 10:29 pm
Name: Vampirism
Category: Mutation
Range: Self
Description: This quirk does not add much in the way of a physical mutation that one can observe with the naked eye, but rather biological difference that effect the ways in which those with this quirk would differ from others. Simply put, those with this quirk are at their peak of prowess during the moonlit hours. A bonus of +3 tier to speed and strength are applied to those with Vampirism.
Drawbacks: As often depicted in folklore concerning vampires, those with the Vampirism quirk suffer the same fates as those in fated tales. During daylight hours, Vampirism is at its weakest, essentially making those with this quirk like any other individual who is quirkless, meaning during hours of the day where the sun remains out, Vampirism’s benefits are minimal at best, with all the drawbacks remaining.
However, those with Vampirism can function under direct sunlight for a brief period of time, depending on the rank of their stamina, before having to avoid any direct sunlight coming upon their person. As such, the following is how long a person can be in direct contact (sunlight touching their skin) with sunlight for a given 24 hour period:
E-Rank: 10 minutes
D-Rank: 20 minutes
C-Rank: 30 minutes
B-Rank: 50 minutes
A-Rank: 70 minutes
S-Rank: 90 minutes
SS-Rank: 120 minutes
In addition, the limit the user can regain each turn is halved from their normal replenish rate during the day. Physical damage taken, from basic strikes, is amped up by 1 tier during the day. This further increases to 2 tiers after the allot time, mentioned above, has expired.
Other drawbacks are also related to Vampires from folklore, from the mundane inability to enter private residences without being extended an invitation, to their thirst for blood. Those with Vampirism can only access their abilities should they consume life-force (ie. Blood) every 48 hours.
Limit-Break: At a 0 limit pool, the users strength and speed bonus are excluded; also, if the user reaches this 0 limit pool during the day, they take damage at one tier higher.
Users: (This for staff and you can largely ignore this)
Category: Mutation
Range: Self
Description: This quirk does not add much in the way of a physical mutation that one can observe with the naked eye, but rather biological difference that effect the ways in which those with this quirk would differ from others. Simply put, those with this quirk are at their peak of prowess during the moonlit hours. A bonus of +3 tier to speed and strength are applied to those with Vampirism.
Drawbacks: As often depicted in folklore concerning vampires, those with the Vampirism quirk suffer the same fates as those in fated tales. During daylight hours, Vampirism is at its weakest, essentially making those with this quirk like any other individual who is quirkless, meaning during hours of the day where the sun remains out, Vampirism’s benefits are minimal at best, with all the drawbacks remaining.
However, those with Vampirism can function under direct sunlight for a brief period of time, depending on the rank of their stamina, before having to avoid any direct sunlight coming upon their person. As such, the following is how long a person can be in direct contact (sunlight touching their skin) with sunlight for a given 24 hour period:
E-Rank: 10 minutes
D-Rank: 20 minutes
C-Rank: 30 minutes
B-Rank: 50 minutes
A-Rank: 70 minutes
S-Rank: 90 minutes
SS-Rank: 120 minutes
In addition, the limit the user can regain each turn is halved from their normal replenish rate during the day. Physical damage taken, from basic strikes, is amped up by 1 tier during the day. This further increases to 2 tiers after the allot time, mentioned above, has expired.
Other drawbacks are also related to Vampires from folklore, from the mundane inability to enter private residences without being extended an invitation, to their thirst for blood. Those with Vampirism can only access their abilities should they consume life-force (ie. Blood) every 48 hours.
Limit-Break: At a 0 limit pool, the users strength and speed bonus are excluded; also, if the user reaches this 0 limit pool during the day, they take damage at one tier higher.
Users: (This for staff and you can largely ignore this)
- Hideki
- Posts : 63
Cash : 70
Join date : 2018-07-22
Re: Vampirism
Tue Oct 02, 2018 12:37 pm
Shin wrote:Name: Vampirism
Category: Mutation
Range: Self
Description: This quirk does not add much in the way of a physical mutation that one can observe with the naked eye, but rather biological difference that effect the ways in which those with this quirk would differ from others. Simply put, those with this quirk are at their peak of prowess during the moonlit hours. A bonus of +3 tier to speed and strength are applied to those with Vampirism.
Drawbacks: As often depicted in folklore concerning vampires, those with the Vampirism quirk suffer the same fates as those in fated tales. During daylight hours, Vampirism is at its weakest, essentially making those with this quirk like any other individual who is quirkless, meaning during hours of the day where the sun remains out, Vampirism’s benefits are minimal at best, with all the drawbacks remaining.
However, those with Vampirism can function under direct sunlight for a brief period of time, depending on the rank of their stamina, before having to avoid any direct sunlight coming upon their person. As such, the following is how long a person can be in direct contact (sunlight touching their skin) with sunlight for a given 24 hour period:
E-Rank: 10 minutes
D-Rank: 20 minutes
C-Rank: 30 minutes
B-Rank: 50 minutes
A-Rank: 70 minutes
S-Rank: 90 minutes
SS-Rank: 120 minutes
In addition, the limit the user can regain each turn is halved from their normal replenish rate during the day. Physical damage taken, from basic strikes, is amped up by 1 tier during the day. This further increases to 2 tiers after the allot time, mentioned above, has expired.
Other drawbacks are also related to Vampires from folklore, from the mundane inability to enter private residences without being extended an invitation, to their thirst for blood. Those with Vampirism can only access their abilities should they consume life-force (ie. Blood) every 48 hours.
Limit-Break: At a 0 limit pool, the users strength and speed bonus are excluded; also, if the user reaches this 0 limit pool during the day, they take damage at one tier higher.
Users: (This for staff and you can largely ignore this)
Approved!
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