Kotoru's Quirks: Elementalism
Posted: Wed May 20, 2020 2:34 am
MOTIF: The Mizuki
Introduction
The Rune of Elementalism intermingles the natural traits of water into the soul of Kotoru. Most notably, it causes Koto's fiery personality to mellow out, making him calmer and fluid in his daily interactions. As he progresses, he will become more akin to a demon lurking just beneath the water's edge, the Mizuki.
蛇 Water's Embrace - Apprentice
- At apprentice-level Kotoru begins to see that water favors him. When in the presence of water it will ripple and lean in his direction, yearning to dowse him in its calming embrace in their presence. Water within 20ft of him or under his influence turns a mystifying black hue with subtle hints of blue. A light misty aura softly radiates from his body as well, giving him a look as if he is damp to the touch. His connection to water heightens as he is able to sense water sources up to 80ft of himself, attributing the sensation as the water calling out to him.
蛇 Oceanic Halo - Journeyman
- At journeyman, Koto gains a new quirk that allows his connection with his arche element of water to truly flourish. Upon achieving this level of awakening, Koto finds that by snapping his once to activate and twice to deactivate, he can summon forth three orbs or water, roughly 29.5 inches in circumference, from a nearby water source. These orbs are always orbiting within a 4ft radius of him like a moon would their planet and act as a viable source of water for him to use for manipulation in the field for up to an hour at most.
When not utilizing them as a water source Kotoru can manipulate these orbs as an extension of himself, using them for various means; move objects, distract enemies, or attack them with an attempt at drowning them as they have a reach up to 10ft. Though these orbs are effective in use, they are also costly, as they require a constant stream of aether when in use, one equal to the level of use he is manipulating them with.