» Name Of Character:
Mirja Eeola» Link To Character: http://www.platinumhearts.net/t16312-mirja-eeolaapproved-1-1» Upgrading:
Plus Ultra Style.
Preparation stage: Plus Ultra!: A style consisting of incredible, short-lived burst of physical action, it utilizes the entire body for a host of techniques. The style itself is not something to teach people with anatomical knowledge, since it's subtle defiance of physics will cause them to go mad. It also draws out massive amounts of energy to use within a few moments, which is why it requires intense physical training before it can be safely used. People who successfully complete this training can exert themselves at peak capacity for six hours before beginning to feel fatigued.
[This technique allows the use of one Plus Ultra ability. As a side-effect, the post limit of most energy based forms and abilities is increased by 1]
Plus Ultra - Go Beyond: The standard training for the Plus Ultra style is grueling, neigh-crippling mess of physical demands, and so that is usually were people stop. However, those who desire more, or those who wish to accept the challenge, turn to this. Go Beyond pushes the physical limits of the body to new heights, and success grants them an endurance beyond most people of the same or similar level of power. Completion of this training allows exertion at peak capacity for eighteen hours before beginning to feel fatigued.
[This technique grants the use of two Plus Ultra abilities. As a side-effect, the post limit of most energy based forms and abilities is increased by 2. Requires Plus Ultra!]
Plus Ultra - Aquatic Abyss: Named after the manner in which the first master of the Plus Ultra style reached the pinnacle of physical endurance, the Aquatic Abyss has been known to kill or mentally cripple many who attempt it, due to the demands on their physique and their psyche, such is the harrowing nature of this training. However, if the risk of death or despondency does not dissuade them, and they manage to actually succeed in their training, then they are granted a depth of stamina to rival the Oceans in volume. Most users of this technique can win simply by outlasting their opponents, driving them on and on until their target can no longer sustain the demanding taxation on their stamina. Successful training, and thus mastery of the preparation stage, allows the person to operate at peak capacity for forty eight hours before beginning to feel fatigued.
Physical Instant: Before jumping into the actual techniques of Plus Ultra, there is the Physical Instant technique. It broaches into the style and shows the physical demands to the user, so they can chose to keep Physical Instant as an ace and not go any further, or learn even more about the style. It takes the stamina gained from the peerless training of the Preparation Stage, and burns it all in a handful of seconds, granting the entire body a massive boost in physical prowess, or a single part esoteric power. It is helpful in all walks of life, when punching someone in the face, or trying to win an arm-wrestling contest. The true power of this ability, however, is the ability to be linked with any other Plus Ultra technique for an enhanced variant. All enhanced variants count as two Plus Ultra techniques, instead of one.
Wings of Hermes Sub-Stage:
Flash Point: Plus Ultra's Wings of Hermes Sub-Stage focuses on speed, physical, optical, and mental. Flash Point is a technique designed to cover distance rapidly, and deliver a punch at the end of the distance in a single fluid movement, taking advantage of the momentum to deliver an blow of colossal proportions. The Enhanced variant, used with Physical Instant, has the user move fast enough to seemingly reverse cause and effect, arriving at their destination before they begin moving. The reality is simply that their movements are faster than the brain can process the moment, but the end result remains the same.
[Distance moved with the enhanced variant is tierx3 meters. So a Tier 3 can move 9 meters]
Occular Awakening: The users of Wings of Hermes are taught that true speed is not being fast, but everything else being slow in comparison. This is a very passive ability, and is more the culmination of the Flash Point usage than active effort on the part of the user to learn. As such, once learned it is always active and does not This causes the world to slow down in relation to the speed it is moving, allowing for increased time to comprehend and react to super-fast objects. Should the person lack the speed required to react in time, they can supplement with Physical Instant, but most other techniques would be too slow to activate in time.
Nine Hydra Heads: The apex skill of Wings of Hermes, Nine Hydra Heads demands the use of Physical instant, and so has no enhanced variant. However, the pay-off is the ability to strike the target up to [Tier x 2] times at the same time, or near enough that it makes no difference to any level of perception, allowing for a flurry of blows to be landed on the target and cripple defenses or incapacitate physically weaker foes with less than a second's action.
Body of Atlas sub-stage
World-bearing Shoulders: Body of Atlas focuses much more on the ability to take and receive incredible blows. In it's execution, it is far more basic than Wings of Hermes, but is no less effective in combat. World-bearing Shoulders is a technique that is required for the rest of the techniques since it teaches the ability to take and redirect force from both inside and outside of the body. It has both offensive and defensive capabilities, but as a passive ability, does not come into fruition on it's own.
Chai Kick: The Chai Kick is an incredible kick that focuses the strength every muscle in the body to a single leg, granting unparalleled power for the moment of impact. The enhanced variant possesses enough force to cause wide-spread destruction over a massive area, even without hitting something.
Flowing River: Opposed to Chai Kick's focus of every muscle in one point, Flowing River can take a strike from an enemy, and disperse it over the person's entire body, reducing it's potency considerably. However, it requires focus and if the blow is to fast to see coming, or is strong enough to shatter the muscle group in the area that is hit, then the technique is rendered unusable. The enhanced variant feeds a great deal of energy into the muscles, tripling their durability for the handful of seconds that the technique is active, and allowing for incomprehensible - if short lived - durability.
Two Worlds Stage [requires the skills in both sub-stages]
Thunderclap of Catastrophe [Event only]: Sometimes, a situation is too far gone for anything other than total, utter, and complete obliteration of everything remotely surrounding the area. Which is why the Thunderclap of Catastrophe was developed. Mixing the Wings of Hermes and the Body of Atlas, this technique begins with the user launching themselves into the sky and then twisting after they reach the apex of the jump, and kicking off the air with such force that it acts as a physical object for a microsecond and gives them the footing to project themselves back down to the ground, hitting it with all their might and causing carnage and tectonic disturbance for miles around. The use of the Flowing River technique allows them to survive the impact with the ground, but only barely, as the equal and opposite reaction to this technique is of a magnitude that is neigh-impossible to withstand.
[This technique counts as 3 Plus Ultra uses, and physical exhausts the target, as well as causing crippling damage] » Why:
Preparation stage added for documentation purposes.