blep: (pic#11311135)
samuel t. owen ([personal profile] blep) wrote2017-04-28 10:52 am

PLUS ULTRA

AU INFO



PERSONALITY
(i'll make this pretty one day)

QUIRK
Samuel's body produces an unknown, mostly translucent substance that appears as black particles and can be manipulated willingly or reactively. It's most well known use manifests as a being that's literally a part of Sam, known as his ghost.



Sam is as much of the ghost itself as the ghost is Sam in a way, forming a near symbiotic bond between two chunks of the same person. Sam can control the ghost to his desire: see, speak, and act through it when it's needed, the same way the ghost could be left to its own desires and act on its own, with its own awareness as a separate being, but still a manifestation of Samuel's core feelings and personality.



A higher concentration of black particles, which makes up the ghost, isn't usually visible to the human eye except for Sam's. Under two circumstances does this change: when the opponent is under a heavy amount of stress where adrenaline spikes due to immense fear or, when Samuel himself is feeling a very strong emotion.



The ghost itself is pretty much a dinosaur with a ripped bod, capable of doing things that dinosaurs with ripped bods usually do (biting, stabbing, punching, etc). It's very quick, shown to scale across walls the way lizards do, with inhumane strength on its side. The ghost can be used as a shield on top of being a close combat fighter— the black particles are incredibly solid when concentrated, and when a body part is destroyed by conventional means, it only regenerates.



Speaking of regeneration— Sam has the benefit of such for his own body at a price. He won't be able to heal wounds on the spot, and needs to die for his ghost's black particles to kick in for him, restoring him to a healthy state (filling in wounds, regenerating lost limbs, replacing nutrients). This can only happen once before Samuel's body needs a hefty amount of time to replenish particles, an entire night's worth of rest, if not an entire day. This also means that after "dying" once, all the black particles meant to maintain his ghost maintains him instead, the source of their life. The chances of summoning the ghost after a revival are cut down significantly, either being able to hold one for half of the time he usually can, or making it a difficult feat to summon it at all. If Sam's already summoned his ghost three times that day and dies, he dies for real, with too little black particles left in him to regenerate. Reaching this state is where Sam is at his most vulnerable. He's less likely to summon his ghost after a revival, especially if he's already summoned it once beforehand. Here, he only has a clean slate to either keep fighting and run the risk of death, or using the chance as an escape route, to flee before it gets to that.



There are also several ways to get rid of or hinder the ghost and the benefits of its particles: one is rain, or any artificial act that mimics rain (such as ceiling sprinklers). It lowers particle density, making the control/communication connection with the ghost faulty (Sam won't be able to control it here) as well as compromising any regeneration. Another is a blow to the ghost's head, making it disintegrate prematurely (if there happens to be a head-to-head collision, it will share memories and feelings between the opponent and Samuel for a few seconds). Lastly is waiting it out: a ghost can last anywhere between 15 to 20 minutes at a time before disintegrating. Sam can also only summon a ghost around three times a day at his maximum amount of particles present in the body.



I should also note that while it isn't a quirk, Sam has built up on years of knowledge and skill when it comes to weapons to supplement the ghost's limited use, extremely efficient in an array of them from all types of guns, to bombs, to blades, to martial arts. The list goes on, and some of them are even his own creations.

COSTUME
Sam would go for an updated fit: lightweight, protective fibers that serve as armor designed off of Tom Clancy's Ghost Recon, made to briefly extend his combat time and cover his black particle limit. It can sustain most head on damage before wearing out and needing a change. It's also fit with an array of straps, holsters and bags meant to hold his weaponry choices for the chosen wave.