Post by Manah on Dec 7, 2020 0:29:39 GMT -5
Maxima
The Symbol of Peace and
New Member of the Avengers
The Symbol of Peace and
New Member of the Avengers
QUOTE: "The people in this world who can smile are always the strongest. And believe me... I'm going to smile brighter than anyone else!"
Real Name: Shimura Nana
Age: 49 (Looks in her early twenties)
Other Aliases: Shimura, The Strongest Heroine Alive, The Ultimate Heroine, One For All
Occupation: Professional Heroine, Former #1 Heroine of the Hero Society, Member of the Avengers
Marital Status: Single (Widow)
Height: 5'9"
Weight: 158 lbs
Eye color: Gray
Hair color: Black
Species: Metahuman (Quirk User)
Notes: Has a small mole below the right of her bottom lip, and now has a Bust size of DD due to the XX-Caliber.
ABILITIES
Int: 9
Str: 3
-3x Strength Enhancer (This Quirk adds +2 to the user's Strength when active, and Nana has 3 of them, which she can stack. Gained via All For One.)
Agl: 3
Spd: 3
-Overclock (Adds +6 to user's Speed and +3 to Reflexive Dodge, makes Spd usable for Initiative, triggers 'Fast Sight' option of Enhanced Vision, and allows user to 'think' at superhuman Speed.)
Dur: 4
HEALTH: 4
ENERGY: 18
REGEN: 22
SKILLS: 6 (Regens 3 per panel)
FA JIN ENERGY: 24/24
LIMIT GAUGE: 0/30
NOTE: Numbers after slash are via Kryptonian Physiology or via substitution with Accelerator AN, whichever is higher.
ACTIONS
Combat: 10
(Str.bonus and Wpn.modifier)
-Super-Efficient
-Skill Points System (w/Weapons option)
-As Mastery of Kung Fu
-Hand-to-Hand
-Martial Arts
-Grappling
-Improvised Weapons
-Acrobatic fighting
-Inhuman Might
-Fighting multiple/larger opponents
-Using powers in combat
-Options: Balance, Blind fighting, Catch projectiles, Multiple opponents
Parkour: 7
(Agl.bonus)
-Efficient
-As Acrobatics, Swimming and Wall-Climbing
-Can exceed Human Swimming Speed Maximum
Accelerator: 12
(Int.bonus)
-Efficient
-Copied from the strongest level 5 Esper of the same name, this ability, also known as Vector Transformation, generates a field of AIM around the user, which allows them to modify the vector values of anything they touch, which in turn allow for countless, immeasurably versatile effects. Those include the following:
- Vector Manipulation/Projection/Slicing (As Telekinesis, w/Wpn.modifier, 2x damage, AP. May perform up to AN uses at once, paying only for the most expensive; this effect and Vector Control's both count against this limit. Alternately, for Half AN uses, rounded up, may use as Area Effect of AN, with Fine Control - May choose to ignore given targets within the effect.)
- Vector Control (Unlimited Manipulate Vectors, May manipulate up to AN Vectors at once, paying only for the most expensive; this effect and Vector Manipulation/Projection/Slicing's both count against this limit. This immeasurably versatile effect allows the user to manipulate any physical vector in existence, be it its magnitude, its direction, or both. For examples of magnitudes and vectors, see at the bottom of this action. This entry is meant to cover anything not covered by the rest of the uses below.)
- Reflection (As Energy Absorption/Reflection at AN, Effective VS Physical/Energy - and even Mental and Magical Effects if they involve a vector in some way, shape or form, such as a Psi-Weapon, Telekinesis blast, or a fireball spell. Redirection only; see below. NOTE: While Magic can be intercepted by this effect, it can neither be absorbed nor redirected; instead, it will simply dissipate into a rainbow of colored light upon 'hitting' the user.)
- Redirection (The Reflection effect mentioned above is always active, and a passive effect. When it comes to redirecting attacks - the Reflection part - the user has two options. Either the power automatically redirects incoming attacks back where they came from, in which case the Action is instantly used as a Modifier to reflect it at the target at up to AN + the 'Absorbed' stones of the attack; or the user may choose to redirect it elsewhere, in which case they need to put stones in the Action itself as normal to aim it so.)
- Energy/Matter/Gravity Manipulation (Unlimited Maniulation, Force Blast - With almost any Advantage depending on the effect. The user can effectively manipulate any Energy or Matter that might be influenced by vectors. Examples include Air, Dust, Earth Plasma, Water, etc.)
- Reverse Bloodflow/Reverse Bioelectricity/Rip Skin Off Body (Atk VS Durability, 3x damage.)
- Light/Sound Manipulation (Create/Manipulate Light and Sound as a Mastery; usable as Create Illusions at AN.)
- Brain Hacking (As Telepathy, Project Thoughts/Control Others, Edit Memories, Rewrite Personality; May not perform any other action in the panel when this option is used, as it requires very precise and complex calculations and manipulations of electrical signals in the brain.)
- Mutant Healing (May heal up to 2x AN White Stones of Health/day. Actually more akin to 'damage prevention' via manipulation of vectors to prevent wounds from worsening, control of bloodflow and redirecting hostile organisms and contaminants outside of the body to 'cure' poisons and diseases. A person 'healed' by this effect is still bloodied and should probably still seek medical attention, but they won't die and can still function. NOTE: This effect may also be used as a crude medical checkup to find out what ails a given person's body.)
- Planetary Vectors (As Atk VS Durability, 2x damage, Area Effect up to AN, Must use at Maximum AN and cannot be controlled; via slowing down a planet's rotation by half AN minutes, rounded up. Such an action would likely extinguish all life on said planet, and as such should not be used lightly. NOTE: Fine Control CANNOT be used with this option; it WILL cause massive, extensive collateral damage to everything on the planet no matter what.)
- Vector Analysis (Adds 'Vector Analysis' to Enhanced Senses, adding the modifier at MN 5 if the user doesn't already have it. The user can sense and perceive the environment around them entirely through vectors, allowing for many of the uses of this power.)
- Combat Predictions (User gains Half AN, rounded up, in bonuses from the GP to be added either to Attacks or Defense due to being able to predict opponents' moves by reading their vectors.)
- Subconscious Reflection (The user needs not even be aware of incoming attacks for them to be reflected or redirected; their subconscious mind acts as a Prescience effect for that purpose. Furthermore, the power could even block sound, light and gravity from affecting the user, though they typically subconsciously let them do so. At the user's discretion, those vectors could be blocked as well if they so wish for whatever reason.)
- Flight (Up to Half AN, rounded up, via manifesting powerful tornadoes in one's back to propel oneself, or up to full AN if using vectors to project oneself, though doing so is more difficult and requires more calculations, forcing the user to spend 2 Actions just for this purpose.)
- Substitute Abilities (May substitute Strength, Agility, Speed, Durability for this Action's AN, and Toughness and Ref.Dodge up to Half AN, rounded up, due to the user's ability to manipulate their own body's vectors.)
- Siphon Energy (Adds AN to Energy Regeneration per panel, via siphoning energy from the planet's rotation, revolutions and all others forces around the user's body.)
- Empathy/Magical/Mental Resistances (Adds Half AN, rounded up, to Empathy/Magical/Mental Defenses. Due to various applications of Vectors such as sound, light, electromagnetic fields in the brain and body, and the reflexive nature of this power, the user is extremely resilient to Empathic manipulation, spells and mental effects. As usual, whenever magic is countered even by this effect, it dissolves harmlessly into rainbow light.)
- Dark Wings (As Psi-Weapon up to AN; additional stones may be spent for Advantages. The user may manifest dozens of Dark Wings, which are more akin to jets than wings as they spread a jet black ink-like substance that seems to swallow light. It also seems to distort the voice of its user in a somewhat unnatural, angelic-like manner. Its effects are as follows:
- Healing Negation (Injuries inflicted by the user's wings are extremely difficult to heal, reducing the victim's Healing Factor if any by 2 ranks; victims without Healing Factors will need 1 whole week to heal a single white stone of Health.)
- Flight (Up to AN speeds, Perfect Maneuverability; Can reach speeds of up to 5% of the Speed of Light.)
- Extension (As Stretching; at will; the user's wings retain just as much Strength as usual when doing so.)
- Ranged Vectors (When manifested, the Dark Wings allow the user to manipulate Vectors up to Half AN Range, rounded up.)
- Feather Stakes (As Force Blast, 2x damage, AP, Limited Area Attack or Area Attack, to fire a wing into dozens of sharp 'stakes'-like projectiles.)
- Resilience (May Substitute full Toughness for this Action's full AN while the wings are active; the user's body is considerably more durable then.)
- Accelerator Focus (Grants +3 to all uses of this Action while the wings are active.)
- Negative Emotions (Manifesting the Dark Wings typically require the user to lose control of their emotions or be cornered in a fight.)
-Magnitudes, meanwhile, include but are not limited to the following: Absolute Value, Angular Magnitude, Area, Brightness, Density, Energy, Entropy, Length, Loudness, Mass, Power, Pressure, Seismic Intensity, Size, Speed, Temperature, Volume, Work, etc.
-Combine with Close/Ranged Combat
-Accumulate Energy for Greater Effect (Not stunned afterwards)
Air Cannon: 10
(Dur.bonus)
-Efficient
-As Force Blast (Air/Wind Element)
-None, any or some of the following advantages: 2x damage, 3x damage, Area Attack/Effect, AP, Normal and Stun damage, Accumulate Energy for Greater Effect
-Range 6
-Gained via All For One
Core Quirks: 12
-Efficient
-This action represents Quirks from previous users of One For All which have been assimilated and retained within the main Quirk's core for future users to utilize. So far, One For All has had six previous users, four of whom had another Quirk in addition to One For All, and their powers are described below:
Blackwhip (Agl.bonus, As Tentacle whip, Range 3, +1 Wpn.modifier per tentacle; Each tentacle has a Str of Half AN, rounded up, and user may utilize up to AN of them at once per panel by paying only for the most expensive action's cost; alternately usable as Web-Slinging. Copied from One For All's fifth user, Daigoro Banjo, this Quirk allows one to unleash black tentacles resembling black lightning, but actually semi-solid and non-electrified, making it excellent for combat, grappling and movement uses.)- Smokescreen (Int.bonus, as Mastery of Smoke - Create Only, Area Effect; Cannot create solid objects nor cause damage directly. Also usable as Invisibility at AN; the smoke will be seen, but the user can partially or fully cloak themselves in it. Copied from En, the 6th user of One For All.)
- Danger Sense (As a stones played up to AN doubled defense, Only usable for self; or as Prescience, User suffers 3 stun damage when a new, unknown threat triggers this Quirk due to the sharp pain to the head which accompanies the activation of this Quirk. Copied from Hikage Shinomori, 4th user of One For All.)
- Fa Jin (As Kinetic Absorption at AN, with the following advantages:
- May absorb up to 2x AN stones of Kinetic energy at once (May still only boost user up to AN; additional stones simply allow them to maintain the boosts for longer)
- May boost Str, Spd, Toughness, Reflexive Dodge and/or all Physical/Energy Actions involving Kinetic energy in some way by +1/stone spent, or Durability by +1/3 stones spent. Boost stones drain off at a rate of 1 per panel; user decides which bonuses are lost as they lose stones (though they might regain them via absorbing more kinetic energy, of course).
- Absorbed stones do not drain off when not actively used for boosting
- Absorb Self-Inflicted Impacts (User absorbs kinetic energy even from their own movements and impacts, including their own steps as they walk, the impacts from punching enemies, etc.)
- Gearshift (Allows the user to manipulate the Speed/Velocity and Direction of whoever/whatever the user touches, including the user themselves. Through evolution via One For All, its use improved to the cellular level and ignoring the laws of physics, further improving it to new heights. Its options include:
- Velocity (Int.bonus; Stones VS Effect + Duration in panels +1 to change target's direction at some point during Effect; where 'Effect' adds OR substracts to the target's Speed AND to potential attack/impact of the object/being touched.)
- Transmission (Stones VS Effect up to AN; Duration of up to 1 panel/AN, where 'Effect' adds to the user's own Speed - basic or Flight if they have the latter; to their potential attacks/impacts , AND to their Defense due to the insane speed of the user's. Each step of this effect, called 'Gears', represents 3 ANs, with Low Gear being the lowest 1-3 ANs, Top Gear being the Action's highest ANs, and those in between being called Second Gear and Third Gear. Theoretically, higher ANs might add more gears in-between, at user's discretion. NOTE: While active, the user can alter their own Direction or slow their speed instantly as they please, ignoring the laws of Inertia and Momentum at no additional cost.)
- Slow Momentum (Int.bonus; stones VS Movement/Speed/Momentum to reduce or stop one's own movement entirely with sufficient effect. Like regular Velocity option, the user can also slow down or stop their own movement if they so please.)
- Quick-Thinking (Int.bonus; As Concentration; Does not require an Action to use. Via using Gearshift to boost the speed of one's own thoughts.)
- Fast Sight (While Transmission is active, the user either gains Enhanced Vision at Half AN with the 'Fast Sight' option, allowing them to perceive their surroundings despite the insane speed their are moving at. Alternately, if they already have a higher Enhanced Vision MN, they simply gain Fast Sight as an option to it while it is active.)
- Untapped Potential (Int.bonus; stones VS Resistance for various effects at GM's discretion. Due to One For All's power and potential for evolution, Gearshift can be used to boost the "speed" and "Direction" of pretty much anything, providing the user can understand the concept and physically touch it. This option reflects that versatility, as all uses of this ability could not be covered in complete detail.)
-Limited Duration (The 'Transmission' option is very taxing on the body if used excessively, causing restricted access to oxygen and cell damage to the user's body without rest between uses. At most, a user may benefit from it for up to 30 seconds/AN in a row, after which they will be left exhausted, with Energy Regeneration being halved and all A/A/Ms lowered by -2 for 1 minute/AN. If the user stops Transmission before reaching that critical limit, they can recover by simply not using it for the same duration it was used at no penalty.)
-Copied from the unnamed 2nd user of One For All.
Dark Matter: 12
(Int.bonus)
-Efficient
-Copied from level 5 Esper Kakine Teitoku, this ability allows Maxima to control an unknown type of matter/particles, named 'Dark Matter', though it has nothing to do with the real world version of it, and is unknown in the sense that it didn't exist before it was first manifested by its original user. Dark Matter can twist and ignore the laws of physic, and perform countless of different uses as described below:
- Dark Matter Wings (As Psi-Weapon up to AN; additional stones may be spent for Advantages; Damage may be Slashing, Piercing OR Bludgeoning, at the user's discretion, decided with every attack. Manifests six wings of Dark Matter - which ironically appear to be bright white feathered wings of energy - akin to those of a Seraph angel, which have the following additional abilities:
- Flight (Up to AN speeds, Perfect Maneuverability; Can reach speeds of up to 5% of the Speed of Light.)
- Extension (Akin to Stretching; at will, each wing can extend to 5 yards/AN and retains just as much Strength as usual when doing so.)
- Gale of Wind (Create Wind at up to 2/3 this Action's AN, rounded up, by flapping her wings violently.)
- Dark Matter Focus (Grants +2 to all uses of this Action when using Dark Matter through the wings, and +4 total when manipulating other elements through Dark Matter with the wings, such as altering sunlight by letting it filter through the wings' gaps.)
- Detached Wings (At user's discretion, may actually manifest the wings from any point within a Range of Half AN, rounded up, up to an including sprouting out of the back of someone else; they do not need to be attached to the user's body.)
- Energy/Gravity/Matter Mastery (Unlimited Create/Manipulate, Force Blasts - With pretty much any possible Advantage/Disadvantage the user may want, based on the use and the element; Transmute any Energy/Matter into another. Maxima can either use the 'basic' Dark Matter, imbue it with 25,000 different types of Energy, or affect other types of Energy/Matter around her with the Dark Matter to generate an immeasurable amount of possible effects.)
- Telepathy (Repair Minds, Psychometry - Can also read thoughts of people interacting with analyzed objects. In theory, Dark Matter could be used to perform countless other Telepathy effect as the full action would, but the user would need to spend XP to gain such uses.)
- Dark Matter Field (As Force Field at up to AN, Defensive Stones doubled.)
- Shapechange (As Shape Shifting at AN/Metamorphosis/Weapons Morphing at Half AN, rounded up with Telescopic option, and additional ANs for Advantages. Allows user to alter/reshape their body via Dark Matter to assume countless possible forms, or morph parts of their body for various purposes.)
- Phase Shift (As the Action at up to AN, with Phase Stun and Phase Attack options.)
- Wallcrawling (As the Action at Half AN, rounded up; May stand or walk on walls/ceilings as though they were the grounds.)
- Absorption (Stones VS Energy/Matter/Attack or Effect AN, or a target object's Hardness/Size/Weight/Technology/Highest AN/MN, to disintegrate and absorb it within Dark Matter.)
- Dark Matter Clones (As Duplicate Self; 1 stone/clone created, 2 stones/panel to maintain regardless of number of clones active. Alternately, the user may create 'clones, of someone else via Dark Matter, but they are still considered clones of the user for all other intents and purposes than appearance and voice.)
- Dark Matter Creatures (As Summoning; summoned creatures are always loyal to summoner; all Summoned creatures have access to the Dark Matter action at 2 ANs below the original user. The user manifests creatures of Dark Matter to serve their purposes. This can be pretty much anything the user thinks off.)
- Analysis (As Clairvoyance, Only to determine the effects Dark Matter might have on any matter/energy/object/substance.)
- Dark Matter Network (MN Area Effect Enhanced Vision/Clairvoyance-like effect to sense, perceive the world through, know the precise location of and act through any and all Dark Matter effects. NOTE: Unless an attacker can manipulate Dark Matter as well - and even then, only at an AN equal or higher; one could not attempt to harm Maxima or any of her Dark Matter creations through that connection, as while they all function as a whole, they are not directly linked.)
- Regeneration (Adds Superior Fast Healing, Instant Limb Regrowth, and Instant Reconstitute Self as modifiers via use of Dark Matter. The user is capable of regenerating the cells of their entire body at formidable speeds, up to and including remaking one's entire body from nothing but a cell of Dark Matter. At the user's discretion, this regenerated body can appear normal or made out of Dark Matter, or any variant of it.)
-Combine with Close/Ranged Combat
-Accumulate Energy for Greater Effect
-Ignores the Laws of Physics (This Action ignores up to Half AN, rounded up, negative sitmods due to any reason, logic or Law of Physics expected to impede its results.)
Dark Shadow: 10
(Agl.bonus)
-Efficient
-As Tendril Whip
-Armor Penetrating
-Can Absorb and Break down Matter (As Corrosive Touch)
-Artificially Intelligent
-Gained via All For One from Sakura Matou
Drain Energy: 5
-Improved Drain
Energy Absorption/Reflection: 10
-Impact Release (Allows Physical attacks to be absorbed and reflected as well as Energy.)
-Using the Absorption effect requires an action even if it isn't reflected
-Gained via All For One
Forceful Quirk Activation: 10
(Int.bonus)
-Stones VS Dur or Int, whichever is lower; Success forces target to use one of their powers however the user wishes
-Range 3
-Gained via All For One
Gemstone Growth: 10
-Grows unique gemstones in the color of the user's choice through their flesh and skin; Can control the shape of the created gems
-Gem Weight (Creates AN^2 carats worth of gemstone(s)/stone played, split however the user wishes; up to 100 carats/stone played in this case.)
-Gem Value (Value of created gemstones is up to AN^5/carat; may be lower at user's discretion; up to $100,000/carat in this case.)
-Gained via All For One from Rin Tohsaka
Hardening: 8
-As Skin-tight Force Field
-Gained via All For One
Knockout Breath: 7
-Area Attack VS Dur to put to sleep for 1 panel/stone of 'damage'.
Kryptonian Physiology: 9
(Dur.bonus)
-Kryptonian physiology copied by Maxima from Cyborg Superman. Its effects includes the following:
- Ability Boost (Can use as Metamorphosis up to AN to increase Strength, Agility or Speed as necessary)
- Bio-Electric Aura (As Skin-tight Force Field at up to AN, can be extended around other people for 2 stones per 'passenger'; requires physical contact.)
- Freezing Breath (As Force Blast, Area attack, Normal and Stun Damage, Extinguish/cool down fires of intensity of up to AN. Alternately, can be used as an Area attack VS Durability to freeze targets solid, or to create a blizzard by spending stones of effect, Duration and Area on the D&R chart.)
- Heat Vision (A powerful and very versatile Force Blast which may use any, most or none of the following advantages, depending on the level of heat used and the way the blast is fired: 2x damage, 3x damage, Normal and/or Stun Damage, AP [May ignore up to 5 Toughness even if No AP], Sets flammable objects on fire, Causes collateral damage, Area attack, Invisible Blast [Make the Blast invisible to the naked eye, at AN])
- Kryptonian Invulnerability (Gains permanent Toughness [No AP, No 2x damage] of +AN, Reflexive Dodge at half AN, rounded up, and Energy Defense at 1/3 AN, rounded up. Will increase if AN increases.)
- Solar Absorption (Regenerates 3 more Energy while within a Solar System with a Yellow Sun. Will regenerate full AN when directly exposed to the rays while in Outer space.)
- Super-Breath (As Force Blast, Area attack, Normal and Stun damage. Alternately, can create an actual hurricane by paying stones of effect, Area and Duration on the D&R chart.)
- Molecular Acceleration (As Invisibility and/or Phase Shift via vibrating the user's own molecules at hypersonic speeds.)
- Superhuman Abilities (As long as the user isn't left unexposed to the light of a Yellow Sun for too long, they get the following bonuses to their base Abilities: +2x AN Str, +1/2 AN Agl, rounded up; +AN Spd, +AN Dur. Those boosts are reflected after the slashes in her Ability section. Unlike the other effects of this action, those bonuses are static and do not change if the action's AN is increased temporarily via some effect or another, though they do increase with permanent improvements.)
- Supervision (As Enhanced Vision up to half AN, rounded up, but as an action. Options include Electro-Magnetic Spectrum, See and identify Radio/Television/Broadcast/Transmitted frequencies, Telescopic, Microscopic, X-Ray [Cannot see through lead])
One For All: 12
-Efficient
-Almighty (1 stone/AN to be activated. Adds stones played up to AN to Strength, Agility, Speed, Durability, Reflexive Dodge, Toughness, Energy Battery and Deep Reserves, as well as to any other Quirks/superhuman powers the user may have (within reason), in addition to +1 to Power Level per 3 ANs, rounded down, for the duration. The Duration is up to AN hours per day maximum, and dropping Almighty will be exhausting - and potentially damaging, see below - to its user; when the user stops Almighty, they will suffer -2 to all Physical/Superpower actions for 10 minutes, plus 5 minutes per hour the power was maintained. Whether one has used up all of their limit for the day or not, they still need at least 6 hours of rest - usually when sleeping, but simply relaxing peacefully counts - to 'reset' the total, otherwise the limit is retained until said rest is obtained.)
-Overdrive (As Kaioken; each stone played adds 2 stones from the GP to be used on any Physical/Energy/Combat/Power action, but when it is no longer maintained, the user takes Stones played as red stones of damage. This represents using One For All beyond its full limits, which naturally takes its toll on the user's body.)
-Focus Overdrive (As Overdrive, but grants 3 stones from the GP for each stone played, except the power is entirely focused in a single body part, like the head, torso, an arm, a leg, etc. Whichever part is boosted gets more power, but the damage - which is doubled for this use - is also focused there, which might have consequences depending on how much power is used.)
-Transference (One For All has the inherent ability of being transferable to a possible 'successor' via consumption of the original user's DNA by said successor. This process has to be wilful and intended, cannot happen by accident or be forced from the user without their consent. The successor gains One For All with all the advantages and flaws its original user had, at the same AN, and so on. Incidentally, the successor would also gain any other Quirks/superhuman abilities/powers the original user may have, which get passed on alongside One For All. Upon activating this effect, the user retains the 'embers' of the power, and may still use it at -2 AN for a total of AN minutes before losing it for good.)
-Answer The Call (One For All receives a +1 to +5 bonus from the General Pool - which may push its effects beyond the normal AN limitations - whenever its user hears the cries for help of those in need. How much is gained is up to the GM's, and depends on how many people cry for help, as well as to how despaired they may be.)
-Body Pressure (Upon dropping One For All's Almighty effect, if the user has less than Dur 5, they will suffer the difference in red stones of damage from the formidable strain on the body. A user with more than this does not suffer physical harm, but still has to deal with exhaustion, see above. Additionally, regardless of Durability, using the Overdrive option will still cause damage when it ends.)
-Accumulation-type Quirk (While One For All may not be stolen, it can be copied by individuals with the power to do so. However, its nature makes it very ineffective to do so: One For All's power must be accumulated over time by its users and increased with experience and transference, all of which isn't present in a copied version of the Quirk. For that reason, someone who would copy One For All would end up with a pathetic boost at best, increasing at most a single Ability/Action/Modifier by +1.)
-Visual Effect (Upon activating Almighty - as well as most other effects of One For All, including Core Quirks effects, see above - the user undergoes some sort of visual change depending on the specific user. In Nana's case, her irises become sky blue as a whitish-blue aura flares up all around her, or the specific limb she focuses One For All's powers into.)
Rivet Stab: 12
(Agl.bonus)
-Efficient
-As Tendril Whip (Black tendrils with red prominent cracked lines extending from the user's body)
-2x damage, AP, May not split stones between targets
-Range 5
-May be combined with Quirks/powers requesting physical contact to use from afar (in which case, it still deals damage, but only needs to beat Defense minus Toughness and Armor to make contact for said effect.)
-Gained from All For One
Technomorphing: 9 (**UNUSABLE; READ BELOW)
(Int.bonus)
-As Metamorphosis; May use PA/Robots Actions and Modifiers; Limited to cybernetic-looking alterations/enhancements
-Absorb Technology (May absorb nearby Electromagnetic devices by paying Stones VS Hardness/Area/Weight/Technology/Highest AN/MN, whichever is higher, to gain that much more stones to use for the base Metamorphosis use. Up to 3x AN stones may be stored via this method for latter use.)
-Assimilate Technology (Upon using Absorb Technology, if this Action's AN is higher than the absorbed device, the user may permanently copy any powers or special abilities a Technology has that the user doesn't, effectively allowing Maxima to 'steal powers' from technology in addition to doing so from metahumans.)
-Form Robotic Body (May use this action to create a new robotic body out of available electromagnetic devices - requires a mass/volume at least equal to her own body's, except that instead of adding to her own powers, the stones serve as Character Creation stones. She can then transfer into the body using Technopathy to animate it; doing so will increase all of its A/A/M by 1 per hour until they reach the same level as the original Maxima. This can either allow her to form a clone, or serve as Reconstitute Self; see below.)
-NOTE: **Maxima cannot use this Action unless she turns herself into a cyborg.
Telekinesis: 8
Telepathy: 9
(Int.bonus)
-As Telepathy; only usable on Electromagnetic machines and devices
-Create Links with Others
-Illusions (Broadcast)
-Manipulate Dreams
-Mental Block
-Mental Bolts (2x damage, Broadcast)
-Project Thoughts/Control Others (Broadcast)
-Psychometry
-Repair Minds
-Simultaneous Multiple Machines Control (Allows to use Transference option on multiple machines at once. Downright works as Broadcast up to Area of AN if she so pleases.)
-Technopathy (Allows most options to be used on electromagnetic machines, vehicles, robots, etc.)
-Telepathic Communications (Broadcast)
-Transference (As per Possession option; May transfer her consciousness into any electromagnetic machine, including computers, powered armor, robot, vehicle, etc.)
Flight: 8
(Agl.bonus)
-Efficient
-Formerly her Air Walk/Float Quirks, improved to full Flight via Kryptonian Physiology
-AN is for within a planet's Atmosphere; in outer space, her AN goes up to 15 (32 times the Speed of Light)
Warping: 7
-As Teleportation
-Doesn't need to Travel to send others
-May send portals for others to return
-Area Effect; Fine Control (May teleport multiple targets at once; may specify which ones to teleport or not.)
-Gained via All For One
Black Ops: 5
(Int.bonus)
-Stealth
-Search room/area
-Surveillance
-Bodyguard
-Escape artist
Technology: 5
(Int.bonus)
Vehicle operations: 4
-Light vehicles
-Motorcycles
-Aircrafts
-Helicopters
General Knowledge: 6
(Int.bonus)
-Efficient
-Japanese Lore and Culture
-Hero Society
-Hero Network
-Quirks
-One For All/All For One
-The Big Names
Biocomputing: 6
-Efficient
Iron Will: 7
-Iron Fist
-Heal Self
-Leadership
Social Skills: 5
-Beautiful
-Cheerful and Kind
-Empathy
-Compassion
-Badass Heroine
MODIFIERS
Life Force
-As Extended Lifespan
-User will live for twice as long as their normal natural lifespan, in addition to physically appearing up to 1/3 their real age, rounded down, to a minimum of their low 20s, or their real physical age if lower.
-Gained via All For One
Self-Contained Lifeform
All For One: 12
-Steal Quirk/Power (With a single physical contact - requiring a Close Combat attack VS Defense, Ignoring Toughness and Armor if target is unwilling - this modifer's MN is opposed to the victim's Intelligence OR Durability, whichever is lowest; if successful, the user permanently steals the victim's Quirks/Powers/Superhuman abilities, gaining them for themselves at full power and with all advantages, while essentially turning the victim into a normal human. Additionally, the victim becomes disoriented and immobilized for MN minutes, taking -5 to all actions in addition to being unable to perform any physical actions for the duration. NOTE: This effect does not function against a One For All user. Also, it is possible for one to steal the same power multiple times if several users exist, allowing them to stack together.)
-Copy Quirk/Power (Alternately, the user may choose to Copy a lesser version - 2 lower AN/MNs than the original user's power - of a target's Quirk/Power, requiring physical contact as stated above, but not taking away the original user's power, nor paralyzing them.)
-Grant Quirk/Power (Inversely, the user may instead grant the target a Quirk/power they stole, using the same process as above, but instead of stealing powers, the user may grant the target one or more of their own. Incidentally, the user does not necessarily lose the gifted ability; as long as they do not give more than an AN/MN of 2 less than their own to the target, they retain the ability themselves. Note: If a recipient of one of All For One's Quirk granting power already has a Quirk or superpower of their own, they are not dazed or immobilized upon receiving a new one.)
-Mutation Trigger (When copying Mutant-type Quirks - i.e, quirks which permanently alter the user's body in some way - the user of All For One is not altered so. Instead, the physical changes only appear while using the quirks/powers in question, and the user's body returns to normal upon stopping the use of said powers.)
-Transference (Similarly to One For All, All For One can be given to someone else, although doing so in this case would permanently lower the user's Durability by 1. Upon doing so, the user still retains their own version of All For One while granting it to the target, and the target also receives all the powers stolen by the original user, as those are considered as being part of All For One as opposed to separate. Note that this effect is done via physical contact as well. Additionally, as opposed to the original user, such newly created users are limited to maintaining up to MN powers at once; keeping more than that will cause them physical and mental damage, potentially lethally so, forcing them to either drop or give away the excess Quirks ASAP.)
P.C.P.T +5
Springlike Limbs +3
-Adds either to Physical Attacks, or Energy attacks like Air Cannon, by storing and releasing force by coiling one's muscles akin to a coil spring.
-When activated, this Quirk releases black lightning sparks with red outlines around the body part(s) benefitting from it.
-Gained via All For One
Kinetic Booster +2
-Adds to all Physical/Energy actions involving kinetic energy, including effects like Air Cannon
-Has 4 copies of this Quirk, which may all be stacked together
-Gained via All For One
Tool Arms +5
-As Weapon Morphing; but may manifest any normal or power tools from one's arms
-2x damage, Limited AP, Telescopic
-Gained via All For One
Spearlike Bones +4
-As Claws
-2x damage, Limited AP
-Allows user to grow drill-like bone structures from their arms
-Gained via All For One
Super Regeneration
-As Superior Healing Factor (Heals 2w per panel)
-Instant Regrow Limbs
-Cannot regenerate cicatrized/cauterized wounds
-Gained from All For One
Energy Battery 2
Deep Reserves +4
Reflexive Dodge +2
-Overclock (Adds another +3 on top of it when active, see Speed above.)
Toughness +2
-Rivet (Adds +3 to Toughness from manifesting rivet-like growths from the user body; may gain only +2 if manifesting on a limited amount of the body, such as arms only.)
Mental Defense +16
-9 from Telepathy
Magical Defense +5
-From Accelerator
Targeting +2
Multiplier: 3
-Allows user to grow one more pair of arms per MN from their torso
-Each additional arm is as dominant as the user's dominant arm, granting no penalty for using them
-Adds +1 Str per doubling of arms used for any one purpose
-Gained via All For One
Hypertrophy
-Allows user to enlarge their arm up to 10 times as large as normal while retaining normal mobility and dexterity
-Grants +3 Str and another +2 to all Grappling-based attacks for that arm
-Gained via All For One
The Great Fitzgerald: 7
-Copied from Francis Scott Key Fitzgerald, this ability allows one to spend money to gain physical power, with the amount of power increasing and lasting longer depending on how much is spent. This ability functions as described below:
- Pay to Win (The user spends money equal to Monthly/Issue income up to MN, and gains an equivalent bonus to Str, Agl, Spd, Dur, Toughness, Ref.Dodge, and half that much, rounded up, in Flexible Skeleton, for a Duration of 1 hour/MN used. For example, a MN 5 user of this ability could spend up to $100,000 to get a +5 bonus to the aforementioned A/A/M, and +3 to Flexible Skeleton, for up to 5 hours.)
- At any Cost (At the user's discretion, they could instead spend the total Net Worth equivalent up to MN - for example, $10 million for MN 5 - and gain +2 to the resulting bonuses.)
- Endorser (Alternately, instead of using their own Wealth, a user may pay the required money with someone else's, provided it is willingly given for this purpose by the owner.)
- Material Wealth (Also, should a user have on hand an object of sufficient worth to cover the costs of this ability, they could have the power consume that item instead to cover the financial cost.)
-While in use, distinguishing green markings appear throughout the user's skin and garments
Tree-Woman Form
-12' tall, 5000 lbs weight, with wide series of branches covered in thick leaves for Hair
-Increases Base Strength to 6 and Dur to 5, Base Toughness Increased to +3. Special Vulnerability; takes 2x damage from fire attacks.
Enhanced Vision +6
-Infrared, Fast Sight (Only when Overclock and/or Gearshift is active), Vector Analysis
-Gained via All For One
Limit Break: 10
-Limit Gauge: 30
-Go Beyond! Plus Ultra! (Adds MN to Combat)
Photographic Memory
Reconstitute Self, Special
-If she were to be killed or otherwise die of natural or unnatural causes, Maxima would only lose her body. Her mind and soul would endure in an energy-like form which would simply possess a nearby electromagnetic machine via the Transference option of her Technopathy - or simply continue existing through such a machine if she already used it prior to death.
-If she is not using Transference at the time and no electromagnetic device is within range, she still exists in a subtle energy form and can move as per Astral Projection of an AN equal to her Intelligence AN until such a device is within range for her to occupy.
-Upon uploading her consciousness so, she would be able to build herself a new body through use of machine parts available via Technomorphing, see above. Despite such a drastic change, she would retain all of her skills, powers and other abilities.
Wealth: 5
-Gains $100,000 per month/issue
-Currently has $65,310,000
-Updated on 2023-03-11, last issue 'Enchanted Entics'
CHALLENGES
-Psychological (-3; strong sense of justice. The driving force in Nana's life has always been a self-imposed duty to do what is right, what is just. She believes in a world in which the strong fight to protect the weak, the blessed support the helpless, and in which those with the power to stand against evil must do so.)
-Psychological (-3; code of honor. Given her beliefs and goals, Nana would never lie, cheat, go back on her word, betray others or accept an unfair advantage over her own might. She also deeply respects those with ideals and the courage to fight for them.)
-Psychological (-1; mild fear of commitment. After the deaths of her husband, and her student/successor Toshinori Yagi, and her decision to let her child grow up in an adoptive family, Nana fears commitment to new relationships beyond casual friendships and acquaintances.)
-Obsession (-2; to be a Symbol of Peace for humankind. In memory of her student, Toshinori, Nana has taken it upon herself to become the heroine he was prevented from becoming, a Symbol of Peace for all of humankind. She took a Hero name of her own, Maxima, and has come out into the spotlight to bring hope to the hearts of people worldwide.)
-C.T.S.U.F.U (-5. As the greatest heroine in her world's recorded history, it is no surprise that Maxima would never turn away from a soul in need.)
-Haunted past (-3; Nana's husband was murdered by one of her supervillainous foes, which essentially shattered her at the time. Fearing for her son's life - especially after gaining One For All and learning that All For One would be coming after her, she made the heartbreaking decision to leave him in the care of an adoptive family in order to keep him as far away from the superhero life and her late husband's fate, or worse. Worse still, her student/successor, Toshinori Yagi, was killed in their final battle against All For One, sacrificing himself to give her a chance at dealing the final blow that finished off the most fearsome supervillain in history.)
-Deadly Enemies (-6; many supervillains and criminals, remnants of the League of Villains originally founded by All For One.)
EQUIPMENT
-Currently Worn: Makeshift Armor/Clothing made out of materials recovered from destroyed mecha
-Smartphone
-Hero License Card
-Stark Ball (♂ Lvl 49 Raichu)
-Muffin Gem (As All Infinity Gems in one, but only related to muffins. Lent to Nana by Derpy Hooves for healing her from an injury she suffered as Nana was training.)
-XX-Caliber (+7, 2x Damage, AP; Exclusive - May only be wielded by a woman with DD breasts or bigger; smaller bust sized women who grab the sword will be 'enlarged' by up to 3 whole cup sizes to fit the desired criteria.)
-House (Bought for her by Iron Man/Tony Stark. Medium-sized, comfortably furnished. She mostly lives at the Avengers Mansion while on duty, but goes there on days off.)
RESERVE EQUIPMENT (Kept in her quarters in Avengers Mansion)
-White shirt, blue jeans, brown leather jacket, white tennis
-Multiple Clothes of various types (Shirts, blouses, tank tops, couple of vests, some jackets, some coats, pants, jeans, skirts, shorts, a few dresses, sundresses, a few nightgowns, a functional amount of underwear, various shoes, and a couple of swimsuits.)
-Stilt-Dress (As Tendril Whip AN 6, Stretching skirt up to 300'; but prevents effective kicking. Appears as a beautiful floor-length strapless black evening gown.)
______________________________________________________________
STORY: Shimura Nana was originally a simple yet effective heroine with no actual hero name, who simply trained hard and used her unique Quirk, Float, with great skill and wits. A very positive and optimistic heroine, she believed that a true hero had to save both the life, and the heart, of those in danger. For that reason, she always believed a true hero had to smile, no matter what, to show those she protected that she's 'a-ok', and that there was nothing to fear.
Later in her life, Nana became the seventh host of the extremely powerful Quirk known as One For All, becoming one of the greatest heroes of her generation, but also the target of the world's greatest supervillain, All For One. At some point after that, her beloved husband was murdered by one of her enemies in order to get to her. This event essentially shattered her for a while, and in fear of losing her son Kotaro in the same manner - or worse, of him falling in All For One's hands - she sent him away from the world of heroes, to a normal, adoptive family, a decision which haunts her to this day, still unaware whether she did the right thing.
At some point, she met with a Quirkless youth named Toshinori Yagi, who was driven by a unique sense of justice, and a dream of one day becoming a 'Symbol of Peace' for humankind to regain hope in the face of the darkness. At first, she thought his ideals insane, as since he was Quirkless, he'd have one hell of a tough time ever becoming strong enough for that. But eventually, she warmed up to it and decided to take him as her student, and eventual successor, training him to be a hero.
Unfortunately, that would not come to be. All For One managed to track the new One For All user, and launched a violent attack against her, her student, and her friend and fellow hero Sorahiko 'Gran Torino' Torino. Using all of their powers, the two experienced heroes had a tough time holding their own against the unbelievably powerful villain while also protecting Nana's student. As things looked grim, Nana decided to give Toshinori her power of One For All, so they could all attack him together using the final embers of her own power. The strategy was a good one, but their foe was still too powerful, and would have killed them if Toshinori had not gone and made a move to distract All For One... an heroic act which cost him his life. The opportunity was not for nothing, however, and Nana used the opening to land an immeasurably strong blow on their enemy, killing him.
As master and student tearfully bid farewell to each other, the transfered One For All returned to her as he died... along with All For One's own Quirk of the same name, and the ones he had absorbed over the years. To her astonishment, the two Quirks had united within herself, a single user, making her the strongest metahuman to ever exist in her own universe.
From that day onwards, Nana decided that Toshinori's dream would not die with him. She would become the Symbol of Peace in his name, in his memory, and bring back hope to the world, as the newly christened Maxima, the strongest heroine in the world. She had lost so much to get to that point... yet she still had so much more she could give back to the world. And she would do it...
...with a smile.
SKILL POINT SYSTEM DETAILS
- Unarmed Combatants gain a third Energy Pool called Skill Points.
- Skill Point Pool is 2/3 of your Close Combat Action Number
- Skill Point Regeneration is 1/3 of your Close Combat Action Number
- Use Skill Points to add Advantages to your attacks for a Panel on a Point per Cost Level Basis.
- If Purchasing Area Effect, Area = 2, Spend extra SP for more area.