Chinko Lasgnair/OWA Timeline

## Chinko Lasgnair

> *"There are two kinds of binders: The boring, paperwork kind, and the kind that makes me look like a guy."*
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>

**Chinko Lasgnair (ちんこ ラスネア, Chinko Rasunea)** is a major character in **One World Academy**, diverging from the main timeline where they are a minor character in **Spartan Academy X** and **Blue Ghost Tales.**

They are the user of the quirk Spatial, a powerful emitter quirk that allows him to manipulate space, such as the space between two people or the space between a person and a piece of spaceship in low earth orbit

Unlike their counterpart, Chinko has access to a new state called Adraniphobia, a special state that is triggered by overextending or overusing they're quirk for extended periods of time, with the final cost of them being unable to use it for a week or so.

## Appearance

Chinko is a young person of average height, possessing a laidback, yet slightly sleepy posture. Lacking the will or the effort to fix their own hair, their head is usually covered in messy frizz, with long bangs cascading down the right side of their head. A gold and white streak is dyed into it, as well as purple. They are a natural heterochromatic, with one eye being blue and the other a reddish-magenta color.

Unlike the mainstream counterpart, Chinko doesn't wear anything for their chest, aside from a training bra. they are also a size smaller, being size B. Their casual wear consists of cloth bindings wrapped around the chest and sweatpants.

Despite appearing to be roughly the same person, Chinko's OWA Timeline is different from his mainstream SAX/BGT counterpart in the fact that they are genderfluid, meaning that they can change genders each day. They also have a little more sleep compared to the mainstream Chinko, having a (somewhat) healthy four hours sleep on average rather than the mainstream's three, making them a little more awake and less 'constantly frustrated' compared to the mainstream timeline.

Chinko's favored color scheme is: Purple, Black, White and Yellow.

### Xeno Paladin Armor and Equpment.

Chinko uses a sword and shield in combat. The weapon pair possesses a metallic sheen, with burgundy-to-cobalt gradient. The shield has a spike at the bottom portion, allowing it to be used to stab should the situation call for it. The blade is a rather heavy blade with significant reach, and is more inclined for slashing than it is stabbing. Chinko is very proficient with the weapon.

Chinko's hero suit is separated into three versions: Éadrom, Mheán, and Trom. These medieval-esque armor pieces are designed to support Chinko's favored fighting style, Sword and Shield. In order to choose one, Chinko usually waits a little before springing to action, observing the opponent before choosing the right armor. Because of this, Chinko has a limitation on their ability to respond to a call for action.

#### Xeno Paladin - Éadrom

The lightest armor set available for use by Chinko is the Éadrom set. Designed with speed in mind, it is made of lighter materials and forged using a Damascus-Aluminum billet. While it's still somewhat heavy it's the lightest armor on offer, and comes with two extra daggers should the sword and shield prove insufficient, which it usually does with this kind of armor. The armor is mostly black with a sinister grin-like faceplate, and a red plume between two black horns.

The armor set is usually used to take care of multiple mooks, or a pesky speedster. Chinko is proficient with the armor's daggers and has used their quirk to make them boomerang around opponents, much to their not-so-pleasant surprise.

The daggers can also line their blades. In doing so, they are granted extra elemental damage and cycle between Thermite, Nitrogen, Gale, and Ferrus. Thermite is capable of melting through a large amount of materials, Nitrogen can freeze things, making them brittler and easier to smash through, Gale produces a burst of wind to strike targets from range, and Ferrus hardens the blades, making them more potent in slashing.

#### Xeno Paladin - Mheán

After Eadrom, Chinko's second variant of the Xeno Paladin is called Mheán. The armor is red with many serrations and design choices evocative of samurai armor, complete with a facemask that sort of looks like a dog. The armor plates are held tightly and possess silicon carbide discs on the underwear to stop low caliber ammunition. It also makes use of white tufts of fur into it's design, and is quite warm, allowing it to withstand colder temperatures.

The Mheán armor set is a sort of middle ground between the speedy Eadrom and the hardy Trom. It makes good use of the sword and shield and is primarily geared for slightly longer engagements against mid-tier mooks. Each armor piece is capable of stopping a low caliber bullet and can take multiple blows before denting.

There's nothing special to the Mheán set, Chinko just made it because having two armor sets didn't settle well with them.

#### Xeno Paladin - Trom

If you're gonna be fighting heavy duty, might as well use the Trom armor. Despite being extraordinary heavy and somewhat slow, the Trom armor set is capable of taking multiple hits from high caliber rounds on all parts of the body, especially the chest and shield. It also possesses mechanical parts, with rotors and pistons underneath the armor to allow Chinko to hit harder with the same amount of effort, scaling up their damage potential from 9-B (Wall) to a high 8-C, disregarding quirk abilities.

Xeno Paladin can make great use of Chinko's Sword and Shield, and the robotics inside the armor enhance the damage done by these weapons to a point where it can easily break through a titanium door with a couple of shield bashes.

Despite it's robotics and a couple of thrust modules to allow it to dash, the Trom armor is the heaviest armor available, and is used to take out higher-tier villains or elite mooks. It's striking strength is also borderline lethal, and can break ribs with a single strike, not to mention walls.

## Personality

In stark contrast to their slightly more irritable and narcoleptic counterpart, the OWA version of Chinko is slightly more pleasant. While they still have a habit of staying up late at night gaming or watching movies, it's curbed by the fact they have slightly more hours of sleep on average compared to the mainstream timeline Chinko, getting 4-5 hours of sleep rather than the 3-4 of the mainstream timeline. They're also quite assertive, as opposed to their counterpart's more passive and tired demeanor, and can take charge whenever they needs to.

Chinko is rather sardonic and slightly jaded, and not exactly the kind of person you would turn to for advice, since most of the time this advice would be along the lines of "Get your shit together and move on". While they're not emotionless, they're rather sociopathic and can be unsympathetic and detached from reality. Where others would cry at someone's death, they'd just sigh and carry on. They know that they can't do anything to save them, so they don't bother.

This originated when their father was killed via radiation poisoning, and without the right tools to help him at the time they resigned to silently breaking down. They eventually got over it, and can comfortably talk about the subject.

Despite this, Chinko forces a smile on their face in times of distress. Not everyone will react the same to their situation, and not everyone can take the stress like a champion, so the best course of action is to let everyone know that it's all fine. Why? Because in the word's of a particular Symbol of Peace: "I AM HERE!"

In battle, Chinko is strategic and defensive, yet won't hesitate to suddenly switch gears and go all out in their offensive abilities, which can be a jarring shift in tone. Their use of weaponry makes it difficult for her to go non lethal, so she sticks to shield bashes.

## Powers and Abilities

### Quirk Abilities

Chinko's quirk is called **Spatial**, enforcing their status as a Stone. With it, they can create, shape and manipulate physical aspects of space within an area of one's choosing, including an area and whatever is inside of that area. They can trap subjects or objects in space and push that space, throwing subject and object away from them or to create wormholes, paradoxes, and other strange events by warping spatial areas and twisting them around.

While also allowing things normally associated with space, such as teleportation, reducing the space between objects to get to them faster, extending the space to stop something from reaching an object, and so on, Chinko is also capable of crushing someone under their own weight by bending space around them, pushing in on a target until they're crushed to a pulp. This also allows them to phase through walls by temporarily taking up no space at all, or raise someone's weight by altering their density.

The quirk is a special quirk, in that it is passed down to the firstborn by the parent, and evolves one extra part. However, the quirk is inactive in the firstborn until the parent possessing the quirk dies.

The evolution of Chinko's quirk from her father's own is the ability to merge two objects together by allowing them to take up the same space. This allows them to fuse weaponry to her body and that of others or even fuse objects that can prove detrimental to the target while avoiding any repercussions that could result from getting too close to the target, such as sticking a brick of live C4 on a target that causes people to fall asleep if they get too close.

#### Phobis State

All Stones possess an enhanced state called a Phobis, and is usually executed by consequences of overuse (In the case of Spiritualize, Intellectual, and Spatial) or a release in subconscious limiters (In the case of Force, Chronological, and Atomize).

Chinko's Phobis state is called Adraniphobia, which is caused by affecting space at a too large of a scale too many times. This disrupts how space itself functions, creating wormholes that allow people to move around much faster. It also enhances Chinko's proficiency over Space temporarily, abandoning a few limiters to grant him more abilities during the state.

However, Adraniphobia also causes a destabilization in the quirk, and after a one minute rampage it goes into lockdown, leaving Chinko quirkless until it can repair itself, which tends to take upwards of a week. While inactive, affected space reorients itself and portals glitch out of existence, while also affecting Chinko's sense of direction and his ability to remember where they are, leaving them a vulnerable mess. During space reorientation objects can shift around as the universe attempts to put it back in it's former place.

#### Super Moves

* **Singularity:** Chinko can compress space to a point that it becomes ultra dense, it's compression to such a degree that it begins to distort light, creating a black ball. Usually summoned around their hands, the ball is extremely dense, yet is capable of exploding into a great concussive force that has the potential to kill if charged for long enough as entropy takes the wheel. The attack is noted to be extremely hard to use, not because of it's condensing, but because of how ***heavy***the ball is. It's like throwing an explosive shotput.
* **Event Horizon:** Chinko warps space a little, enhancing an object's own gravity. This allows her to pull objects toward that point in space, useful in restraining someone and preventing them from getting away. Chinko can warp their own space to become immune to it.
* **Warp Dash:** Chinko quickly decreases the space between him and another point, before restoring it once they're at that point. This move is rather fast and can be used many times over, or it can be used in a massive dash to cover significant distance in a single go.
* **Newton's First Law:** Chinko extends the space between an incoming attack, stopping it in it's tracks. They can then rotate it by altering the space around it and firing it at a reduced speed. This can also be used as an impromptu shield.
* **Newton's Second Law:** Chinko creates an empty space in front of them and flies into it. With a lack of air friction, they can swiftly change location. Useful if someone is preventing them from using portals. The new space is quickly filled up with air, creating a temporary vacuum.
* **Newton's Third Law:** Chinko teleports an attack to an isolated location, effectively absorbing it. After this, he can choose to release it through another portal, letting the attack through. This allows them limited mimicry of ranged attacks.

### Physical Abilities

* **Immense Pain Tolerance:** Chinko has survived their fair share of blows and doesn't feel as much pain as some others do. However, damage dealt is still the same, so while they won't crawl all over the floor in agony by being struck in the nose, it's still gonna knock them out in two hits... provided they didn't have enhanced durability.
* **G-Force Tolerance:** When using Warp Dash, her sudden movements can prove jarring, and thus he has adapted to rapidly moving across a large area in a short amount of time with a massive burst of speed.
* **Night Owl:** Chinko stays up rather late at times, and is capable of lasting an entire day without sleep if they want to.
* **Peak Human Strength:** While Chinko isn't the strongest, they still pull their own weight. Without their quirk, their lifting strength is at Class 1, able to lift 500 to 1000kg comfortably. However, using their quirk she can effectively remove an object's density, making it light enough for them to lift. With their quirk, their lifting strength is boosted to Class P, able to lift up to small asteroids.
* **Peak Human Reaction Time:** The average person can react to something within 0.2 seconds. Chinko can go higher, as their Warp Dash forces their to quickly adapt to any environment she ends up in. Her reaction time is 0.08-0.0291 seconds
* **Superhuman Agility:** Chinko's use of sword and shield also means they have to move around a fair bit if they need to avoid strikes too strong to block.
* **Superhuman Endurance**
* **Superhuman Durability**

### Weaknesses

Overuse of their quirk can lead to Adraniphobia state, a brief frenzy that causes the quirk to deactivate after a minute.

Space will attempt to repair itself after usage of their quirk. If the object was moved around too much with the quirk it will fling about within a small region before settling.

If Chinko teleports too often, their sense of direction is affected and they suffer motion sickness.

Chinko is mediocre at hand to hand, but excels with a sword and shield. If they lose it they aren't as effective as they would be.

## Stats

Chinko's stats, according to the creator.

Chinko's stats, according to the Ultra Analysis BookFrom these Stats, one can tell that Chinko may not be hyper smart, but their technique and power can make up for it. Their speed is also borderline ridiculous due to her capable of jumping great distances in under a second, at a cost of some motion sickness.

He also has a very poor sleep schedule, if the four hours of sleep is anything to go by.

## Quotes

* *(To Koka Mirukuchokorēto) "No, dumbass, I don't have an aneurysm for a last name."*
* *"Hey, leave me alone, I'm just getting coffee. Who cares if it's 5 shots of espresso, I NEEED THIS."*

## Trivia

* Chinko is bisexual, and expresses interest in both guys and girls. This contrasts with their mainstream counterpart, who is straight.
* Due to her poor sleep patterns, Chinko has developed a caffeine dependency to wake them up. Their favorite kind is a double shot espresso with two marshmallows and a bar of chocolate.
* One of the advantages of them not sleeping right is that they have no problem with staying awake the entire night, at the cost of sleeping through the entire next day. Their quirk also seems to slightly malfunction when incredibly sleep deprived.
* Chinko is an avid gamer and watches anime whenever they gets the chance.
* Their hobbies include drinking coffee, listening to lo-fi music, cooking, and attempting to sleep longer than four hours.
* Ranked 4th in the OWA Entrance Exam
* Ranked 4th in the OWA Apprehension Test