Post by pythr on Mar 26, 2021 14:47:07 GMT
[attr="class","astra"]
» NAME: amaya chiba
» ALIAS: hero of the night
» HERO NAME: astra
» AGE: 21
» GENDER: female
» SEXUALITY: plotsexual
» BLOOD TYPE: b-
» LATERALITY: ambidextrous
» NATIONALITY: japanese
» BIRTHPLACE: tokyo, japan
» SPOKEN LANGUAGES: japanese (first language), english (conversational)
» AFFILIATION: hero
» POSITIVE TRAITS:
How the public sees Amaya and how she truly is are two different matters; after all, if one were to look at her from afar, she would seem rather secluded and elegant, yet what you'd find when you dig further is a girl who is just as nerdy and excitable as others, one who struggles to keep composure when it involves something she's passionate about, and someone who can't get enough about the ridiculous stories within comic books and manga. While she loves space and its mysteries, that doesn't mean it's all she ever talks about, being able to hold a normal conversation just fine.
However, if she were to say that her quirk's circumstance doesn't affect how she sees herself in relation to everyone else, she would definitely be lying. Especially with her power growing to the level it has, she feels an immense disconnect from reality, disregarding her obvious humanity in favor for a more grim outlook; feeling as if she doesn't belong, she cannot help but feel sorrow with every friendship, none feeling as though they truly connect. Call it foolish if you will, the never-ending night she sees is just not the same as what everyone else does- and that bugs her.
Apart from that, when everything isn't so gloomy, she's quite the mischievous person at heart, enjoying mild pranks and corny jokes just as much as the next person- after all, how are you supposed to have fun if it isn't mixed with a little bit of misery? Her creative mind and persuasive talk, alongside a quirk with many unknown variables to the public, make it quite fun to try and make others believe ludicrous ideas and commit to silly acts. When not with others, nor mulling over the odd situation that her quirk puts her in, she does enjoy trying to gaze into the sky above; even if, again, she doesn't see what everyone else sees.
» NORMAL APPEARANCE: Standing at 5'6, Amaya isn't the tallest of the hero bunch, but she definitely packs quite the punch despite that. Unassuming at first because of her stature, her night blue eyes are quick to remind people of her status and ability, and her common demeanor doesn't make any attempts at showing weakness. While one may notice that her skin is pale and cold to the touch, it is simply a byproduct of her quirk's constantly divide between "Earth" and the "Night Zone", the effects of a never-ending night bleeding through to the girl, although she is by no means unhealthy because of it.
Other than that, her deep blue hair seems to go down to her waist, where there exists a scar on her right side. This scar is healed enough to not be a bother at most times, but someone striking her there will definitely elicit a reaction, and just touching it makes it softly throb in pain. It's definitely a weak point only high-rank heroes would know about, for it may be enough to turn the tide of a fight.
» HERO GEAR: Amaya's hero gear consists of a ribbon-tie dress not unlike one you would find at some kind of fancy party, although you could hardly call the battlefield "fancy" or "a party", even if the latter is debatable. An outfit fit in a way to keep her elegant look to the public, the suit is actually custom-made in order to balance look with performance. It's slightly reinforced such that it's harder for normal blades to pierce, but it's nothing too specialized like her normal support gear. The fabric makes colder nights bearable, which is a common occurrence for her.
Amaya's birth was something that brought much confusion to those around her, birthed by two who held quirks related to sun-like quirks at exactly noon, it took many by storm when the blazing sun was replaced by a sparkling moon, stars stretching the sky from end to end. This was the first time anyone in her family had seen a quirk like Amaya's- by all means, her quirk should've followed the path of her predecessors, yet it was so distinctly different, yet powerful.
Her parents weren't heroes, although they had some connections from within the associations; rather, they were the founders of a mildly popular planetarium that held many displays of their solar system, constellations, and other cool things in space. Growing up, Astra was always pushed away due to the lack of control with her night, the other kids not wanting to play in the dark, so she was often found running around inside the location- after all, it was easy for people not to notice that it had turned dark outside when inside the building. She grew to love space and everything about it, even if her attempts at looking through a telescope would always greet her with the odd sky that her quirk generated.
Oh, but the one she loved the most had to be the sun. After all, kids are naturally drawn to what they cannot have, and the sun was a big one; she saw 'images' of it, sure, but actually experience daylight must've been one hell of a thing. Recording the amount of time she spent in each exhibit, it would be a clear winner that anything to do with that big flaming ball would be near the top of the list- for a brief period, she was practically obsessed with it. She would slip out of the phase, of course, but her unending wish to peek a glimpse at it would never end.
Up until middle-school, her classmates had to deal with the night peeking through the windows whenever she wasn't stuck at home, studying and doing homework because she didn't want to be met with another barrage of childish insults; after all, childish minds are quick to antagonize what they do not understand, and she was no stranger to this concept. Those who found it kind of cool, or didn't care too much, were too much in the minority and their voices seldom reached Amaya's ears in a meaningful way- luckily, as a girl with very energetic and caring parents, this didn't make her grow too cold, although it's very likely a reason as to why her feelings in the future grew to how they are.
When entering middle-school, she had gotten to the point that she could at least prevent people from accidentally slipping into the night zone, although it did take quite the mental toll on her for the first year; so much so that her grades even dropped because she would always arrive home mentally exhausted, although she gradually got used to it as she kept making attempts. At this point, everyone was talking about applying to a hero school- of course, very few would actually go through with it, but it did catch the girl's interest; after all, a normal high-school would only be painful for her, feeling such a disconnect from 'normal' people at this point.
When her parents heard of her wish, they were quick to accept- after all, their business was relatively successful, it's not like they couldn't spare the cash for the tuition! Now given a very clear goal, Amaya was quick to brighten up, even if those feelings of disconnect weren't entirely resolved. She would go day to day, doing her best to raise the rankings in her class, and practicing on control and efficiency of her quirk. She knew of the applications that were suited to hero work, but they all made her nauseous to the point of wishing to puke immediately, but she would have to get used to it; after all, a hero who gets sick just from a little use of their quirk was no good at all.
The days passed and her graduation neared, the talk of applying to a hero school died down as kids found their lack of affinity with hero work- perhaps they'd find a happy career during their years in a normal high-school, but not Amaya. No, she was dedicated to applying to U.A, although not many of her classmates knew that exactly- she didn't really talk with any of them. Middle-school slowly came to an end and Amaya registered as fast as she could, the entrance exam going by pretty smoothly, her efforts for trying to control her power paying off immensely.
Here, at U.A, she would be able to find someone she could connect with, right? It was very difficult, feeling as though nothing was sincere, but surely it would change in the world of heroic spirits, right? Alas, it was not to be, for months passed after her entrance and her hype slowly, but surely, died out. She had friends, sure, but no one that felt like a real one- an issue that was too complex to even explain in words, let alone let someone she didn't trust know about it. Even if she quickly rose to be a top student, it was all too saddening to see that she couldn't do anything about her situation.
With that, graduating was rather easy. She felt lost after leaving, uncertainty in her steps. She wanted to keep being a hero but, after her experiences at U.A, she noticed that the increase in her power only increased the gap between her and others; showered with praise that she could become "the next big thing", she was unsure if this was really what she wanted to do, but she was far too into it at this point. From then on, she slowly rose the ranks, making her name more and more known with large busts and even some villain takedowns- it was all going great, her name was more frequently brought up as she roamed the streets, but there was one more thing she wanted to do.
Start her own agency. Somewhere that she can collect those like her and give them a place to better themselves; she felt as though she never really fit in with the others, and with her current fame, making one really wouldn't be too much of an issue. But to make it known, she'd have to do something big- a contentious target that would surely make her known to many, a criminal that's especially known for being slippery... she would go after a certain Sentinel; Bowl. She didn't know where to start exactly, but her information gathering had lead to some interesting intel.
``Of course,`` her mind rambled, ``Someone like Bowl would be around Shinogi.`` She despised the landscape of the city, wishing that they could clean it up at some point, but she knew what that would do as well- by giving criminals a city, they reduce the crime where the civilians lay. It's smart but it still irked her. The building she had ended up at was long abandoned, in one of the dark corners of the city, somewhere that you would overlook as you're searching. With her blade at the ready, she calmly made her way through the dark building, eyes adjusting to the lack of light- truly a blessing, it was, to have those eyes. The sound of her footsteps echoing in the building made her uneasy, even with her prestige- no normal person would be able to harm her, let alone avoid entering her zone of night without some kind of mental barrier--
Of course, as she was thinking about, a sharp pain showed itself in her side- the sudden incision and lack of any sensed presence was quite mind-boggling; if they saw her, she should've been able to sense them, so what the hell happened? Her eyes trailed down to a blade that stuck into her side, her body taking a second to react before the blade exited her side and floated behind her, the girl quickly falling to her knees as she turned around to see a familiar mask. What she did not expect, however, is for the man that had sliced into her to take such a casual approach to it, his voice coming out as if it were some kind of mistake.
The events were blurry in her mind, the deep wound hurting like a bitch but, if she had to give him credit, that's mostly all of it. He didn't cut anything too important, the only risk being bleeding out. After remarking about how she was 'durable', taunting her, Bowl would hand her a slip of paper, asking her to 'do him a favour'. After that, he disappeared, and she was immediately calling for help, remarking how she was attacked. A day later, the pain stung deep as she stared at the hospital ceiling, the event that was supposed to make her agency big resulting in a flop.
Taking out the piece of paper handed to her, she would read the instructions, where she would be met with an awful surprise; just as she had, someone knocked at the door, asking if they could come in and talk about what happened. The story that came after was a tale of how Amaya and Bowl had fought, and while she came out with this kind of injury, the vigilante was left with heavy injuries, enough that Amaya made sure to emphasize that he was barely living by the end of it. Details were vague, and there was sure to be speculation, but Amaya could only hope that this didn't all backfire on her. After all, it was his instructions, and if she didn't want her agency to get off to a bad start, she had no choice but to listen.
That's how the public came to know Astra as "the one that took down Bowl", even if the story isn't particularly true. She didn't know why he did it, nor if anyone else knew the truth, but as she spent the next few weeks recovering from the deep wound, she could only worry about how this'll all turn out. ``I may have just started a very dangerous chapter of my life...``
» DESCRIPTION: The quirk that is most notable for the one affliction to those who are trapped by Astra's gaze- for the girl, there is never a day time, and she can extend that vision to others. What started as a simple illusion that was easy to blink out of has now begun to influence the world around her. For when her mind is relaxed, anyone who gazes into her eyes or is chosen by her will find themselves trapped in this eternal night, although she's at a level of control where she can prevent it from accidentally leaking and can disengage whoever she wishes. With good enough mental resistance, one could prevent being entrapped, however it's very easy to slip into and requires more effort to leave than prevent. During the night, the effect only changes how the stars look in the sky, and how the moon never moves. She may only gain the effects of being in her night zone if everyone who can see her is in the zone as well (clarification sake: blind people are counted as not seeing her). A target must be within 100m of Astra to be trapped, and only needs a glance of her person, and the diameter of the 'world' is about the size of a large city, such as Tokyo, which you must cross the edge to leave, although she may disengage anyone, as long as she's conscious of them entering.
ETERNAL NIGHT: The place which is thought to be an illusion is actually something more when you dig into it, a realm that is similar yet distinct from normality. There are a few applications that this bring, which encompass the utility part of Astra's quirk. With this night zone being practically a space that coexists with Earth, although with some rules that aren't so concrete, Astra can partially manipulate this area and translate some effects to the real world. At the level of [ MASTERY ], getting trapped in her zone of night is practically a death sentence for anyone who can't match her raw power and, even then, it'll be a huge struggle to keep up.
BLINK: Being of two separate worlds, it is hard to say Astra has a strong connect with "Earth"- this translates into her ability to temporarily alter her point in space for short bursts, the length depending on the surrounding factors. Naturally, this follows the pattern with the time of day and if her foe exists in the night zone. During day time, she may 'blink' to an area within her line of sight that's at least 500m from her person, with accuracy on landing lessening the farther she goes. Either during the night, or within her night zone during day, she may blink to an area in her vision or to a location she was up to ten posts prior, as long as it's within the range. At the strongest, during the night and within her night zone, this range is doubled. She may only do a long-range blink twice a post, or up to ten short-range blinks (short range = 50m during day, 75m during night / day + night zone, 100m during night + night zone).
NIGHT'S CALLING: The night empowers Astra's body, sources including her night zone and the actual night sky. Because of this, Astra's internal body clock is extremely fine tuned; she's able to tell the time of day just on how powerful she feels. During the day time, against a foe who isn't shrouded in her darkness, she's strong enough to slice through titanium and endure similar attacks. During the night, or the day against a foe in her night zone, she's strong enough to slice through diamond, although her endurance remains the same. However, at her strongest (night zone + night time), she's said to have a slight edge over even her peers, making her quite dangerous to take on when you're trapped in her realm.
One of the "big" techniques in Astra's kit, there is a clear theme centered around her super moves; they all revolve around drastic altering of the night zones rules and, through that, she alters a part of the world's rules. As scary as this sounds, she has very limited uses for this power, as she's not able to do anymore than what is written here. She cannot change one element to another, nor can she freely erase an existence. For this ability, on activation, there is an immediate feeling of pressure around Astra, extending to create a 100m dome with Astra in the center, the effect lessening the further away you are from the center. During the day time, the diameter is decreased to 75m and she's only able to increase the pressure to a point where very sturdy skyscrapers and buildings would fall under the pressure and people with enough strength to punch through steel forced to their knees. In her night zone during the day, or simply during the night, the range is at the standard 100m and one must be strong enough to pierce through diamond to partially ignore the gravitational binding, where even bunkers built for apocalyptic threats would shift and crack under the pressure. During the night time, with the foe in their night zone, this effect is amplified to the point that even those who are equal to her would find it a bit difficult to move under the pressure, but not impossible. She can hold this gravity alteration for five posts once activated, and it may only be done once per thread.
To fight, one might say that your eyes and ears are the most important, right? Well, if you think in such a way, it's very likely that Astra is able to severely impact your way of fighting for five posts. When activated, Astra must connect a finger with her foe's forehead, which creates a black bubble that spans a 25m diameter, pushing away anyone who isn't the one contacted to the edges. To destroy the bubble, one must be able to break ballistic glass. Inside the black hole, to her opponent, everything becomes dark, as if they were in a room with absolutely no light, even those with very adept eyes being unable to make out objects in the room except for Astra, and the sound from outside being extremely isolated, mimicking the effects of 'the quietest room', where the foe will be able to hear their own body fluids clearly. It's practically Astra's method of separating a group and picking one off, although she's only able to utilize it once every five posts, the cooldown starting after the bubble is removed by her / destroyed / time runs out. She's able to see clearly in the bubble, which means it becomes difficult for the other to fight.
Astra may only active 'Stacking Infinitum' if she hasn't blinked previously in the post during activation. There exists two parts of this super move; first is the wind-up, and second is the payoff, and the drawbacks occur immediately after the payoff. For the first post of activation, Astra temporarily lifts the restraints on her ability to blink (with the caveat that the explosions/implosions are stored), proceeding to produce a barrage of attacks on her foe(s), which is able to finely slice a chunk of reinforced concrete with ease and attack the equivalent of an army, before she lands close to the barrage site with her body feeling very heavy. At this point, if her foe is still standing, they are able to land whatever strikes they may, as enough damage will cancel this move and produce heavy backlash; they must hit her enough to knock her out, though. After the first post, and she gets through the wind-up, she will let out a large shockwave with her as the center. The gust is enough to pick up large trucks and immediately shatter windows, creating a shockwave that extends 50m in every direction from her body, with increasing intensity the closer you are to the center. This may leave someone blown into the sky, or blown into debris, or it may leave the girl incredibly open if one is able to withstand it. If at the center, it's very likely an average person may be blown 100m - 200m away from her. The ground will tremble feverishly 40m away from her person in all directions, with the shaking lessening but still present 41m - 60m, slight trembles present at 61m - 80m, and the faint feeling of a shake at 81m - 100m away.
» DRAWBACKS: A quirk such as Eclipse is very dangerous to society if handled incorrectly, and luckily, Astra has a good set of drawbacks to worry about if she overuses it; first and foremost, the use isn't infinite, and it's very hard to use the full potential in large crowds. At her current level, she's able to use her normal powers without requiring rest due to her training. As well, while she can certainly trap multiple people into her area, it's hard to catch everyone; meaning, in large crowds, the best she can do is fight at her lowered potential unless everyone stares at her and gets trapped, which is very improbable. For blink, Astra seems to get more and more sick to more she uses it, the act of moving from one place in space to another being rather difficult for multiple uses. Beyond that, simply short-blinking eight times in two posts, or three long-blinks, may result in her feeling very unwell.
While she cannot feel the immediate effects of displacement, the aftereffects are certainly sure to sting if she gets caught up in them. The incoming or outgoing debris has a chance to hit her, as well as the effects of blasting a heat/cold wave around possibly leading to complications in her surroundings. For any of her super moves, they usually come with a heavy cost; although every injury inflicted is temporary, it is a trade-off for the power she can demonstrate. Each trade-off for her super moves last for five posts, and are lined up as such; for Night Monarch, her body becomes more sluggish because of the aftereffects of altering gravity rebounding in her body, making fighting more difficult. Black Hole, she finds that her eyesight becomes much worse off, everything becoming a blur except for what's very close to her, and a loud ringing will sound in her ears, making whispering hard to make out. Stacking Infinitum, her blinks are reduced from five / post to three / post. On top of all of this, she will feel an immense amount of pain in her body, which lessens with each post, for three posts. This can complicate existing conditions. For Stacking Infinitum, this pain is increased to five posts. The backlash for Stacking Infinitum includes pain that would fry her nerves if possible, leaving her unable to move for three posts. It's a move she hasn't used before, but keeps in her arsenal just in case.
The name for her self-developed fighting style, it involves use of a rapier-like sword with precise jabs and good footwork. At this level, Astra has passed the average folk, and is very well on the path to becoming a high-ranking swordswoman. Her skill with the blade should definitely not be overlooked, for if you underestimate her even a bit, it's your head that'll come off.
Astra's eyes are no longer her own, exactly; that isn't to say they've been removed, no, only that they've been enhanced. Experimental technology that she decided to try because of her affinity with the night, at this level, they allow her to see in naturally dark rooms near perfectly, and for her reactions to speed up to a point that bullets fired from low-caliber guns, such as most pistols, may be processed and reacted to. Of course, there is still room for improvement, as her vision isn't perfect in very dark spaces and there's the possibility of cranking up the secondary part. Finally, she's able to see at farther distances than normal; in this case, she can read text on paper at around 15m length, make out distinct details at 20m, and have a generally clear view at 40m. Beyond that, it becomes blurry and hard to process.
[newclass=.astra]font-family:times new roman!important;font-size:14px!important[/newclass][newclass=.astra a]font-family:times new roman;font-size:14px[/newclass][newclass=.astra b]font-family:times new roman;font-size:14px;color:#a6a8ff[/newclass]
Credits to @rx for the template
AMAYA CHIBA
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❝wherever i go, the night follows❞
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❝wherever i go, the night follows❞
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OVERVIEW
» NAME: amaya chiba
» ALIAS: hero of the night
» HERO NAME: astra
» AGE: 21
» GENDER: female
» SEXUALITY: plotsexual
» BLOOD TYPE: b-
» LATERALITY: ambidextrous
» NATIONALITY: japanese
» BIRTHPLACE: tokyo, japan
» SPOKEN LANGUAGES: japanese (first language), english (conversational)
» AFFILIATION: hero
» heroes (ヒーロー hīrō?) are individuals who are licensed to use their quirks to protect civilians from villains, natural disasters, and/or any other kind of harm.» RANK: hero specialist
» Seasoned heroes who focus on both saving as many people as possible and facing villains that go beyond a mere scoundrel. Most of the heroes in this category are near their peak, having fought several battles and made their place among heroes abundantly clear. Specialists are widely considered to be close to the pinnacle of their fields, recognized for their talents, skill, and abundant strength when it comes to throwing down with equal threats. Should one of them respond to a scene, it's near guaranteed that it's not only serious, but potentially block-leveling. Individuals who claim the title of Hero Specialist may take up many forms, such as being support or combat based, but one thing is obvious: You do not want to go into a fight with one of them unprepared.» THEME: casual || adventurous || combat || control || the forbidden theme || a
PERSONALITY
» POSITIVE TRAITS:
✔ creative» NEGATIVE TRAITS:
✔ patient
✔ elegant
✔ persuasive
✘ mysterious»LIKES:
✘ hard to trust
✘ difficult to connect
✘ deceitful
✔ stars! especially the sun.»DISLIKES:
✔ sweets
✔ peace and quiet
✔ her family's planetarium
✘ cinnamon rolls» GOALS:
✘ novels, too lengthy
✘ sleeping
✘ radical vigilantes, especially bowl
★ to see the sun!» FEARS:
★ create a meaningful friendship
★ retire and inherit the planetarium
☠ never seeing the sun» HOBBIES:
☠ the planetarium closing down
☠ making a friend only for them to hate her
❤ stargazing
❤ comic books!
❤ pranks
How the public sees Amaya and how she truly is are two different matters; after all, if one were to look at her from afar, she would seem rather secluded and elegant, yet what you'd find when you dig further is a girl who is just as nerdy and excitable as others, one who struggles to keep composure when it involves something she's passionate about, and someone who can't get enough about the ridiculous stories within comic books and manga. While she loves space and its mysteries, that doesn't mean it's all she ever talks about, being able to hold a normal conversation just fine.
However, if she were to say that her quirk's circumstance doesn't affect how she sees herself in relation to everyone else, she would definitely be lying. Especially with her power growing to the level it has, she feels an immense disconnect from reality, disregarding her obvious humanity in favor for a more grim outlook; feeling as if she doesn't belong, she cannot help but feel sorrow with every friendship, none feeling as though they truly connect. Call it foolish if you will, the never-ending night she sees is just not the same as what everyone else does- and that bugs her.
Apart from that, when everything isn't so gloomy, she's quite the mischievous person at heart, enjoying mild pranks and corny jokes just as much as the next person- after all, how are you supposed to have fun if it isn't mixed with a little bit of misery? Her creative mind and persuasive talk, alongside a quirk with many unknown variables to the public, make it quite fun to try and make others believe ludicrous ideas and commit to silly acts. When not with others, nor mulling over the odd situation that her quirk puts her in, she does enjoy trying to gaze into the sky above; even if, again, she doesn't see what everyone else sees.
APPEARANCE
» HEIGHT: 5'6 » WEIGHT: 140 lbs » EYE COLOR: night blue » HAIR COLOR: deep blue » SKIN COLOR: white » SCENT: normal » ABNORMALITIES: cold & pale skin, alongside a large scar on her right side. stings if touched / aggravated. » FACE CLAIM NAME: astesia » FACE CLAIM SERIES: arknights |
» NORMAL APPEARANCE: Standing at 5'6, Amaya isn't the tallest of the hero bunch, but she definitely packs quite the punch despite that. Unassuming at first because of her stature, her night blue eyes are quick to remind people of her status and ability, and her common demeanor doesn't make any attempts at showing weakness. While one may notice that her skin is pale and cold to the touch, it is simply a byproduct of her quirk's constantly divide between "Earth" and the "Night Zone", the effects of a never-ending night bleeding through to the girl, although she is by no means unhealthy because of it.
Other than that, her deep blue hair seems to go down to her waist, where there exists a scar on her right side. This scar is healed enough to not be a bother at most times, but someone striking her there will definitely elicit a reaction, and just touching it makes it softly throb in pain. It's definitely a weak point only high-rank heroes would know about, for it may be enough to turn the tide of a fight.
» HERO GEAR: Amaya's hero gear consists of a ribbon-tie dress not unlike one you would find at some kind of fancy party, although you could hardly call the battlefield "fancy" or "a party", even if the latter is debatable. An outfit fit in a way to keep her elegant look to the public, the suit is actually custom-made in order to balance look with performance. It's slightly reinforced such that it's harder for normal blades to pierce, but it's nothing too specialized like her normal support gear. The fabric makes colder nights bearable, which is a common occurrence for her.
HISTORY
Amaya's birth was something that brought much confusion to those around her, birthed by two who held quirks related to sun-like quirks at exactly noon, it took many by storm when the blazing sun was replaced by a sparkling moon, stars stretching the sky from end to end. This was the first time anyone in her family had seen a quirk like Amaya's- by all means, her quirk should've followed the path of her predecessors, yet it was so distinctly different, yet powerful.
Her parents weren't heroes, although they had some connections from within the associations; rather, they were the founders of a mildly popular planetarium that held many displays of their solar system, constellations, and other cool things in space. Growing up, Astra was always pushed away due to the lack of control with her night, the other kids not wanting to play in the dark, so she was often found running around inside the location- after all, it was easy for people not to notice that it had turned dark outside when inside the building. She grew to love space and everything about it, even if her attempts at looking through a telescope would always greet her with the odd sky that her quirk generated.
Oh, but the one she loved the most had to be the sun. After all, kids are naturally drawn to what they cannot have, and the sun was a big one; she saw 'images' of it, sure, but actually experience daylight must've been one hell of a thing. Recording the amount of time she spent in each exhibit, it would be a clear winner that anything to do with that big flaming ball would be near the top of the list- for a brief period, she was practically obsessed with it. She would slip out of the phase, of course, but her unending wish to peek a glimpse at it would never end.
Up until middle-school, her classmates had to deal with the night peeking through the windows whenever she wasn't stuck at home, studying and doing homework because she didn't want to be met with another barrage of childish insults; after all, childish minds are quick to antagonize what they do not understand, and she was no stranger to this concept. Those who found it kind of cool, or didn't care too much, were too much in the minority and their voices seldom reached Amaya's ears in a meaningful way- luckily, as a girl with very energetic and caring parents, this didn't make her grow too cold, although it's very likely a reason as to why her feelings in the future grew to how they are.
When entering middle-school, she had gotten to the point that she could at least prevent people from accidentally slipping into the night zone, although it did take quite the mental toll on her for the first year; so much so that her grades even dropped because she would always arrive home mentally exhausted, although she gradually got used to it as she kept making attempts. At this point, everyone was talking about applying to a hero school- of course, very few would actually go through with it, but it did catch the girl's interest; after all, a normal high-school would only be painful for her, feeling such a disconnect from 'normal' people at this point.
When her parents heard of her wish, they were quick to accept- after all, their business was relatively successful, it's not like they couldn't spare the cash for the tuition! Now given a very clear goal, Amaya was quick to brighten up, even if those feelings of disconnect weren't entirely resolved. She would go day to day, doing her best to raise the rankings in her class, and practicing on control and efficiency of her quirk. She knew of the applications that were suited to hero work, but they all made her nauseous to the point of wishing to puke immediately, but she would have to get used to it; after all, a hero who gets sick just from a little use of their quirk was no good at all.
The days passed and her graduation neared, the talk of applying to a hero school died down as kids found their lack of affinity with hero work- perhaps they'd find a happy career during their years in a normal high-school, but not Amaya. No, she was dedicated to applying to U.A, although not many of her classmates knew that exactly- she didn't really talk with any of them. Middle-school slowly came to an end and Amaya registered as fast as she could, the entrance exam going by pretty smoothly, her efforts for trying to control her power paying off immensely.
Here, at U.A, she would be able to find someone she could connect with, right? It was very difficult, feeling as though nothing was sincere, but surely it would change in the world of heroic spirits, right? Alas, it was not to be, for months passed after her entrance and her hype slowly, but surely, died out. She had friends, sure, but no one that felt like a real one- an issue that was too complex to even explain in words, let alone let someone she didn't trust know about it. Even if she quickly rose to be a top student, it was all too saddening to see that she couldn't do anything about her situation.
With that, graduating was rather easy. She felt lost after leaving, uncertainty in her steps. She wanted to keep being a hero but, after her experiences at U.A, she noticed that the increase in her power only increased the gap between her and others; showered with praise that she could become "the next big thing", she was unsure if this was really what she wanted to do, but she was far too into it at this point. From then on, she slowly rose the ranks, making her name more and more known with large busts and even some villain takedowns- it was all going great, her name was more frequently brought up as she roamed the streets, but there was one more thing she wanted to do.
Start her own agency. Somewhere that she can collect those like her and give them a place to better themselves; she felt as though she never really fit in with the others, and with her current fame, making one really wouldn't be too much of an issue. But to make it known, she'd have to do something big- a contentious target that would surely make her known to many, a criminal that's especially known for being slippery... she would go after a certain Sentinel; Bowl. She didn't know where to start exactly, but her information gathering had lead to some interesting intel.
``Of course,`` her mind rambled, ``Someone like Bowl would be around Shinogi.`` She despised the landscape of the city, wishing that they could clean it up at some point, but she knew what that would do as well- by giving criminals a city, they reduce the crime where the civilians lay. It's smart but it still irked her. The building she had ended up at was long abandoned, in one of the dark corners of the city, somewhere that you would overlook as you're searching. With her blade at the ready, she calmly made her way through the dark building, eyes adjusting to the lack of light- truly a blessing, it was, to have those eyes. The sound of her footsteps echoing in the building made her uneasy, even with her prestige- no normal person would be able to harm her, let alone avoid entering her zone of night without some kind of mental barrier--
Of course, as she was thinking about, a sharp pain showed itself in her side- the sudden incision and lack of any sensed presence was quite mind-boggling; if they saw her, she should've been able to sense them, so what the hell happened? Her eyes trailed down to a blade that stuck into her side, her body taking a second to react before the blade exited her side and floated behind her, the girl quickly falling to her knees as she turned around to see a familiar mask. What she did not expect, however, is for the man that had sliced into her to take such a casual approach to it, his voice coming out as if it were some kind of mistake.
The events were blurry in her mind, the deep wound hurting like a bitch but, if she had to give him credit, that's mostly all of it. He didn't cut anything too important, the only risk being bleeding out. After remarking about how she was 'durable', taunting her, Bowl would hand her a slip of paper, asking her to 'do him a favour'. After that, he disappeared, and she was immediately calling for help, remarking how she was attacked. A day later, the pain stung deep as she stared at the hospital ceiling, the event that was supposed to make her agency big resulting in a flop.
Taking out the piece of paper handed to her, she would read the instructions, where she would be met with an awful surprise; just as she had, someone knocked at the door, asking if they could come in and talk about what happened. The story that came after was a tale of how Amaya and Bowl had fought, and while she came out with this kind of injury, the vigilante was left with heavy injuries, enough that Amaya made sure to emphasize that he was barely living by the end of it. Details were vague, and there was sure to be speculation, but Amaya could only hope that this didn't all backfire on her. After all, it was his instructions, and if she didn't want her agency to get off to a bad start, she had no choice but to listen.
That's how the public came to know Astra as "the one that took down Bowl", even if the story isn't particularly true. She didn't know why he did it, nor if anyone else knew the truth, but as she spent the next few weeks recovering from the deep wound, she could only worry about how this'll all turn out. ``I may have just started a very dangerous chapter of my life...``
QUIRK
E C L I P S E
MASTER | MASTERY | EMITTER
» DESCRIPTION: The quirk that is most notable for the one affliction to those who are trapped by Astra's gaze- for the girl, there is never a day time, and she can extend that vision to others. What started as a simple illusion that was easy to blink out of has now begun to influence the world around her. For when her mind is relaxed, anyone who gazes into her eyes or is chosen by her will find themselves trapped in this eternal night, although she's at a level of control where she can prevent it from accidentally leaking and can disengage whoever she wishes. With good enough mental resistance, one could prevent being entrapped, however it's very easy to slip into and requires more effort to leave than prevent. During the night, the effect only changes how the stars look in the sky, and how the moon never moves. She may only gain the effects of being in her night zone if everyone who can see her is in the zone as well (clarification sake: blind people are counted as not seeing her). A target must be within 100m of Astra to be trapped, and only needs a glance of her person, and the diameter of the 'world' is about the size of a large city, such as Tokyo, which you must cross the edge to leave, although she may disengage anyone, as long as she's conscious of them entering.
ETERNAL NIGHT: The place which is thought to be an illusion is actually something more when you dig into it, a realm that is similar yet distinct from normality. There are a few applications that this bring, which encompass the utility part of Astra's quirk. With this night zone being practically a space that coexists with Earth, although with some rules that aren't so concrete, Astra can partially manipulate this area and translate some effects to the real world. At the level of [ MASTERY ], getting trapped in her zone of night is practically a death sentence for anyone who can't match her raw power and, even then, it'll be a huge struggle to keep up.
OUT OF MIND: Altering the rules of the night zone, as long as one's perception is within the realm, she may alter what they see depending on their mental resistances. At this point, creating a flurry of nightmarish beasts is child's play, hiding one presence or accentuating another being a necessity to maneuver a battle field. To feign what isn't there, to create a reality out of imagination, that is Out of Mind; at this point, she can create illusions so real that even the most skeptical of people would be forced to admit it's true, even it can't hurt someone physically, it can certainly feel as thought it's ripping into your skin.
NIGHTWALKER: Astra knows her way around this place, and that means more than just knowing the overall layout; after all, it's practically a 1:1 replica of the real word. No, she has a supernatural instinct when it comes to the night zone, making it far more dangerous to fight her in. Even if an entire city is trapped into her realm, to say that she can understand where each and every one of them are would be underestimating her capabilities. This kind of understand can see through illusions, allowing her to fight despite what one may try to make her believe, and makes tracking a piece of cake as long as she catches a glance. Although she cannot predict blows nor look through those skilled enough to hide their presence, those kinds of people are very few and far in between, and just knowing where her enemies are, and their current physical status, is enough in most cases.
SEPARATION: Crowds are a difficult subject for Astra, the act of one person not entranced by her quirk resulting in the lack of full use. However, she has developed a work-around, which she likes to call separation. It's not the easiest to use, however, the final product results in complete focus on her and her foes, meaning she's able to utilize the night-zone effects of her quirk. For this to work, she has to connect her finger with her opponent's forehead (for however many there are), and then activate the skill; doing so will block everyone else from their perception, meaning it'll essentially become a fight against her and them. The downside, however, is that she can't see what others are doing during this time. She won't be able to see if there was an unknown assailant who may attack her. She may hold this for around ten posts, and may disengage it at any point, requiring two posts and to touch everyone's forehead once more. She can still detect them through NIGHTWALKER, however, reacting to their attacks is still difficult.
LAW OF THE LAND: Astra was once a stranger to the world around her but has become its ruler throughout her life as a hero. As such, she's able to manipulate some rules. She's able to restrict a subsection of her night zone, disallowing specific people to leave as long as she wills it; to leave, you must be able to force yourself through the zone's defenses. She can create many of these subsections and control their area precisely, allowing her to catch attacks as long as she can react to them, such as create a small zone where bullets may not pass to suspend them mid-air.
BLINK: Being of two separate worlds, it is hard to say Astra has a strong connect with "Earth"- this translates into her ability to temporarily alter her point in space for short bursts, the length depending on the surrounding factors. Naturally, this follows the pattern with the time of day and if her foe exists in the night zone. During day time, she may 'blink' to an area within her line of sight that's at least 500m from her person, with accuracy on landing lessening the farther she goes. Either during the night, or within her night zone during day, she may blink to an area in her vision or to a location she was up to ten posts prior, as long as it's within the range. At the strongest, during the night and within her night zone, this range is doubled. She may only do a long-range blink twice a post, or up to ten short-range blinks (short range = 50m during day, 75m during night / day + night zone, 100m during night + night zone).
DISPLACEMENT: Blink is not only an ability that allows Astra to move from point A to point B- it's also her main combat ability, and what she's mostly known for. Whenever she blinks, there'll be a small reaction where she lands, which can take multiple forms depending on Astra wills; of course, she can adjust the power of the reactions, so she can use it just for mobility if she wishes, and she isn't affected by the reactions of her own quirk, except against something like debris. One of the most classic ones would be a small explosion, causing an outwards push with a heat wave that, at it's strongest, may cripple metallic glass structures and melt a good amount of Earthly metals. Another example would be the inverse of that, pulling in and sucking heat and objects from around her, making the area cold enough to instantly freeze de-icer liquid, cause severe fourth-degree frostbite to exposed body parts, and severe third-degree for parts that are covered. Using a reaction takes up two blinks for the post, so she can only logically use two reactions. Reactions that she can cause include EMP waves that disable electronics, becoming akin to a tesla coil with electricity, and
SHINE: Instead of a reaction, Astra may infuse the power from a blink into an object; namely, her sword. This power can be applied in a few different ways, such as her next slash causing a shockwave that will cut items with the durability of diamond in its path, going as wide as a city block. She can also centralize it into the tip of her blade, causing a large explosion after thrusting it into something, which is especially good when she finds a small nick in one's armour. Finally, she may enhance the entire blade for a barrage of jabs, which should pack more of a punch than her normal strikes. These strikes can also be elementally enhanced, such as the gusts of wind wrapping her blade to knock someone back a great distance or the crackles of electricity to fry someone's electronics and/or body.
AFTERIMAGE: An aftereffect of the sudden disappearance and reappearance of Astra, she may leave behind an 'afterimage' when blinking, one that looks just as lifelike as the real thing, save for the lack of movement. This afterimage disperses into a cloud of smoke when someone attempts to hit and, in the heat of battle, could mean the difference between winning and losing. She may only leave eight afterimages in the span of two posts during day, and ten during night. In her night zone, regardless of the time, the afterimages may actually move and mimic an attack, although they'll still disperse on contact.
AMBIGUITY: Did that strike hit? Or did it not? Being not of Earth is huge when it comes to receiving attacks as Astra can practically will herself out of existence for moments at a time, allow attacks that could cripple a normal person practically go by unnoticed. When these adjustments are made, even if the opponent felt as their blade struck right at their core, they'll find that it glides past her side with her unharmed; she must manually use this, so things she cannot react to are a no-go, and attacks with force enough to break diamond are too difficult to properly divert, although she can still dampen the blow. She can block up to five attacks in the span of three posts using this, with stuff like rapid gunfire from one source counting as one charge. Keep in mind, she is not phasing out their attacks, simply diverting them to miss; she has to be mindful of people around her when she does this.
NIGHT'S CALLING: The night empowers Astra's body, sources including her night zone and the actual night sky. Because of this, Astra's internal body clock is extremely fine tuned; she's able to tell the time of day just on how powerful she feels. During the day time, against a foe who isn't shrouded in her darkness, she's strong enough to slice through titanium and endure similar attacks. During the night, or the day against a foe in her night zone, she's strong enough to slice through diamond, although her endurance remains the same. However, at her strongest (night zone + night time), she's said to have a slight edge over even her peers, making her quite dangerous to take on when you're trapped in her realm.
SUPERMOVES
NIGHT MONARCH
One of the "big" techniques in Astra's kit, there is a clear theme centered around her super moves; they all revolve around drastic altering of the night zones rules and, through that, she alters a part of the world's rules. As scary as this sounds, she has very limited uses for this power, as she's not able to do anymore than what is written here. She cannot change one element to another, nor can she freely erase an existence. For this ability, on activation, there is an immediate feeling of pressure around Astra, extending to create a 100m dome with Astra in the center, the effect lessening the further away you are from the center. During the day time, the diameter is decreased to 75m and she's only able to increase the pressure to a point where very sturdy skyscrapers and buildings would fall under the pressure and people with enough strength to punch through steel forced to their knees. In her night zone during the day, or simply during the night, the range is at the standard 100m and one must be strong enough to pierce through diamond to partially ignore the gravitational binding, where even bunkers built for apocalyptic threats would shift and crack under the pressure. During the night time, with the foe in their night zone, this effect is amplified to the point that even those who are equal to her would find it a bit difficult to move under the pressure, but not impossible. She can hold this gravity alteration for five posts once activated, and it may only be done once per thread.
BLACK HOLE
To fight, one might say that your eyes and ears are the most important, right? Well, if you think in such a way, it's very likely that Astra is able to severely impact your way of fighting for five posts. When activated, Astra must connect a finger with her foe's forehead, which creates a black bubble that spans a 25m diameter, pushing away anyone who isn't the one contacted to the edges. To destroy the bubble, one must be able to break ballistic glass. Inside the black hole, to her opponent, everything becomes dark, as if they were in a room with absolutely no light, even those with very adept eyes being unable to make out objects in the room except for Astra, and the sound from outside being extremely isolated, mimicking the effects of 'the quietest room', where the foe will be able to hear their own body fluids clearly. It's practically Astra's method of separating a group and picking one off, although she's only able to utilize it once every five posts, the cooldown starting after the bubble is removed by her / destroyed / time runs out. She's able to see clearly in the bubble, which means it becomes difficult for the other to fight.
STACKING INFINITUM
Astra may only active 'Stacking Infinitum' if she hasn't blinked previously in the post during activation. There exists two parts of this super move; first is the wind-up, and second is the payoff, and the drawbacks occur immediately after the payoff. For the first post of activation, Astra temporarily lifts the restraints on her ability to blink (with the caveat that the explosions/implosions are stored), proceeding to produce a barrage of attacks on her foe(s), which is able to finely slice a chunk of reinforced concrete with ease and attack the equivalent of an army, before she lands close to the barrage site with her body feeling very heavy. At this point, if her foe is still standing, they are able to land whatever strikes they may, as enough damage will cancel this move and produce heavy backlash; they must hit her enough to knock her out, though. After the first post, and she gets through the wind-up, she will let out a large shockwave with her as the center. The gust is enough to pick up large trucks and immediately shatter windows, creating a shockwave that extends 50m in every direction from her body, with increasing intensity the closer you are to the center. This may leave someone blown into the sky, or blown into debris, or it may leave the girl incredibly open if one is able to withstand it. If at the center, it's very likely an average person may be blown 100m - 200m away from her. The ground will tremble feverishly 40m away from her person in all directions, with the shaking lessening but still present 41m - 60m, slight trembles present at 61m - 80m, and the faint feeling of a shake at 81m - 100m away.
» DRAWBACKS: A quirk such as Eclipse is very dangerous to society if handled incorrectly, and luckily, Astra has a good set of drawbacks to worry about if she overuses it; first and foremost, the use isn't infinite, and it's very hard to use the full potential in large crowds. At her current level, she's able to use her normal powers without requiring rest due to her training. As well, while she can certainly trap multiple people into her area, it's hard to catch everyone; meaning, in large crowds, the best she can do is fight at her lowered potential unless everyone stares at her and gets trapped, which is very improbable. For blink, Astra seems to get more and more sick to more she uses it, the act of moving from one place in space to another being rather difficult for multiple uses. Beyond that, simply short-blinking eight times in two posts, or three long-blinks, may result in her feeling very unwell.
While she cannot feel the immediate effects of displacement, the aftereffects are certainly sure to sting if she gets caught up in them. The incoming or outgoing debris has a chance to hit her, as well as the effects of blasting a heat/cold wave around possibly leading to complications in her surroundings. For any of her super moves, they usually come with a heavy cost; although every injury inflicted is temporary, it is a trade-off for the power she can demonstrate. Each trade-off for her super moves last for five posts, and are lined up as such; for Night Monarch, her body becomes more sluggish because of the aftereffects of altering gravity rebounding in her body, making fighting more difficult. Black Hole, she finds that her eyesight becomes much worse off, everything becoming a blur except for what's very close to her, and a loud ringing will sound in her ears, making whispering hard to make out. Stacking Infinitum, her blinks are reduced from five / post to three / post. On top of all of this, she will feel an immense amount of pain in her body, which lessens with each post, for three posts. This can complicate existing conditions. For Stacking Infinitum, this pain is increased to five posts. The backlash for Stacking Infinitum includes pain that would fry her nerves if possible, leaving her unable to move for three posts. It's a move she hasn't used before, but keeps in her arsenal just in case.
OTHER ABILITIES
TWILIGHT
PLATINUM | ADEPT | SWORDSMANSHIP
The name for her self-developed fighting style, it involves use of a rapier-like sword with precise jabs and good footwork. At this level, Astra has passed the average folk, and is very well on the path to becoming a high-ranking swordswoman. Her skill with the blade should definitely not be overlooked, for if you underestimate her even a bit, it's your head that'll come off.
EYES OF THE NIGHT
SILVER | INTERMEDIATE | ENHANCEMENTS
Astra's eyes are no longer her own, exactly; that isn't to say they've been removed, no, only that they've been enhanced. Experimental technology that she decided to try because of her affinity with the night, at this level, they allow her to see in naturally dark rooms near perfectly, and for her reactions to speed up to a point that bullets fired from low-caliber guns, such as most pistols, may be processed and reacted to. Of course, there is still room for improvement, as her vision isn't perfect in very dark spaces and there's the possibility of cranking up the secondary part. Finally, she's able to see at farther distances than normal; in this case, she can read text on paper at around 15m length, make out distinct details at 20m, and have a generally clear view at 40m. Beyond that, it becomes blurry and hard to process.
PLAYED BY PYTHR