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Fandom ||Valiant:Character Sheets||

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OOC
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SavingStar

Family Disappointment




Valiant: Possessing or showing courage or determination

Welcome to the Hero and Quirk Registry! Here is where we will file and monitor all citizens who demonstrate quirks, as well as their general alignment.

When you are preparing your information to be filed, we ask that you please include the information below, as it makes review easier for officials

Birth Name:

Preferred Name:

Hero Name:

Age:

Gender:

Appearance: (or picture at the top of sheet)

Quirk(s):

Alignment:

Likes:

Dislikes:

Personality:

Biography:

Significant Other / Relationship Interest:

Any children? (For aged up characters):

Writing Sample With Character: UNDER SPOILER

This is where you will put a brief writing sample for your character. There is no set prompt, but it MUST feature your character for THIS roleplay. This is for you to show me what you have as a roleplayer, as well as for me to gauge how you/your character will behave in the main plot

CANON CHARACTERS

Katsuki Bakugou= SavingStar SavingStar
Iida Tenya= Slaggo Slaggo
Shouto Todoroki= lonecoyote lonecoyote


 
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Birth Name: Sukemaru Asakura.

Preferred Name: "Demon Asura-Glaive.".

Hero Name: None, has a Villain Name that is his Preferred Name.

Age: 32.

Gender: Male.

Appearance: (Resembles a combination between Hero Killer Stain from My Hero Academia-
287
and Asura from Asura's Wrath-
204
.).

Quirk(s): "Kingsglaive"-An Emitter based type Quirk, it has the ability to produce multiple swords from all over his entire body, ranging from Japanese Katanas to Scottish Claymores to all other kinds of swords known throughout the world, however, there is a limit to up to how many swords he can create and the side-effects on his stamina caused from doing so, plus, he has to imagine a real life sword's image and appearance in front of him in order to manifest it from his body.

Alignment: Evil though Neutral later on.

Likes: Japanese Food, Culture and Mythology, Vigilantism, Video Games, Comic Books, Movies.

Dislikes: Corrupt Politics, Meat.

Personality: Has a cool, calm, collected, cunning, calculating, strange, sarcastic, mysterious, manipulative, wise and dark sense of humor related Personality.

Biography: Asakura Sukemaru, 32 years old, a native of Japan, he is the sole survivor of a plane crash that claimed all of his family when he was 26 years old, having developed trust issues with heroes due to them having not been able to arrive on time at the scene to save the plane from crashing for one reason and/or another, using the powers of his sword based Quirk, Asakura decides to take up being a vigilante and wage a war against all the incidents and crimes that the heroes fight against, in order to prove that heroes cannot be trusted and cannot be depended upon, believing that they will always let the people down and that in truth, the only wish to help others in order to further increase their own both fame and fortune, although he doesn't entirely agree with the views of the villain of the past, he takes what he can from Hero Killer Stain's ideals and molds them into his very own, thus is the vigilante, Demon Asura-Glaive is born.

Writing Sample With Character-"Once there was a villain, he was a fanatic to describe at best but...he had ideals, ideals that could reach out to others, villains, heroes, even normal civilians themselves...he was able to bring about the emergence of important figures this current day and age due to his evil actions...its not the same but, i too, wish to bring about change...i will change the rules, i will change the laws, i will change...society and the whole world itself! i will not let anything and/or anyone stop me! ...for the memories of those that have fallen..."-An avenging anti-hero to describe at best.
 
Face Claim: Aoi Kunieda from Beelzebub

Birth Name: Kiku Nakamoto

Preferred Name: Kiku prefers to go by her birth name. It was the name her parents chose for her, so she had no reason to change it or prefer otherwise. Growing up, Kiku didn't even have nicknames from friends or family. If she could, she would have preferred to keep her hero name the same as her birth name. However she was recommended not to do so.

Hero Name: Kiku's hero name is "The White Flash." The names origin stems from the bright flash of light that occurs after using her quirk. Not too mention her hero costume is almost all white as well.

Age: 25

Gender: Female

Appearance:
HERO COSTUME
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The choice of clothing for Kiku when she becomes "The White Flash" is something that goes along with her name pretty well. First she wears her hair down in no particular style. A necklace can be seen around her neck as well (Her mothers). Besides the pure white clock that extends down to the bottom of her, the only top she wears are bindings. This makes her a fan favorite for the...*ahem*...male civilians (and heroes). Her bottom wear are matching white jeans that were made specify for her. Thankfully the best jeanist managed to hook Kiku up with flexible battle jeans that were both fashionable and practical

EVERYDAY OUTFIT
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Kiku's everyday choice of clothing is usually stylish yet simple. Her choice of everyday clothing usually falls into these categories, no matter how many different outfits she wears. The one shown above is an example of just one.​

Quirk(s): Kiku was born with the quirk "Bond". With the quirk "Bond" Kiku is able to make ties and bonds with inanimate objects and nonliving things. Once a bond is formed then she is able to teleport the object to herself OR teleport herself to the object. This fact is where her hero name stems from. When she fights, she typically uses both varieties of her quirk. Each time she teleports, a sudden bright flash of white will appear where she just was before disappearing in the next second. When forming a bond to an object there are certain criteria that must be met. The object must be able to fit on her person. That means no teleporting something that is bigger than herself. The more bonds she forms, the harder it is to make another. Currently Kiku can only have 15 active bonds at the same time. To form a bond, Kiku must keep the object in question with her for an entire month. It must always be on her person. Once the time is up, she can activate her quirk and bond to it. There are some drawbacks however. Overuse of teleporting can cause severe motion sickness and dizziness, making her vulnerable on the battle filed. There's also the fact that, if one of her bonded objects are broken, then it takes twice as long to form the bond again.

Alignment: Kiku is a hero at the heart of things but some people may question her methods. Her motto is "If the civilian is saved, the job is done." Her view on villains are...shaky at best. She doesn't view them as living people. She won't openly kill villains mind you, but they usually don't leave their encounter with her behind without a few bruises or scars. To her, the world is very black and white. There are the good people protecting the innocent and then there are the bad people hurting the innocent. That's it.

Likes: Kiku likes many things, despite her cold personality towards others. Tea being a major love for the young woman. She finds that there are all kinds of different types of tea for different moods and situations. She likes to collects tea sets and display them in her apartment room. Currently the girl has 12 full tea sets that she regularly maintains and uses. Another thing Kiku likes is training up her skills in the blade. She loves to have sparing partners, especially if they are able to use their quirk in a unique way. Anything to improve herself. An embarrassing thing that she enjoys a little too much is Manga. She likes to read the weekly updates in the local magazine but only in secret. Her excuse is that she is simply buying them for her little brother. Yeah right Kiku. We all know you love reading it.

Dislikes: Some dislikes that stem from Kiku are due to past issues with them. Villains being an obvious one. Nothing gets under her skin more than an evil or selfish person, using their quirk for their own good. She also dislikes people who hate quirk users. She finds it unfair that she should get yelled at for being born with something she had no choice in the matter. If you are born with a quirk, you use it. It's like any other body part. If you are born with eyes, you use them. Simple. While she was in school, she hated writing reports. Now that she is a hero, it happens less often but she still hates them.

Personality: Kiku isn't exactly the friendliest face you'd like to see around. To people she doesn't know, Kiku will typically respond in curt, almost emotionless tones of voice. This, however, is a major farce that the girl puts up to hide her embarrassment from talking to other people. She does the first thing that pops into her head, and that is to act like one of the "cool" characters from the manga that she reads. She'd like to imagine that the person she is talking to is thinking "Wow! This girl is so cool! I wanna be like her!" but in reality she just comes off as cold and unimpressed. To put it simply, her social skills are....lacking when it comes to strangers. When talking to friends however, its a whole different ballgame. Kiku acts much more relaxed and isn't so embarrassed. She still doesn't talk as much as others her age, preferring to listen to others more so than put her two cents in. However, it isn't rare for the girl to crack a joke or reply with a snarky response here or there.
In battle, Kiku is once again, almost a different person. It all depends on the type of person she is facing. Most of the time it is selfish villains, making her demeanor change even more. If you thought she was cold before, then she is a blizzard to villains.

Biography: Growing up was odd for a young Kiku to say the least. She was forced to view the world in set colors at a very young age when her father....the hero Knight Shaker...turned villain. Yes, her own father, someone she admired so much with full respect. The one that would always save the civilians from the evil bad guys...turned into that same type of bad guy. This led her to believe that there were only two people in the world, and those roles were set from the beginning. You were either evil or you were good. Her father may have played hero and dressed like one but in the end, what happened? He become exactly what he was from the get go. A villain...a disgrace. Her mother, a civilian woman with a simple water breathing quirk, tried to tell her otherwise but she wouldn't listen. Eventually her mother finally gave up, saddened by her daughters thought process. Ever since that moment, Kiku pledged to no one but herself, that she would become the hero she was born to be. There was no way she was evil. There was no way...

Significant Other / Relationship Interest: None at the moment currently. Her mother may keep pushing her to "Find a good looking man!" but she prefers to focus on her goal currently. It won't be long before her mother begins to say something along the lines of "I'd even prefer you find a nice girl than be alone!"

Any children? (For aged up characters): Kiku doesn't hate the idea of having children but currently has none nor no significant other.

Writing Sample With Character: Kiku Nakamoto, also known as "The White Flash" awoke with a tired groan. The morning sun shone through her bedroom window, landing directly on her face. 'I really need to invest in some better curtains...' She thought to herself. She, however, thought about this every morning. Rising into a sitting position, she allowed the covers to slide off her body, revealing her light gray pajama pants and shirt. She preferred to keep warm under the covers while she slept, as she was often victim to night chills. As she yawned, placing a hand over her mouth as if to silence it, she stood and began to get dressed. She was running a tad late to the agency today so there was no real time to take a shower. She would just have to take one once she was back home, whenever that was. Heroes were busy folk after all. After a small breakfast, a glass of tea, and a brushing of the teeth, Kiku Nakamoto was off to do her job.
 
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Birth Name: Raiu Munakata

Preferred Name: Raiu or Rai

Hero Name: Impundulu

Hero Name Origin: Also known as the “Lightning Bird,” the impundulu is a component of African mythology. It takes the form of a black and white bird, the size of a person, which is said to summon thinder and lightning with its wings and talons. It is a vampiric creature associated with witchcraft, often the servant or familiar of a witch or witch doctor, which attacks the witch's enemies.

Age: 24 years

Gender: Female

Quirk(s): As her name origin suggests, Raiu takes after the Impundulu, a mythological bird said to control thunder and lightning. She has the capability of manifesting large black wings between her shoulder blades, giving her the “bird.” In addition, she has the ability to manipulate electric currents in the earth’s atmosphere, causing the phenomenon known as lightning. This lightning, on a smaller scale, can also be condensed to the size of her palm, should she wish to electrocute a close-range opponent without risking her team mates or partners. However, much like the impundulu itself, her greatest weakness is fire, making her choice of significant other rather unfortunate shoukdbthey ever get into an argument.

Alignment: Lawful Good

Likes:
•Raiu enjoys being intellectually challenged by another. A simple battle of wits is exhilarating for her.

•She does have a weak spot for helping people, obviously. Children, especially.

•Sitting by a fire with a cup of warm tea is her idea of a good night.

•Even being with someone she cares for is enough

• She does enjoy reading, though

•Animals seem to be another weak spot for her

Dislikes:
•Raiu absolutely hates having to socialize with anyone that irritates her. She isn't usually very social, but those who are too talkative make her want to leave.

•Raiu’s also not a fan of spiders. She's not deathly afraid, but like any sane person, they somewhat irk her.

•She absolutely despises idiots. While she understands that one may not be a scientist as much as some, she is still very smart. People who ask stupid questions are the rare ones she has less patience with.

•Being woken up on her brief stints of sleep. She is naturally an insomniac, and any sleep she may get is a blessing. Do not wake her up unless you either wish to be electrocuted, or if it important

Personality
Raia is considered to be of the "Commander" personality type. The ENTJ.

ENTJs are natural-born leaders. People with this personality type embody the gifts of charisma and confidence, and project authority in a way that draws crowds together behind a common goal. But unlike their Feeling (F) counterpart, ENTJs are characterized by an often ruthless level of rationality, using their drive, determination and sharp minds to achieve whatever end they’ve set for themselves. Perhaps it is best that they make up only three percent of the population, lest they overwhelm the more timid and sensitive personality types that make up much of the rest of the world – but we have ENTJs to thank for many of the businesses and institutions we take for granted every day.

If there’s anything ENTJs love, it’s a good challenge, big or small, and they firmly believe that given enough time and resources, they can achieve any goal. This quality makes people with the ENTJ personality type brilliant entrepreneurs, and their ability to think strategically and hold a long-term focus while executing each step of their plans with determination and precision makes them powerful business leaders. This determination is often a self-fulfilling prophecy, as ENTJs push their goals through with sheer willpower where others might give up and move on, and their Extraverted (E) nature means they are likely to push everyone else right along with them, achieving spectacular results in the process.

At the negotiating table, be it in a corporate environment or buying a car, ENTJs are dominant, relentless, and unforgiving. This isn’t because they are coldhearted or vicious per se – it’s more that ENTJ personalities genuinely enjoy the challenge, the battle of wits, the repartee that comes from this environment, and if the other side can’t keep up, that’s no reason for ENTJs to fold on their own core tenet of ultimate victory.

If there’s anyone ENTJs respect, it’s someone who is able to stand up to them intellectually, who is able to act with a precision and quality equal to their own. ENTJ personalities have a particular skill in recognizing the talents of others, and this helps in both their team-building efforts (since no one, no matter how brilliant, can do everything alone), and to keep ENTJs from displaying too much arrogance and condescension. However, they also have a particular skill in calling out others’ failures with a chilling degree of insensitivity, and this is where ENTJs really start to run into trouble.

Emotional expression isn’t the strong suit of any Analyst type, but because of their Extraverted (E) nature, ENTJs’ distance from their emotions is especially public, and felt directly by a much broader swath of people. Especially in a professional environment, ENTJs will simply crush the sensitivities of those they view as inefficient, incompetent or lazy. To people with the ENTJ personality type, emotional displays are displays of weakness, and it’s easy to make enemies with this approach – ENTJs will do well to remember that they absolutely depend on having a functioning team, not just to achieve their goals, but for their validation and feedback as well, something ENTJs are, curiously, very sensitive to.

ENTJs are true powerhouses, and they cultivate an image of being larger than life – and often enough they are. They need to remember though, that their stature comes not just from their own actions, but from the actions of the team that props them up, and that it’s important to recognize the contributions, talents and needs, especially from an emotional perspective, of their support network. Even if they have to adopt a "fake it ‘til you make it" mentality, if ENTJs are able to combine an emotionally healthy focus alongside their many strengths, they will be rewarded with deep, satisfying relationships and all the challenging victories they can handle.

Biography
Born to parents who were neither pro heroes, Raiu was raised unknowing of what heroes truly experienced in their day-to-day lives, not what it meant to truly face danger. This was the case until her Quirk manifested-the power of the Impundulu, a foreign myth that she soon found herself infatuated with. At the age of 14, she found herself trapped in a burning building, her quirk unable to help due to her weakness against flame. Believing that would be her end, the young female tried her hardest to hold on until help arrived in the form of pro heroes. After that day, in which they saved her life, Raiu switched her goal in life to become a hero herself, believing that experience was a sign for her true calling. She wanted to make the heroes, as well as her family, proud. It was at U.A. that Raiu met Katsuki Bakugou, a young man with a temper that burned just as hot as his explosions. Throughout their years at high school and their hero course-her only a year behind him-the two had a truly love-hate relationship. It wasn’t until Raiu herself invited Bakugou to join her for dinner, which he very VERY hesitantly accepted after much taunting, that their story truly began intertwining. Now, the two of them are well-known pro heroes, ready to face everything villains can throw at them.
Strengths:
  • Efficient – ENTJs see inefficiency not just as a problem in its own right, but as something that pulls time and energy away from all their future goals, an elaborate sabotage consisting of irrationality and laziness. People with the ENTJ personality type will root out such behavior wherever they go.
  • Strategic Thinkers – ENTJs exemplify the difference between moment-to-moment crisis management and navigating the challenges and steps of a bigger plan, and are known for examining every angle of a problem and not just resolving momentary issues, but moving the whole project forward with their solutions
  • Charismatic and Inspiring – These qualities combine to create individuals who are able to inspire and invigorate others, who people actually want to be their leaders, and this in turn helps ENTJs to accomplish their often ambitious goals that could never be finished alone
  • Strong-Willed – Nor do they give up when the going gets tough – ENTJ personalities strive to achieve their goals, but really nothing is quite as satisfying to them as rising to the challenge of each obstacle in their run to the finish line
  • Energetic – Rather than finding this process taxing ENTJs are energized by it, genuinely enjoying leading their teams forward as they implement their plans and goals.

Weaknesses:
  • Stubborn and Dominant – Sometimes all this confidence and willpower can go too far, and ENTJs are all too capable of digging in their heels, trying to win every single debate and pushing their vision, and theirs alone.
  • Intolerant – "It’s my way or the highway" – People with the ENTJ personality type are notoriously unsupportive of any idea that distracts from their primary goals, and even more so of ideas based on emotional considerations. ENTJs won’t hesitate a second to make that fact clear to those around them.
  • Cold and Ruthless – Their obsession with efficiency and unwavering belief in the merits of rationalism, especially professionally, makes ENTJs incredibly insensitive in pursuing their goals, dismissing personal circumstances, sensitivities, and preferences as irrational and irrelevant.
  • Poor Handling of Emotions – All this bluster, alongside the assumed supremacy of rationalism, makes ENTJs distant from their own emotional expression and sometimes downright scornful of others’. People with this personality type often trample others’ feelings, inadvertently hurting their partners and friends, especially in emotionally charged situations.
  • Impatient – Some people need more time to think than others, an intolerable delay to quick-thinking ENTJs. They may misinterpret contemplation as stupidity or disinterest in their haste, a terrible mistake for a leader to make


Significant Other: Katsuki Bakugo

Children: At the given time, Raiu has not given birth to any children. However, after much convincing on her end, she and Bakugou have decided that they want to extend their family-whenever that may be in the future.

(Outfit)
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(Wings/Hair)
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This will be showcased in the Roleplay’s starter thread, which will feature our heroes in the aftermath of a villain attack, and unknowingly preparing for one of the strongest they have faced.

 
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Birth Name: Kano Nakatsukasa

Preferred Name: Kano or Kane

Hero Name: Natural Disaster

Age: 24

Gender: Male

Weight: 195

Height: 6 feet

Sexuality: Heterosexual

Quirk: Calamity Incarnate- Allows the user access to a destructive form. While transformed, the user becomes stronger the more objects, people, or life forms they inflict pain on or destroy. This can lead to changes like visibly larger muscles, hardened skin, denser bones, greater stamina, and so on. Minor injuries can be healed, while major injuries remain until proper care is applied. As more power is gathered, the user can customize their form by thinking of new appendages or a specific stature or structure they desire. When an enormous amount has been destroyed, the user develops a corrosive aura, passively destroying anything within a 200 feet radius (just longer than the width of a football field), adding to his power.

When initially transformed, the user begins at their regular physical level and stature, but start off with hardened skin. Power gained from destruction is exponential until the milestone where the user can customize their form, upon which power gain is linearly. This may take a bit since he must build up enough power to destroy or damage certain objects or people. The user must diversify what they destroy, for repetitive destruction of the same object, person, or life form, reduces how much power he gains from said victim. Power is most effectively gained when damage is done directly through physical contact. Use of a medium, like weapons, greatly reduces power gained from that destruction. As for an actual cap on his power, one has yet to be found. In order for appendages or changes to be added, the user must understand the structure of what they want to add. The form lasts until the user decides to exit the form, or they go without causing damage for 5 minutes, or lose consciousness. If he doesn't cause damage for 5 minutes straight, he cannot transform for a minimum of 30 minutes, with time increasing the stronger he is at the time of forced timeout. For deciding to exit the form, 2 minutes minimum with time increasing the stronger he is at the time of exiting the form. Repetitive transformations and prolonged transformations lead to heavy fatigue once back to normal.

Alignment: Neutral Good

Likes:
  • Just being around or talking to friends or people he cares about gets Kano excited
  • Helping others in any he can utterly brightens his mood
  • Kano enjoys exercise of any kind. He most enjoys outdoor activity though, especially if he's in a group. Being physically active is important for Kano
  • Food of all kinds goes into the black hole that is his stomach. Food is a great medium to socialize
  • Casual video games or talking with a friend is a nice night for Kano
  • Bugs in general fascinate him

Dislikes:
  • If it's not a bug, Kano has little interest in an animal. He'll be respectful, but otherwise he doesn't know how to conduct himself around animals.
  • When a person tries to micromanage or impose their will on others, especially on himself
  • People who rely too much on logic or are "too smart for their own good"
  • Understandingly so, Kano is claustrophobic
Personality: ENFP- The Campaigner
The Campaigner personality is a true free spirit. They are often the life of the party, but unlike types in the Explorer Role group, Campaigners are less interested in the sheer excitement and pleasure of the moment than they are in enjoying the social and emotional connections they make with others. Charming, independent, energetic and compassionate, the 7% of the population that they comprise can certainly be felt in any crowd.

More than just sociable people-pleasers though, Campaigners, like all their Diplomat cousins, are shaped by their Intuitive (N) quality, allowing them to read between the lines with curiosity and energy. They tend to see life as a big, complex puzzle where everything is connected – but unlike Analyst personality types, who tend to see that puzzle as a series of systemic machinations, Campaigners see it through a prism of emotion, compassion and mysticism, and are always looking for a deeper meaning.

Campaigners are fiercely independent, and much more than stability and security, they crave creativity and freedom.
Many other types are likely to find these qualities irresistible, and if they’ve found a cause that sparks their imagination, Campaigners will bring an energy that oftentimes thrusts them into the spotlight, held up by their peers as a leader and a guru – but this isn’t always where independence-loving Campaigners want to be. Worse still if they find themselves beset by the administrative tasks and routine maintenance that can accompany a leadership position. Campaigners’ self-esteem is dependent on their ability to come up with original solutions, and they need to know that they have the freedom to be innovative – they can quickly lose patience or become dejected if they get trapped in a boring role.

Luckily, Campaigners know how to relax, and they are perfectly capable of switching from a passionate, driven idealist in the workplace to that imaginative and enthusiastic free spirit on the dance floor, often with a suddenness that can surprise even their closest friends. Being in the mix also gives them a chance to connect emotionally with others, giving them cherished insight into what motivates their friends and colleagues. They believe that everyone should take the time to recognize and express their feelings, and their empathy and sociability make that a natural conversation topic.

The Campaigner personality type needs to be careful, however – if they rely too much on their intuition, assume or anticipate too much about a friend’s motivations, they can misread the signals and frustrate plans that a more straightforward approach would have made simple. This kind of social stress is the bugbear that keeps harmony-focused Diplomats awake at night. Campaigners are very emotional and sensitive, and when they step on someone’s toes, they both feel it.

Campaigners will spend a lot of time exploring social relationships, feelings and ideas before they find something that really rings true. But when they finally do find their place in the world, their imagination, empathy and courage are likely to produce incredible results.
Strengths:
  • Curious – When it comes to new ideas, Campaigners aren’t interested in brooding – they want to go out and experience things, and don’t hesitate to step out of their comfort zones to do so. Campaigners are imaginative and open-minded, seeing all things as part of a big, mysterious puzzle called life.
  • Observant – Campaigners believe that there are no irrelevant actions, that every shift in sentiment, every move and every idea is part of something bigger. To satisfy their curiosity, Campaigners try to notice all of these things, and to never miss a moment.
  • Energetic and Enthusiastic – As they observe, forming new connections and ideas, Campaigners won’t hold their tongues – they’re excited about their findings, and share them with anyone who’ll listen. This infectious enthusiasm has the dual benefit of giving Campaigners a chance to make more social connections, and of giving them a new source of information and experience, as they fit their new friends’ opinions into their existing ideas.
  • Excellent Communicators – It’s a good thing that Campaigners have such strong people skills, or they’d never express these ideas. Campaigners enjoy both small talk and deep, meaningful conversations, which are just two sides of the same coin for them, and are adept at steering conversations towards their desired subjects in ways that feel completely natural and unforced.
  • Know How to Relax – It’s not all “nature of the cosmos” discussions with Campaigners – people with this personality type know that sometimes, nothing is as important as simply having fun and experiencing life’s joys. That Intuitive trait lets Campaigners know that it’s time to shake things up, and these wild bursts of enthusiastic energy can surprise even their closest friends.
  • Very Popular and Friendly – All this adaptability and spontaneity comes together to form a person who is approachable, interesting and exciting, with a cooperative and altruistic spirit and friendly, empathetic disposition. Campaigners get along with pretty much everyone, and their circles of friends stretch far and wide.
Weaknesses:
  • Poor Practical Skills – When it comes to conceiving ideas and starting projects, especially involving other people, Campaigners have exceptional talent. Unfortunately their skill with upkeep, administration, and follow-through on those projects struggles. Without more hands-on people to help push day-to-day things along, Campaigners’ ideas are likely to remain just that – ideas.
  • Find it Difficult to Focus – Campaigners are natural explorers of interpersonal connections and philosophy, but this backfires when what needs to be done is that TPS report sitting right in front of them. It’s hard for Campaigners to maintain interest as tasks drift towards routine, administrative matters, and away from broader concepts.
  • Overthink Things – Campaigners don’t take things at face value – they look for underlying motives in even the simplest things. It’s not uncommon for Campaigners to lose a bit of sleep asking themselves why someone did what they did, what it might mean, and what to do about it.
  • Get Stressed Easily – All this overthinking isn’t just for their own benefit – Campaigners, especially Turbulent ones, are very sensitive, and care deeply about others’ feelings. A consequence of their popularity is that others often look to them for guidance and help, which takes time, and it’s easy to see why Campaigners sometimes get overwhelmed, especially when they can’t say yes to every request.
  • Highly Emotional – While emotional expression is healthy and natural, with Campaigners even viewing it as a core part of their identity, it can come out strongly enough to cause problems for this personality type. Particularly when under stress, criticism or conflict, Campaigners can experience emotional bursts that are counter-productive at best.
  • Independent to a Fault – Campaigners loathe being micromanaged and restrained by heavy-handed rules – they want to be seen as highly independent masters of their own fates, even possessors of an altruistic wisdom that goes beyond draconian law. The challenge for Campaigners is that they live in a world of checks and balances, a pill they are not happy to swallow.

Biography: Rescued at the age of 4 from a quirk trafficking ring in the east around U.A., later connected to All For One, Kano's family or life beforehand is unknown and seemingly unaccounted for within recovered records. As far as any of the older people rescued could remember, he was born into the trade. After extensive searching for anyone remotely related to him failed, Kano was relocated to foster care around the area where Ketsubutsu Academy calls home. A loving hero couple adopted the boy not too long after his admittance. The Nakatsukasa's couldn't bare children themselves, so they adopted Kano after hearing his story. With amazing new hero parents and hero rescuers, Kano decided very young that he'd become a hero despite the early memories of his life that he couldn't shake.

Naturally, he went to Ketsubutsu Academy where he was a first year when the now known Yo Shindo was a second year. He moved to the East near U.A. where he could directly compete with the area's famous and upcoming heroes. Most importantly among them, Izuku Midoriya.

Significant Other / Relationship Interest: Kano is currently not in a relationship and isn't interested in any one in particular. For the time being, he'll let romantic relationships develop naturally between him another individual.

Any children?: Kano has no children currently and doesn't plan on having any anytime soon.

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The body of Kano's hero suits functions as a supportive exoskeleton in order temporarily boost his strength while he gathers power. When he feels like he no longer needs it, he uses the voice activated easy release command to drop the suit off of his body.

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Obviously, he doesn't start off that huge or has to become that huge. This is just the basic look of the transformation.

"Breathe in, breathe out. Breathe, breathe out." The grating sound of various wires and plastics synced with the repetitive clanging of weights pounding on top one another. "Breathe in, breathe out." The ever so faint sound of a hardcore hip-hop song could be heard underneath the steady cadence of the surrounding chaos. "Aaaannnd Finished! " With a final clang, the gentleman slowly released his grip from the equipment and exhaled one more time out of exhaustion. He removed both earbuds from his hears, placing them within the right pocket of the gym shorts he wore. A weak smile appeared on his face. The now satisfied gentleman resting on the seat of an exercise machine was none other than Kano Nakatsukasa, known as the hero Natural Disaster to the public. "Great workout, Natty D," he thought. "You destroyed those wide-grip seated cable rows." The guy couldn't help but lightly chuckle at his personal jokes referencing his alter ego. Still catching his breath, Kano raised himself off of the seat of the machine after half a minute. Like any courteous gym-goer, he reset the machine by removing the knob from the weight he used, to its designated rest place. Now it was time to retrieve his belongings before he started his cool-down jog back to his living space. On his way to the locker room, Kano was greeted by the familiar faces of fellow gym people and the gym's staff. The sight of friendly faces never got old for him. Returning the greetings with his own friendly smile and verbal response befitting the individual that greeted him, he made it to the locker room in no time. Soon enough, he was out the front door of this public gym, and lightly jogging home. Some heroes preferred to work out at the special facilities provided for them. Not to say Kano never did so, for he worked out at his agencies facility whenever he trained his quirk. For regular body workouts however, the atmosphere of regular gyms appealed to him the most. Regardless, the white haired hero continued his jog home, with his backpack securely fastened on himself.
 
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Birth Name: Junko Shimizu

Preferred Name: Jun

Villain Name: SteamPunk

Age: 26

Gender: Female

Appearance: In addition to the picture, Junko stands fully at 5'8", at least when she's not slouching. At 124 lbs, Jun's weight is mostly muscle, as she prefers to stay toned. She's not as meticulous about her appearance as others,

Quirk(s): BOILER - An Emitter type, Junko's quirk allows her to use the water in her body to create steam-like bursts, and spray scalding, concentrated steam from the pores, palms, and soles of her hands and feet. The steam cannot be moved or changed whatsoever, it will stay in the direction she has her hands/feet in. Temperature can be controlled before it releases, so before she lets it out she can make the steam hotter. It can be used for hovering, combat, cooking, and cleaning. Junko can also fill a small room with steam. The heat is no issue for her, her body being able to withstand temperatures higher than normal due to being able to heat up her own body's water.

Junko can produce as much steam as she can until she runs out of water in her body, which is around 2.5 liters a day. Using her quirk continuously depletes the amount of water rapidly, which can leave her dry about 10 minutes in a fight. However, the rate is much slower if used in moderation.

The length the steam can travel is a maximum of 2 meters at a velocity of a meter per second. The steam will disperse around the room quickly if released from the pores of her hands and feet rather than her soles or palms, which is much more compact. Junko can heat up the steam to a maximum of 100 C (212 F) and a minimum of -10 C (14 F).

However, using her quirk can leave Junko severely dehydrated. This isn't really a big problem unless subjected to fast-paced situations, as Junko can absorb water through the air VERY SLOWLY (but only a specific amount, the body can only hold so much). If she cannot gain back enough water to use her quirk, the symptoms of dehydration will happen quickly (headaches, lethargy, dizziness, high fevers, difficulty breathing, etc.)

Alignment: Chaotic Evil

Likes: Video games - Junko's current hobby is to steal games and play them in whatever hovel she finds herself in. Prefers MMORPGs, in her favorite game she's a level 50 warrior.
Junk snacks - Candy, chips, instant noodles, anything you can find in a convenience store.
Stuffed Animals - What? They're soft and cute. She just likes to look at and pet them.
Cats - Definitely a cat person. Likes playing and feeding them, more than once has one followed her around.

Dislikes: Having her freedom limited in any way - She's willing to do anything if it means being free.
Dogs - Too loud and energetic.
Energetic people - Especially those who wake up really early in the morning all pumped up for nothing? God. Damn.

Personality:
Virtuosos love to explore with their hands and their eyes, touching and examining the world around them with cool rationalism and spirited curiosity. People with this personality type are natural Makers, moving from project to project, building the useful and the superfluous for the fun of it, and learning from their environment as they go. Often mechanics and engineers, Virtuosos find no greater joy than in getting their hands dirty pulling things apart and putting them back together, just a little bit better than they were before.

Virtuosos explore ideas through creating, troubleshooting, trial and error and first-hand experience. They enjoy having other people take an interest in their projects and sometimes don’t even mind them getting into their space. Of course, that’s on the condition that those people don’t interfere with Virtuosos’ principles and freedom, and they’ll need to be open to Virtuosos returning the interest in kind.

While their mechanical tendencies can make them appear simple at a glance, Virtuosos are actually quite enigmatic. Friendly but very private, calm but suddenly spontaneous, extremely curious but unable to stay focused on formal studies, Virtuoso personalities can be a challenge to predict, even by their friends and loved ones. Virtuosos can seem very loyal and steady for a while, but they tend to build up a store of impulsive energy that explodes without warning, taking their interests in bold new directions.

Virtuosos’ decisions stem from a sense of practical realism, and at their heart is a strong sense of direct fairness, a “do unto others” attitude, which really helps to explain many of Virtuosos’ puzzling traits. Instead of being overly cautious though, avoiding stepping on toes in order to avoid having their toes stepped on, Virtuosos are likely to go too far, accepting likewise retaliation, good or bad, as fair play.

The biggest issue Virtuosos are likely to face is that they often act too soon, taking for granted their permissive nature and assuming that others are the same. They’ll be the first to tell an insensitive joke, get overly involved in someone else’s project, roughhouse and play around, or suddenly change their plans because something more interesting came up.

Virtuosos will come to learn that many other personality types have much more firmly drawn lines on rules and acceptable behavior than they do – they don’t want to hear an insensitive joke, and certainly wouldn’t tell one back, and they wouldn’t want to engage in horseplay, even with a willing party. If a situation is already emotionally charged, violating these boundaries can backfire tremendously.

Virtuosos have a particular difficulty in predicting emotions, but this is just a natural extension of their fairness, given how difficult it is to gauge Virtuosos’ emotions and motivations. However, their tendency to explore their relationships through their actions rather than through empathy can lead to some very frustrating situations. People with the Virtuoso personality type struggle with boundaries and guidelines, preferring the freedom to move about and color outside the lines if they need to.

Finding an environment where they can work with good friends who understand their style and unpredictability, combining their creativity, sense of humor and hands-on approach to build practical solutions and things, will give Virtuosos many happy years of building useful boxes – and admiring them from the outside.

Perhaps the easiest way to describe Junko, is that she simply doesn't put much effort into anything. Her looks, her career, her life, anything. The way she acts like she has no care in the world for anything: especially boundaries and other people's needs and desires. However, don't mistake this as passiveness, she is not one for being told what to do or be pushed around. Like a true chaotic evil, she focuses mainly on herself and is most definitely selfish and cruel.

In all truthfulness, she is a deceptive, artificial person. Junko is not genuine about most things when it comes to other people, and does whatever she can to make herself look good. She has taken credit for other's work before, even downplaying the good of others to illuminate herself. The hypocrisy, lies, and turning on people the moment it no longer benefits her are just some things she's involved herself in order to come out great in almost all situations. Another word that can be used to illustrate her character is Machiavellian. Amoral, unprincipaled, unethical, unscrupulous. She shows no concern for the rightness or wrongness of something. To her, morality only ties people down, restraining them from their goals.

Often times, Junko's self-centered, egotistical point of view gets in her way. She never asks others for help and refuses everyone who tries to because she believes they can't assist her at all. They're either not good enough or "on her level". Yet, if she ever does, she can never share credit with the people who helped her. She constantly interrupts anyone she has a conversation with because what she has to say is way more important than what they're saying. She can never admit she's wrong because she is never wrong.

Biography: Surprisingly enough, Junko was practically raised around pro heroes. Her family was never going to be considered top heroes, but they certainly tried their best to make a living and be the very best they could. The Shimizu family had their own small agency, and Junko was supposed to spearhead the family work when she became of age. Only, Junko had run off with ne'er do wells and joined a gang at the age of 17, as a way of defying against her family. She was never one to do what she was told, so after leaving her loved ones, she eventually left her ragtag gang, in favor of being on her own, making her own rules in order to satisfy her need for freedom. Now, she wanders aimlessly, unafraid of law enforcement or heroes. Junko simply does whatever she wants, whenever, without a specific goal in mind (at least, at the moment.)

Significant Other / Relationship Interest: N/A.

Any children? (For aged up characters): None.

Writing Sample With Character:
"Wow. Interesting. Please, tell me more." The older lady says through her teeth, staring out the window with a glazed look over her face as her accomplice across the cafe table drones on excitedly about some heist he had in mind. Naturally, Junko had no interest in a word he was saying, of course, but it couldn't possibly hurt to have the kid around for a few hours or so, especially if she were going to be able to get paid in the end. A job that she had picked up recently involved "babysitting" a gang leader's high-energy manchild. Or in other words, providing backup for this 20-something-year-old man in a crime spree. Junko tells herself that along with a nice pile of money, it's an easy way to get some information on the gang she'd been eyeing. While she didn't really have much to do with anything she'd learn so far from them, it was good to know for later.
 

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Birth Name: Yoshinori Takeda

Preferred Name: Yoshi

Hero Name: Palatine

Age: 32

Gender: Male

Appearance: In addition to the picture, Yoshi is at least 6'2". A lanky man, not a lot of muscle as most men, but pretty toned.

Quirk(s): HUMAN SHIELD - An Emitter type, Yoshi is able to create semi-translucent shields from any exposed skin on his body. They stick to the area they are created from. The shields can be any shape (circular, rectangular, triangular, etc.) they want, however no taller than 3 meters and wider than 6 meters. If he chooses to, the shields can have intricate designs (yet they would be a little hard to see due to the transparency, but still very nice to look at). The shields can have 10 cm spikes protrude from the front, these can either cover the whole shield or clump together in one spot. Again, the shield would take a little longer to form due to the less simplistic design of it. The shields will last until they break or are retracted by his own will. Yoshi can create shields as long as he's conscious and has exposed skin. There is no cooldown when creating shields.

If Yoshi chooses to detach the shields from his body, he simply has to pull or push it off. However, because the shield was made from exposed skin, there are quite a bit of consequences involved in doing so. Along with really dry skin (easily curable with a few days of lotion), there is pain. Depending on the size of the shield, the pain can range from a little prick to severe. Since, essentially, he's ripping it off of her skin. Just without the scars to show it.

The smallest shields (basically shields that are NOT bigger than him) are fairly lightweight (2 lbs), however, take less damage than larger ones (meaning that they break easily). With these shields, he's able to have a maximum of two of them at the same time. The simplest ones are created instantaneously, compared to the bigger shields (shields that ARE larger than him). If he decides to create spikes on them, the most it would take is 15 seconds. Detaching these shields from his body, on a scale of 1-10, is a 1. These are the only shields that can be thrown. The most these shields can take, damage-wise, is about 5 hits from a heavy sword (50 punches from a normal kid, 25 from a stronger punch, 15 from a regular sword, etc.). If hit with anything stronger than that, the shield shatters and Yoshi is susceptible to damage if the shield is not replaced immediately.

Tower shields offer more protection from damage but are a little heavier (15 lbs) than small shields. He can only have one of these at one time. These require more strength for Yoshi to carry and use effectively and take 30 seconds to form, 45 seconds if he wants to add spikes to them. He must be carrying these shields for them to be any use to her or anyone behind him, as they're a little hard for him to throw himself. Unless another hero is willing and strong enough to rip it off and throw it, than detaching it by his lonesome is a no-go. Despite not being able to throw them, he is still able to bash it against someone or something with a lot more effort than it is with a smaller shield. The pain with removing these shields, on a scale of 1-10, is a 5. The most these shields can take is 10 hits from a heavy sword (using the same equivalences as the smaller shields, it'll go like this: 100 punches from a normal kid, 50 from a stronger one, 30 from a regular sword, etc. This shield could stop a small truck, however, it shatters immediately and leaves a large dent on the truck.) These shields cannot be replaced immediately, unlike the smaller ones.

The biggest shields he can create, which is anything bigger than his body, are difficult to create but can sustain huge amounts of damage. They're most useful in protecting a large group of people. For them to be functionable, there needs to be solid ground for him to place them on. Carrying these are impossible for him , yet with his whole body and strength, he can keep them standing up by himself. These shields can exceed 100 lbs. If there is any case in which the shield is detached from his body (being pulled away, anyone way stronger than her taking it from him, etc.) then the pain, on a scale from 1-10, reaches 10 or even higher. These shields take a full minute and a half for him to form. He does not add any spikes to these. The most damage these shields can withstand is triple those of the smaller shields, including one large explosion.

Alignment: Lawful Good

Likes:

Dislikes:

Personality:
People who share the Consul personality type are, for lack of a better word, popular – which makes sense, given that it is also a very common personality type, making up twelve percent of the population. In high school, Consuls are the cheerleaders and the quarterbacks, setting the tone, taking the spotlight and leading their teams forward to victory and fame. Later in life, Consuls continue to enjoy supporting their friends and loved ones, organizing social gatherings and doing their best to make sure everyone is happy.

At their hearts, Consul personalities are social creatures, and thrive on staying up to date with what their friends are doing.

Discussing scientific theories or debating European politics isn’t likely to capture Consuls’ interest for too long. Consuls are more concerned with fashion and their appearance, their social status and the standings of other people. Practical matters and gossip are their bread and butter, but Consuls do their best to use their powers for good.

Consuls are altruists, and they take seriously their responsibility to help and to do the right thing. Unlike their Diplomat relatives however, people with the Consul personality type will base their moral compass on established traditions and laws, upholding authority and rules, rather than drawing their morality from philosophy or mysticism. It’s important for Consuls to remember though, that people come from many backgrounds and perspectives, and what may seem right to them isn’t always an absolute truth.

Consuls love to be of service, enjoying any role that allows them to participate in a meaningful way, so long as they know that they are valued and appreciated. This is especially apparent at home, and Consuls make loyal and devoted partners and parents. Consul personalities respect hierarchy, and do their best to position themselves with some authority, at home and at work, which allows them to keep things clear, stable and organized for everyone.

Supportive and outgoing, Consuls can always be spotted at a party – they’re the ones finding time to chat and laugh with everyone! But their devotion goes further than just breezing through because they have to. Consuls truly enjoy hearing about their friends’ relationships and activities, remembering little details and always standing ready to talk things out with warmth and sensitivity. If things aren’t going right, or there’s tension in the room, Consuls pick up on it and to try to restore harmony and stability to the group.

Being pretty conflict-averse, Consuls spend a lot of their energy establishing social order, and prefer plans and organized events to open-ended activities or spontaneous get-togethers. People with this personality type put a lot of effort into the activities they’ve arranged, and it’s easy for Consuls’ feelings to be hurt if their ideas are rejected, or if people just aren’t interested. Again, it’s important for Consuls to remember that everyone is coming from a different place, and that disinterest isn’t a comment about them or the activity they’ve organized – it’s just not their thing.

Coming to terms with their sensitivity is Consuls’ biggest challenge – people are going to disagree and they’re going to criticize, and while it hurts, it’s just a part of life. The best thing for Consuls to do is to do what they do best: be a role model, take care of what they have the power to take care of, and enjoy that so many people do appreciate the efforts they make.

Biography:

Significant Other / Relationship Interest: N/A.

Any children? (For aged up characters): None.

Writing Sample With Character:

 




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Birth Name: Tenya Iida

Preferred Name: Iida

Hero Name: Ingenium

Age: 24

Gender: Male

Quirk(s): ENGINE - Tenya's Quirk manifests in the form of engines in his calves, giving him super speed. His engines have multiple gears, allowing him to switch between at least First, Second, or Third Gear (more are implied) depending on the situation. Much like a real engine, his Quirk requires that the exhaust pipes on the back of his legs remain clear of obstructions in order to function properly.

Alignment: Lawful Good

Likes: Tenya has always held a major love for studying and reading. His favorite food to eat is beef stew. He enjoys being praised, especially by his peers. His brother, Tensei, is also someone he likes. Growing up, Tensei was an absolute role model for a young Tenya. He likes to use body parts (specifically his hands) to emphasize his points.

Dislikes: Iida hates anyone who would dare hurt his friends. He is also a follower of the rules and dislikes anyone who breaks them.

Personality: Tenya may look severe, but he's actually a very straightforward, earnest, intelligent and serious person. He tends to take everything very seriously, and because of this, he has a habit of jumping to conclusions, then enthusiastically speaking or acting based on said conclusions. Tenya is extremely dedicated to his studies and always eager to learn new things. Tenya is also a very humble person, willing to admit his mistakes and improve himself in areas he is lacking.

Biography: WIP

Significant Other / Relationship Interest: N/A

Any children? (For aged up characters): N/A



 
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Entity.Eclypse

Kyogoku








Details
Birth Name:
Kyogoku Sani
Preferred Name:
Kyo
Villain Name:
Nemesis
Age:
21.5
Gender:
Female
Quirk(s):
Magmatic Creation- An Emitter Quirk, due to both her mother and fathers quirks she is capable of secreting magma from her pores or even change her saliva to said substance. This could be anywhere in reality such as; Her forehead, The bottom of her feet, or even her palms. The open ended control of this ability allows her to create a 'pool' of magma in the palm of her hand and then throw it, or even to coat her body in the scorching substance. The temperature can reach up to 2,120°F (1160°C), giving it the capability of leaving severe burns on her target as well as tearing through structures with relative ease. As for the other portion of her quirk, she is capable of coping with this exceptional heat and produce it without dying because of an exceptional mutation of heat resistance. Despite this if she had extended exposure to her highly heated creation, she could come to suffer from burns herself, and she has in the past. Another common issue with this is dehydration, not only in creating this but in keeping her body active the liquids from her body drain much faster and as such cause issues with extended usage of this quirk.
Alignment:
Chaotic Neutral/Evil
Likes:
To name the things that Kyo likes... not a difficult task in itself and yet a tasking one all the same. She enjoys a bit of deception, this of course being her deceiving others not so much the other way around. Beyond this she couldn't deny that combat is enjoyable, it helps when it comes to helping her relieve some tension mainly. But it also lets her sharpen her use on the quirk she'd developed into, and speaking of which. She has an odd enjoyment for ice-sculptures, there's not really any meaning behind the fascination, besides that they're rather breath-taking to her. Which is sad since the temperatures she can produce will likely reduce them to something without use. Winter is up there with ice-sculptures though, since it's the season where most of them are created. Not only that though, the colder air around her reduces the after-effects of the heated magma she produces.
Dislikes:
To some extent Kyo dislikes everything that she doesn't like, but to narrow it down to the things notably disliked. Number one would have to be "Heroes" and Pro-heroes, the lot of them are nothing but glorified figure-heads. She'd admit that they have a rather good grasp upon their quirks, enough to rival other villains for sure, but the majority seemed to be at it for the publicity. Second, She dislikes "Good Guy" personalities. Those who always abide by the law and follow it like some sort of strict guideline, people who try to personify that are repulsive. Beyond that though... there's not too much she despises. Actually, there is one more thing that she could be counted as disliking. Chess, she has an unwavering belief that Checkers is the superior board game, and anyone who dares contest her will feel the molten fury she can bring.
Personality:
Kyo's personality can be summarized as unsettling and condescending, cold to an extent, ironic when compared to her quirk. The hollow appearance would typically make her seem uninteresting or something to avoid, she takes full advantage of this when it comes to hiding in plain sight. Aside form this she shows no care for the lives of others, a great lack of empathy, if anything they're seen as disposable. In an odd way she calculates everything that she wishes to do, which makes sense given the relatively sensitive power she was born with. Teamwork is surprisingly easy for her, given a task she may speak a small amount of detest for the person giving her said orders, more often than not she will accomplish her task without flaw. Regardless of what obstacles may attempt to interfere. Even when she's in combat her responses are far calmer than a usual combatant, "Oh... I'm bleeding." Comparably she's the same as a serpent, while this off-setting and fearful presence takes the foreground. A fierce and relentless set of fangs rest in the background for their chance to strike out and tear apart a target, though this fiery aggression is kept on ice usually. When it comes to her inner flame, she can just as quickly erupt into a volcano of immeasurable magnitudes, as she could a dying ember. A sudden burst of adrenaline could send the flame rushing forwards, as such she becomes much more aggressive in her movements, speech, and overall mannerisms. But this doesn't turn her into some raging, and uncontrollable force. She thinks things over at a hastened pace, breaking apart and diagnosing the situation with uncanny speed. This isn't always reliable however, as more often than not people attempt to pull a fast one on her, when that's the case she 'resets' to a calmer demeanor. Her personality in an overall view; Tactical, and Controlled.
Biography:
Twenty-one and a half years ago there was the birth of one child, one who was born upon the median line. Her mother: Pyraflame, A villain with exceptional control over flames had conceived a child with a pro-hero known as Carapace Gaea. He was known as the hero of earthen fortitude, an unstoppable wall with extremely high defensive capabilities. A love story separated by differing views, and yet they found a way to make something beautiful. A Romeo and Juliet story truly, however the difference between the two is quite extreme. However both stories have their equal tragedies, Another villain by the name of LiveWire had been struck jealous by Pyraflame's decision to wait for Gaea. In a fit of rage the disgusted villain left in pursuit of Carapace, their secret had been kept for a solid eight and a half months before the events of this. On the night of Kyo's birth, her father had been struck dead in the center of the street. Pyraflame had raised the infant until the young one reached the age of four, from here she left the child to another villain. One by the name of Rework, one of many high-ranking villains who had used his power to bring great harm to others. However he was capable of good as well, and this is what Kyo would come to learn.

He trained her to use her power, and in the matter of two years she had raised more hell than any other six year old villain. One instance of her power going out of control resulted in a city block going up in flames, all the while the foundation beneath it corroded and dissipated into the sizzling earth below. Luckily for the young one she was retrieved by Ouraya, a close friend and the "Step-in-mother" for Kyo. Her face hadn't been seen as that of a killer yet, despite the devastation she had brought in her minimal time. Other villains took the fall for it to combat the heroes, a mutual respect formed between her and them. They protected her so she could become their beacon, a hope for their future in the world. She took it upon herself to become the burning pyre of the future, the best villain there could be.

So she blended into the citizen world, hiding as another face in the crowd. Even in school she was the ghost of the class, hollowing out to the point she cared not for those around her, they were misguided and she was the rapture. Each of them would need her burning form to lead them forward. Her abilities were honed, and by the time she was ten her power was immense. Most of her caretakers argued that she was nearly if not stronger than them, around the time she'd gotten to age of fourteen she'd encountered a naive hero. He approached her alone in the midst of the buildings around her dissipating into the ground below, this was where she'd gained her villain name. Nemesis, along with where she had achieved her first hero kill. From there she left and the name Nemesis quickly spread, though the full extent of her power was left unknown. She had gained a supreme amount of infamy from killing the hero, putting her on a high-alert list.

Within the past seven years she has been known for causing mass amounts of terror regardless of where she went, so much so that multiple heroes have been sent to counteract her efforts at destruction. The success of the groups however... has been further below what one would expect, and the power she gains seems to be growing with each encounter. However there's no telling what the future holds for such a being, The stake to drive fear in the heart of society.
Villian Costume
Significant Other / Relationship Interest:
No. She has yet to find someone worthwhile.
Any children?:
None as of yet.
Writing Sample With Character:
Ashes tore through the air as a dark cloud began to separate itself from the ground below and ascend to the heavens above, "Get them to the hospital quick!" One hero yelled as a squadron of them made their way into the building, the ground itself betrayed them as they attempted to push through to save the civilians. Embers hissed up from the foundations, scorched floorboards cracking beneath the sudden weight. Wails from those within reached out shrilly and left a mortifying memory in the minds of anyone who heard them, the kind that would scar you not only in sleep but every waking hour you lasted. The culprit was an unnamed villain, one who had caused events like this in the past. However the sheer magnitude of this one alone outnumbered the others ten to one, it was appalling really. When you got close the first thing that hit you was the ashy smoke, oil and gasoline mixed with a sulfuric stench. The one thing that rang out louder was the scent of burning flesh, a gut-wrenching scent that would cause anyone to hurl.

But the heroes braved it and continued to rescue the ones who had fallen victim to this act of malicious intent, all the heroes on the scene focused on this front, all of the heroes except for one. Skizaware; a hero with the ability to blind, deafen, or mute you for a short duration of time. He approached the defeated figure before him, a feminine form looking to the ground. She had been blinded and as such close-quarters combat became much more difficult for her, of course that resulted in a short itteration of fighting if you could call it that. It was more of her being knocked into submission. "You are a scourge to society, one who is nothing more than a stain upon the pure linen sheets of the world. For what you've done... you're going to serve quite the sentence. But for this... you're a Nemesis to humanity." He spoke with disgust seeping off every word. It was quite apparent that he held distaste for the female before him, He approached the blinded target and readied handcuffs. But upon hearing the metallic click the feminine form leapt up and enveloped the male with her arms, her body pressed close to his in embrace. "Nemesis eh? Hmm. Can't say I don't like it." She remarked simply before the heated material began to pour from her body, completely coatin the males torso and travelleing down to encompass him in full. The heat was intense, a raging power burst forth as the magma caused the males body to bubble up. Nemesis, as she was now known, pulled away. Leaving the male to burn in agony, he couldn't more a muscle as they were quite literally melting away. His screams joined in with the symphony of wayward souls, each wishing for another chance at life. Without further care she wrote her name out in magma upon the ground, N. E. M. E. S. I. S. The letters were all that remained besides a slowly cooling magma, and bits of incinerated costume. The villain left no calling card besides her marking on the ground, but the culprit of the crime, had remained elusive.



 
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Birth Name:
Shimae Noboru

Preferred Name:
Her friends call her Shi, otherwise Shimae is fine.

Hero Name:
Poppy

Age:
22

Gender:
Female

Appearance:
Shimae stands at 5'8" with her hair reaching just above her bottom. Her daily wear consists of clothes that are comfortable and a bit baggy for her. Honestly, she usually steals Shouto's clothes. When she's in battle mode, Shimae's costume resembles that of both Ochako Uraraka and Midnight's costumes. From Midnight's costume she took the sheer thin material that allows her to move freely like water. From Uraraka's costume she has the wrist and belt aspects that look like bubbles and contain water. Her wristlets and belt can let out condensed water to allow her to form her bubbles when there is no water around her. Her color scheme is navy blue, light blue, and white. Her boots come up to her thighs with the ankles having the "bubbles".

Quirk(s):
Bubble: This quirk allows Shimae to pull the water molecules from the air and form spherical shapes varying in size using surface tension therefore creating bubbles. Using these bubbles, Shimae can align them as a shield when focusing enough energy on them. Shimae can also manipulate the bubbles in order to trap breathable air- this depends on how big the bubble is. Shimae also uses her quirk as a supportive quirk that helps other heroes increase the range of their attacks with her own. Her quirk also allows her trap water and use it as a make shift bandage to keep wounds from bleeding out.

Shimae's quirk shines more as a defensive, supportive, and a distracting quirk. She can use her quirk for the offense, but has not mastered it well yet and is content with how she uses her quirk. Shimae has gotten her bubbles to become as big as her body, but she can only hold this large scale for three minutes before bursting. Her greatest weakness is fire because if the air is dry, her quirk doesn't really work.

Alignment: Neutral Good

Likes:
Shimae is interested in many things besides being a hero. Since she was a child, she had an affinity for collecting small souvenirs from different cities and countries that she visited or passed through. Shimae is also very fond of teas from far and wide, but her favorite is bubble tea and most specifically honeydew flavor. She has a strong love of animals with birds being her favorite and ironically, fish being her least favorite. Shimae is also a fan of music and often has it playing while she is doing everyday tasks and chores. She keeps a stash of gummy bears in her purse and by her bed. She also really likes Onigiri. She also is very fond of dogs which she has one of named December.

Dislikes:
Shimae doesn't like to be in open water due to the many fish that come with it and other ocean creatures. She also dislikes bitter food, running for long periods of time, cold feet, and ghosts.

Personality:
Shimae is very outgoing, very bubbly, and very optimistic. Sure, people like Shimae can be super annoying, but her brightness stems from a place of sadness and sorrow. Shimae tries to always have a smile on her face and a reason to be happy. She is very uplifting and tries to keep a level head on her shoulders at all times. Most may think of her as an air head, but she is very observant and a very good tactician. Though it's not a quirk, Shimae likes learning about others and can figure out their weaknesses and strengths just from speaking with them and watching how they handle things.

She's very intact with her emotions and isn't afraid to tell others what is on her mind even though the best outcome may not happen. Shimae just wants to see the world smile and keep everyone that she can safe. Though Shimae is very happy and is aware of the hero she wants to be, she also has an evil side to her personality. Her evil side wants to watch the world turn to utter chaos and spill the blood of those who oppose her. These sinister thoughts lie dormant within Shimae and she does all that she can to suppress them.

Shimae also has those thoughts that say her quirk isn't much to be proud of. She still has a lot to learn and her fair share of demons to battle but thanks to her friends and Shouto she's doing the best that she can. She also tends to rely too much on Shouto and can sometimes be lost without him, though she acts as if she's fine.

Biography:
Shimae wasn't supposed to become a hero. She's not supposed to want to save people and be their guiding light. Both of Shimae's parents are villains, one with the quirk water manipulation and the other with the quirk of gravity manipulation. Her parents killed millions of people without regret and were feared by many. With Shimae's birth, the villains took their daughter to every mission to expose her early to the villain side. What they didn't know was that little Shimae was watching the heroes the entire time. She watched as the heroes would stop her parents and give the small child a look of pity. Shimae wasn't sure why they looked at her the way they did, and she never asked. Until one day when her parents were on the run from Mt. Lady. Shimae was only four years old and didn't understand what was happening. All she knew was that her parents were in trouble and a giant hero was chasing them. When they got to a safe place, Shimae asked why her parents were in trouble and they explained why they did.

So being a good child, Shimae tried her best to become like her parents. The first thing she did was drown a kitten in her bubble, but shortly after she did so she cried for hours that turned to days. The more her parents pushed her to become a villain, the more Shimae wanted to become a hero. At a young age of 8 she was already a skilled villain and had some kills under her belt, but all she wanted was to see people smile when they saw her. Not run away.

On her eleventh birthday, she decided that she was going to become a hero and use her powers for good. She didn't want to kill any more people and hurt countless others. So, she packed her things and ran away from home. The only tricky part now was finding somewhere to go. She wasn't sure how it happened, but she was under the care of Thirteen, the hero with the black hole quirk. Since meeting Thirteen she was enrolled in UA when she was old enough. From her time at UA, she learned how to use her quirk to help others and quickly began putting her past behind her.

While at UA she made friends as well as found a boy who would encourage her that her past was not her defining moment. Her past shouldn't stop her from becoming the hero she wanted to become so badly. She began spending more time with this boy, two years her senior, and quickly began to develop feelings for him. Though it took awhile for her to get to know the real him, others would quickly associate the two with each other and while not really defining what they meant to each other the two would know that they wouldn't want another person to stand by them. This boy of course, is Shouto Todoroki.

Significant Other: Shouto Todoroki

Any children?: Not at the moment. Though she and Shouto have talked about the possibility.

The sound of a nearby explosion caused the hero known as Poppy to run harder than she already was. The heat from the blast caused her to scowl, her long bright green hair tied into a high ponytail to keep from distracting her and out of her field of vision. Shimae lifted her hands to create a circle, her mind concentrating as the bubble began to freeze. Soon a small army of medium sized bubbles formed around her and her partner.

"Now, Shimae!" her partner, fellow hero Shouto Todoroki yelled and Shimae released her bubbles that quickly were launched at the villain. The bomb quirked villain was caught off guard and stumbled, turning her attention to the pair and scowling. "How dare you mess me up! I was just having fun!" she screeched and threw a bomb the size of a basketball at them. Todoroki looked to Shimae as the bomb approached. "Look out!"

Shimae bit her tongue and focused, her body not having the time to move out of the way. Even if she did, if it landed close to them then the two would still get hit. Shimae formed a larger bubble around the bomb, her teeth gritted as she focused. "Freeze it, Shouto!" she yelled and the man did as he was told, freezing the bubble seconds after she formed it. The bomb was trapped inside and Todoroki made a large icy fist, sending the bomb right back to the villain.

"Nice work. You take care of the citizens and I'll finish with her." he told her and Shimae nodded, knowing that if he needed her she would know. For now, it was her job to get the people to safety.
 
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Birth Name: Shouto Todoroki

Hero Name: Shouto

Age: 24

Gender: Male

Appearance: Shouto now stands at an even six feet tall. His costume is still the same as when he designed it at UA minus some adjustments to his height and new moves he has developed.

Quirk(s):
Half-Hot Half-Cold- This quirk gives him dual pyrokinesis and cryokinesis, divided between his left and right sides, respectively. The appendages on his right side can drastically lower temperatures of anything they touch, enough so to create large waves of ice. The limbs on his left side generate heat and allow Shouto to create and shoot streams of fire. Until taken to his bodily limit, neither has any visible effect on his body.

The drawback to his Quirk arises from his need to maintain his own body temperature, as excessive use of his ice power causes Shouto to suffer from frostbite. The frost that covers his body slows him down physically and weakens the strength and speed of his ice attacks. However, this weakness can be counteracted if Shouto uses his left side to offset the low temperature. The side effect to the prolonged use of his fireside has yet to be revealed, but likely resembles a mix of burns and heatstroke.

Being older, he has more control over his quirk and even has added some more special moves.

Alignment: Lawful Good

Likes:
Todoroki has a very traditional lifestyle and therefore like very traditional things. He loves cold soba noodles, warm fireplaces, surprisingly loves to cuddle (no one knows this but Shimae), and is very fond of praise. He also has a soft spot for sweet and sour foods. He is very serious and likes to learn all that he can about his opponent and their quirk(s). Staying up to date is very important for the young man. He also really likes chocolate.

Dislikes:
Todoroki cannot stand those who use their powers for anything besides for the good of other people. He also doesn't like the taste of spicy food too much.

Personality:
He hasn't changed too much since high school. He still keeps his cool and is very rational about his way of thinking. He's still a man of little words unless needed and is still just as serious about his job as ever.

Biography:
Since graduating from UA, Shouto went to work for his father's agency in order to keep learning the most that he could from the number two turned number one hero. He and Shimae moved in together after she graduated highschool and the two do their hero work together. Last year he was offered his own hero contract and has been his own hero since.

Significant Other: Shimae Noboru

Any children?: None yet.

“Shoto! We need your help over here!” one of the police officers that were called to the scene shouted to the approaching Shoto Todoroki. Shoto had heard the call thanks to his phone and was lucky enough to only be three blocks away from the villain.

“I’m on it. Are the civilians safe?” Shoto asked, his eyes quickly scanning to find the villain. In an instant, there he was. The villain was hanging from the top of a construction building and shooting down what looked like arrows. Shoto furrowed his brows. He had to act quickly or someone could die.

“We’ve evacuated the area, but the villain has at least three hostages.” As soon as the officer finished talking, Shoto was off into the air using his flames and ice to propel him forward. Upon spotting Shoto, the villain aimed an arrow at the pro hero and fired. Quickly, Shoto put his left hand up incinerating the arrow. “You’ll have to do better than that.” he spoke out in an icy tone, landing on the roof now facing the villain.

“You’re underestimating me, aren’t you hero? I will not be looked down upon!” the villain let out a curdling yell, causing Shoto to wince and see the deranged look in the villains eyes. In the instant that he was distracted, the villain’s arms turned to blades and he was rushing towards Shoto. Quickly, Shoto brought his right arm up, creating his infamous ice wall. The sound of blades hitting the hard ice filled the surrounding area and the cackling laugh of the villain followed.

“Oh, I know you! You’re that half hot half cold pro hero. Shoto Todoroki.” The villain grinned and could be heard repeatedly stabbing at the ice wall. “It’s going to be fun killing you.” In a mere matter of seconds a hole was cut through Shoto’s ice wall and he was face to face with the villain. Shoto’s brows furrowed and he clenched his fists, getting into his fighting stance. “Don’t underestimate me either. Killing me won’t be so easy.” he grinned, something he recently found that he liked doing when he fought, and his left side lit up and he could see out of the corner of his eye that he gave the hostages enough time to escape.

“Thank you, Shoto!” the smallest of the hostages waved to the hero and caught the villain’s attention. The villain glared and took off for the child, but Shoto raised up a barrier of fire. “Pay attention to me!” he shouted, taking off towards the villain and punching him in the face with a giant ice fist.

 
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Birth Name: Zoru Ose

Villain Name:
Puppeteer


Age: ???

Gender: Male

Appearance:
Zoru is a very...well decorated character to say the least. He's very extravagant with his appearance and resembles that of a mermaid. Though his quirk doesn't do much for him being in the water, the water is where Zoru thrives. His outfit resembles that of a prison guard when he is on dry land.


Quirk:
Siren Song- This quirk allows Zoru to control whoever hears his singing. The vocal waves trigger something in the opponents brain that causes their nervous and skeletal systems to be controlled by Zoru. Zoru's quirk also allows him to change vocal ranges and control different people in different ways. For example, the higher the pitch the more control Zoru has over the person's body. To aide in this, he carries a flute to go higher in pitch where his voice cannot. This is a long ranged attack and can effect anyone standing within ear shot. The weakness to this quirk is that the more people that are under the user's control the weaker said control is. The other weakness is if Zoru's vocal chords get roughed up or if they get dry and scratchy.


Voice Recognition- This quirk allows Zoru to mimic anyone's voice that he's heard even once. For this to work, his opponent needs to say a full sentence for him to understand the pitches in his opponents voice. The weakness for this minimalistic quirk is if the opponent is wearing a mask to muffle their voice and Zoru can remember 20 voices at a time.

Alignment:
Sinfully Evil


Likes:
Money, the sight of blood, music, and other things I need to think of.

Dislikes:
Anyone prettier than he is, the cold, heat that makes his hair too frizzy.


Personality:

Biography:

Significant Other / Relationship Interest: N/A

Any children?: Ha. Nope

Writing Sample With Character: UNDER SPOILER
 
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Personal Description

Name
Kurai Knox

Preferred Name
"K"


Hero Name
Strings

Birthday
May 5th


Age
22


Gender
Male


Height
6'2”


Hair Color
White


Eye Color
Red


Hair Style
Comb Over


Eye Type
Oval pupil


Blood Type
A-


Quirk
"Animate"


Status
Alive


Occupation
Villain


Alignment
Lawful Evil

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Description

Kuari is "The Debater" personality type (ENTP)

Taking a certain pleasure in being the underdog, ENTPs enjoy the mental exercise found in questioning the prevailing mode of thought, making them irreplaceable in reworking existing systems or shaking things up and pushing them in clever new directions. However, they’ll be miserable managing the day-to-day mechanics of actually implementing their suggestions. ENTP personalities love to brainstorm and think big, but they will avoid getting caught doing the "grunt work" at all costs. ENTPs only make up about three percent of the population, which is just right, as it lets them create original ideas, then step back to let more numerous and fastidious personalities handle the logistics of implementation and maintenance.

ENTPs’ capacity for debate can be a vexing one – while often appreciated when it’s called for, it can fall painfully flat when they step on others’ toes by say, openly questioning their boss in a meeting, or picking apart everything their significant other says. This is further complicated by ENTPs’ unyielding honesty, as this type doesn’t mince words and cares little about being seen as sensitive or compassionate. Likeminded types get along well enough with people with the ENTP personality type, but more sensitive types, and society in general, are often conflict-averse, preferring feelings, comfort, and even white lies over unpleasant truths and hard rationality.

This frustrates ENTPs, and they find that their quarrelsome fun burns many bridges, oftentimes inadvertently, as they plow through others’ thresholds for having their beliefs questioned and their feelings brushed aside. Treating others as they’d be treated, ENTPs have little tolerance for being coddled, and dislike when people beat around the bush, especially when asking a favor. ENTP personalities find themselves respected for their vision, confidence, knowledge, and keen sense of humor, but often struggle to utilize these qualities as the basis for deeper friendships and romantic relationships.

Appearance

Kuria’s is a young man with a lot of height for his age , he has paper white hair and bright red eyes. His costume is just a magician's cloak with checkered pants, he also wears casual clothes, like jeans and a t-shirt with high tops. He has a tattoo on his chest of a puppet on strings.


Quirk & Abilities

Animate: This ability makes the user have the power to make inanimate objects become animate. He cannot animate the dead or broken objects.The user can grant non-living objects or even concepts life and anthropomorphic form/intelligence, change animals and plants into more humanoid in form and abilities and change pictures and paintings into three-dimensional beings. These new beings can use the abilities of their former state in addition to their new humanoid skills.

Magicians Cloak: This piece of clothing allows the user to store an assortment of objects.


Puppeteer : After using animate he has the option to control the now live objects every move.This technique uses nearly invisible threads control Different objects like marionettes. The threads basically move the puppets by their joints, but can also activate any traps and hidden weapons. Any number of threads can be used to control a puppet, but users with more skill can use fewer strings per puppet.Since most puppeteer use their hands to manipulate the puppets, if their hands are disabled, then the technique can be neutralized. Another weakness is that a puppet's movement is dependent on the will of the user, and as such there will be a time lag between the user's commands and the puppet's response.The object become under his control unless he loses focus, the more he animates the less he can control.He does not have very good hand to hand combat skills. He relies a lot on his quirk.



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/SPOILER]

Strengths:
  • Knowledgeable – ENTPs rarely pass up a good opportunity to learn something new, especially abstract concepts. This information isn’t usually absorbed for any planned purpose as with dedicated studying, people with the ENTP personality type just find it fascinating.
  • Quick Thinkers – ENTPs have tremendously flexible minds, and are able to shift from idea to idea without effort, drawing on their accumulated knowledge to prove their points, or their opponents’, as they see fit.
  • Original – Having little attachment to tradition, ENTP personalities are able to discard existing systems and methods and pull together disparate ideas from their extensive knowledge base, with a little raw creativity to hold them together, to formulate bold new ideas. If presented with chronic, systemic problems and given rein to solve them, ENTPs respond with unabashed glee.
  • Excellent Brainstormers – Nothing is quite as enjoyable to ENTPs as analyzing problems from every angle to find the best solutions. Combining their knowledge and originality to splay out every aspect of the subject at hand, rejecting without remorse options that don’t work and presenting ever more possibilities, ENTPs are irreplaceable in brainstorming sessions.
  • Charismatic – People with the ENTP personality type have a way with words and wit that others find intriguing. Their confidence, quick thought and ability to connect disparate ideas in novel ways create a style of communication that is charming, even entertaining, and informative at the same time.
  • Energetic – When given a chance to combine these traits to examine an interesting problem, ENTPs can be truly impressive in their enthusiasm and energy, having no qualms with putting in long days and nights to find a solution.
Weaknesses:
  • Very Argumentative – If there’s anything ENTPs enjoy, it’s the mental exercise of debating an idea, and nothing is sacred. More consensus-oriented personality types rarely appreciate the vigor with which ENTP personalities tear down their beliefs and methods, leading to a great deal of tension.
  • Insensitive – Being so rational, ENTPs often misjudge others feelings and push their debates well past others’ tolerance levels. People with this personality type don’t really consider emotional points to be valid in such debates either, which magnifies the issue tremendously.
  • Intolerant – Unless people are able to back up their ideas in a round of mental sparring, ENTPs are likely to dismiss not just the ideas but the people themselves. Either a suggestion can stand up to rational scrutiny or it’s not worth bothering with.
  • Can Find It Difficult to Focus – The same flexibility that allows ENTPs to come up with such original plans and ideas makes them readapt perfectly good ones far too often, or to even drop them entirely as the initial excitement wanes and newer thoughts come along. Boredom comes too easily for ENTPs, and fresh thoughts are the solution, though not always a helpful one.
  • Dislike Practical Matters – ENTPs are interested in what could be – malleable concepts like ideas and plans that can be adapted and debated. When it comes to hard details and day-to-day execution where creative flair isn’t just unnecessary but actually counter-productive, ENTP personalities lose interest, often with the consequence of their plans never seeing the light of day.
 
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A Hero is someone who understands the responsibility that comes with his freedom.
Bob Dylan


Birth Name: Almina Dylandy

Preferred Name: Aldy

Hero Name: Aire (Ai-R-Eh)

Age: 23

Gender: Female

Appearance: Almina usually likes to have her hair in 2 buns on a casual day accompanied with some straight bangs that are cut down to her eyebrows. She likes to keep this style on casual days as well as on days when she is at her Hero Training company. When she trains she likes to wear a long-sleeved, high-collared white blouse with maroon edges. On top of that she wears some loose-styled pink pants, and some low-heeled sandals. Finishing it off with some red tassel earrings, and she’s ready to train the upcoming Hero’s!

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When not training, or doing her own Hero work Almina likes long skirts. On summer days she likes to wear sleeve-less tops, and on winter days she is fond of long-sleeved floral print collar shirts.

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Almina had designed her Hero outfit to be able to be agile in close combat. She has a white sleeveless high-collared qipao dress with a red trim tied with a maroon obi. Underneath, she has fishnet leg stockings and black high-heeled boots. Her buns are either tied together, or she just leaves them as separate buns depending on her mood that day. To finish it off she had a large black bangle on each wrist that helps in causing more damage.

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Quirk(s): Wind – The wind quirk is a very versatile quirk that Almina has worked hard to strengthen throughout her Hero training experience. Before, she could only manipulate wind that already existed in the atmosphere, and at that could only manipulate small bits of it. However, with that, she was able to create a special type of fighting style that was strengthened with the use of her quirk. Throughout her training, she managed to not only be able to create wind, but also to manipulate what she created. Currently Almina can create and manipulate up to gale force winds. It does come with a price...The stronger the winds are the more Almina loses oxygen to her lungs. She had created a chart in High School of the effects of using certain strengths of wind which you can see here:

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○ 0-2 means that she will only lose less than 10% of oxygen altogether. There are no effects of using the quirk through an extended period of time.
○ 3-5 means that she looses 15%-25% of oxygen, but there are no effects of using the quirk through an extended period of time.
○ 6-7 means that she will lose 30%-40% of oxygen with 5% being lost for every minute she continues to use it.

○ 8-9 means that she will lose 50% of oxygen in her lungs, and 10% will continue to be lost every minute she continues to use any of her quirk after she has used this much at once.

Gale force winds are the strongest she can go, and she can use “Gale’s Force” without having to climb the wind strength meter. She has tried to shape the wind she creates but is unable to do that. However, Almina uses this quirk in close combat with her martial arts knowledge more so than she uses it for ranged combat.


Alignment: Chaotic Good

Likes: Outdoors, Jokes, Sweets, Helping People

Dislikes: Restrictions, Fire, Lightening, Commitment, Cramped Spaces,

Personality:

○ Optimistic and Energetic

○ Creative and Practical

○ Spontaneous and Rational

○ Chill

○ Stubborn

○ Insensitive

○ Easily Bored

○ Risky Behavior


Biography: To know the story of Almina is to look back a bit into the story of her parents whose names are Tanaka, and Kiyoko. They were two childhood friends who grew up in a small town in the west side of Japan. Even after moving apart they kept in touch, and eventually both had joined U.A. academy. Years later they would get married and have 2 kids, Almina and Nao.


As kids they had high hopes of being like the super heroes they would see on TV and had big dreams for themselves. Especially Tanaka, whose mother used to be an official Hero. She would tell him amazing stories of when she would help save people from villains and the such. Since his father oversaw their local Hero training gym he would participate in the exercises and training his parents made for the incoming interns/participants.



Almina’s mother on the other hand was a different case entirely. Her mother’s mother was a single parent who choose to move to the countryside to start fresh. She had met Tanaka when they were in grade school, and he was popular. Not only because of who his parents were, but also because he was such an outgoing kid. A shock to Kiyoko was that a kid like that was willing to be her friend as well. At first Kiyoko didn’t like Tanaka, but after he helped her ward off some small bullies they became friends.



As they got their quirks it became a bit difficult. Everyone was starting to think that Tanaka wasn’t going to have a quirk, and so for a while he was down in the dumps. As for Kiyoko, her quirk manifested in a pretty bad situation. She had gotten into an argument with a bully, and as the girl was going to hit her Kiyoko shocked her. Thinking that her quirk was lightening Kiyoko ran off and left the girl alone without realizing what her real quirk was. After that, the girl went missing for a whole week, and was found miles away from the small town. For a town like theirs the news spread fast, and many accused Kiyoko of crazy things that were not only false but downright ridiculous. When they found the girl, she had no recollection of who her family was, and after taking Kiyoko to a local doctor it was discovered that Kiyoko’s quirk was memory destruction. Because of what had happened Kiyoko and her mother were to move away from the small town. Tanaka was upset about this, but they decided to still try to keep in touch by sending letters as much as possible.



Even if they were far from each other they still were able to keep in contact. Kiyoko learned of Tanaka’s Muscle Memory quirk, and that he would eventually apply for U.A. High School. Even if her quirk was not as useful as his she would convince her mother to let her sign up for U.A. as well since they had lived closer to the school. Seeing each other again was a great moment for them, and while in school they would work hard to become true Hero’s. Honestly, Kiyoko never really had a big resolve to become a hero, but she did see the benefits of going to the school. While there, their friendship strengthened since they hadn’t physically seen each other for a long time, and before graduating from U.A Tanaka confessed to Kiyoko.



After graduating Tanaka focused on Hero work in the city areas up until his parents put him in charge of the training Gym they had. Kiyoko, having experience in running a gym due to the various internships she did would volunteer to run it since Tangkas focus was out in the field helping people. Since he was little his goals were to be a Hero and being recognized as one made him very happy. About a year after these events he would marry Kiyoko and have their first child. Tanaka and Kiyoko had moved back to their hometown, but Tanaka would still travel to the city to continue his Hero work. A few years later they would have another child, and it seemed like life was at its best for those few years.

Almina, like her dad, would participate in the exercises and training her mother had for everyone who joined/interned. Because of her father the gym grew quite popular with some well-known U.A students interning. Her grandparents also gave her exercises, and training since they had been in the field themselves.

It was going well for the Dylandy family…

Until…

Her father was killed on a Hero mission.

It devastated not only the Hero community, but also her family. Her mother took it especially hard and would shut down the Gym without knowing when it would reopen again. Little did anyone know that it would not reopen until Almina became an adult herself. During that time Almina decided not to go to U.A., but instead go to Ketsubutsu Academy High School. She needed to be close to home to be able to take care of her mother, and her younger brother. It was tough, but after graduating from the academy she was finally able to open doors again for the Dylandy Hero Training Gym.

Currently, she runs the Gym with a friend of hers, and also does Hero work. Her mother didn’t want her to open the Gym doors again when she had told her mother that was her plan, but seeing as her mother goes to the Gym every once in a while she knows that deep down her mother still wants to maintain the gym.

They never caught the person who killed her father…However, she’s determined to find all the information on the case and catch whoever killed not only her father, but many other Hero’s as well.


Significant Other / Relationship Interest: N/A

Any children? (For aged up characters): No

Writing Sample with Character:


Coming home from a long Hero day Almina threw her slippers on the floor, and then proceeded to go into the bathroom to take a shower. Turning the water knob until it became hot enough she stood there for a while thinking about what had happened. It was unreal. How could there be so many documents missing from the investigation? How was she unable to access it when she was an official Hero? One of the main reasons she became a hero was to be able to access that information, and for some of it to be gone? She slammed her hand against the shower wall while thinking all of this. It was frustrating to be given so little information on a case that resulted in multiple hero losses. It was...unacceptable.

I need to keep searching, she thought to herself as she finished showering.

I need to find the killer.




 

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Out-of-costume appearance:
iu

Face Claim: I have no idea. I got this off of DuckDuckGo images.

Birth Name: Hiroji Suzukaze

Preferred Name: His birth name.

Hero Name: Amplitude

Age: 19

Gender: Male

Costume Description: Amplitude's costume is primarily black, with orange highlights and a sine-wave emblem. He wears a set of combat-HUD-equipped goggles and a metal visor that obscures his mouth and nose and filters the air he breathes. When you yell as much as he does, it's pretty important not to get dust or other particulate matter in your lungs. It also helps filter out poisonous gases. It has an obvious technological and even vaguely sci-fi aesthetic, complete with several auxillary weapons meant for a situation in which his sound blast isn't warranted. He carries a stun baton, pepper-spray, a taser, a dart-launcher in the right wrist filled with tranquilizer darts, several tear gas grenades, and a set of restraints that paralyze the victim. His goggles also inform him of the resonant frequency of whatever object he's looking at, which his trained vocal chords, combined with his Quirk, can hit most of the time. Even without activating his Quirk, he can use this information to hit the resonant frequencies of parts of the human body, rocking a villain's internal organs, bones, or muscle and making them much easier to take down. For cases when his voice is incapacitated, he has a miniature LRAD (Long Range Acoustic Device) in the costume's shoulders, capable of emitting insanely-loud sounds that, while not outright dangerous like his voice, can non-lethally disorient even the hardiest villain. He prefers to load the LRAD with his latest tracks. Shameless self-promotion ahoy!

Quirk(s): Amplitude's Quirk is known as Sound of Silence. It's broadly similar to Present Mic's Quirk in that it dramatically amplifies the power of Amplitude's voice. However, it differs in that it doesn't achieve its volume-enhancing power ex nihilo. Sound of Silence is in fact a sound absorption ability. Hiroji absorbs a variable percentage of sound from the surrounding environment--up to 100%, in fact--through his ears, creating a "silence field" around him, stretching from a few inches up to a hundred meters away. Once the silence field is created, he can release his stored-up sound all at once in a gigantic cacophony of every sound that was nullified by the silence field. It has aptly been compared by some who hear it to "auditory hell." He can either release the sound in one big blast, or release smaller portions of it in smaller blasts. Either way, the percentage of sound released also restores the volume of sound in the target area by that much. He has mastered the art of focusing his sound blast, firing it in a focused beam, an omnidirectional wave, or a shotgun-like blast that covers a wide swathe of his line of sight. He also tends not to be injured or disoriented by loud sounds as a result of his altered ears, and his vocal cords don't seem worse for wear even after all that yelling. It has an obvious weakness in that its power is severely undercut in a quiet room. Hiroji can build up a charge anyway through the sound of his breathing, heartbeat, footsteps, etc, or even absorb his own scream but it takes a much longer time to do so. Sound of Silence also has obvious stealth applications if Hiroji can sustain the silence field for a long period of time, making him a go-to hero for stealth operations, at least until he needs to blast someone. Due to Sound of Silence absorbing and releasing the sounds in Hiroji's environment, it is physically possible for Hiroji to hit ultrasonic or infrasonic notes in his bursts of sound. Thus, he can also speak at such frequencies as well.

Alignment: Neutral Good

Likes: Italian food, fried things, onions, smoothies, listening to music, playing with synthesizers, video games, action movies, spending time with friends, and his job.

Dislikes: Collateral damage, Stain's ideology, the League of Villains, terrorism in general, civilian casualties, extremism. Suffers from moderate necrophobia (fear of corpses, rotting flesh, and things associated with death, such as coffins and cemeteries).

Personality: In addition to being an up-and-coming hero, Hiroji has been steadily releasing a series of electronica singles and EPs, hoping to hit it big in both the heroism and music worlds. As expected from a hero embroiled in commercialism, he viciously despises Stain's ideology, and the League of Villains for using it to their advantage. He has been known to be similarly vicious with words to villains he despises. At least one Stain-follower was taken into custody weeping from the verbal beat-down he got. He's not quite a boisterous hero or performer like his mentor, Present Mic, preferring to get the job done as a hero and to let the music speak for him as a musician. But quite a bit of Present Mic rubbed off on Amplitude. He's gotten a boost of self-confidence, now with a much more positive attitude towards his job and a much more active role on-stage. People have made compilation videos showing the transformation in his stage presence.

Biography: Hiroji was born into a wealthy family of musicians and artists, but rather than use his Quirk creatively, he went down the path of heroism. Idolizing his late grandfather, the superhero known as Guitar King, he has decided to follow in his footsteps, using his affinity for electronica to create a techology-based superhero identity. The rise of the League of Villains was a critical factor in his decision, after his mother was nearly killed at her own concert by a minor villain who, feeling galvanized by the recent surge in criminality, thought he could get away with attacking a public event simply because there were a few superheroes in attendance. Now a recent graduate from U.A, Amplitude has a lot to prove, but he's already taken down a series of villains unassisted. His ability to drown out or silence voice-activated or auditory Quirks has come in handy on multiple occasions, allowing him to fit into a nice niche taking down audio-based villains. Still, he doesn't want to be stuck in his niche forever, the current crisis may be just what he needs to give himself a leg up in the world.


Significant Other / Relationship Interest: N/A

Any children? (For aged up characters): No.

Amplitude walked down the street, feeling absolutely excellent in his costume. This was one of the best parts of patrolling: Seeing passersby look at him and know that they looked up to him, that they trusted him to keep them safe. Not the top heroes. Not Deku. Not Ingenium. Not Best Jeanist. Him, the humble Amplitude! Only a few years ago, he would have preferred, as an artist, to just hide behind a screen name on the Internet and just release a couple of albums here and there, maybe make some bucks off of digital downloads. At most, he would have sat behind a laptop at his own concerts and let his music do the talking.

But then he met Present Mic. Tutelage under the boisterous DJ, while a bit awkward at times, had done wonders for his self-confidence. Now, he could strut his stuff on-stage with a keytar and just shred. And, in moments like this, he could face the horrors of the day with a smile. Because, even if he wasn't Deku, Amplitude would be there, protecting the weak and the helpless whenever evil reared its ugly head.

Speaking of which, the busy street around him became slightly quieter as he casually fired a weak sound blast at a purse-snatcher across the street who was attempting to run off with his ill-gotten gains. The would-be thief was knocked off his feet in a fraction of a second, smacking against the concrete wall and falling to the ground in pain as the woman caught up to him and took her purse back. As Amplitude walked across the street and cuffed him, he felt the satisfaction of a job well done.
 

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