Post by Chris Takenaka on May 18, 2016 17:17:37 GMT -6
(kurisumurei )
((Haven import))
Chris Takenaka
Age: 19
Height: 5'7"
Weight: 135 LB
A little bit more about his look
While he's not exactly a professional athlete of any sort, Chris has done a good job of at least keeping in shape. Chris brought with him some clothing from his own time, and is usually seen in a blue t-shirt and gray pants in more casual settings, with a white coat over it for cooler weather, though, as shown above he does have a set of formal wear with a white dress-shirt, grey suit, and a black tie, as well. He also has few pairs of shoes, all of them black, with good coverage of the formal-casual spectrum.
How he got here
Chris is a magic-user from the early 21th century, living in Haven City in the Sendai region of Japan, which, true to its name, was a reasonably safe haven for magic-users and other super-powered individuals. That said, how he ended up here could be considered the result of a teleportation mishap that he somehow got caught up in. However, his talents may prove to be useful, even in the far-flung future. Despite the fact that all that he had brought with him was said talent, his "Defense gear", some clothing, and a little bit of money that would probably be only worth anything as collectors' items, he saw his situation as more of an opportunity than misfortune. Perhaps he was called here for some reason?
The Powers
Power Sources: Chris has to manage two different sources of power, his internal mana for magic doesn't require any of his magic-enhanced tools, and power crystals for those tools.
-His internal mana is given to those who think in statistical terms as having 30 points in capacity, with a regeneration rate of one point for a full post where this mana pool is not tapped into.
-The power crystals, which in appearance are green roughly-spheres of roughly an inch in diameter. Chris carries five of them, and they don't recharge on their own. However, he does have a charging device, though it's still a 21st-century model and not exactly portable, so they are all fully charged at the start of most threads (assuming he does get a chance to go home between them,) and his armor can power them up a little, as well.
Levitation: Simply put, Chris is capable of moving in three dimensions. He can move in any direction at a speed of around 3 meters per second (10 feet per second). It isn't a very fast mode of transportation, but he is quite agile in flight, being able to make sudden changes in motion without any issue, and can turn 180 degrees in a third of a second. This ability is limited by a couple of factors:
First, he cannot ascend more than fifty feet above any solid or liquid surface beneath his feet. If he activates this ability above that ceiling, then he descends at a rate of thirty feet per second until he is low enough for the power to have full effect. This, however, does allow him to use the spell to safely descend from high falls. If he activates it in free-fall, then his fall slows down at a rate of 32 feet per second each second until his fall slows to 30 feet per second.
Second, the spell uses up 3 mana per turn, limiting his flight time to a maximum of ten posts before he will have to land and recharge.
Dragon Staff: Chris's self-defense weapon, his first foray in energy-projection weaponry. It is a metal staff, four feet long, painted purple and adorned with a dragon's head decoration near the top and small (roughly six inches long) wing decorations about a foot from the top. The staff itself curves opposite the dragon head decoration near the top, giving it a shape somewhat resembling a rifle of some sort, which is roughly how it is held and used, as well.
It is a fair bit easier to handle and aim compared to a real gun due to the lack of recoil. While Chris intends to make this a multi-purpose weapon once he learns how, only a couple of the firing modes are currently implemented. The staff's firing mode is indicated by the color of the eyes on the dragon head. The eyes will give off a glow of that color when it has enough power to shoot for that mode. It it is bent, or a small piece is missing, but otherwise is still mostly intact (with the exception of the wings, which removal of does not adversely affect performance) it can still fire, but its performance is hindered. With the dragon head decoration or at least three inches of the 'barrel' lost, it's unable to shoot at all. Reloading and switching firing modes take a little bit of time, and doing either will reduce the number of shots he can take on that post by one.
---
Aqua Sniper (Blue): Fires a bullet of water with a range of 150 feet, which it reaches in one second. While the bullet is roughly the size of a marble, it splashes out a liter of water upon either impacting something or reaching the end of its range. Unless the target has a vulnerability to water, the bullet will only do minor damage, leaving a fairly large bruise at worst. If the staff is damaged, the bullet will only hold together for half of a second, halving its effective range.
Shots/post: 2
Energy Crystal Use: 1/6
---
Holy Bell Dragon Flare (Orange-red): Fires a fire bullet the size of a golf ball that travels 100 feet at a 30 degree arc over two seconds. Upon impact with an object, it delivers a burst of flame with a diameter of two inches, leaving a roughly circular mark. Cloth is burned through, unprotected skin suffers a first degree burn, and dry leaves, paper, and flammable substances (Powder, liquid, and vapors alike) are ignited. Something like a log, wooden plank, leather armor, or the ground would have a scorch mark on the point of impact, but will otherwise resist burning. Stone and metal will leave no visual mark, but will be warm to the touch for a short while.
This shot can be charged up for up to two posts to increase its power, if the power crystal has enough power for it, and the staff is not damaged. This charge is indicated by the far end of the staff (where the bullets come out) giving a colored glow. Charging for one post is indicated by a slight blue glow and releasing will cause two more fireballs to be released, one straight ahead and one at a 60 degree arc at the same angle as the uncharged shot. Charging it further will change the glow to a somewhat brighter cherry red glow, and when released, increases the size and power of the fireballs fired off. The full charge fireballs are volleyball sized and can cause second degree burns, can ignite smaller branches, leave marks the size of the fireball on those that would only get scorched, and heat up stone and metal to the point where touching them with exposed skin for three posts afterward would feel like coming in contact with an active wood stove. The charge can be held as long as necessary, so long as Chris keeps a hand on the staff. If he drops the staff, the staff drops the charge without firing or using up the crystal's power.
Shots/post: 2 (Uncharged only)
Energy Crystal Use: 1/6 (Uncharged), 1/3 (1 post charge), Full crystal (2+ post charge)
---
Sixth Heaven Shadow Sword (Purple): This firing mode doesn't actually shoot anything, but encases the staff (from the shooting end up to roughly where the wings are, with a field of dark-purple energy which allows the staff to deal piercing and slashing damage as appropriate to the attacking motion, similarly to a well-made straight-blade sword. The energy blade leaves a trail for a quarter of a second where it can still do damage, if the staff is not damaged. The energy blade can be turned on and off at will, but it must remain off for the entire post to not consume energy.
Shots/post: Continuous
Energy Crystal Use: 1/6 per post
---
Healing Spring (White): This firing mode creates an artificial hot spring, 3 feet deep and 3 feet in diameter, at a fairly-warm 35 degrees Celsius (95 Fahrenheit), on the ground. This spring is capable of mending injuries and disintegrating toxins and foreign objects in whoever bathes in it. One post will heal all bruises and small cuts, or a single larger cut. Non-critical piercing wounds (such a gunshot wound to a limb) will heal in two posts per wound, broken bones can be fully mended at three posts per bone, and poisons can be fully cleared in three posts as well. The most critical injuries are taken care of first.
While the spring doesn't have a definite time limit, its healing properties are limited and consumed when used (and only then.) It can heal one person at a time for one post per 1/6 of the crystal's remaining energy, (one per 1/3 if the staff is damaged, rounded up.) Once the spring is depleted, the water cools down to a chilly 10 degrees Celsius (50 Fahrenheit), and no more healing is given. The spring then closes once there is nobody inside. The hot spring will otherwise last through the entire thread if not used.
A spring may not be placed where it disrupts infrastructure (roads, buildings, etc.,) though it will try to fit it based on what's available, anchored on the spot on the ground where the formation bullet landed. If said anchor is on infrastructure, on a surface with more than a ten degree slope, or does not reach a surface within 25 feet, then the hot spring will not form at all, and the energy put into it will be lost.
Shots/post: 1
Energy Crystal Use: Remainder of crystal
---
Chris can also use the staff in melee, either by swinging it like a club, doing considerable impact damage, though this attack isn't difficult to see and dodge, or delivering quick pokes that that don't do more than minor bruising, but are, of course, faster and a bit more difficult to dodge and allow him to line up point-blank shots to deliver more serious damage.
The staff can hold up fairly well when used to block melee strikes, but heavy blows could still damage it, it would probably take strength and speed at and probably beyond human limits, or some means of preventing him from moving, for that situation to come up where he would have to block rather than evade such a heavy blow.
Manufacture: This spell allows Chris to repair a broken or damaged object, build something out of raw materials through gradual modifications, or enchant an object with a desired magical effect, by making contact with the object. One use of the spell will do general maintenance work such as sharpening a blade or removing dents and scratches from an armor suit or vehicle, mend a single hole in an object, or restore something that has been broken in two. A object that has been broken into multiple pieces will require a number of uses equal to the number of pieces minus one. Each use of the spell for these purposes will take one full post and 5 mana. For multi-part objects, such as a firearm or vehicle, each use will only affect one part.
In a day's work, (i.e. in between threads) he can fix the frame of a vehicle that has been damaged, but not to the point where it is no longer operational, repair one electronic, enchanted, or other complex device, refit an article of clothing. Building or enchanting an object from scratch will generally take a long time (and thus this use of the ability is only really good for storyline purposes.) The spell can cover up to a 6' x 6' x 6' cubic area, so larger objects will need more uses and time to be fully repaired.
Light Infused-Lattice Alchemical Covering (LILAC): A suit of armor Chris can summon in times of need. While the armor is made of, given the materials he could procure, mostly aluminum, it is magically-enhanced to be as strong as steel, and built well enough to protect against most archaic weapons and 'pro middleweight level' unarmed attacks. It doesn't provide full-body coverage, with its six pieces, a dragon-head helmet resembling that of the legendary general Tadakatsu Honda, antler decorations included, a breastplate with shoulder pads, two gauntlets, and two boots, all colored purple, leaving Chris's face (though his eyes are somewhat protected from overhead attacks), upper arms, and thighs unprotected.
The gauntlets each have a slot to fit a power crystal in the back of each hand, with a six-section indicator around the slot to show how much power the crystal has. If there is a not-fully charged power crystal installed in a gauntlet, then Chris can catch energy projectiles and use them to recharge the crystals. Chris can catch and fully absorb up to baseball-sized projectiles with one hand, and basketball-sized projectiles with two, if both hands have a crystal to charge. A caught projectile recharges the crystal on the catching glove by 1/6 of capacity, and each hand may only catch one projectile per post. Oversize projectiles and beam attacks can be drawn from, but will also do damage as if he didn't have this protection. Chris must have the hand not holding anything to be able to catch projectiles with it.
Inserting or exchanging crystals takes as much time as doing so for the staff, and switching two crystals between the staff and a gauntlet takes up the entire post. However, if only one crystal is involved (staff to empty gauntlet or gauntlet to empty staff), it only counts as one swap's worth of time.
The gauntlets and boots allow Chris to strike with the limb it covers with greatly reduced risk of injury to himself, and, mostly due to the fact that Chris can safely deliver more forceful strikes, such strikes can do extra damage, around the level of someone fairly well-versed in unarmed combat but isn't a professional pugilist, to whoever it hits. However, such strikes, with the exception of Levitation-aided spinning attacks, are generally slow and even those without technique can easily avoid them if they see it coming.
Chris can summon the entire armor at once for 15 mana, having it ready within the time span of a single post, though it's too slow to arrive and stop attacks if the opponent is already in his face. The summoning process can come in a few different visual displays: with the armor either coming down as beams of light or simply materializing, and this display going one piece at a time or the whole armor at once. The process takes the same amount of time regardless, and the protection isn't given until it is complete, but getting hit won't stop the sequence. Sending the armor off takes the same amount of time, but only 6 mana and the display happening in reverse. The armor is fairly light, overall only around 10 lbs (4.4 kg) based on Earth gravity.
((Note that this isn't quite a 1:1 copy of the Haven profile. A couple of cosmetic things have been changed (the staff is now the same color as the armor, and the armor has a new name) and a couple of things had been changed to make a bit more sense for the new setting.))
((Haven import))
Chris Takenaka
Age: 19
Height: 5'7"
Weight: 135 LB
A little bit more about his look
While he's not exactly a professional athlete of any sort, Chris has done a good job of at least keeping in shape. Chris brought with him some clothing from his own time, and is usually seen in a blue t-shirt and gray pants in more casual settings, with a white coat over it for cooler weather, though, as shown above he does have a set of formal wear with a white dress-shirt, grey suit, and a black tie, as well. He also has few pairs of shoes, all of them black, with good coverage of the formal-casual spectrum.
How he got here
Chris is a magic-user from the early 21th century, living in Haven City in the Sendai region of Japan, which, true to its name, was a reasonably safe haven for magic-users and other super-powered individuals. That said, how he ended up here could be considered the result of a teleportation mishap that he somehow got caught up in. However, his talents may prove to be useful, even in the far-flung future. Despite the fact that all that he had brought with him was said talent, his "Defense gear", some clothing, and a little bit of money that would probably be only worth anything as collectors' items, he saw his situation as more of an opportunity than misfortune. Perhaps he was called here for some reason?
The Powers
Power Sources: Chris has to manage two different sources of power, his internal mana for magic doesn't require any of his magic-enhanced tools, and power crystals for those tools.
-His internal mana is given to those who think in statistical terms as having 30 points in capacity, with a regeneration rate of one point for a full post where this mana pool is not tapped into.
-The power crystals, which in appearance are green roughly-spheres of roughly an inch in diameter. Chris carries five of them, and they don't recharge on their own. However, he does have a charging device, though it's still a 21st-century model and not exactly portable, so they are all fully charged at the start of most threads (assuming he does get a chance to go home between them,) and his armor can power them up a little, as well.
Levitation: Simply put, Chris is capable of moving in three dimensions. He can move in any direction at a speed of around 3 meters per second (10 feet per second). It isn't a very fast mode of transportation, but he is quite agile in flight, being able to make sudden changes in motion without any issue, and can turn 180 degrees in a third of a second. This ability is limited by a couple of factors:
First, he cannot ascend more than fifty feet above any solid or liquid surface beneath his feet. If he activates this ability above that ceiling, then he descends at a rate of thirty feet per second until he is low enough for the power to have full effect. This, however, does allow him to use the spell to safely descend from high falls. If he activates it in free-fall, then his fall slows down at a rate of 32 feet per second each second until his fall slows to 30 feet per second.
Second, the spell uses up 3 mana per turn, limiting his flight time to a maximum of ten posts before he will have to land and recharge.
Dragon Staff: Chris's self-defense weapon, his first foray in energy-projection weaponry. It is a metal staff, four feet long, painted purple and adorned with a dragon's head decoration near the top and small (roughly six inches long) wing decorations about a foot from the top. The staff itself curves opposite the dragon head decoration near the top, giving it a shape somewhat resembling a rifle of some sort, which is roughly how it is held and used, as well.
It is a fair bit easier to handle and aim compared to a real gun due to the lack of recoil. While Chris intends to make this a multi-purpose weapon once he learns how, only a couple of the firing modes are currently implemented. The staff's firing mode is indicated by the color of the eyes on the dragon head. The eyes will give off a glow of that color when it has enough power to shoot for that mode. It it is bent, or a small piece is missing, but otherwise is still mostly intact (with the exception of the wings, which removal of does not adversely affect performance) it can still fire, but its performance is hindered. With the dragon head decoration or at least three inches of the 'barrel' lost, it's unable to shoot at all. Reloading and switching firing modes take a little bit of time, and doing either will reduce the number of shots he can take on that post by one.
---
Aqua Sniper (Blue): Fires a bullet of water with a range of 150 feet, which it reaches in one second. While the bullet is roughly the size of a marble, it splashes out a liter of water upon either impacting something or reaching the end of its range. Unless the target has a vulnerability to water, the bullet will only do minor damage, leaving a fairly large bruise at worst. If the staff is damaged, the bullet will only hold together for half of a second, halving its effective range.
Shots/post: 2
Energy Crystal Use: 1/6
---
Holy Bell Dragon Flare (Orange-red): Fires a fire bullet the size of a golf ball that travels 100 feet at a 30 degree arc over two seconds. Upon impact with an object, it delivers a burst of flame with a diameter of two inches, leaving a roughly circular mark. Cloth is burned through, unprotected skin suffers a first degree burn, and dry leaves, paper, and flammable substances (Powder, liquid, and vapors alike) are ignited. Something like a log, wooden plank, leather armor, or the ground would have a scorch mark on the point of impact, but will otherwise resist burning. Stone and metal will leave no visual mark, but will be warm to the touch for a short while.
This shot can be charged up for up to two posts to increase its power, if the power crystal has enough power for it, and the staff is not damaged. This charge is indicated by the far end of the staff (where the bullets come out) giving a colored glow. Charging for one post is indicated by a slight blue glow and releasing will cause two more fireballs to be released, one straight ahead and one at a 60 degree arc at the same angle as the uncharged shot. Charging it further will change the glow to a somewhat brighter cherry red glow, and when released, increases the size and power of the fireballs fired off. The full charge fireballs are volleyball sized and can cause second degree burns, can ignite smaller branches, leave marks the size of the fireball on those that would only get scorched, and heat up stone and metal to the point where touching them with exposed skin for three posts afterward would feel like coming in contact with an active wood stove. The charge can be held as long as necessary, so long as Chris keeps a hand on the staff. If he drops the staff, the staff drops the charge without firing or using up the crystal's power.
Shots/post: 2 (Uncharged only)
Energy Crystal Use: 1/6 (Uncharged), 1/3 (1 post charge), Full crystal (2+ post charge)
---
Sixth Heaven Shadow Sword (Purple): This firing mode doesn't actually shoot anything, but encases the staff (from the shooting end up to roughly where the wings are, with a field of dark-purple energy which allows the staff to deal piercing and slashing damage as appropriate to the attacking motion, similarly to a well-made straight-blade sword. The energy blade leaves a trail for a quarter of a second where it can still do damage, if the staff is not damaged. The energy blade can be turned on and off at will, but it must remain off for the entire post to not consume energy.
Shots/post: Continuous
Energy Crystal Use: 1/6 per post
---
Healing Spring (White): This firing mode creates an artificial hot spring, 3 feet deep and 3 feet in diameter, at a fairly-warm 35 degrees Celsius (95 Fahrenheit), on the ground. This spring is capable of mending injuries and disintegrating toxins and foreign objects in whoever bathes in it. One post will heal all bruises and small cuts, or a single larger cut. Non-critical piercing wounds (such a gunshot wound to a limb) will heal in two posts per wound, broken bones can be fully mended at three posts per bone, and poisons can be fully cleared in three posts as well. The most critical injuries are taken care of first.
While the spring doesn't have a definite time limit, its healing properties are limited and consumed when used (and only then.) It can heal one person at a time for one post per 1/6 of the crystal's remaining energy, (one per 1/3 if the staff is damaged, rounded up.) Once the spring is depleted, the water cools down to a chilly 10 degrees Celsius (50 Fahrenheit), and no more healing is given. The spring then closes once there is nobody inside. The hot spring will otherwise last through the entire thread if not used.
A spring may not be placed where it disrupts infrastructure (roads, buildings, etc.,) though it will try to fit it based on what's available, anchored on the spot on the ground where the formation bullet landed. If said anchor is on infrastructure, on a surface with more than a ten degree slope, or does not reach a surface within 25 feet, then the hot spring will not form at all, and the energy put into it will be lost.
Shots/post: 1
Energy Crystal Use: Remainder of crystal
---
Chris can also use the staff in melee, either by swinging it like a club, doing considerable impact damage, though this attack isn't difficult to see and dodge, or delivering quick pokes that that don't do more than minor bruising, but are, of course, faster and a bit more difficult to dodge and allow him to line up point-blank shots to deliver more serious damage.
The staff can hold up fairly well when used to block melee strikes, but heavy blows could still damage it, it would probably take strength and speed at and probably beyond human limits, or some means of preventing him from moving, for that situation to come up where he would have to block rather than evade such a heavy blow.
Manufacture: This spell allows Chris to repair a broken or damaged object, build something out of raw materials through gradual modifications, or enchant an object with a desired magical effect, by making contact with the object. One use of the spell will do general maintenance work such as sharpening a blade or removing dents and scratches from an armor suit or vehicle, mend a single hole in an object, or restore something that has been broken in two. A object that has been broken into multiple pieces will require a number of uses equal to the number of pieces minus one. Each use of the spell for these purposes will take one full post and 5 mana. For multi-part objects, such as a firearm or vehicle, each use will only affect one part.
In a day's work, (i.e. in between threads) he can fix the frame of a vehicle that has been damaged, but not to the point where it is no longer operational, repair one electronic, enchanted, or other complex device, refit an article of clothing. Building or enchanting an object from scratch will generally take a long time (and thus this use of the ability is only really good for storyline purposes.) The spell can cover up to a 6' x 6' x 6' cubic area, so larger objects will need more uses and time to be fully repaired.
Light Infused-Lattice Alchemical Covering (LILAC): A suit of armor Chris can summon in times of need. While the armor is made of, given the materials he could procure, mostly aluminum, it is magically-enhanced to be as strong as steel, and built well enough to protect against most archaic weapons and 'pro middleweight level' unarmed attacks. It doesn't provide full-body coverage, with its six pieces, a dragon-head helmet resembling that of the legendary general Tadakatsu Honda, antler decorations included, a breastplate with shoulder pads, two gauntlets, and two boots, all colored purple, leaving Chris's face (though his eyes are somewhat protected from overhead attacks), upper arms, and thighs unprotected.
The gauntlets each have a slot to fit a power crystal in the back of each hand, with a six-section indicator around the slot to show how much power the crystal has. If there is a not-fully charged power crystal installed in a gauntlet, then Chris can catch energy projectiles and use them to recharge the crystals. Chris can catch and fully absorb up to baseball-sized projectiles with one hand, and basketball-sized projectiles with two, if both hands have a crystal to charge. A caught projectile recharges the crystal on the catching glove by 1/6 of capacity, and each hand may only catch one projectile per post. Oversize projectiles and beam attacks can be drawn from, but will also do damage as if he didn't have this protection. Chris must have the hand not holding anything to be able to catch projectiles with it.
Inserting or exchanging crystals takes as much time as doing so for the staff, and switching two crystals between the staff and a gauntlet takes up the entire post. However, if only one crystal is involved (staff to empty gauntlet or gauntlet to empty staff), it only counts as one swap's worth of time.
The gauntlets and boots allow Chris to strike with the limb it covers with greatly reduced risk of injury to himself, and, mostly due to the fact that Chris can safely deliver more forceful strikes, such strikes can do extra damage, around the level of someone fairly well-versed in unarmed combat but isn't a professional pugilist, to whoever it hits. However, such strikes, with the exception of Levitation-aided spinning attacks, are generally slow and even those without technique can easily avoid them if they see it coming.
Chris can summon the entire armor at once for 15 mana, having it ready within the time span of a single post, though it's too slow to arrive and stop attacks if the opponent is already in his face. The summoning process can come in a few different visual displays: with the armor either coming down as beams of light or simply materializing, and this display going one piece at a time or the whole armor at once. The process takes the same amount of time regardless, and the protection isn't given until it is complete, but getting hit won't stop the sequence. Sending the armor off takes the same amount of time, but only 6 mana and the display happening in reverse. The armor is fairly light, overall only around 10 lbs (4.4 kg) based on Earth gravity.
((Note that this isn't quite a 1:1 copy of the Haven profile. A couple of cosmetic things have been changed (the staff is now the same color as the armor, and the armor has a new name) and a couple of things had been changed to make a bit more sense for the new setting.))