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Takanomiya Hijiri
#5
Moves

Self-Controlled
If Hijiri is ever affected by a Move which would cause him to act in a way he would not want (e.g. run away), he may choose to take a short time to attempt to calm his thoughts. Doing so will hopefully allow him to retain control of his own mind, negating the effect which that Move would have had on him. Using this requires his complete Focus, so he cannot move at all whilst doing so.

This Move's energy cost is extremely variable, and is based on the strength of the Move used on him and his opponent's TEC (e.g. if a very powerful debuff is used by someone with TEC equal to his, it will be very tiring for him to counter it). The time taken is 2 seconds if the user has TEC equal to Hijiri's, and scales based on the difference. The change in time goes down to a minimum of 1 second if they have half his TEC and up to a maximum of 3 seconds if they have double his TEC. If they have above twice his TEC, though, or if the Move they are using on him is a Super Move, this Move will always fail as soon as he activates it. Assuming that this Move is successful, the same Move which he just countered cannot be used on him again for the next 30 seconds.

RP Fodder Note: This Move can also be used to suppress unwanted emotions or thoughts which are not the result of actual Moves (e.g. I may write him as taking a second to calm down after someone says/does something which would normally anger him). Negating non-Move things will only ever require the 1 second charge.



Personal Gravity Manipulation
(Flight, Physical Strength)
Hijiri is able to alter the strength of gravity's effect on his body (and his weapons, clothes, etc.) to the extent of being able to weigh the equivalent of anything from what one gramme up to one tonne would when under the effects of a gravitational field equal in strength to Earth's. These effects come with all of the associated up- and downsides you would expect.

For example: being extremely light would allow him to stand on fragile objects, be carried along by gusts of wind, and attack quickly, but would drastically weaken his blows due to the low weight behind them, and would allow him to be knocked or thrown around effortlessly by others, whilst being extremely heavy would make him harder to knock over and his attacks noticeably stronger, but would also make every movement he made more difficult, more tiring, and much slower.

Making himself lighter is instantaneous, regardless of the change in weight, and costs no energy. Making himself heavier requires one second of charge-up per 20kg of weight added (so increasing his weight from the minimum to the maximum value would take 50 seconds). This Move drains his energy rapidly whilst charging. He is capable of moving whilst charging this, and can even begin an attack, however actually hitting (or being hit by) an opponent will interrupt the charge, and as no weight is added until he intentionally ends the charging period, this means that all progress will be lost, and his spent energy will have gone to waste.

In addition, maintaining this Move drains his energy slowly. Cancelling it returns him to his original weight instantly, but can only be done intentionally when he is within 20kg of his original weight; meaning that if he is beyond that range then he must use this Move again to get back within it before he can actually end the Move.
This Move will also automatically cancel when he loses consciousness or dies.

Hijiri can choose to have this Move affect only part (or parts) of his body (e.g. an arm & a leg) if he wishes it to. Concentrating the effect in specific areas (or just one area) makes those body parts heavier than they would be if the weight were evenly distributed throughout his body, but at the cost of making it harder to actually land attacks, since the uneven weight distribution will put him off-balance.
Note 1: Whilst making his entire body weigh an amount far beyond his capacity to endure (e.g. a tonne) would kill him instantly, doing the same to an individual hand or foot, for example, would merely pin him to the ground, break every bone in the affected appendage and cause him to experience excruciating pain.
Note 2: The severity of the effects mentioned in Note 1 vary in relation to his ATK & DEF, so it is possible that with high enough levels in those Stats he could actually use his maximum weight without injuring himself. To do this would require at least 20 points in both ATK & DEF (ATK to have the strength to move, DEF to not be crushed under his own weight).



Undaunted Stance, Inspiring Others
(Ranged Proficiency, Buff Proficiency)
By standing tall and acting unafraid, Hijiri can boost the morale of all allies within 100m who can see him or sense him with enhanced senses. After they look away or leave the affected area, the effect will gradually diminish to nothing over the course of the next 30 seconds. All that this morale boost does is make them more confident; less likely to run away or surrender and more likely to take risks and behave recklessly. Using this Move has no energy cost, however it does require a small amount of concentration in order to maintain the stance.
Hijiri can move and attack as normal whilst using this and it has no inherent time limit... however, the more Wounded and/or Fatigued he is, the more Focus it requires to keep active, and so the more difficult it will be to perform other tasks simultaneously.



Rabbit Coat of Identity Concealment (Fodder Move)
[spoiler]
- Left Art by Werewolf9595, Right Art from the Manga -
[Image: TH_OF2.png][/spoiler]
A disguise which includes bandages on his face and a long coat with bunny ears. Unlike his normal clothes, these two items were designed specifically to not be switched out when he uses a Power-Up, meaning that if he does so whilst wearing these, his disguise will not be ruined.

Quote:Hijiri is not currently making use of this disguise by default.



Heavenly Weapon: Katana
(Physical Strength)
[spoiler][Image: Hijiri_Sword.png][/spoiler]
Like all katana, Hijiri's is fairly light compared to other types of sword and its blade has only one edge. The pommel & guard are gold and the grip is dark purple & red. The katana's total length is 96cm; the blade is 72cm & the hilt 24cm. Also, it comes with a dark purple scabbard.

Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his blade at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the sword appear does not tire him at all, or require any concentration. When summoned, the sword always arrives sheathed within its scabbard.



Heavenly Weapon: Desert Eagle
(Ranged Proficiency)
[Spoiler][Image: 02b38895634d768f1355c11da5f37e09.jpg][/spoiler]
This Mark XIX .50 AE Desert Eagle is a gas-operated semi-automatic pistol with a 6" barrel (total length: 10.75"), a gold finish and a clip size of 7 rounds. This gun is much more powerful than most firearms would be in the hands of someone with Hijiri's ATK, however in addition to requiring a couple seconds to reload between clips, it also has a very powerful recoil, so firing frequently will quickly tire him and will even start to strain his muscles after the first few shots. Also, the recoil will throw off his aim whenever it is fired, making it more difficult to land further shots for each consecutive shot fired without pause.

Rather than carrying it around with him everywhere he goes, Hijiri can summon and un-summon his handgun at will. It appears/disappears in a bright flash of white light, which lasts half a second. Having the pistol appear does not tire him at all, or require any concentration. Summoning extra ammunition clips works in exactly the same way as summoning the gun itself, and after creating the ammo he must still take the time to manually reload it. Un-summoning and re-summoning the Desert Eagle will not replenish spent ammo.



Graviton-Variance Super Jumping (Fodder Move)
(Flight, ‘Personal Gravity Manipulation’)
By manipulating the effect of gravity on his body to reduce his weight, Hijiri can boost the range of his jumps far beyond the normal limits of Master Super Jumping. At his best, with his weight lowered to its minimum value (see the Move ‘Personal Gravity Manipulation’ for more detail), he can jump up to four times farther than the normal limit for Master Super Jumping (240 metres). Unlike with true Flight, though, he has no way of changing direction in mid-air, and he cannot choose to use the actual Flight Power whilst making use of this Move: he must wait until after his jump has ended. Furthermore, the effects & Drawbacks of Personal Gravity Manipulation still apply whilst jumping in this fashion, so even a light breeze could blow him way off course, and being hit by an actual attack would have a far greater effect.

The energy cost of jumping this extra distance is, in itself no greater than the amount taken to jump the regular distance that would be covered using Super Jumping without Personal Gravity Manipulation (e.g. at his minimum weight, jumping 240 metres doesn't technically tire him more than jumping 60 metres at his base weight). That said, because he also has to pay the energy cost of maintaining Personal Gravity Manipulation, it does actually work out as being more tiring in practise.



Super Moves

Overcharge: Graviton-Accelerated Strike I [Tier One Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to half a tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.



Overcharge: Graviton-Accelerated Strike II [Tier Two Super Attack]
(Physical Strength, ‘Personal Gravity Manipulation’ Move)
Whilst swinging any object (including Incidental Weapons and weapon-type Moves not normally useable in melee) Hijiri can overcharge his Personal Gravity Manipulation Move by spending SP, allowing him to instantaneously and effortlessly increase the weight of the item to one tonne. Needless to say, this makes the attack much more powerful than it normally would have been.

After the attack lands (regardless of whether it is blocked or not) he can choose to reduce the object's weight to its previous value through the normal use of Personal Gravity Manipulation if he so desires, or he can leave it in its heavier state. He will generally return it to normal, though, since otherwise it would be impossible for him to lift. Also, if he ever lets go of the object, it will return to its usual weight immediately.



You Can’t Match My Speed I [Tier One Super Defence]
(Burst Movement, Super Speed)
The other Movement Powers (Master Acrobat & Super Jumping/Flight) can also be used in conjunction with this Super Move in order to make it more effective (and/or cooler-looking), but are not actually requirements for its use.

Whenever Hijiri notices a Super Move headed his way, even if he has only a fraction of a second left before it should strike him, he can briefly boost his speed and reaction time to extraordinary levels in order to comfortably dodge it... or, alternatively, he can just use this whenever he feels like it, to show off. This tremendous boost can last no more than one second, during which time he can cover anything up to the distance he normally would be able to traverse using Super Speed for two seconds or just enough distance to get out of the way of the Super Move, whichever is furthest. Also, after this Move's effect ends he can choose how much he slows down: he can continue moving at his fastest ordinarily possible speed (using Super Speed) if he wishes, can come to a complete stop, or anything in between.

In the case of Tier Two or higher Super Attacks, he will not manage to dodge quite quickly enough and will still take partial damage from being grazed by the attack.


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Takanomiya Hijiri - by Takanomiya Hijiri - 09-22-2017, 02:01 AM

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