Name: Hiki Hiki no Mi
Type: Paramecia
Effect: The user is able to create, control, suppress, and reverse magnetic fields and electromagnetic fields at will. The user can magnetically charge objects in direct contact with the body to move as if an extension of the body. The user can detect electricity, control, and dissipate electricity.
User: Eijisu’s Event Character
Growth Curve:
0% iron/steel objects will stick to the users skin involuntarily from time to time, and that’s it.
10% the user can control their body’s magnetism to hold metal to or release metal from the body
20% the user can repel metal from the body as well
30% the user can attract metals to the body
40% the user can control attracted metals within sight with the use of hands
50% the user can control attracted metal within sight; Swift Release
60% the user can control electricity with magnetic fields; Pulse Release
70% the user can disperse magnetic forces and electricity, allowing for precise control and reversal of magnetic fields; Operation Release
80% the user can detect objects within a magnetic field by how much electricity they have and how magnetic they are; Program Release
90% the user can produce magnetic fields strong enough to affect non-metals; Temperature Release
100% the user can control magnetized objects and electricity effortlessly without sight at a range and reverse magnetic fields
Gears
Swift Release: while in swift release you can create mobile magnetic fields that pull and move at soru speed; reduces endurance by 10% per post until 100% mastery.
Pulse Release: while in pulse release, the user's heart becomes a Super-Magnet which uses a particle accurate emp sonar in rhythm with the heartbeat, allowing for constant detection of all electromagnetic particles, electromagnetic radiation, and electromagnetic fields within 50m, effectively providing the user with a nano-scale sonar that detects energy, matter, and forces with perfect accuracy which is updated at each heartbeat. Reduces perception by 10% per post. Combined with observation haki, the user can detect everything within range of his observation and does not suffer perception loss.
Operation Release: while in operation release, the user can create variable and flexible magnetic fields that contort to the flow of energy and data of the field parameters; this allows the user to create, operate, repair, modify, disassemble, sabotage, or otherwise manipulate technology the user has knowledge of how to create and operate. Aka technomancy. This ability also allows the user to commandeer any and all forms of magnetism the user interacts with. The gear can only be sustained for 2 posts per 10% control distributed across the thread. Going over this limit reduces both intelligences and charisma by 5% per post.
Program Release: while the user has this gear active, damage dealt by magnetism inflicts half of the health damage value to charisma and both intelligence stats. When a stat reaches 0, the target gains a lingering medical condition that must be treated by a doctor (Amnesia, Twitching, Sociopathy). When all 3 mental stats reach 0, the user is knocked out. This damage lasts for the duration of the thread unless the user is unconscious, in which it recovers 5% per post until the user gains consciousness. The user can touch a target knocked unconscious by this gear’s effect and create a magnetic field adapting to their body, allowing the user to control the user’s mind for 1 posts per 10% df control. While controlling a target, the user has -30% to perception from lost concentration.
The user can sustain this for 2 posts per 10%, and each post beyond that reduces charisma and perception by 10% until the user’s next 8 hour rest. At 0% perception or charisma this gear will not work. Can be blocked by kairoseki or armament haki. Conquerer’s haki breaks the control.
Temperature Release: the user can produce special magnetic fields that adapt to the energy concentration and state of matter to control the flow of electromagnetic particles and radiation, allowing the user to drastically heat or freeze areas within 50m of the user. This also allows the user to commandeer control over light and electricity produced in or passing through th user's magnetic fielda. Creating and sustaining these areas are taxing on the user’s body. Sustaining fields reduces endurance by 5% per post, lasting double the duration of the total gear use. Overusing the gear is possible; but it reduces endurance into negative numbers and damages health by 5 + 5 for each previous extension.
Awakening:
105% The user can passively project magnetism over half the range of the user's perception stat +5m for each 10% of df control, turning anything within range into a magnet. Additonally, the user can convert all magnets into batteries.
110% Gear 1 amp
115% The user can invert magnetic fields, turning the edge of the field to the attracting area as opposed to the center; this has an indirect effect of turning the center of the field into a vacuum. The user can now convert magnets into super conductors.
120% Gear 2 amp
125% The user can create Anti-Magnetic fields that charges anything within with ions, while stripping all forms of data in the process. This neutralizes the direction, properties, and other forms of control over any electricity, magnetism, light, fire, etc. This reduces the effectiveness of any such elements to half, as well as negating any and all control over such elements. The user can now convert magnets into super insulators
130% Gear 3 amp
135% The user can reverse magnetic fields, allowing them to push rather than pull. This can only be used while actively awakened. The user can convert magnets into alternating super magnets, ie a mega magnet, which is a semi-super-conductor.
140% Gear 4 amp
145% The user's awakening range becomes indefinite, allowing the user to use techniques that cover the range of entire islands/battlefields/etc; additionally, the user's control becomes so precise that the user can convert any false-magnet within his/her awakening into a permenant true magnet, allowing the user to use anything within his/her range as Mega-Magnet-Batteries.
150% Gear 5 amp
Ability Points Cost: 210AP