06-25-2017, 08:35 PM
(This post was last modified: 07-08-2017, 10:47 PM by All Might.
Edit Reason: Added more detail on All For One
)
Character Name: “All For One” or “Teacher”
Character Source: My Hero Academia
B-Lister (2 Pts) (Supporting antagonist; Same canon)
[spoiler]
Character History: At the beginning of the worldwide appearance of Quirks, the most powerful person in Japan was All For One. His Quirk, his superpower, quickly allowed him to take control of the criminal underbelly of Japan, and he almost outright conquered the nation. Unfortunately for him, and fortunately for Japan, the man’s brother found a method of defeating him: A Quirk called One For All. His brother passed this power on from hero, to hero, each new generation of One For All using it to stop All For One from conquering Japan, the simple overpowering brute strength enough to triumph over his combination of skills.
The eighth User of One For All was Yagi Toshinori, the hero known as All Might. All Might got farther than any of the heroes before him, and he injured All For One to the point where the hero had though his archenemy dead. All For One survived, horribly scarred, and decided to look into finding his own inheritor. All For One found a boy named Shimura, and began raising him to rule the villains of Japan in his place. Deciding his job was done, he threw himself into a final battle with All Might to protect his student Shimura. The battle was both hero and villain’s last in that universe, as he found himself in the Nexus after that point.
Physical Description: he’s surprisingly fit for his age, having a body that seems to be in its forties at most, with the exception of his face. All For One’s face is completely scarred over, besides his mouth, there are no intact features; his ears, nose, and eyes gone. He’s a tall man, nearly as tall as All Might. He wears a crisp suit, as befitting a mob boss. He used to wear a medical machine around his neck to monitor his health, but since coming to the Omniverse he has realized he no longer needs it. He will sometimes wear a metallic black skull mask to hide his scars when making public appearances.
(Unmasked and masked)![[Image: gk-UxxaMiEsnjJGtpa9Rune9-dMNjDDSoBo5Inmt...eYfLGy4K64]](https://lh3.googleusercontent.com/gk-UxxaMiEsnjJGtpa9Rune9-dMNjDDSoBo5InmtODEPU3UOVgca6Tpsh-pKb7C3d6BD46tfISTtQYOdVo5IMkeJm-5LCRQCFp1ehYuNKOlh3KQYImE7xU5EzUdHvPeYfLGy4K64)
Level 5
Total OM used: 19,000/22,000
ATK 3 - Almost unbelievably powerful. Required for near realistic-strength firearms.
DEF 3 - Astoundingly resilient, the kind of person who would make doctors marvel.
SPD 2 - Very fast runner. Required for parkour-like feats (e.g. running along walls for a short distance) (~20mph)
TEC 4 - Extremely skilled. Has a noticeable advantage in melee combat, and can bullseye targets from afar.
Proficiencies (3400): Physical Strength (1000), Ranged Proficiency (1000), Area Attack (600), Area Defense (400), Buff (400)
Powers (9100/12000): Mimic (2800) Basic Enhanced Senses (1400), Insight (1600) Basic Teleportation (1500) Growth (800) Malleability (1000)
Unlocks (5000): Stat Unlock 1 & 2 (3000 OM), Tier 1 Power Cap (2000)
Moves: (1500 OM)
[b]All For One - 300 OM - Buff, Mimic
Teacher may "teach" a single move he knows to someone else via three seconds of physical contact. This includes any move he has learned from Mimic. Anyone he teaches will only have access to the move for a half-hour in character. If the hour-limit on a Mimicked move runs out, anyone he has taught the copied move will also no longer be able to use it.
If the person he is teaching doesn't have the required proficiency or powers to learn the move, they will temporarily gain them in relation to the move, and the move alone. If he teaches a move that requires "Flight" they will be able to fly only when actively using the taught move. He can only give one move per person. If someone is already using a move that was given to them by All For One, and Teacher uses All For One on them again, the first move will be erased from that person and replaced with the new move.
It is only really comfortable or safe to use All For One once every half-hour, but he is able to use it more often than that. When he performs All For One, he feels sick. Performing it in rapid succession will have the effect of making this feeling of sickness increase, after five uses within ten minutes, he will become dizzy and unable to walk. If he uses it ten times within ten minutes he will become physically ill, prone to spitting up blood, and intensely dizzy, unable to move. Using it twenty times within ten minutes will cause him to lose consciousness for at least eight hours, or if already wounded, die.
He is unable to teach Supermoves.
Arm Coiling Air Propulsion - 600 OM - Physical Strength, Malleability, Ranged Proficiency, Area Attack, Area Defense
Teacher’s arm bunches up like a coiled spring, building kinetic energy for five seconds, sucking air from behind Teacher and gathering it within his arm. From that point, he may do one of two things:
Variation 1 (Area Defense/Physical Strength): Teache releases a high-pressure burst of air from his wrist in every direction except in front of his fist, pushing away projectiles and staggering back enemies, as well as speeding up the swing of his punch. He can punch with this arm three times before he runs out of stored air and it becomes a normal punch.
Variation 2 (Ranged proficiency/Area Attack): Teacher aims his arm and it springs forward, releasing a single stream of high-pressure air extending from his hand. The first few moments it comes out it is exploding forward, able to sandblast and forcefully push back anything within five feet of his hand. After that first two seconds of exploding, it takes the form of a narrow highly-concentrated stream of air coming from the palm of his hand, only about as wide as a quarter. He emits the stream continuously for ten seconds. He is able to change the direction of the stream by moving his hand. The force of getting hit by the stream is less than a bullet, but is quite painful as the sheer pressure scrapes away at the opponent for several seconds.
Bonespear - 600 - Physical Strength, Malleability, Area Attack, Area Defense
Teacher chooses an arm, and it begins to sprout spikes of bone from it. The spikes grow more and more numerous, until he is unable to use his arm due to the sheer weight.
It takes about a second for dozens of them to sprout from various points on his arm, facing outwards away from his body. These spikes will continue to grow for as long as his power is activated, becoming longer and longer, as well as heavier and more brittle the longer he allows them to grow. After about three minutes of uninterrupted growth, his arm will be so heavy with bone he is unable to move. Once growth stops, the spikes will begin to retract back into his arm after five minutes. He is only able to activate their growth once every ten minutes.
The spikes are about as durable as bone, as such, they will often splinter in the midst of his attack, fragments flying off of his arm with each impact. Using malleability, he is able to move, twist, and control the shape of the bone spikes, allowing him to create shields and specific weapon-shapes.
He can only use it on one arm at a time, and can technically cause it to grow on any part of his body, but in most cases it is most useful on his arm.
Why should he be a Prime NPC?
I’m planning for him to once again become the antithesis of All Might. He intends on going to Coruscant and conquering its criminal underbelly, he will create a gang (League of Villains) on Tier Five that will be working with and against the Westside canon being worked on by Luci and Harlan Higgs, and involved with the greater story of the gangs of Tier Five, as well as All Might’s personal greatest obstacle.[/spoiler]
Character Source: My Hero Academia
B-Lister (2 Pts) (Supporting antagonist; Same canon)
[spoiler]
Character History: At the beginning of the worldwide appearance of Quirks, the most powerful person in Japan was All For One. His Quirk, his superpower, quickly allowed him to take control of the criminal underbelly of Japan, and he almost outright conquered the nation. Unfortunately for him, and fortunately for Japan, the man’s brother found a method of defeating him: A Quirk called One For All. His brother passed this power on from hero, to hero, each new generation of One For All using it to stop All For One from conquering Japan, the simple overpowering brute strength enough to triumph over his combination of skills.
The eighth User of One For All was Yagi Toshinori, the hero known as All Might. All Might got farther than any of the heroes before him, and he injured All For One to the point where the hero had though his archenemy dead. All For One survived, horribly scarred, and decided to look into finding his own inheritor. All For One found a boy named Shimura, and began raising him to rule the villains of Japan in his place. Deciding his job was done, he threw himself into a final battle with All Might to protect his student Shimura. The battle was both hero and villain’s last in that universe, as he found himself in the Nexus after that point.
Physical Description: he’s surprisingly fit for his age, having a body that seems to be in its forties at most, with the exception of his face. All For One’s face is completely scarred over, besides his mouth, there are no intact features; his ears, nose, and eyes gone. He’s a tall man, nearly as tall as All Might. He wears a crisp suit, as befitting a mob boss. He used to wear a medical machine around his neck to monitor his health, but since coming to the Omniverse he has realized he no longer needs it. He will sometimes wear a metallic black skull mask to hide his scars when making public appearances.
Level 5
Total OM used: 19,000/22,000
ATK 3 - Almost unbelievably powerful. Required for near realistic-strength firearms.
DEF 3 - Astoundingly resilient, the kind of person who would make doctors marvel.
SPD 2 - Very fast runner. Required for parkour-like feats (e.g. running along walls for a short distance) (~20mph)
TEC 4 - Extremely skilled. Has a noticeable advantage in melee combat, and can bullseye targets from afar.
Proficiencies (3400): Physical Strength (1000), Ranged Proficiency (1000), Area Attack (600), Area Defense (400), Buff (400)
Powers (9100/12000): Mimic (2800) Basic Enhanced Senses (1400), Insight (1600) Basic Teleportation (1500) Growth (800) Malleability (1000)
Unlocks (5000): Stat Unlock 1 & 2 (3000 OM), Tier 1 Power Cap (2000)
Moves: (1500 OM)
[b]All For One - 300 OM - Buff, Mimic
Teacher may "teach" a single move he knows to someone else via three seconds of physical contact. This includes any move he has learned from Mimic. Anyone he teaches will only have access to the move for a half-hour in character. If the hour-limit on a Mimicked move runs out, anyone he has taught the copied move will also no longer be able to use it.
If the person he is teaching doesn't have the required proficiency or powers to learn the move, they will temporarily gain them in relation to the move, and the move alone. If he teaches a move that requires "Flight" they will be able to fly only when actively using the taught move. He can only give one move per person. If someone is already using a move that was given to them by All For One, and Teacher uses All For One on them again, the first move will be erased from that person and replaced with the new move.
It is only really comfortable or safe to use All For One once every half-hour, but he is able to use it more often than that. When he performs All For One, he feels sick. Performing it in rapid succession will have the effect of making this feeling of sickness increase, after five uses within ten minutes, he will become dizzy and unable to walk. If he uses it ten times within ten minutes he will become physically ill, prone to spitting up blood, and intensely dizzy, unable to move. Using it twenty times within ten minutes will cause him to lose consciousness for at least eight hours, or if already wounded, die.
He is unable to teach Supermoves.
Arm Coiling Air Propulsion - 600 OM - Physical Strength, Malleability, Ranged Proficiency, Area Attack, Area Defense
Teacher’s arm bunches up like a coiled spring, building kinetic energy for five seconds, sucking air from behind Teacher and gathering it within his arm. From that point, he may do one of two things:
Variation 1 (Area Defense/Physical Strength): Teache releases a high-pressure burst of air from his wrist in every direction except in front of his fist, pushing away projectiles and staggering back enemies, as well as speeding up the swing of his punch. He can punch with this arm three times before he runs out of stored air and it becomes a normal punch.
Variation 2 (Ranged proficiency/Area Attack): Teacher aims his arm and it springs forward, releasing a single stream of high-pressure air extending from his hand. The first few moments it comes out it is exploding forward, able to sandblast and forcefully push back anything within five feet of his hand. After that first two seconds of exploding, it takes the form of a narrow highly-concentrated stream of air coming from the palm of his hand, only about as wide as a quarter. He emits the stream continuously for ten seconds. He is able to change the direction of the stream by moving his hand. The force of getting hit by the stream is less than a bullet, but is quite painful as the sheer pressure scrapes away at the opponent for several seconds.
Bonespear - 600 - Physical Strength, Malleability, Area Attack, Area Defense
Teacher chooses an arm, and it begins to sprout spikes of bone from it. The spikes grow more and more numerous, until he is unable to use his arm due to the sheer weight.
It takes about a second for dozens of them to sprout from various points on his arm, facing outwards away from his body. These spikes will continue to grow for as long as his power is activated, becoming longer and longer, as well as heavier and more brittle the longer he allows them to grow. After about three minutes of uninterrupted growth, his arm will be so heavy with bone he is unable to move. Once growth stops, the spikes will begin to retract back into his arm after five minutes. He is only able to activate their growth once every ten minutes.
The spikes are about as durable as bone, as such, they will often splinter in the midst of his attack, fragments flying off of his arm with each impact. Using malleability, he is able to move, twist, and control the shape of the bone spikes, allowing him to create shields and specific weapon-shapes.
He can only use it on one arm at a time, and can technically cause it to grow on any part of his body, but in most cases it is most useful on his arm.
Why should he be a Prime NPC?
I’m planning for him to once again become the antithesis of All Might. He intends on going to Coruscant and conquering its criminal underbelly, he will create a gang (League of Villains) on Tier Five that will be working with and against the Westside canon being worked on by Luci and Harlan Higgs, and involved with the greater story of the gangs of Tier Five, as well as All Might’s personal greatest obstacle.[/spoiler]
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