Name- Kaori Yamada
Age- 17
Gender- Female
Sexuality- Bisexual
Personality- It's hard to describe a complex person like Kaori, she's very sensitive, sentimental and forthright, but she is less prominent and often intertwined with being desperate as well. Her stable nature though, this is what she's kind of cherished for. Often times people will count on this and her tolerance in times of need. She is very sensitive when her past brought up and tends to get anxious if around people she's uncomfortable with. She flinches very easily and gets scared easily if around people she doesn't know.
Looks- Below
Quirk Name: Portals
Quirk Type: Emitter
Basic Info: Similar to Kurogiri's Warp quirk, although with some important distinctions. The quirk is the ability to create portals between two distinct locations. The portals can be of a wide array of shapes (including both 2-dimensional portals and spherical portals) so long as both the input and output portals are identical. Portals can be given velocities or bound to a specific location relative to an object, and the velocities of the input and output portals can be different. Both the shape and velocity of portals can be changed at will. 2D portals, due to their edge, have a built-in rim that is typically about 1cm wide but can be adjusted if need be.
Drawbacks:
Manipulating portals takes a large amount of concentration, which can be a distraction from battle. The amount of concentration is typically larger when the portals are farther apart. In addition, the user must know the locations they want to join together. And while this quirk allows the user to create a portal that's bound relative to an object, they must know the location of the object relative to themselves to create the initial portal.
The user is physically limited in the amount of portal area they have open (for 3D portals, this is their surface area), while mental limitations determine how quickly they can manipulate portals. In addition, while it is normally quite effortless to manipulate a portal, if the rim of a 2D portal encounters an obstacle, the user must expend their own stamina to force the obstacle out of the way. Note that this does not apply to anything protruding from a portal, so it is still possible to, for example, effortlessly launch a portal with a spike sticking out of it and have it impale a target.
Strengths:
As would make sense, portals are incredibly powerful as a mobility item. While it's possible to just use a portal like a doorway, there are many more mobility options available to a skilled user. Rather than move through the portal, the user could have a portal quickly move across their body and teleport them to a different location without them moving. A user could use portals moving at different velocities to quickly change their movement. It's even possible to step into a portal that opens up about a foot above the ground, then move the input portal around in order to soar across a battlefield.
Portals also represent a powerful defense. Most defensive moves with portals can be summarized as just opening a portal between the user and any incoming attack. Among these, users can choose between opening a spherical portal to essentially vanish from the battlefield, opening a 2D portal to block a directional attack, or even using a 2D portal to redirect an attack towards your enemies. These defensive moves render the user impervious to most melee and ranged attacks so long as they can open up a portal in time
Portals can even be used for observation purposes. A portal opened from a good vantage point can give the user, or a camera hooked up to a network of support systems, an easy way to spy on a battlefield, scout a disaster area, or just monitor a location with little risk to themselves.
However, the best portal moves come from their offensive capability. Portals with different velocities can be used to accelerate projectiles or other objects to immense speeds. Weapons, such as missiles, cannons, or even stationary items such as spikes can be brought into any location on the battlefield and moved or withdrawn as needed. And for a final move, a portal between two very different environments, such as between earth and space, the deepest ocean trenches, or even the sun (although that requires a lot of concentration to pull off), can be used to create an incredibly destructive weapon with power potentially exceeding nuclear weapons.
Weaknesses:
While portals are an incredibly potent tool, they do not provide the user's body with any enhancements whatsoever. This means that the user's body becomes a major hindrance on the battlefield, as damage to their body could knock them out of the fight completely. While portals do grant the user powerful defensive and mobility options, the user must be able to react in time to guard against incoming attacks, This puts them at a considerable disadvantage against instant-attack-type quirks like Eraserhead and Shinso, stealth attacks, and attacks that are simply too fast to guard against, such as those involving radiation.
This means that the quirk user's best option is to get or stay away from the battlefield and instead make use of the observation and attack capabilities of the quirk to bombard the battlefield from afar. At this point, the user's weakest match-ups would be against anyone who is able to both locate them and attack them before they can mount a defense, although purely stealth-based abilities would be an issue to deal with as well.
Finally, many of the quirk's super-strong attacks are very destructive to surrounding structures as well due to their explosive nature. Oftentimes, this limits the user to using only projectile-based attacks in combat, although these can also be quite potent.
