The main ability of an Esper is, naturally, their extrasensory perception, or ESP. ESP manifests as supernatural abilities associated with one of the five senses, such as igniting anything within visual range or being able to manipulate the perceptions of others with your voice. ESP is ranked from E to A, and costs 1 AP for every rank, which determines the potency of the ability.
An ability that, on the surface, is rather similar to telekinesis, but instead achieves those similar results by altering the magnitude and direction of the kinetic energy of beings and objects. Out of force of habit, and to help her better visualize her power, she tends to use a different eye for increasing and decreasing the energy of a mass, while if not used on her own body, she also usually indicates the direction with hand gestures. Logically, her power is less effective the larger the mass is of something, while sharply changing the direction of an already rapidly moving object is going to take more effort as well. The ability is inefficient against most forms of magic as well. However, most commonly she uses it to bolster her physical capabilities anyways, by increasing the force behind her punches and kicks.
You paid good money to get your vehicle of choice into Kagamihara. Thanks to the convenience of owning your own personal mode of transportation, once a day, you can quickly visit another ward of the city to accomplish something minor, such as setting up a ritual, shopping, or scouting. And, if push comes to shove, you can always crash it into someone.
Her vehicle of choice is a bulky, somewhat futuristic looking motorcycle that she ended up calling Meteor. The bike was custom fit with an engine about twice the cc of the original model for even greater performance, and aside from a few parts, the entirety of it was painted jet black. While the modifications made it so that it can zoom around fast enough to leave lengthy afterimages with its lights, they are also responsible for Kang's constant rambling about fuel prices.
After much training, you have become incredibly proficient in a martial art. You gain one stat point you must allocate towards a physical stat. For each AP put into this perk, you gain one Technique that you can use in combat, similar to a spell, but based on physical prowess. These Techniques have cooldowns based on their strength.
A unique fighting style of the Soyoung family that takes inspiration from a variety of well-known martial arts, but at its core it probably resembles wrestling the most. The purpose of the style is to supplement the lightning fast speed attainable through the use of their psychic abilities, and thus it focuses on rapid but powerful strikes meant to surprise opponents, and take them off their feet before they can come to their senses. This often involves getting close and personal rather quickly, along with using the whole body as a force multiplier.
Because of the lack of written materials, and being more of a personalized tradition passed on between the members, the style changed wildly over the generations. With Kang being the last practitioner of the art, it's hardly known what other variations were like, and even she only vaguely remembers what the moves her parents taught her were originally like. Jokingly, she tends to refer to the style as Kang-fu, even if it in fact has very little to do with Kung fu.
Taking up a defensive stance, Kang prepares herself for an incoming attack. Sacrificing her opportunity to go on the offense, she can focus entirely on intercepting an attack, making it easier for her to predict its nature and evade it. A successfully negated attack can be chained into a counter as a reaction, striking the opponent's weak point while they are incapable of defending and shaking their balance.
Launching a rapid kick, Kang aims not to physically harm their opponent but to damage their core. Just before the impact, her foot slows down, making only the slighest, almost gentle contact with her opponent. However, it does not break the shockwave created by the kick, which travels through her leg and the contact point into her opponent's body where it can directly affect the nervous system, and consequently hindering spellcasting capabilities.
Propelling herself forward with incredible speed, Kang tackles her opponent, and using the momentum of the fall, shifts their body around into a tight hold. Being a shock and awe tactic, it relies on the sudden force knocking someone down onto the ground stunning them momentarily, only to then find themselves in the not exactly kind embrace of Kang's legs.
You make people turn their heads by just being there. Your visual appearance is extremely distinctive, ranging from charming others with your beauty or striking fear with your rough visage. At the same time, you have an unforgettable face, so people will undoubtedly recognize you after even a chance encounter and hiding in a crowd is downright impossible.
A cool and chic outerior concealing the soul of a rowdy gorilla.
Some people are hard to keep down, and you are too stubborn to die. When faced with mortal or crippling injury, you can push through, still capable of taking turns until a truly fatal blow ends your life. Not only that, your character naturally possesses a higher pain tolerance, and may brush aside injuries or effects that would stop someone in their tracks.
There is hardly anyone as fiery and persistent as Kang when she is in the midst of a heated fight, and only an undeniable death can sweep her off her feet once she set her mind to it.
As they say, everyone has a different perspective, and yours is significantly different than most. You possess a pair of Mystic Eyes, which grant you the ability to perceive phenomena normal people cannot and even alter it. Mystic Eyes range from postcognition to hypnosis to conflagration. The strength of your Mystic Eyes directly depends on the amount of AP invested into it.
Serving as a conduit for her innate ability, these eyes enhance Kang's perception past that of an ordinary human, letting her track and identify rapidly moving things that would otherwise ony seem as a blur for most. Such a keen eyesight also allows her to vaguely perceive the flow of magic, making it easier to find weakpoints to strike on a spellcaster's body or sense leylines and other similar magical occurances.
Equipment broadly covers mundane things such as guns and other assorted objects, Mystic Codes, Conceptual Weapons, and other miscellaneous items not directly mentioned in perks. All Mystic Codes and Conceptual Weapons can be divided into passive, where they have effects just by existing, or active, where you must use an action to trigger their effects. The cost of activating a Mystic Code or Conceptual Weapon is dependent on the item itself. Equipment comes in three tiers:
Tier 3 costs 1 AP and covers the majority of mundane items. In addition, it encompasses E and D rank Mystic Codes and Conceptual Weapons. These are typically minor items that provide small benefits to the user, like slightly enhanced regeneration or long-range communication.
Tier 2 costs 2 AP and covers Mystic Codes and Conceptual Weapons around C and B rank. These are often reliable weapons or defenses meant for frequent use in combat.
Tier 1 costs 3 AP and covers A Rank and beyond Mystic Codes and Conceptual Weapons. These are items that any magus would strictly guard with their life or ancient heirlooms with many years behind them.
A tool created by a certain Korean bloodline that was meant to supplement and augment one's physical prowess rather than strengthening their magical power. Its history roots all the way back to when Choe Museon acquired the secrets of the gunpowder from the Chinese, and subsequently started a boom in the weapon industry that attempted to utilize it. While most focused on either mass produced, handheld firearms or large cannons and rocket launchers that boasted with frightening firepower, some ideas also came up regarding more personalized equipment that had to meet a number of criteria - such as concealability, ease of use and comfort when worn, ovcerall efficiency and enough potential to make it worth using in the first place. However, due to the volatile and intricate nature of such a tool, most ideas were met only with failure, and none became polished and recognized enough for general use.
An idea along those lines, where the goal was to create a pair of gunpowder fueled footwear to rapidly move around the battlefield was what served as the basis for this particular item as well. However, by the time it became known as the Mystic Code Ignition, its design became a lot more refined, and its purpose slightly shifted away from what it was originally meant to be as well. Now, a pair of bulky black boots with extremely high reinforced heels is used to conceal a complex mechanism built into the heels. The mechanism itself is made up of several interlinking cylinders along with an ignition and a gunpowder feeding system that is capable of operating in similar fashion to a firearm, or more specifically, a shotgun.
The recoil from the intense controlled explosion is capable of moving one's feet forwards, allowing bursts of high speed movement along with serving as an enhancement to one's kicks. While highly inefficient as an actual firearm due to it's limited - and backwards - firing arcs, Ignition is still capable of inflicting direct damage as well, mostly in the form of point blank shots when the heel is facing the opponent's body. However, while the design is rather ambitious, in practice it's borderline impossible to be used by the average person. Controlling it, let alone naturally utilizing it as an extension of one's self requires exceptional reflexes, balance and body coordination.