Hello there! Putting this request in as a general review/revision felt necessary, especially given circumstances that have led to a different developmental approach to Rickter and his utilization of Quirks. I have the originally developed set listed here in the spoiler for posterity, and below it is the outline of newer developments that have taken root; along with the reasoning as to why these developments seem relevant to how Rickter is/has developed these quirks in particular.
Original Quirkset
Proposed Revisions
Upon the finalization of these quirks, I will also implement an encoded section to ease the process of posting the updated version within the Character Secrets thread.
Original Quirkset
► Show Spoiler
Aquatic Attrition
Rickter's prowess with Elementalism has allowed him to develop a stronger affinity with the elements, water has explicitly grown to embrace him naturally any time it is within his presence. While he may simply be soaked at times due to the element, large bodies of water will actually support him in unexpected ways. Swimming becomes twice as easier as currents will carry the wolf wherever he needs to go, enabling him to swim twice as fast as he would with just his natural abilities alone. Underwater ventures are also possible with the capacity to breathe when diving, as water filters air through Rickter's nostrils to enable continuous breathing when exploring deeper areas.
Aetherial Aura
With the continued practice of expression through the Elements, Rickter's own natural aura has begun to radiate off his figure as a result. Though the aura itself is purely unaspected aether, Rickter can increase it through the act of casting magic. With Elementalism this generates a minor "Elemental Affinity" within the aura, strengthening the element of choice with each cast made in tandem. The Aetherial Aura can only maintain a single elemental affinity at one time, and switching to a different element will cause the built-up affinity to revert the aura back to its original state.
Each time an element is cast the aura generates elemental properties of that same element, doubling the element's power with each cast made in succession, though Rickter's aura is limited to five casts total before he must release the element built within his aura. This is a useful boon for casting higher grade spells at half the aether cast, however, requires patience as Rickter must build up the charge within his Aetherial Aura to utilize such spell power.
Rickter's prowess with Elementalism has allowed him to develop a stronger affinity with the elements, water has explicitly grown to embrace him naturally any time it is within his presence. While he may simply be soaked at times due to the element, large bodies of water will actually support him in unexpected ways. Swimming becomes twice as easier as currents will carry the wolf wherever he needs to go, enabling him to swim twice as fast as he would with just his natural abilities alone. Underwater ventures are also possible with the capacity to breathe when diving, as water filters air through Rickter's nostrils to enable continuous breathing when exploring deeper areas.
Aetherial Aura
With the continued practice of expression through the Elements, Rickter's own natural aura has begun to radiate off his figure as a result. Though the aura itself is purely unaspected aether, Rickter can increase it through the act of casting magic. With Elementalism this generates a minor "Elemental Affinity" within the aura, strengthening the element of choice with each cast made in tandem. The Aetherial Aura can only maintain a single elemental affinity at one time, and switching to a different element will cause the built-up affinity to revert the aura back to its original state.
Each time an element is cast the aura generates elemental properties of that same element, doubling the element's power with each cast made in succession, though Rickter's aura is limited to five casts total before he must release the element built within his aura. This is a useful boon for casting higher grade spells at half the aether cast, however, requires patience as Rickter must build up the charge within his Aetherial Aura to utilize such spell power.
Extrasensory
As someone who has observed the flow and currents of aether within the Flux, Rickter has also noticed the distinct impulses that entities give off an aetheric discharge through Aether Sense. By observing these impulses and their fluctuations within their surrounding aura, Rickter has developed a keener sense of perception toward aether using this Extrasensory. It has to be actively focused to gauge a subject's aura and, therefore, requires continued concentration of the quirk to use it. While this may severely limit Rickter's ability to focus on other things, Extrasensory provides an exceptional advantage when applied to a single target.
The application of Extrasensory allows Rickter to not only perceive the aura of his target, but also the very impulses that signal a shift in aetheric currents as they begin to happen. This allows the wolf to reflexively dodge and counter any attacks that he may come to read, so long as he maintains solely concentrated on reading the aura of his opponent before him.
As someone who has observed the flow and currents of aether within the Flux, Rickter has also noticed the distinct impulses that entities give off an aetheric discharge through Aether Sense. By observing these impulses and their fluctuations within their surrounding aura, Rickter has developed a keener sense of perception toward aether using this Extrasensory. It has to be actively focused to gauge a subject's aura and, therefore, requires continued concentration of the quirk to use it. While this may severely limit Rickter's ability to focus on other things, Extrasensory provides an exceptional advantage when applied to a single target.
The application of Extrasensory allows Rickter to not only perceive the aura of his target, but also the very impulses that signal a shift in aetheric currents as they begin to happen. This allows the wolf to reflexively dodge and counter any attacks that he may come to read, so long as he maintains solely concentrated on reading the aura of his opponent before him.
Anchor Storage
Shieldcrafting is a very important aspect of Negation and, though it can be time-consuming, their construction can be invaluable dependent on how they're applied. Rickter on the other hand has developed a solution to shorten the time spent Shieldcrafting, enabling him to throw up constructs a little faster through the process of storing them inside his anchors. Rickter has to spend his time meditating before a battle in order to craft them, and can store up to a total of Fifteen* shieldcrafted templates total. Certain constructs take much longer to craft prior to battle, yet in creating them, Rickter can cut his Shieldcrafting time in half and focus more on tasking the perimeters of the shield into his anchors.
*The original quirk encompassed five, but that was during the early stages of his development through Negation. Mastery of the Rune has enabled him to store up to three times the original amount.
Aetheric Repulsion
Anchors are the foundation of a shield, the core components that are the strongest and weakest points. When programming his Anchors with tasks, Rickter is able to use them to redirect energy from whatever they're tasked to block. If they're intended to stop the physical force of a weapon, then the telekinetic energy from the motion is what is redirected, if they're tasked to block a specific type of magic then they can reflect that magic; in turn dispersing it into a barrage of energy akin to what was redirected. This enables even simple constructs to reinforce the state of reality within his shield, while warding off the forces that would change the state of whatever Rickter's protecting.
Armor Locke
Through the application of Anchor Storage and the blended combination of other magics, such as Reaving and even Traversion, Rickter has developed a peculiar approach to the generation of Armor-based wards specifically. Though not quite like the process of Pacting, Rickter can instill his aether into an outfit of his choice, be it simple clothing or armor, and infuse it so that an anchor is crafted over the article of clothing in question. In doing so, Rickter utilizes a Traversion ward to store the clothing/armor into a pocket of Slipspace tied specifically to the Negation wards, allowing the wolf to contain up to a total of ten articles of armor in total.
Enchanted clothing and armor take a considerable amount of time and energy to Locke away, however. The aetheric properties of the pieces in question have to be something Rickter is intimately familiar with, in order to weave it sufficiently in with the makeup of the anchor that the armor in question becomes. The result of this allows the wolf to essentially armor swap even in midbattle, allowing him to re-equip any articles he wishes to don while the fight progresses. This is a tactical boon for both a Negator and a Reaver, as a change in armor can affect several factors depending on the situation.
Osmose
Due to his mastery and the applications of Monolith Rickter has learned that not only can he negate aether, but drain it to take it into his own aetheric composition as well. After having faced a situation involving dark-aspected aether Rickter realized, in an effort to mitigate collateral damage, that he could take in the aether himself rather than ward and reflect it with his shields. Doing so exposes him directly to the foreign aether's properties, however, and immediately starts poisoning him with aether corruption the moment it is absorbed. When using Monolith Rickter serves as the anchor to all his Negation power, and Osmose allows him to drain the aether of any power or spell used against him, if only to redirect its potent energy back into a singular output. He cannot exert any control over any aether he has siphoned through Osmose, merely redirect it once he has managed to absorb an amount.
By using his physical body as the Anchor, Rickter's exposure to foreign aether immediately begins to corrupt him. He can only contain a moderate amount of aether before corruption seeps in, and prolonged exposure will continue to wither away his own life force if left to containment. Rickter can only maintain the surplus reserves of aether for up to an hour, max, before he has to discharge it to prevent severe aether corruption from settling in. What's more the greater the amount of aether he absorbs through Osmose, the harder it is to control and even contain that amount of aether for any extended length of time.
Overcharge
Since the beginning of his career as a Negator, Rickter has learned a great depth of aether control, and pushed the boundaries of his own powers through the use of Osmosis. As a result of his extreme intake of aether before his launch into The Rift, Rickter's natural aether reserves are more potent with his Shieldcrafting and Tasked Wards. After his initiation into the world of Negation, the wolf learned right away the effect of overcharging an anchor that's created. With this potency to his aether now, he can effectively refine that technique, and imbue a dense amount of aether into such an anchor.
The result produces an effectively supercharged anchor, one that is intuitively tight to its very creator. As a result, the effects that are enforced into this anchor generate an astoundingly 50 ft radius of coverage, giving Rickter a plethora of applications he can apply to the overcharged anchor. Utilizing his Overcharge quirk to generate these anchors is costly, as a single anchor will drain half of his aether alone. Should he dare attempt it he will simply withdraw from threshold sickness, and none of his shields will cast properly in response to this. To help the process of replenishing spent aether, Rickter will often have to eat twice as much compared to his normal meals.
Shieldcrafting is a very important aspect of Negation and, though it can be time-consuming, their construction can be invaluable dependent on how they're applied. Rickter on the other hand has developed a solution to shorten the time spent Shieldcrafting, enabling him to throw up constructs a little faster through the process of storing them inside his anchors. Rickter has to spend his time meditating before a battle in order to craft them, and can store up to a total of Fifteen* shieldcrafted templates total. Certain constructs take much longer to craft prior to battle, yet in creating them, Rickter can cut his Shieldcrafting time in half and focus more on tasking the perimeters of the shield into his anchors.
*The original quirk encompassed five, but that was during the early stages of his development through Negation. Mastery of the Rune has enabled him to store up to three times the original amount.
Aetheric Repulsion
Anchors are the foundation of a shield, the core components that are the strongest and weakest points. When programming his Anchors with tasks, Rickter is able to use them to redirect energy from whatever they're tasked to block. If they're intended to stop the physical force of a weapon, then the telekinetic energy from the motion is what is redirected, if they're tasked to block a specific type of magic then they can reflect that magic; in turn dispersing it into a barrage of energy akin to what was redirected. This enables even simple constructs to reinforce the state of reality within his shield, while warding off the forces that would change the state of whatever Rickter's protecting.
Armor Locke
Through the application of Anchor Storage and the blended combination of other magics, such as Reaving and even Traversion, Rickter has developed a peculiar approach to the generation of Armor-based wards specifically. Though not quite like the process of Pacting, Rickter can instill his aether into an outfit of his choice, be it simple clothing or armor, and infuse it so that an anchor is crafted over the article of clothing in question. In doing so, Rickter utilizes a Traversion ward to store the clothing/armor into a pocket of Slipspace tied specifically to the Negation wards, allowing the wolf to contain up to a total of ten articles of armor in total.
Enchanted clothing and armor take a considerable amount of time and energy to Locke away, however. The aetheric properties of the pieces in question have to be something Rickter is intimately familiar with, in order to weave it sufficiently in with the makeup of the anchor that the armor in question becomes. The result of this allows the wolf to essentially armor swap even in midbattle, allowing him to re-equip any articles he wishes to don while the fight progresses. This is a tactical boon for both a Negator and a Reaver, as a change in armor can affect several factors depending on the situation.
Osmose
Due to his mastery and the applications of Monolith Rickter has learned that not only can he negate aether, but drain it to take it into his own aetheric composition as well. After having faced a situation involving dark-aspected aether Rickter realized, in an effort to mitigate collateral damage, that he could take in the aether himself rather than ward and reflect it with his shields. Doing so exposes him directly to the foreign aether's properties, however, and immediately starts poisoning him with aether corruption the moment it is absorbed. When using Monolith Rickter serves as the anchor to all his Negation power, and Osmose allows him to drain the aether of any power or spell used against him, if only to redirect its potent energy back into a singular output. He cannot exert any control over any aether he has siphoned through Osmose, merely redirect it once he has managed to absorb an amount.
By using his physical body as the Anchor, Rickter's exposure to foreign aether immediately begins to corrupt him. He can only contain a moderate amount of aether before corruption seeps in, and prolonged exposure will continue to wither away his own life force if left to containment. Rickter can only maintain the surplus reserves of aether for up to an hour, max, before he has to discharge it to prevent severe aether corruption from settling in. What's more the greater the amount of aether he absorbs through Osmose, the harder it is to control and even contain that amount of aether for any extended length of time.
Overcharge
Since the beginning of his career as a Negator, Rickter has learned a great depth of aether control, and pushed the boundaries of his own powers through the use of Osmosis. As a result of his extreme intake of aether before his launch into The Rift, Rickter's natural aether reserves are more potent with his Shieldcrafting and Tasked Wards. After his initiation into the world of Negation, the wolf learned right away the effect of overcharging an anchor that's created. With this potency to his aether now, he can effectively refine that technique, and imbue a dense amount of aether into such an anchor.
The result produces an effectively supercharged anchor, one that is intuitively tight to its very creator. As a result, the effects that are enforced into this anchor generate an astoundingly 50 ft radius of coverage, giving Rickter a plethora of applications he can apply to the overcharged anchor. Utilizing his Overcharge quirk to generate these anchors is costly, as a single anchor will drain half of his aether alone. Should he dare attempt it he will simply withdraw from threshold sickness, and none of his shields will cast properly in response to this. To help the process of replenishing spent aether, Rickter will often have to eat twice as much compared to his normal meals.
Flow of Battle
As a Reaver taught in the ways of war, Rickter's learned how to anticipate his opponents head-on. As a result of this Flow of Battle manifests within his Pact Weaponry, Rickter picks up the muscle contractions of his opponent, and from that kinesthetic movement gains insight into the intended directional trajectory. The only trigger for this instance to occur is when a Pact weapon of his makes contact with the enemy, be it landing a strike or blocking one in turn, which results in the weapon itself nudging his grasp to react to the intent of his opponent. Though it is not always accurate or on point, Rickter's Pact weaponry can essentially guide him to victory, that is if he can interpret the hints his weapons give him both swiftly and accordingly.
Transfiguration
Having learned the significant importance of weaponry, as well as the distinctions that exist between the branches of weaponry, the application of both Transmute and Morphosis has allowed Rickter to utilize a particularly interesting ability dubbed Transfiguration. The quirk is born from the concept of weaponry transformation, enabling Pact Weapons to specifically respond and change to the wielder's whim on demand. For Rickter, this entails knowing what family branch his Pact weapon falls under, as a broadsword cannot transform into a mace or axe. Weaponry can only Transfigurate into weaponry of a similar branch, and aether consumption heavily varies on the transition of the weapon's transformation itself.
One-Handed to Two-Handed weaponry typically consumes more aether, but in reverse, a Two-Handed weapon that has been Pacted can essentially break down into two One-Handed weapons of the same variant. The Transfigurations are also reactive to Rickter and whatever spells he is actively using, enabling the Pact Weaponry to temporarily take on properties associated with whatever magic the wolf is focusing on.
As a Reaver taught in the ways of war, Rickter's learned how to anticipate his opponents head-on. As a result of this Flow of Battle manifests within his Pact Weaponry, Rickter picks up the muscle contractions of his opponent, and from that kinesthetic movement gains insight into the intended directional trajectory. The only trigger for this instance to occur is when a Pact weapon of his makes contact with the enemy, be it landing a strike or blocking one in turn, which results in the weapon itself nudging his grasp to react to the intent of his opponent. Though it is not always accurate or on point, Rickter's Pact weaponry can essentially guide him to victory, that is if he can interpret the hints his weapons give him both swiftly and accordingly.
Transfiguration
Having learned the significant importance of weaponry, as well as the distinctions that exist between the branches of weaponry, the application of both Transmute and Morphosis has allowed Rickter to utilize a particularly interesting ability dubbed Transfiguration. The quirk is born from the concept of weaponry transformation, enabling Pact Weapons to specifically respond and change to the wielder's whim on demand. For Rickter, this entails knowing what family branch his Pact weapon falls under, as a broadsword cannot transform into a mace or axe. Weaponry can only Transfigurate into weaponry of a similar branch, and aether consumption heavily varies on the transition of the weapon's transformation itself.
One-Handed to Two-Handed weaponry typically consumes more aether, but in reverse, a Two-Handed weapon that has been Pacted can essentially break down into two One-Handed weapons of the same variant. The Transfigurations are also reactive to Rickter and whatever spells he is actively using, enabling the Pact Weaponry to temporarily take on properties associated with whatever magic the wolf is focusing on.
Proposed Revisions
Upon the finalization of these quirks, I will also implement an encoded section to ease the process of posting the updated version within the Character Secrets thread.
Generalized changes here are as shown:
Anchor Storage - Due to the fact Rickter is literally a Grandmaster of Negation, this novice quirk feels ultimately obsolete at this point in time. This is also due to the Negation update that also came out a while back, establishing the difference between barriers and wards that a Negator can erect. Rickter also grew to rely on this much less as his prowess with Negation reached closer to the Expert rank, therefore, at this point it feels safe to assume that this quirk is no longer necessary to be a part of his quirkset.
Extrasensory - Redacted due to the fact Rickter relies more on Flow of Battle as his Reaving quirk, the use/addition of Extrasensory has proven a bit redundant to rely on. Bearing that in mind it also doesn't fit the mold of style he utilizes the Rune of Kinetics with also, therefore it'll be applied to another PC in my ranks whose quirkset is going to center more on visual-oriented quirks as his magic develops.
Transfiguration - Also redacted due to the fact that Rickter doesn't typically perform fast-paced combat in such a manner. Typically, he can move at a decent rate of speed during battle, but he emphasizes on attacks and powers that dish out heavy damage and obliterates the defenses his enemies may possess. Clever as this Transfiguration quirk is, it isn't a tactic he would utilize very well, nor often, which makes it somewhat obsolete to the palette of quirks he's developing over time. Like Extransensory, this quirk is also better fitted to another PC that I'm focusing on, and will be reserved for him instead.
Onto the set of quirks that have gotten minor adjustments:
Aetherial Aura as a concept has been broken down to fit into the mold of what it would promote with each Rune it encompasses.
Elementalism
Elemental Surge - Revised from Aetherial Aura and moved from Journeyman to Apprentice with minor revisions to accommodate the proficiency.
Aquatic Attrition - Moved from Apprentice to Journeyman so that it better accommodates the fact that Rickter's arch element is Water.
Quirks for Expert and up are to be fleshed out IRP based on the applications found in Elemental Surge.
Kinetics
Flux Force - Fleshed out to maintain a similar effect as Elemental Surge, only it correlates to Kinetics and the application of Force instead.
Quirks for journeyman and up are to be fleshed out IRP based on the applications found in Flux Force.
Negation
*Grandmaster quirks are to be applied for separately once the request for Third, Second, and First Order is drafted.
Aetheric Repulsion - Moved from Journeyman to Novice as it originally remains one of the foundational concepts of his shields, and no actual edits/revisions were deemed necessary to accommodate the change.
Arcane Repudiator - Journeyman-oriented quirk that incorporates the reliance of Rickter's aura, oriented to accommodate the possibilities of what a Negator can do through such applications.
Malleability - Expert-oriented quirk that complements the adaptability and complexity of shieldcrafting and wards.
Osmose - No edits/changes necessary.
Overcharge - Edited to accommodate the range of Rickter's Grandmastery over Negation, from 50 ft to 100 meters.
Nyx
Dark Impulse - Fleshed out to maintain a similar effect as the other Aura-oriented quirks, only it correlates to Nyx and the application of Shadow instead.
Voidrunner - Fleshed out to compliment the faucets of Dark Impulse.
Reaving
Climhazzard - Fleshed out to replace Transfiguration as the current Journeyman quirk.
Armor Locke - Revised to accommodate the loss of Traversion, and hopefully fit the nuances of Reaving to better fit as a branch under this Rune.
Semblance
Resonance - Newly quirk concept fleshed out to accommodate the application of feats found prevalent in recent plots. Namely, this plot here that delves into the concept of souls and purification.
Conveyance - Further builds upon the concept of Resonance, hopefully to benefit the role of a support character during events and combat-oriented scenarios.
*Due to consideration regarding these quirks, they don't quite fit the mold as proper Semblance quirks, therefore have been removed for the time being.
Anchor Storage - Due to the fact Rickter is literally a Grandmaster of Negation, this novice quirk feels ultimately obsolete at this point in time. This is also due to the Negation update that also came out a while back, establishing the difference between barriers and wards that a Negator can erect. Rickter also grew to rely on this much less as his prowess with Negation reached closer to the Expert rank, therefore, at this point it feels safe to assume that this quirk is no longer necessary to be a part of his quirkset.
Extrasensory - Redacted due to the fact Rickter relies more on Flow of Battle as his Reaving quirk, the use/addition of Extrasensory has proven a bit redundant to rely on. Bearing that in mind it also doesn't fit the mold of style he utilizes the Rune of Kinetics with also, therefore it'll be applied to another PC in my ranks whose quirkset is going to center more on visual-oriented quirks as his magic develops.
Transfiguration - Also redacted due to the fact that Rickter doesn't typically perform fast-paced combat in such a manner. Typically, he can move at a decent rate of speed during battle, but he emphasizes on attacks and powers that dish out heavy damage and obliterates the defenses his enemies may possess. Clever as this Transfiguration quirk is, it isn't a tactic he would utilize very well, nor often, which makes it somewhat obsolete to the palette of quirks he's developing over time. Like Extransensory, this quirk is also better fitted to another PC that I'm focusing on, and will be reserved for him instead.
Onto the set of quirks that have gotten minor adjustments:
Aetherial Aura as a concept has been broken down to fit into the mold of what it would promote with each Rune it encompasses.
Elementalism
Elemental Surge - Revised from Aetherial Aura and moved from Journeyman to Apprentice with minor revisions to accommodate the proficiency.
Aquatic Attrition - Moved from Apprentice to Journeyman so that it better accommodates the fact that Rickter's arch element is Water.
Quirks for Expert and up are to be fleshed out IRP based on the applications found in Elemental Surge.
Kinetics
Flux Force - Fleshed out to maintain a similar effect as Elemental Surge, only it correlates to Kinetics and the application of Force instead.
Quirks for journeyman and up are to be fleshed out IRP based on the applications found in Flux Force.
Negation
*Grandmaster quirks are to be applied for separately once the request for Third, Second, and First Order is drafted.
Aetheric Repulsion - Moved from Journeyman to Novice as it originally remains one of the foundational concepts of his shields, and no actual edits/revisions were deemed necessary to accommodate the change.
Arcane Repudiator - Journeyman-oriented quirk that incorporates the reliance of Rickter's aura, oriented to accommodate the possibilities of what a Negator can do through such applications.
Malleability - Expert-oriented quirk that complements the adaptability and complexity of shieldcrafting and wards.
Osmose - No edits/changes necessary.
Overcharge - Edited to accommodate the range of Rickter's Grandmastery over Negation, from 50 ft to 100 meters.
Nyx
Dark Impulse - Fleshed out to maintain a similar effect as the other Aura-oriented quirks, only it correlates to Nyx and the application of Shadow instead.
Voidrunner - Fleshed out to compliment the faucets of Dark Impulse.
Reaving
Climhazzard - Fleshed out to replace Transfiguration as the current Journeyman quirk.
Armor Locke - Revised to accommodate the loss of Traversion, and hopefully fit the nuances of Reaving to better fit as a branch under this Rune.
Semblance
Resonance - Newly quirk concept fleshed out to accommodate the application of feats found prevalent in recent plots. Namely, this plot here that delves into the concept of souls and purification.
Conveyance - Further builds upon the concept of Resonance, hopefully to benefit the role of a support character during events and combat-oriented scenarios.
*Due to consideration regarding these quirks, they don't quite fit the mold as proper Semblance quirks, therefore have been removed for the time being.
Elemental Surge - Apprentice
Rickter's continued practice of Elementalism has enhanced his natural aura, causing it to generate a radiance not akin to what other Apprentices would normally display. Typically, the aura is just a mere manifestation of concentrated aether, but in this case, the successful chaining of elemental casting causes it to grow for a short duration of time. When a chosen Element is cast successfully it generates an "Elemental Affinity" throughout the aura, causing the aura to produce a presence akin to the Element in question.
Casting the same Element causes this affinity to build over time, allowing the aura to manifest the aetheric properties of this Element with each cast. The catch, however, is that it has to be the same Element in use, otherwise the casting of a secondary Element will cause the Affinity to change and revert the aura back into its original state. By utilizing this faucet of his Elementalism though, Rickter can build the Affinity of his aura up to five casts before it has reached a maximum potency. This in turn provides the useful boon of casting higher-grade spells at half the cost, by emphasizing on patience to build up the Affinity this aura takes on.
Aquatic Attrition - Journeyman
Prowess with Elementalism has seen Rickter fully claim the Element of Water as his Arche. The result of this has shown that the Element will go out of its way to not only naturally embrace him, but explicitly protect him from any potential dangers that may threaten his life. Simple fire and heat will find that the moisture in the air will dampen to keep Rickter protected from harm, while any small puddles or pools will support him and enable travel over wet/slippery surfaces with ease. Although he can walk across the surface of larger bodies of water, exploration of their depths will never lead to him drowning or struggling to swim either. Currents will naturally carry him and respond to his will, and the wolf will never find himself short of air supply even in the deepest depths of the ocean.
Quirk - Expert
Detail
Quirk - Master
Detail
Quirk - Master
Detail
Rickter's continued practice of Elementalism has enhanced his natural aura, causing it to generate a radiance not akin to what other Apprentices would normally display. Typically, the aura is just a mere manifestation of concentrated aether, but in this case, the successful chaining of elemental casting causes it to grow for a short duration of time. When a chosen Element is cast successfully it generates an "Elemental Affinity" throughout the aura, causing the aura to produce a presence akin to the Element in question.
Casting the same Element causes this affinity to build over time, allowing the aura to manifest the aetheric properties of this Element with each cast. The catch, however, is that it has to be the same Element in use, otherwise the casting of a secondary Element will cause the Affinity to change and revert the aura back into its original state. By utilizing this faucet of his Elementalism though, Rickter can build the Affinity of his aura up to five casts before it has reached a maximum potency. This in turn provides the useful boon of casting higher-grade spells at half the cost, by emphasizing on patience to build up the Affinity this aura takes on.
Aquatic Attrition - Journeyman
Prowess with Elementalism has seen Rickter fully claim the Element of Water as his Arche. The result of this has shown that the Element will go out of its way to not only naturally embrace him, but explicitly protect him from any potential dangers that may threaten his life. Simple fire and heat will find that the moisture in the air will dampen to keep Rickter protected from harm, while any small puddles or pools will support him and enable travel over wet/slippery surfaces with ease. Although he can walk across the surface of larger bodies of water, exploration of their depths will never lead to him drowning or struggling to swim either. Currents will naturally carry him and respond to his will, and the wolf will never find himself short of air supply even in the deepest depths of the ocean.
Quirk - Expert
Detail
Quirk - Master
Detail
Quirk - Master
Detail
Flux Force - Apprentice
With the continued practice of control over Kinetics, Rickter's natural aura has become enhanced to radiate a higher degree than normal. With Kinetics this generates a minor "force field" of aetheric fluctuations within the aura, which causes the flow of aether to build up and release with greater velocity. The aura can only manifest as a telekinetic force as a result, and cannot take on any other magical properties such as elements when active. Doing so causes the Flux Force to disperse and revert the aura to its original state.
Each time a spell or technique is used to generate more Force in the aura, the telekinetic field of energy doubles in power with each cast made in succession. However, the aura is limited to five casts total before it reaches maximum fluctuation, which either dissipates after a short period or the energy itself is released in one final output. This is a useful boon for achieving multiple feats; such as supercharged acrobatics and techniques, as well as higher-grade spells for half the aether cost. However, this also requires patience as Rickter must build up the fluctuations within his aura to utilize such advanced spell power.
Quirk - Journeyman
Detail
Quirk - Expert
Detail
Quirk - Master
Detail
Quirk - Master
Detail
With the continued practice of control over Kinetics, Rickter's natural aura has become enhanced to radiate a higher degree than normal. With Kinetics this generates a minor "force field" of aetheric fluctuations within the aura, which causes the flow of aether to build up and release with greater velocity. The aura can only manifest as a telekinetic force as a result, and cannot take on any other magical properties such as elements when active. Doing so causes the Flux Force to disperse and revert the aura to its original state.
Each time a spell or technique is used to generate more Force in the aura, the telekinetic field of energy doubles in power with each cast made in succession. However, the aura is limited to five casts total before it reaches maximum fluctuation, which either dissipates after a short period or the energy itself is released in one final output. This is a useful boon for achieving multiple feats; such as supercharged acrobatics and techniques, as well as higher-grade spells for half the aether cost. However, this also requires patience as Rickter must build up the fluctuations within his aura to utilize such advanced spell power.
Quirk - Journeyman
Detail
Quirk - Expert
Detail
Quirk - Master
Detail
Quirk - Master
Detail
Aetheric Repulsion - Apprentice
Anchors are the foundation of a shield, the core components that are the strongest and weakest points. When programming his Anchors with tasks, Rickter can use them to redirect energy from whatever they're tasked to block. If they're intended to stop the physical force of a weapon, then the telekinetic energy from the motion is what is redirected, if they're tasked to block a specific type of magic then they can reflect that magic; in turn, dispersing it into a barrage of energy akin to what was redirected. This enables even simple constructs to reinforce the state of reality within his shield while warding off the forces that would change the state of whatever Rickter's protecting.
Arcane Repudiator - Journeyman
With the continued practice and refinement over his Rune of Negation, and the application of his aura, Rickter has refined his control to where he can manipulate it to take on similar properties that correlate with the Rune. Much like how his other Aura related quirks work, the successful chaining and application of spells and techniques with Shields and Wards causes his Aura to fluctuate. This in turn builds up a drive of aether that not only serves as a catalyst for higher-grade spells and techniques, but a secondary armor that serves as a dampening field around Rickter. In spite of this, applications of other magic become challenged for both him and any within his vicinity, unless he concentrates on maintaining the Arcane Aura to negate something specifically.
While serving as a blanket that can dampen and even nullify potential hazards, the application of his aetheric shields and the wards he instills become heavily reinforced for a short duration of time. The Arcane Aura is limited to a total of five casts before it reaches maximum potency, before it either dissipates after a short period of time or the built-up energy is released in one final output. Though it may challenge Rickter and others in specific circumstances, the result of this is the creation and application of higher-grade spells and wards for half the aether cost. Of course, it still requires patience to build up the potency of his aura to utilize such advanced spellpower.
Malleability - Expert
Experimentation with his Rune of Negation has allowed Rickter to develop a vast array of uses with his abilities, creating constructs out of shields that serve more than just the purpose of protection. Shield crafting has grown more intuitive as he can create constructs that serve as both weapons and traps to those unaware, and the specific wards he generates encompass a set range of perimeters necessary to achieve their primary task. This as a quirk is what sets Rickter apart from other Negators, as his weapons gain a greater edge as anchors when their layered shields can expand or even mold to his will.
Osmose - Master
Due to his mastery and the applications of Monolith Rickter has learned that not only can he negate aether, but drain it to take it into his own aetheric composition as well. After having faced a situation involving dark-aspected aether Rickter realized, in an effort to mitigate collateral damage, that he could take in the aether himself rather than ward and reflect it with his shields. Doing so exposes him directly to the foreign aether's properties, however, and immediately starts poisoning him with aether corruption the moment it is absorbed. When using Monolith Rickter serves as the anchor to all his Negation power, and Osmose allows him to drain the aether of any power or spell used against him, if only to redirect its potent energy back into a singular output. He cannot exert any control over any aether he has siphoned through Osmose, merely redirect it once he has managed to absorb an amount.
By using his physical body as the Anchor, Rickter's exposure to foreign aether immediately begins to corrupt him. He can only contain a moderate amount of aether before corruption seeps in, and prolonged exposure will continue to wither away his own life force if left to containment. Rickter can only maintain the surplus reserves of aether for up to an hour, max, before he has to discharge it to prevent severe aether corruption from settling in. What's more the greater the amount of aether he absorbs through Osmose, the harder it is to control and even contain that amount of aether for any extended length of time.
Overcharge - Master
Since the beginning of his career as a Negator, Rickter has learned a great depth of aether control, and pushed the boundaries of his own powers through the use of Osmosis. As a result of his extreme intake of aether before his launch into The Rift, Rickter's natural aether reserves are more potent with his Shieldcrafting and Tasked Wards. After his initiation into the world of Negation, the wolf learned right away the effect of overcharging an anchor that's created. With this potency to his aether now, he can effectively refine that technique, and imbue a dense amount of aether into such an anchor.
The result produces an effectively supercharged anchor, one that is intuitively tight to its very creator. As a result, the effects that are enforced into this anchor generate an astoundingly 100-meter radius of coverage, giving Rickter a plethora of applications he can apply to the overcharged anchor. Utilizing his Overcharge quirk to generate these anchors is costly, as a single anchor will drain half of his aether alone. Should he dare attempt it he will simply withdraw from threshold sickness, and none of his shields will cast properly in response to this. To help the process of replenishing spent aether, Rickter will often have to eat twice as much compared to his normal meals.
Anchors are the foundation of a shield, the core components that are the strongest and weakest points. When programming his Anchors with tasks, Rickter can use them to redirect energy from whatever they're tasked to block. If they're intended to stop the physical force of a weapon, then the telekinetic energy from the motion is what is redirected, if they're tasked to block a specific type of magic then they can reflect that magic; in turn, dispersing it into a barrage of energy akin to what was redirected. This enables even simple constructs to reinforce the state of reality within his shield while warding off the forces that would change the state of whatever Rickter's protecting.
Arcane Repudiator - Journeyman
With the continued practice and refinement over his Rune of Negation, and the application of his aura, Rickter has refined his control to where he can manipulate it to take on similar properties that correlate with the Rune. Much like how his other Aura related quirks work, the successful chaining and application of spells and techniques with Shields and Wards causes his Aura to fluctuate. This in turn builds up a drive of aether that not only serves as a catalyst for higher-grade spells and techniques, but a secondary armor that serves as a dampening field around Rickter. In spite of this, applications of other magic become challenged for both him and any within his vicinity, unless he concentrates on maintaining the Arcane Aura to negate something specifically.
While serving as a blanket that can dampen and even nullify potential hazards, the application of his aetheric shields and the wards he instills become heavily reinforced for a short duration of time. The Arcane Aura is limited to a total of five casts before it reaches maximum potency, before it either dissipates after a short period of time or the built-up energy is released in one final output. Though it may challenge Rickter and others in specific circumstances, the result of this is the creation and application of higher-grade spells and wards for half the aether cost. Of course, it still requires patience to build up the potency of his aura to utilize such advanced spellpower.
Malleability - Expert
Experimentation with his Rune of Negation has allowed Rickter to develop a vast array of uses with his abilities, creating constructs out of shields that serve more than just the purpose of protection. Shield crafting has grown more intuitive as he can create constructs that serve as both weapons and traps to those unaware, and the specific wards he generates encompass a set range of perimeters necessary to achieve their primary task. This as a quirk is what sets Rickter apart from other Negators, as his weapons gain a greater edge as anchors when their layered shields can expand or even mold to his will.
Osmose - Master
Due to his mastery and the applications of Monolith Rickter has learned that not only can he negate aether, but drain it to take it into his own aetheric composition as well. After having faced a situation involving dark-aspected aether Rickter realized, in an effort to mitigate collateral damage, that he could take in the aether himself rather than ward and reflect it with his shields. Doing so exposes him directly to the foreign aether's properties, however, and immediately starts poisoning him with aether corruption the moment it is absorbed. When using Monolith Rickter serves as the anchor to all his Negation power, and Osmose allows him to drain the aether of any power or spell used against him, if only to redirect its potent energy back into a singular output. He cannot exert any control over any aether he has siphoned through Osmose, merely redirect it once he has managed to absorb an amount.
By using his physical body as the Anchor, Rickter's exposure to foreign aether immediately begins to corrupt him. He can only contain a moderate amount of aether before corruption seeps in, and prolonged exposure will continue to wither away his own life force if left to containment. Rickter can only maintain the surplus reserves of aether for up to an hour, max, before he has to discharge it to prevent severe aether corruption from settling in. What's more the greater the amount of aether he absorbs through Osmose, the harder it is to control and even contain that amount of aether for any extended length of time.
Overcharge - Master
Since the beginning of his career as a Negator, Rickter has learned a great depth of aether control, and pushed the boundaries of his own powers through the use of Osmosis. As a result of his extreme intake of aether before his launch into The Rift, Rickter's natural aether reserves are more potent with his Shieldcrafting and Tasked Wards. After his initiation into the world of Negation, the wolf learned right away the effect of overcharging an anchor that's created. With this potency to his aether now, he can effectively refine that technique, and imbue a dense amount of aether into such an anchor.
The result produces an effectively supercharged anchor, one that is intuitively tight to its very creator. As a result, the effects that are enforced into this anchor generate an astoundingly 100-meter radius of coverage, giving Rickter a plethora of applications he can apply to the overcharged anchor. Utilizing his Overcharge quirk to generate these anchors is costly, as a single anchor will drain half of his aether alone. Should he dare attempt it he will simply withdraw from threshold sickness, and none of his shields will cast properly in response to this. To help the process of replenishing spent aether, Rickter will often have to eat twice as much compared to his normal meals.
Dark Impulse - Apprentice
With the cautious approach to the practice of Nyx, Rickter's natural aura can now be imbued with the element of Darkness in turn. Much like the other Aura-oriented Quirks he has developed, the aura begins to radiate at a higher degree with each Shadow related spell or technique used in succession. This in turn causes the aether within his aura to generate and exude a menacing Dark Aura, though, also imposes greater risks of exposure to the corruptive influences of the Nyxus itself.
As the presence of the Void grows to envelop him with each successive cast, the Dark Aura is limited up to five casts total before it reaches maximum potency. Like the other Aura-oriented quirks at his disposal; the Dark Aura will dissipate after a short period of time if the aetheric energy is not released in one final output. This is a highly risky but also highly versatile boon as it not only promotes higher-grade spells for half the aether cost, but also enables Rickter to cast them in somewhat average lighting situations. However, it still requires patience to build up the Aura's potency along with disciplined resistance to the forces of the Void.
Voidrunner - Journeyman
The removal of the Rune of Traversion became a rather great loss for Rickter in terms of fast travel, however, the realm of shadows remains at his beck and call when necessary. Though somewhat riskier than jumping through the Slipspace, Rickter can generate an opening into the Realm of Nyxus for a short duration of time. The reason behind this is due to the corruptive forces that lurk within the Void, but the trade-off for braving such risks allow Rickter to temporarily warp in and out of the mundane realm with relative ease. Moderate to intense lighting situations will easily challenge this quirk, of course, but the opening and closing of a doorway into the shadow realm allows for instances of quick recoveries or tactile retreats when necessary.
Quirk - Expert
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Quirk - Master
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Quirk - Master
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With the cautious approach to the practice of Nyx, Rickter's natural aura can now be imbued with the element of Darkness in turn. Much like the other Aura-oriented Quirks he has developed, the aura begins to radiate at a higher degree with each Shadow related spell or technique used in succession. This in turn causes the aether within his aura to generate and exude a menacing Dark Aura, though, also imposes greater risks of exposure to the corruptive influences of the Nyxus itself.
As the presence of the Void grows to envelop him with each successive cast, the Dark Aura is limited up to five casts total before it reaches maximum potency. Like the other Aura-oriented quirks at his disposal; the Dark Aura will dissipate after a short period of time if the aetheric energy is not released in one final output. This is a highly risky but also highly versatile boon as it not only promotes higher-grade spells for half the aether cost, but also enables Rickter to cast them in somewhat average lighting situations. However, it still requires patience to build up the Aura's potency along with disciplined resistance to the forces of the Void.
Voidrunner - Journeyman
The removal of the Rune of Traversion became a rather great loss for Rickter in terms of fast travel, however, the realm of shadows remains at his beck and call when necessary. Though somewhat riskier than jumping through the Slipspace, Rickter can generate an opening into the Realm of Nyxus for a short duration of time. The reason behind this is due to the corruptive forces that lurk within the Void, but the trade-off for braving such risks allow Rickter to temporarily warp in and out of the mundane realm with relative ease. Moderate to intense lighting situations will easily challenge this quirk, of course, but the opening and closing of a doorway into the shadow realm allows for instances of quick recoveries or tactile retreats when necessary.
Quirk - Expert
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Quirk - Master
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Quirk - Master
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Flow of Battle - Apprentice
As a Reaver taught in the ways of war, Rickter's learned how to anticipate his opponents head-on. As a result of this Flow of Battle manifests within his Pact Weaponry, Rickter picks up the muscle contractions of his opponent, and from that kinesthetic movement gains insight into the intended directional trajectory. The only trigger for this instance to occur is when a Pact weapon of his makes contact with the enemy, be it landing a strike or blocking one in turn, which results in the weapon itself nudging his grasp to react to the intent of his opponent. Though it is not always accurate or on point, Rickter's Pact weaponry can essentially guide him to victory, that is if he can interpret the hints his weapons give him both swiftly and accordingly.
Climhazzard - Journeyman
The Pact Weapon is the extension of a Reaver's very soul. This foundational concept is never lost on Rickter when he uses his weaponry, and while the pain of Dematerialization has been something he's stoically overcome time after time; there is one faucet to this that he has endeavored to build upon over time. The backlash a Reaver feels from their weapon dematerializing varies upon the usage involved, and rather than endure this pain, Rickter can store it as collective energy residing within his weaponry during combat.
The cost of doing this becomes riskier the greater the backlash stored within becomes, but as a result, Rickter can release that pent-up energy within the part of his soul he is wielding. This causes a reaction with his weaponry to generate bursts of aetheric energy so intense, that the backlash itself will double in tandem upon the release of his Pact Weaponry. Dematerialization becomes twice as painful, and deadly if the Reaver is not cautious with the magnitude of energy he releases. As a result of this Quirk, Rickter has to rely on it for specific techniques lest he risk the destruction of his weaponry at a faster rate.
Armor Locke - Expert
Through a combination of both Negation and Reaving, Rickter has developed a peculiar Quirk that allows him to bind armor magically to his soul. The process follows a similar principle to how Pacts are used with weaponry, however, requires him to instill aether into an article or piece of armor or clothing in question. By intricately binding it into the makeup of whatever gear he is binding to, he forges it into a specialized anchor that he can then store away in reserve.
The makeup and composition of the clothing or armor he Lockes with is a factor that must be considered during this process, as the integration of complex materials or even enchanted materials will require more time and aether. As a result any worn gear he successfully Lockes into his soul becomes an artificial anchor, allowing Rickter to swap or requip his armor even in midbattle to adjust tactics as necessary. Like Pacted weaponry, Rickter can Locke up to a total of ten full suits of armor; making this quirk a boon since differences in armor can affect several factors in a situation.
Quirk - Master
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Quirk - Master
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As a Reaver taught in the ways of war, Rickter's learned how to anticipate his opponents head-on. As a result of this Flow of Battle manifests within his Pact Weaponry, Rickter picks up the muscle contractions of his opponent, and from that kinesthetic movement gains insight into the intended directional trajectory. The only trigger for this instance to occur is when a Pact weapon of his makes contact with the enemy, be it landing a strike or blocking one in turn, which results in the weapon itself nudging his grasp to react to the intent of his opponent. Though it is not always accurate or on point, Rickter's Pact weaponry can essentially guide him to victory, that is if he can interpret the hints his weapons give him both swiftly and accordingly.
Climhazzard - Journeyman
The Pact Weapon is the extension of a Reaver's very soul. This foundational concept is never lost on Rickter when he uses his weaponry, and while the pain of Dematerialization has been something he's stoically overcome time after time; there is one faucet to this that he has endeavored to build upon over time. The backlash a Reaver feels from their weapon dematerializing varies upon the usage involved, and rather than endure this pain, Rickter can store it as collective energy residing within his weaponry during combat.
The cost of doing this becomes riskier the greater the backlash stored within becomes, but as a result, Rickter can release that pent-up energy within the part of his soul he is wielding. This causes a reaction with his weaponry to generate bursts of aetheric energy so intense, that the backlash itself will double in tandem upon the release of his Pact Weaponry. Dematerialization becomes twice as painful, and deadly if the Reaver is not cautious with the magnitude of energy he releases. As a result of this Quirk, Rickter has to rely on it for specific techniques lest he risk the destruction of his weaponry at a faster rate.
Armor Locke - Expert
Through a combination of both Negation and Reaving, Rickter has developed a peculiar Quirk that allows him to bind armor magically to his soul. The process follows a similar principle to how Pacts are used with weaponry, however, requires him to instill aether into an article or piece of armor or clothing in question. By intricately binding it into the makeup of whatever gear he is binding to, he forges it into a specialized anchor that he can then store away in reserve.
The makeup and composition of the clothing or armor he Lockes with is a factor that must be considered during this process, as the integration of complex materials or even enchanted materials will require more time and aether. As a result any worn gear he successfully Lockes into his soul becomes an artificial anchor, allowing Rickter to swap or requip his armor even in midbattle to adjust tactics as necessary. Like Pacted weaponry, Rickter can Locke up to a total of ten full suits of armor; making this quirk a boon since differences in armor can affect several factors in a situation.
Quirk - Master
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Quirk - Master
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Quirk - Apprentice
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Quirk - Journeyman
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Quirk - Expert
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Quirk - Master
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Quirk - Master
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Quirk - Journeyman
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Quirk - Expert
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Quirk - Master
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Quirk - Master
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