Aug 16, 2020 19:11:20 GMT -5
Post by Sera on Aug 16, 2020 19:11:20 GMT -5
Sera Chikashi
OVERVIEW
NAME: Sera Chikashi
ALIAS: The reality manipulation hero
AGE: 15
GENDER: Female
ROLE: Student
ALTER EGO: Kaleidoscope
SCHOOL: Shiketsu High School
CLASS: 1-A
PERSONALITY
POSITIVE TRAITS
> Outgoing
> Charismatic
> Determined
> Well-intentioned
NEGATIVE TRAITS
> Reckless
> Selfish
> Naive
> Stubborn
LIKES
> Her medicine
> Being right
> Hanging out with her sister
> Fencing
DISLIKES
> Being lectured
> The side effects of her quirk
> Being wrong
> Losing
Write a quick paragraph about your character's personality! What are their quirks, elaborate on some details, ETC!
APPEARANCE
HEIGHT: 5'0" ft
WEIGHT: 100 lbs
EYE COLOUR: Blue and pink
HAIR COLOUR: Platinum blonde with hints of light blue
FACECLAIM NAME: Nia Teppelin
FACECLAIM SERIES: Gurren Lagann
Write a description about your character's appearance! Do they have any scars? What are some birthmarks they have? What does their hair look like? Their face shape?
HISTORY
Act 1: Child of Legend, Child of Turmoil
The Chikashi family line is known for their powerful quirks. Some are capable of cloning themselves, others can bend reality and mold it to their will. Some can turn your world upside down. The hero family is well known for temporarily making your reality a nauseating labyrinth. Unbeknownst to most, these quirks are all illusions. The family specialty. The secret is something only direct family members know, and there's no length they wouldn't go to in order to protect that secret.
But with the birth of one child, the family line was beyond overjoyed. A child with a combination of their quirks, the so called "chosen one" of their family. She was immediately given their undivided attention. This was when the child's grandfather, the current head of the family, made a grave error. The greying hero had two sons, the younger one of them being Sera's father. The old man announced that her father would inherit the role of family head, taking it away from her father's older brother.
ITEMS
Bag:
Cellphone:
Hero Outfit:
A light pink in colouration with various little bejewelled accessories, the costume fits Sera's personality perfectly. Its fabric is reinforced enough to protect her from basic attacks, but can't withstand powerful attacks, stabs, or gunshots. If she's incredibly lucky, it might protect her from a light slash by a knife... but probably not.
Medication:
Unfortunately for our hero, meddling with the perception of reality comes at a great cost. In this case, the cost being headaches, nausea, dizziness, and lack of appetite. Fortunately modern medicine can help her out with those side-effects, so she's sure to keep some on hand at all times.
Water Bottle:
A standard light pink, clear, refillable water bottle. Usually kept in Sera's backpack to stay hydrated throughout the day.
Quirk: Eye of the beholder
QUIRK TYPE: Emitter
QUIRK RANK: Gold
QUIRK DESCRIPTION
A highly unusual quirk, Eye of the Beholder doesn't actually possess any qualities built specifically for combat. If the user is smart enough though, then that fact doesn't even matter. The purpose of this quirk, in simple terms, is altering one's perception of the world. Reality will remain completely the same, and only the person or people affected the quirk will perceive the world differently. To passersby or others on the field of battle, the 'victims' of this quirk won't be acting as any sane person should.Whether the seem incredibly disoriented, or begin moving as if they can see things that the ordinary eye can't, it is quite easy to tell when someone is affected by this quirk. Anyone unlucky enough to suffer through this quirk has to have made eye contact with the user, although it doesn't matter is someone blinks or the eye contact is broken. Once the connection has been established, you're in for a wild ride.
It is worth noting that at the current level of this quirk, there is a limit to how long it can function for. In this case, any combination of the different aspects in this quirk may only be used for 7 posts before requiring a cool down period for 3 posts. However if the quirk was only active for 4 posts before stopping, then a one post 'break' will suffice. In addition to this, Eye of the Beholder may currently only be used on, at a maximum, 4 people at a time.
GENERAL DISTORTION:
One of the most basic, most obvious aspects of this quirk, is just a general distortion of reality. Essentially, reality as you know it begins to break, and things don't look quite right. Perhaps that tree you pass every day is beginning to bend and move fluidly. Now imagine that, but with a few of your surroundings. Navigating this newfound maze of the modern world will be quite disorienting for some, but fortunately there's a catch.
At its current level, the quirk isn't capable of completely undoing cityscapes, turning them into a rotating mess with too many floating buildings. She can, however, manipulate smaller and organic objects (people and animals excluded) quite well. Parts of a small building or two could start bending or tipping over, perhaps even swishing about in the wind. But full buildings and skyscrapers seem to be out of the question for now.
When this portion of the quirk is active, the affected people will experience vertigo. Naturally, moving around freely will become a bit of a struggle in this mess of a labyrinth. But for those who are able to move around, this is where logic begins to break a bit. The affected party will still be able to fully interact with their environment, but not necessarily in the way that they think they are.
For example, say someone affected by Eye of the Beholder has "fallen" into a hole. In their altered version of reality, said person will experience all the sensations of falling. But in reality of course, the unaltered perception of true reality, that person will just have fallen over. They'd think that they were at the bottom of a deep pit, when they might've actually only face-planted onto the street.
The general distortion may also be used to stretch things, or condense things inside of the illusion. Perhaps a ladder is stretched to double its length, or maybe you'll suddenly find a large hole in the ground. Twists, turns, stretches, and compressions of "reality" are what this portion of the quirk has to offer. But again with its limits, something may only be stretched or compressed by 3 metres (9 ft).
MIRROR DISTORTION:
Safety in numbers has been a survival tactic since forever, and it's one this quirk can make good use of. At its core, the user can create a small "mirror" that can reflect up to 8 things. However the increased number here comes with a cost, which in this case is a lack of proper control. There are a few different ways that this could manifest, each of them equally annoying.
First of all, the range on her mirroring is only 5 metres (16.4 ft). This range applies to both how far away a mirrored object may be upon initial mirroring, as well as how far it may stray from her. The other problem being controlling the mirror images. At the current level of the quirk, a mirror copy is only able to do what the original is doing. This means there aren't any mirrored clones running around of their own "free will", and that the user of the quirk must move for them to move.
Then there's of course the matter of what the user can mirror. The most obvious choice here being themselves. That means that within 5 metres of the user, they can create 8 identical copies of themselves. A 'mirror' can be placed anywhere within those 5 metres though, and the user can change their placement if they so desire. It is important to note though, that at the quirk's current level, mirror copies cannot be mirrored again.
The same goes for anything else that might be mirrored. Whether it's a tree, a wall, or some kind of vehicle. Small buildings or anything larger may not be mirrored at the current level, but most things below it are fair game. But unfortunately, mirrored copies are exactly what it sounds like. Fakes, illusions, whatever you wish to call it. They cannot affect the real world, and cannot be affected by the real world.
DIRECTIONAL DISTORTION:
While it's probably the simplest aspect of her quirk, don't underestimate it for that. What it does is fairly self explanatory, warping your sense of direction so that everything is all mixed up. Up becomes down, left becomes right, forwards becomes backwards. While this can be nightmarish for anyone encountering Eye of the Beholder, it is incredibly simple for the user of the quirk. Like a little switch that they turn on, devastating their opponents.
Now first off to try and clear things up, you just have to take the opposite of whatever action you want to do. Try and run backwards, and you'll find yourself moving forwards. Try to squat down, and you'll have leapt into the air! The affected party will also feel as if they are upside down the entire time, because of their directional senses being all muddled.
It is worth noting that trying to go backwards to forwards in the illusion, will result in going forwards in reality. Whereas if someone didn't know how to navigate this chaotic new "reality" and tried running forwards, they would end up going backwards in both the illusion and the true reality. So while this might be confusing for the person being affected by Eye of the Beholder, it isn't at all confusing for anybody else.
QUIRK DRAWBACKS:
The first and worst drawback for the user of the quirk, are the side effects that follow when a cool down is initiated. Severe migraines, headaches, nausea, and dizziness will make it hard to continue until they've either properly rested, or taken medication to numb the pain. But there's only so much that medicine can do, and it does take a little bit to kick in.
Another drawback here is simply that her quirk doesn't do anything real. It's all just mind games, and the user relies on the affected party not realizing that. Once they know nothing in the illusion is real, there's nothing that can be done about it. They still have to navigate the maze of this "reality", but they'll know that they can't get hurt in the illusion. That hole in the ground isn't real, and they could just ignore it and carry on. If they know they won't fall into the hole because it isn't really there, then they could just walk over it without any problems.
SKILL: Weapon training
SKILL RANK: Silver
SKILL DESCRIPTION:
What Sera lacks in raw brute force and a talent for martial arts, she makes up for in her precision with the rapier. A light, flexible, and razor sharp blade, she's trained with it since she was a child. Sera uses the weapon to perform a series of quick attacks upon her opponent while they're suffering from the effects of her quirk. While there's still more to be learnt before the masters the blade, Sera understands her chosen weapon at an intermediate level.
PLAYED BY DuskDawn