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Fandom BNHA: The Persephone Initiative, characters

AtlannianSpy

Alarmed and Strangerous

---Interest Thread---OOC thread---Character Thread(you are here)---IC (coming soon)---​

This is the character thread for BNHA: The Persephone Initiative. If you'd like to join then fill out out the character skeleton below, it looks a bit long but really most of the sections can be answered fairly easily, let me know if you have any trouble with any of it.

Once your CS has been posted I'll take a look when I get the chance and PM you, either to tell you that you've been accepted or to discuss some changes that might need to happen to make your character suitable for the RP.

If you enjoy tinkering with BB code and fancying up your CS's then that's fine, but please provide a simplified version with the original formatting or something similar. I like to refer back to CS's regularly, sometimes on my phone and it's much easier to do when everything is simplified and where I expect it to be.

Accepted Characters

Name:
Klifton Beid JR.
Quirk: Music Note Generation
Player: Webs Elk Webs Elk

Name: Desmond Tallihasey
Quirk: Extra Lungs
Player: Refaulted Refaulted

Name: Raymond Savos
Quirk: Skyborne
Player: AllHailDago AllHailDago

Name: Isidora Wulfenbach
Quirk: Wolf Blood
Player: simj26 simj26

Name: Katherine Samsa
Quirk: Bioshift
Player: AtlannianSpy AtlannianSpy


Basic Information


Name:
(Your character's name)

Age:
(14 - 19)

Gender: (How does you character identify?)

Appearance:
(This can be either an image or a reasonably detailed description. If your character's appearance differs in some ways from the picture you may wish to detail these in writing.

Height:
(You are welcome to give exact measurements, but you can also simply give an estimation or something like "Tall for his age" if you wish.)

Weight:
(See above)


Psychological Profile


Details of Arrest: (Describe briefly the situation that lead to your character's arrest. The incident should be serious enough to warrant jail time but not so dire that your character would appear to be unstable or beyond redemption)

Personal History: (Two or three paragraphs detailing your character's life up until their arrest. Emphasize the moments and trends that made them who they are today and any loose ends they are looking to resolve.)

Personality Overview:
(A paragraph or two describing who your character is, how they relate to others, what they like or dislike and how they tend to deal with situations.)

Personal Strengths:
(These are personality based, not related to combat, list at least two though you can add more if you wish.)

Personal Weaknesses:
(Again, these are personality based not related to combat. You should have as many of these as you do strengths)

Interests:
(Hobbies or passions your character has outside of the initiative)


Quirk

Name: (What is your quirk called?)

Description:
(What exactly does this quirk do? Remember this should be a fairly focused, single ability rather than a suite of related powers. Quirks should have room to grow as your character develops through the rp. Compound quirks will be accepted but subjected to additional scrutiny, you won't have any more stat points then anyone else so it won't make you any more powerful.)

(Additional Warning: I'm not a fan of abilities and characters that remove choice from people they interact with. Combat should be about creating interesting puzzles rather than restricting people. This means I tend to come down harder on certain powers that I think will be frustrating to play against and won't encourage creativity in their users. This doesn't mean you can't use these powers as quirks. However you should be prepared for a bit more discussion and modification during the character creation process, I may demand more detailed weaknesses and limitations. If that sounds like a hassle you should consider looking at something more straightforward.)

(*Powers on Atlannian's watchlist*)

(Anything that interferes directly with people's minds, such as mind control, mind reading, inducing hallucinations, memory or emotional manipulation)

(Anything that allows excessive control of an opponent's body. This is things like blood or bone manipulation Or anything that allows you to make foreign material appear inside their body without at least touching them or going through their skin and other defenses.)

(Anything related to time, the fundamental forces of the universe, or bending reality,)

(Anything that introduces concepts not present in BNHA, this would include things like soul or spirit based powers or powers that introduce mythological creatures, magic or excessively complex systems that don't exist in the manga. Using the imagery of magic or mythology is fine, something that looks like a ghost, or makes you dragonlike. Implying that your manipulating the actual souls of dead people or are actually descended from a literal, from heaven, angel is problematic)

Advantages:
(Why is your quirk desirable, what does it have over other abilities?

Limitations:
(What can't your quirk? This includes things like time limits, ranges, negative consequences of overusing the quirk, targets it won't effect. This is how you ensure your quirk is balanced and fun to play against and alongside so its important to be detailed and clear here.


Combat Potential

(Detailing your stats has two aspects, a numerical score and a written description.

For numerical scores, you have thirty points to spend. You need at least a score of 1 in each category and no individual score can go above 10.

The written description is a short sentence that details why your character has the score they do. One person's 7 in power might not mean the same as another person's. This is where you outline exactly what your character is good and bad at. You can think of your score as a budget you get to spend declaring how capable your character is in a particular area.)


Power: (1-10) (One's ability to exert strength and impact enemies and the environment. High power heroes have powerful, flashy quirks and deal a lot of damage but physical strength can play into it as well.)

Agility: (1-10)
(One's ability to maneuver quickly and freely. High agility heroes often have quirks that boost their speed or allow them to do things like fly or swim efficiently but it is also influenced somewhat by overall athleticism.)

Endurance: (1-10)
(One's ability to remain in the fight, despite taking damage and exerting oneself. HIgh endurance heroes often have defensive quirks but it also refers to overall stamina and the ability to go on fighting and continuously using one's fight. Someone who takes damage but can continue to fight will also have high endurance.)

Finesse: (1-10)
(One's ability to perform precise or subtle actions. High finesse heroes may lack raw power but can use their quirks to handle delicate actions, like handling complex machinery or picking up sensory information. The initiative also uses this stat to encompass a hero's ability to go undetected or perform useful actions unnoticed.)

Technique: (1-10) (Technique is a measure of supplementary but desirable skills not necessarily related to one's quirk. This can include all manner of things such as martial arts, interpersonal skills, computer hacking, survival skills, vehicle proficiency and so on. The important thing is that the skills are useful in terms of the heroe's line of work. Technique also encompasses a heroe's skill with weaponry or supplementary equipment.)

Mentality:
(Mentality is your character's overall approach what tactics they tend to employ, what sort of emotional state they tend to fight in, what sort of opponents they do well and poorly against. This only has to be a sentence or two long.

Equipment:
(Any equipment your character is skilled with and usually takes along, including weapons and aspects of their super suit with useful properties. You can't simply take unlimited or excessively powerful equipment, it's governed by your technique stat.


Misc

Codename: (The initiative does not register official, hero names for its agents but it does give them code names for use on operations which function similarly. Agents that successfully pass their training are granted the right to pick theirs.)

Extra details: (Fun facts or little details about your character you'd like to add such as favorite food or distinctive traits or habits. Optional)

Themesong: (A piece of music that speaks to some aspect of your character's personality or aesthetic. Optional)


Code:
[border=2px solid]
[u][I]Basic Information[/I][/u]


[B]Name: [/B]

[B]Age: [/B]

[B]Gender: [/B]

[B]Appearance: [/B]

[B]Height: [/B]

[B]Weight: [/B]


[u][I]Psychological Profile[/I][/u]


[B]Details of Arrest: [/B]

[B]Personal History: [/B]

[B]Personality Overview: [/B]

[B]Personal Strengths:[/B]

[B]Personal Weaknesses: [/B]

[B]Interests: [/B]


[u][I]Quirk[/I][/u]


[B]Name: [/B]

[B]Description: [/B]

[B]Advantages: [/B]

[B]Limitations: [/B]


[u][I]Combat Potential[/I][/u]


[B]Power: (1-10) [/B]

[B]Agility: (1-10) [/B]

[B]Endurance: (1-10) [/B]

[B]Finesse: (1-10) [/B]

[B]Technique: (1-10) [/B]

[B]Mentality: [/B]

[B]Equipment: [/B]


[u][I]Misc[/I][/u]


[B]Codename: [/B]

[B]Extra details: [/B]

[B]Themesong: [/B]
[/border]
 
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AtlannianSpy AtlannianSpy
I'm finished. Also the backstory kind of flows terribly, at least I think so, but anyway please excuse it.

Anyway, simplified version up in a jiffy.


Kliffton Beid Jr.



  • Nickname
    Kliff

    Age

    16

    Gender
    Male

    Appearance

    The pictures are pretty much spot on, although there are a few differences. Looking at the top picture, his hair is actually a mix of orange and brown, closer to orange. Looking at the second picture, he does have heterochromia but his right eye is green and his left eye is yellow, not the red and orange seen in the picture (Just chose it as a visual representation).

    Height & Weight

    5'6" & 108 lbs
    For his age, Kliff is small and very light.




yoshino-zetsuen-no-tempest-34300773-383-500.jpg

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Kliffton Beid Jr.
Nickname

Kliff

Age

16

Gender
Male

Appearance

The pictures are pretty much spot on, although there are a few differences. Looking at the top picture, his hair is actually a mix of orange and brown, closer to orange. Looking at the second picture, he does have heterochromia but his right eye is green and his left eye is yellow, not the red and orange seen in the picture (Just chose it as a visual representation).

Height & Weight

5'6" & 108 lbs
For his age, Kliff is small and very light.

Details of Arrest

On his 16th birthday, Kliffton Beid Jr brutally assaulted his father Mayor Kliffton Beid. Had it not been for the screams of agony his father made drawing the attention of the guards as well as the fact that the suspect livestreamed the entire thing, we are 100% positive that the suspect would have killed the victim. Therefore, we have convicted the boy of Assault. We also have reason to believe the suspect is behind the dissappearance of 13 million dollars from the mayor's bank account. However, we were unable to get the suspect to admit to this crime.

Personal History

As a young child, Kliff's life was pretty good. He had a loving father and mother. He had multitudes of friends. His quirk was pretty cool. He wanted to become a hero. His life was the life of an average kid. However, it all changed when his father decided to become a politician, around Kliff's 6th birthday.

Kliffton Beid Sr joined the political scene at the peak of his life. He was seen as smart, handsome, and inspirational. As such, he quickly became popular and made his way through the ranks. However, as he rose through the ranks of the political scene, his familial relationships began to deteriorate. Although to the public, he was an honest, hard working man, in reality he stooped down to so many low levels, just to get ahead, including bribery, seduction, and even hiring a hitman once. Due to this, especially the seducing of others, Kliffton and his wife argued a lot behind the scenes. Kliff's mom argued that Kliffton was becoming a different man then the one she married and Kliffton argued that he was doing it for the sake of the family.

During this time, Kliff was wholeheartedly on his mother's side. The man he once saw as his father, was nothing more than the person who he lived with as their relationship grew farther and farther apart. Pretty soon, Kliffton wanted to focus completely on his political career and as a result, after his 9th birthday, Kliff's mother left and never came back. The only thing she left behind was a note to Kliff and a stopwatch with a picture of him and her together.

Unfortunately, Kliff couldn't leave with her and as such, he became extremely bitter towards his father. So he decided to find a creative outlet. Fortunately for Kliff, being the son of a rising politician did have one perk : connections. Pulling some strings, Kliff decided to turn towards the arts, as he saw it as a good outlet, especially after seeing how it directly related to his quirk. Kliff began singing, dancing, acting, arting, and even dabbling in martial arts. The more he performed, Kliff and others found out that he actually had a gift. However, Kliffton saw this as his chance to get ahead.

Pretending to see this as a chance to bond with his son, Kliffton began to be more and more involved when it came to the arts. He'd publicly donate to arts foundations, host dances and balls, and do other stuff under the pretense that he thought art was important. At first kliff was excited that his father finally took more of an interest in the things he did, but after further analysis, Kliff realized it was just a ploy. One day, during Kliffton's mayorial campaign, Kliff read a newspaper about one of his performances and saw that all the credit had been given to his father, rather than him. Of course, this confused Kliff so he asked Kliffton about it. It was then that his father revealed that he was basically taking advantage of Kliff's talent to make himself seem more "prestigious". As you'd expect, Kliff took major offense to this and lashed out at his father. This led to a huge argument which ended with Kliffton throwing out all of Kliffton's instruments.

From this point on, whenever it came to his father, Kliff was a posterboy rebellious teen. Stealing money, disrepecting orders, ignoring, etc, etc. The only thing he didn't do was hit the man. That was true until his 16th birthday.

With their relationship at an all time low, Kliff and Kliffton were openly hostile whenever they could be. The only ones who knew about their relationship, however, were Kliffton's major supporters and those who worked at their mansion, as Kliff was homeschooled and didn't like interacting with the snobby brats of other politicians. Kliff's only friends were the butler's and maids of the house and on his 16th birthday, they threw him a secret surprise party, as they knew Kliffton would definitely disapprove. As a birthday present, one of the maids had blown up Kliff's picture of him and his mother and had it framed so Kliff could sit it on his bedside. However, in the midst of the party, Kliffton walked in and was livid. He immediately had the party shut down and began scolding Kliff. While being scolded, Kliff tried to hide his present behind his back, but unfortunately, his father saw it. After seeing the picture, he scoffed at it and threw it in the trashcan, before ordering Kliff to go to bed, and leaving the room.

However, kliffton wasn't the only person that snapped that night. After digging in the trash to get his picture back, Kliff decided he had enough. He was going to get revenge. The first thing he did was pack his bags and try and figure out where his mother was. Fortunately, he found out that she was halfway across the country. After pinning down her location, he decided to make one last livestream on his website where he made videos. He grabbed his camera, synced it to his computer and went to his father's room.

Using two music notes, he broke down the room door and then proceeded to beat his father with the two weapons. Of course, his father tried to fight back, but since Kliff was a trained fighter vs. his untrained body, he couldn't really do much. Kliff didn't stop bludgeoning his father until the security guards rushed into the room and apprehended him.

After being arrested, Kliff still has no regrets to what he'sdone, even pleading guilty at his trial. After finding out that his father was going to be able to walk again, Kliff actually cursed at himself that he didn't kill him when he had the chance. Unbelievably, Kliff's happiest moment in his life was during his imprisonment, as his mother came to visit him from halfway across the country. Once there, they were given an entire afternoon to talk to each other and catch up. This experience is definitely the moment of his life that gives him the will to keep living.

Personality Overview

Overall, Kliff is a huge kuudere.

On the outside, he seems very coldhearted, calm, collected, and basically robot all the time. Kliff rarely shows his feelings towards those he doesn't want to show them to. There are a few exceptions that will be explained later though. Kliff is also very intelligent. He hates to admit it, but Kliff is smart, in part because of his dad and in part due to his brain. When he was younger, Kliff's dad always used to teach him things and as he got older, his father hired only the best tutors for Kliff to learn from. Kliff's brain, however, is the major asset as Kliff has an eidetic memory. Anything he both sees and hear, is automatically remembered forever, which is one reason why he's so good at the arts.

Kliff has an overwhelming passion for all things art related. Not only does he want to do it all; he wants to master it all. As such, whenever Kliff is surrounded by or talks about any art form, he always brights up and gains an excitable, childlike nature. However, he will not stand for people who think the arts are a waste of time.

When it comes to people, there are three sides to Kliff: the side I mentioned earlier that he shows to strangers, a side he shows to those he loves, and a side he shows to those he hates. The side he shows to those he considers friends is helpful, friendly, and very much a big brother type. The side he shows to those he considers enemies is very snarky, mean, and if you drive him to this point, sadistic. Kliff is usually for forgiving but if you cross him multiple times or break his trust after earning it, he will plan an untimely death for either you or a close family member. Another thing Kliff will kill for is if you disrespect his mother as he sees her as the only person alive who he can say truly loves him. On the other hand, Kliff will also kill you if you try to tell him that assaulting his father wasn't justifiable.

On the topic of trust, it's very hard to gain Kliff's trust anyone. Due to his relationship with his father and most of his life being spent in a house, Kliff is very wary of other people and feels like most people just want to use him. One quick way to earn his trust is by having an interest in the arts. One way to cement yourself as his enemy is by bringing up his father after he tells you no.

Kliff is also brutally blunt. He says whatever he wants to say whenever he wants to say it. It's not that he doesn't think about what he's going to say. It's actually very much the opposite. He thinks a lot about what to say, he just doesn't care. however, if you're a friend, Kliff will apologize if he hurts your feelings and he'll actually go out of his way to try and make it up to you. This also leads into the fact that he is brutally honest. As he doesn't care about what he says, he has no problem saying it like it is, even if it's mean.

Personal Strengths

Intelligent
Responsible
Creative

Personal Weaknesses

Has a hard time trusting others
Brutally Honest & Blunt
Introverted by Nature

Interests

You probably already know but all things art related. He also loves cooking, eating, playing video games, watching tv and anime, and reading to an extent.

Quirk : Music Note Generation
Description

His quirk causes his body to grow "music notes" on his skin, mostly on his chest, arms, and legs whenever he talks or sings. Kliff can completely manipulate the size, sharpness, hardness, and any other trait of these notes, except their shape and composition. He can also telekinetically moves these notes. Once he removes the note from his skin, however, after 30 seconds total, or 3 seconds of Kliff not touching the note, these notes will pop, releasing a shockwave and a "recording" of whatever he said to create the note. 20 notes are the max that will grow on his skin and 5 notes is the maximum he can control at one time.

Advantages
Kliff's quirk is versatile as he can use them as melee weapons, including his trademark "note swords", or he can throw them at enemies, not only with the possibility of it hitting them but with the possibility of the shockwave stunning or pushing back the enemy.

Limitations
(What can't your quirk? This includes things like time limits, ranges, negative consequences of overusing the quirk, targets it won't effect. This is how you ensure your quirk is balanced and fun to play against and alongside so its important to be detailed and clear here.

Each music note is created by him talking or singing so in conditions where he can't do either, his quirk is useless. Also when he's sick, the time limit is cut down to a third, meaning his notes pop after 1 second or 10 seconds.

He also has to eat for his quirk to activate and each music note requires 1000 calories to create.

Another limit is that he isn't immune to his quirk so the shockwaves can still push him back and the swords or other melee weapons can still hurt him. Similarly, there's the possibility of friendly fire.

His notes also automatically pop when they leave a 5 feet range of him. On the topic of popping, Kliff also has to be careful about what he says as whatever he says will be revealed whenever he uses the corresponding note. Although, to be fair, Kliff doesn't really care.

Attribute Score Reasoning
Power 2He himself is pretty weak, which is why he focuses on pressure points and uses weapons. His shockwaves also pack a punch though.
Agility 7 Not only can he move through the air due to his quirk (he can ride a note like a surfboard), but Kliff is also flexible and fast due to his training as a dancer and in the martial arts.
Endurance 4Although, Kliff knows the best places to apply damage to others, he really has no way of protecting himself, not even from his own quirk. However, his stamina is pretty good due to training in the arts as well, especially dancing.
Finesse 8Due to being smaller, shorter, and lighter than most other people his age, Kliff has little raw power, so instead he employs his knowledge of pressure points (kung fu) and his weaponry (kenjutsu, kendo, quirk) to take down an enemy. Eidetic Memory also comes into play here.
Technique 9 Due to not having the raw power, Kliff usually uses his quirk for weapons. He is also very intelligent and has that eidetic memory which makes him a quick learner. He also has some training in martial arts, specifically kung fu, kenjutsu, and kendo. Overall, Kliff is highly independent so if he needs to know something, he'll find a way to learn how to do it.
Mentality

Kliff usually tries to find a way to end a fight quickly. Through his usage of pressure points and weapons, he is usually able to accomplish this against enemies that are weak agaist most enemies. However, extremely durable enemies as in those who his weapons aren't effective, or enemies whose body is changed due to their quirk, and especially enemies who are able to attack offensively very powerfully, are able to either beat or defend successfully against Kliff. Kliff is usually always thinking strategically when he's fighting, but when he's fighting someone that has a personal connection, he may be distracted a bit, either out of sympathy or because his sadistic nature is showing.


Equipment

Although he can just use his quirk to create "weapons", Kliff is also skilled with actual melee weapons such as swords, staves, knives, etc. Also, he never goes anywhere without a pair of headphones. This actually matters because it helps give Kliff inspiration for what to sing which is one of the ways to activate his quirk.

Codename
The Vocal Assassin

Extra details
He's homosexual
He always wears a jacket, no matter the weather. the only times he'll take it off is when underwater.
On the other hand, he hates wearing shorts and will ONLY wear them when going underwater.
He's also always carrying something to eat. Whether it's an apple, a bag of chips, or a steak.

Also, he did take the money, but he did that two weeks before his birthday.
Themesong
 
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Desmond Tallihasey
Age:
19

Gender:

Male

Height:

6'2"

Weight:

199 lbs

Psychological Profile

Details of Arrest:
Desmond Tallihasey was found by police in an abandoned factory, where he was currently holding a man hostage and effectively torturing him for nearly five days. When police arrived on the scene, Desmond turned himself in to the authorities with no resistance, and the police brought the tortured man to a nearby hospital. The man was a vicious debt collector, who had a few months prior forced Desmond's sister, Malarie, to drive off the road and become severely injured, receiving permanent damage to her right leg. Desmond was arrested for assault, kidnapping, and torture charges.

Personal History:

As soon as he was born, people believed that Desmond wouldn't survive. He had some form of constant dyspnea, where he had difficulty breathing due to weak lungs. However, he pulled through with some help from the medical staff, who set him up with a breathing device that he used through his younger years. He was mostly taken care of by his older sister, Malarie, during the day, and his mother at night, while his father worked most of the day in the next town over from where they lived.

As time went on, Desmond's condition didn't get worse, but it didn't get any better either. By the time he turned four, though, his Quirk developed, increasing his lung capacity so he could function normally, instead of having to rely on a breathing machine. He lived a mostly normal childhood from that point onward, going to school and dealing with most everyday kid problems. Due to his Quirk, many student's accused him of being Quirkless, bullying him. In order to get over his feeling of weakness, Desmond started looking into learning how to fight, practicing with his friends, and once he started middle school, he took up boxing as a sport. Due to his Quirk, he was adept in the art, slowly turning whatever he learned into a way to fight back against whoever pushed him around.

By the time he was sixteen, Desmond was slightly adept in boxing, and mixed what he knew with street fighting, and he used this against the bullies of his high school. Due to the fact that he couldn't make it into a hero academy, he had to settle with his local high school, where small gangs were, and he would have to fight against them in order to keep them from bullying him. Most of the time, he didn't have too difficult of a time, and even had people approach him for protection, though he normally turned them down, as he didn't like having to constantly fight people.

When Desmond turned eighteen, two years after Malarie moved out, his mother received a phone call, and the two of them rushed over to the hospital, where his father was waiting with his mangled sister. The family stayed at the hospital for two days, Desmond not getting any sleep during the time. When they found out she would survive, though sustaining lasting damage, Desmond began to plot his plan to find the one responsible. He started hunting down sources of information, letting his anger and fists do most of the talking. He also began learning how to make useful tools, such as lockpicks and smoke bombs, in order to help him find people. He took up the name 'The Disaster', having the name spread in order to make people fear him. Through intimidation and fighting, he eventually found the debt collector who had attacked his sister. Following at night, Desmond knocked him unconscious and kidnapped him, bringing him to an abandoned building and chaining him to a chair in a dark, empty room. There, Desmond tried different ways of torturing the man, including breaking the man's nails, and going to the extreme of waterboarding. On the fifth day, Desmond took a hammer and broke the man's right knee, in order to make him similar to his sister. When he heard sirens outside, he went out in order to turn himself in.

Personality Overview:

Desmond can be summarized simply by the word 'determined'. Once he has his mind set on something, he will do anything to complete it. His determination and unwavering will makes him seem like a stone-cold wall, and he can't be easily swayed through words. Normally, he doesn't enjoy fighting, as he can be rather peaceful, enjoying to avoid confrontations instead of instigating them. He also doesn't get angry easily, needing a very good reason in order to 'lose his cool'.

Desmond also is a very loving person, harboring a lot of affection for those close to him, be they family or friends. He is overprotective of them as well, typically trying to talk them out of doing something stupid, or trying to find ways to help them at his own risk. Desmond has zero tolerance for those who hurt others for just the fun of it, and has his own warped sense of justice. After the incident with his sister, he has little faith in the legal authorities.


Personal Strengths:

- Desmond is a very caring individual
- Desmond is very determined, not letting anything slow him down
- Desmond can be rather crafty, thinking of quick solutions to his problems


Personal Weaknesses:

- Desmond doesn't think of his own well-being
- Desmond is unwaverable, meaning he can be difficult to work with
- Desmond cares little for authority, thus meaning he can get in trouble easily


Interests:

- Desmond enjoys exercising
- Desmond actually enjoys playing ping-pong
- Desmond likes collecting coins


Quirk

Name:
Extra Lungs

Description:

One of Desmond's original two lungs is almost half the size of a normal lung, making it normally difficult for him to breath. However, due to his Quirk, he actually grew another set of lungs near his original two.

Advantages:

Well, of course the biggest advantage is that Desmond can function without the need of a machine to breath properly. However, he can also hold his breath for a longer amount of time, being able to hold it for nearly five minutes at the current point in time. He also has slightly more endurance and stamina due to having the extra set of lungs.

Limitations:

Desmond's Quirk merely allows him to function normally as a person. Even though he can breath in more air and hold it for longer, it doesn't offer any true combat potential, offensive or defensive. In actuality, Desmond is very close to just being a Quirkless individual.

Combat Potential

Power: 5
Desmond's strength is slightly below average, as he never focused on improving his overall physical strength in order to win a fight. He can certainly throw a few powerful punches, but most of the time he relies on other ways to fight instead of just a physical match-up.

Agility: 5

Due to the nature of boxing, Desmond normally focuses on striking quickly, the speed making his punches stronger and hit harder. He can also dodge pretty well with his speed.

Endurance: 6

Due to his Quirk and the nature of it, Desmond actually has decent endurance through training his aerobic system. He can take more damage than most, and can expend more energy due to the cycling of his breathing. Also, due to his boxing training and street experience, he is accustomed to taking blows.

Finesse: 5

While boxing means Desmond has to make precise movements, he usually runs things out by tiring his opponents out. Thus, he doesn't focus so much on precise attacks if he can avoid it, instead going for attacks that require little energy. He is adept at picking locks and throwing punches, though.

Technique: 9

Due to his lack of a combat Quirk, Desmond has to rely mostly on his use of gadgets he makes and martial art skills in order to fight. His skill in boxing and street fighting is formidable, meaning that if he can get close enough, in a physical fight he has a good chance of winning. His use of smoke and gas bombs also makes him dangerous.

Mentality:

Desmond tends to fight using distractions and his surroundings in order to get the advantage. He also uses tools, such as his smoke bombs and other equipment, in order to corner his opponents into disadvantageous positions. Normally, he doesn't fight unless truly provoked or in danger, or if someone he is fond of is in danger. He is normally calm and determined, but can also get angry and ferocious with his attacks. Against opponents with higher endurance or Quirks that augment their body, Desmond struggles quite a bit, as well as other powerful Quirks. He tends to work better against people with more subtle Quirks, or Quirks that effect the air around him. Also, against pure strength Quirks, he normally does pretty well, employing ways to wear his opponent down instead.

Equipment:

- Typically carries around 5-10 smoke bombs
- 3 or 4 gas bombs, normally sleeping gas or numbing gas.
- 20 feet of bandages in case of emergencies
- A small tank of oxygen in case he needs to refill on air. Only has enough air for 2 uses
- A pair of brass knuckles


Miscellaneous

Codename:
The DIsaster

Extra Details:

- Desmond has a habit of spending too much money
- Desmond enjoys pineapple and jalapeno pizza
- Desmond enjoys western movies


Themesong:
 
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Basic Information


Name: Raymond Savos

Age: 16

Gender: Male

Appearance:
e10fa37412039ef057c05cffe9713d8a.png


Height: 5'7"

Weight: 140


Psychological Profile


Details of Arrest: Raymond was arrested for serial breaking and entering, theft, and trespassing on private property.

Personal History: Raymond was a statistical rarity born of two quirkless parents. For the majority of his life he believed he had no quirk, and would never have one. His parents were of a long lineage of two families that were also quirkless, and who saw quirks as an unnatural progression of humanity. He was brought up by parents who tried to instill him with the same thought. He was punished as a child when he talked of growing up to be a hero, or of having his own quirk.

He grew up bullied in school for being quirkless, his only "friends" were a group of kids that used their quirks for their own gain. They manipulated him into doing things for them and then let him take the fall when he got caught doing it. When his quirk developed at 12 however, they changed their tune real quick, realizing how awesome it was and how useful it'd be for their purposes. They convinced him they were just "hazing the newbie" and now he's a full fledged member of their gang.

Over the next couple years they convinced him to steal and trespass on several dozen homes and businesses. They told him they were the homes or businesses of villains, and that the money would go to their funds of becoming heroes. He was overjoyed at the thought of this, and committed fully. However one of the members was caught while going over a plan, and the police were waiting in ambush at the next house. Unfortunately for Raymond, their quirks were outlined in the captured plans, so the police had quirk users who had counters to their abilities. That night he was arrested at 16, and has been in jail for three months.

Personality Overview: Raymond is a guy that values freedom and keeping in motion. Like the wind, he can't stand being contained inside or in one place for too long. His train of thought tends to reflect this as what he says can often have no relevance to what he JUST said before that. He'll skip from one topic to another to another and wonder why those talking to him are confused. He constantly taps his hand and fingers and feet whenever he has to stand or sit still, and he whistles whenever someone isn't addressing him or vice versa.

He values kindness, wit, and strength and still greatly desires to be a hero. He resents his parents very strongly, and has no desire to make nice with them. He feels great guilt over the fact that it turned out he was being tricked into doing crime, and hopes the heroes he idolizes won't hate him. Despite being hurt by the lies of his old "friends," Raymond is rather trusting to the point of gullibility. If he does object to an idea, either you can convince him by simply repeating the same thing a second time, or you simply won't ever get him on your side.

Personal Strengths:
Non-linear Thought - Raymond is capable of following seemingly completely disjointed trains of thought. Which while something many would consider a weakness, allows him to come up with new and interesting solutions to problems or uses of his abilities many might not think of.

Loyal - Raymond does not betray those he cares for, or the values he holds dear, without being tricked. He is unwavering and true, a friend that can be counted upon even in times of great difficulty. He would actually die before choosing to betray that which he values.

Trustworthy - Tying into loyalty, Raymond is able to be trusted with most anything. Despite his gullibility in some situations, he won't reveal your secrets unless you yourself ask him to.

Personal Weaknesses:
Distractable - Raymond does not always have the best time keeping mentally on task. He flits from one subject to another and may focus on something entirely off topic if that is what he's in the mood for.

Gullible - Raymond can be convinced of simple things rather easily. One generally need only say it once, maybe twice. As long as it isn't something concretely obvious or long standing, or you aren't saying the opposite of his close friends, he will believe you easily.

Fickle Emotions - Raymond might switch from happy and fun loving to irritated at a one off comment to laughing at an unmentioned joke to sad over a passing comment in rapid order. None of these have been noted to go to an intense or uncontrollable extreme such as extreme rage or total depression. He just flips base emotion easily in the flow of conversation.


Interests:


Quirk


Name: Skyborne

Description: Almost as if the very sky itself has blessed him, Raymond finds himself unfettered by, able to become, and able to control air/wind itself.

Advantages: Raymond passively finds himself unaffected by wind resistance when in solid form. Actively he can turn parts of, or all of his body into wind and integrate with the surrounding air to control it. This is stronger the more of his body he dissipates. He can move over large, open spaces swiftly by completely dissolving and moving through the open air, re-solidifying a large distance away. He can push large quantities of air to make strong bursts of wind, useful for offensive techniques. Or more gently, he can lift objects a distance away from him and carry them to himself on a light wind. While in wind form most methods of attack are, obviously, ineffective. A slightly odd, but greatly helpful side advantage is that clothes and gear he has on his person also transform into wind with his body, so he never reforms nude or missing his wallet!

Limitations: Raymond finds himself, at this time, with very particular time based limitations on his abilities. He has six main portions of his body he normally dissolves for wind use. Each arm, each leg, torso, and head. Depending on how many of these he dissipates at once he has a limit on time they can remain immaterial, and when returned to solid form a cool down time before it can again become immaterial.

If he dissolves one of six portions his duration is capped at 3 minutes max. The cool down time on a single part after reaching the time limit is 5 seconds, less if reformed earlier.

If he dissolves two of six portions his duration is capped at 1 minute 30 seconds max. The cool down time on a two parts after reaching the time limit is 10 seconds, less if reformed earlier.

If he dissolves three of six portions his duration is capped at 1 minute max. The cool down time on a single part after reaching the time limit is 15 seconds, less if reformed earlier.

If he dissolves four of six portions his duration is capped at 45 seconds max. The cool down time on a single part after reaching the time limit is 20 seconds, less if reformed earlier.

If he dissolves five of six portions his duration is capped at 36 seconds max. The cool down time on a single part after reaching the time limit is 25 seconds, less if reformed earlier.

If he dissolves all six portions his duration is capped at 30 seconds max. The cool down time on a single part after reaching the time limit is 30 seconds, less if reformed earlier.

Raymond, as far as he knows at this time, can not control the air inside of living creatures.

Combat Potential


Power: 5 - Without wind resistance affecting him, Raymond is capable of packing more punch into his, well, punches. Atop this, as he has been mostly limited to only being inside the prison due to his quirk, he has spent the last three months working out obsessively to expend all his boundless energy.

When using his quirk he can create rather powerful bursts of spirals of wind capable of knocking around humans or, at current max, smaller cars.

Agility: 7 - With his boundless energy and lack of being unaffected by wind resistance this dude can run like... the wind, ba dum tss. He's swift, can greatly regulate the quality of his own breathing, and has strong legs from running before prison and working out in it.

When using his quirk he has the ability to simply move his form through open air and reform huge distances away in little to no time. So if he did this to move a short distance it'd almost appear as if he teleported!

Endurance: 4 - He has above average endurance as, you guessed it, wind resistance not effecting him means less to tire him out. Plus he has great breath control, and has been working out greatly in prison. His endurance mainly extends to his boundless energy/stamina. While he is physically tough from working out, it's not significantly more than an average durability through fitness.

Finesse: 10 - Due to the necessity of his quirk, Raymond is very precise in most actions. While windbursts don't sound precise or controlled, the concentration of and control around concentrated wind is real work. Atop this he can adapt the wind to very thin streams for use of lifting and moving small objects or other delicate procedures. He can carry sounds from farther away to himself via the air, and he can move soundlessly by trapping the air around his feet or body so the sounds don't extend past his immediate vicinity, and he can sneak into otherwise locked down locations by going through cracks as wind. He's very sneaky and precise!

Technique: 4 - Raymond is incredibly sociable and normally pleasant in that regard. He has skills in lock picking, safe cracking, and pick pocketing. Fingers so light, it's like the wind itself is robbing you! He can drive, though he isn't legally licensed.

Mentality: Fickle and great at improvisation, Raymond is oddly a tough opponent to overcome in direct means. Beyond wind bursts, small cyclones, and air travel, he doesn't have a typical way he goes about a problem. Instead he adapts on the fly to the situation at hand. Opponents that are as adaptable as him pose more of a challenge to him, and opponents that have abilities that reduce air quality and quantity such as users of fire based abilities.

Equipment: Raymond does not use weapons, opting for hand to hand or wind bursts for offensive purposes. He tends to carry a kit for lock picking and safe cracking. Beyond that he carries little, usually only tiny trinkets that have recently caught his attention. Like a paperclip, a bit of string, or a bolt off something machine like!


Misc


Codename: Kid Cyclone

Extra details: Raymond really likes birds, a lot. He knows a lot about different kinds of birds, and continues to read on them when he can.

Raymond loves barbecue foods and citrus/tropical drinks!

His favorite bird is the peregrine falcon. So swift, so majestic!

Themesong:


AtlannianSpy AtlannianSpy
 
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Wulf
fcad90637e64f117bc1ae40453412894.png
Basic Information
Name:
Isidora Ylva “Wulf” Wulfenbach

Age:
19

Gender:
Female

Appearance:

Height:
171 cm

Weight:
The tail seems to have added a little bit of weight to her. She weighs slightly heavier than the average lass.

Psychological Profile Details of Arrest:
Charged under multiple counts of larceny, as well as breaking and entering. Wulf was arrested after an attempt to clear a leap between two high-rise buildings, resulting in a bad sprained ankle, significantly hampering her escape. She was subsequently brought to justice not long after.

Personal History:
Isidora Wulfenbach is the daughter to Haynes and Theodora Wulfenbach, fairly unknown nobodies. Wulf was raised, for the most part, by herself, as her parents worked the 6 to 5 shifts in the office. Where most children would spite their parents for this, Wulf was surprisingly mature about this whole debacle, choosing to leave the issue alone, and devoted her attention to her own means of self-amelioration.

She developed a love for locks at a young age, having, of all things, picked up a book on locks and keys. She devoted her time picking apart the locks in her own home first, then slowly made her way into safe cracking, using her sharpened sense of hearing to aid her in doing so. Every so often, when visiting the nearby hardware stores, she would challenge herself to cracking safes without the staff noticing her. It grew from a habit to a hobby, and soon, she was filling her room with lock picking and safe cracking tools.

It isn’t exactly known when she developed her kleptomaniac streak, but it is theorised, by aligning her sudden wealth and the reports of something or someone entering homes in the neighbourhood, leaving safes and drawers empty, that she started when she was around 17, when she took up diploma studies. She had only just graduated when she attempted another of her heists, this time at a big wig studio apartment. Brimming with overconfidence, she let herself be detected by security alarms, and led a couple of heroes on a wild goose chase. Ultimately, she slipped up, and sprained her ankle, an unfortunate turn of events, to be sure. She was arrested, and subsequently put in chains.

Personality Overview:
Wulf is, for the most part, a model prisoner. Cheerful, obedient, and rather easy going, she does little to actually antagonise anyone at all, choosing to instead try and live every day with a smile on her face. She has been described as playful and non-threateningly mischievous, with the worst of her pranks putting a bucket of cold water atop a doorway. She may occasionally say rather controversial statements just to get a reaction from the general crowd, but those who have been with her for long enough would be able to discern between her joshing around and her being serious.

Personal Strengths:
Adaptable: One of her greater strengths. She adapts very easy to any situation at all, allowing her to make merry, even in the most dire and squalid of surroundings. Perhaps she just isn't easily bothered by much…

Selective: A fault and a strength, all in one. If it is indeed something she is interested in, do not expect her focus to be broken very easily. For instance, once she gets started on picking a lock, cracking a safe, or making a mess out of a security system, she will devote every ounce of energy and focus into it.

Intelligent: Despite her childish cheer, Wulf is as wise and crafty as they come. She seems to be able to make very calculated actions in advance, and has graduated with a diploma in programming, making her quite knowledgeable in various technological areas.

Personal Weaknesses:
Wild and Free: She does not like conforming to a single mindset or behaviour, and would rather do stuff her way. Trying to restrain her or even suggest she behave according to standard is not advised.

Selective: She does what she likes, and ignores what she doesn’t. She dozes off when there is absolutely nothing else she can entertain herself in a boring lecture, and if circumstances allow, she will ditch anything she dislikes at first notice.

Gadfly: She seems to enjoy getting a rise out of others, and riding others up for fun. She also enjoys exploiting the gullible as a jape. Her actions are mostly harmless, and just plainly mischievous, but they may come off as a little off-putting to some.

Interests:
Lock picking: She can be found idly fiddling with random padlocks she finds, ‘liberates’, or even creates herself as practice on occasion. To say that she is a master of this particular ‘art’ is nothing short of an understatement, as she seems to have taken it up as a hobby rather than just a profession.

QuirkName:
Wolf Blood

Description:
Mutation Quirk. Visually, it gives the owner a wolf’s tail, and nothing else. The owner of Wolf Blood has heightened senses of hearing and smell, allowing them to sense threats and targets much easily. It also enhances their limb strength, allowing them to perform athletic feats much more easily than their peers.

Advantages:
It is a direct upgrade from normal human capabilities, and allows her to sense threats from a larger radius than most people, making her an excellent scout and watchman. Most also have difficulty keeping up with the sheer agility that this Quirk boasts on a natural level.

Limitations:
It is nothing special, lacks any flashy moves, gives the user no actual upper hand in direct combat. As it is, it is a speed focused Quirk that allows the user to zero in on a target or flee before danger arrives.

Combat Potential Power: (1-10)
3
Comparatively, she is perhaps one of the weaker members to be considered for the initiative. She has the average strength of a young lady her age, with her maximum strength being only to lift a heavy load of groceries. Her bites do hurt, however, as some of her canines are unnaturally sharp, possibly as part of her Quirk.

Agility: (1-10)
9
Swift and agile, part of it being her Quirk, Wulf has evaded countless of heroes and law enforcement through pure speed and wile. She puts most heroes to shame with her ability to traverse urban areas without trouble and disappear. One would think her Quirk would make her more noticeable in a crowd…

Endurance: (1-10)
2
She does not belong in a fight, this much is clear. If anything, she has to leave a fight as soon as it begins to get clear. She cannot take hits, and goes down easy with a good blow. If confronted, she uses her agility to evade and run circles around her opponent. Sure, she goes down like a chump, but whether the opponent can hit her in the first place is another thing entirely.

Finesse: (1-10)
7
But of course. She hasn't been caught or charged for pickpocketing (yet), but small, precise motions are part and parcel of her… profession. Lockpicking is also one of the more common things she has to do, as well.

Technique: (1-10)
9
Give her a hairpin, and she will make short work of any locks in her way. Safes might as well not be there. She knows what she is doing with her tools, and she is confident about her role in anything at all. So long as it is something she knows what to do, she will get it done with nothing less than perfection.

Mentality:
Always calm and undaunted, even in the face of danger. She searches for escape routes, creates them, then performs them, all without fail. She is rarely riled up, accepts her cowardice without fail, and is very hard to distract once she gets going. That said, she is also prone to engaging in childish goading and taunting, even when it is far too early to celebrate.

Equipment:
-A box of bobby pins and hairpins

Misc
Codename:
Romulus

Extra details:
Wulf’s ‘ears’ are part of her headdress, and are not part of her Quirk, as a note. She wears them purely for the wolf aesthetic and serves no other purpose.

Themesong:
Less of a theme song, but more of something she grooves to


 
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Basic Information


Name: Kathrine Samsa

Age: 14

Gender: Female

Appearance:

dIU6TIpl.jpg


Height:162 cm

Weight: 48kg


Psychological Profile


Details of Arrest:

Heroes were called to the headquarters of Whitlam Pharmaceuticals when their automated alarm systems recorded a breach in security. Upon arriving at the scene they found a single teenager who, seemingly in a panic, resisted using her quirk, resulting in a broken bone for one hero before being subdued. When police arrived at the scene and searched her belongings they were able to identify her as Thana Tosari and found canisters of gasoline and a lighter in her bag.

Thana was charged with breaking and entering as well as attempted arson and vandalism, the trial became a mild news piece when it came out that her father Remy Samsa worked at Whitlam Pharmaceuticals.

Personal History:

Katherine was born with her quirk manifested. This is rare but not otherwise noticeable but the nature of her quirk, the ability to rapidly generate and freely manipulate her own flesh, resulted in disastrous complications to the birthing procedure and Katherine's mother passed away. This left Katherine's father Remy as her sole guardian, Remy worked hard to support his daughter but his wife's death always hung over their relationship and unconsciously he tended to keep her at arms length.

Perhaps because of that relationship, Katherine grew up as a quiet, studious girl who preferred not to attract attention or even really interact with other if she could help it. She was teased somewhat but since she didn't really react much most of her would be bullies moved on to more entertaining prey. Where Katherine was concerned most people simply moved on. This suited Katherine fine, other people tended to confuse her and elicit strong emotions and that could be potentially dangerous. When Katherine became emotional she struggled to control her quirk, an argument with her Father or a scary situation and it would suddenly manifest, often injuring anyone nearby. Rather than try to master her quirk, Katherine found it easier to simply control her emotions and to keep her distance from anything that might disrupt that control.

Then one day Katherine found herself without the option to keep her distance. She had been cornered on her way home from school by three girls from her class. They had chosen to interpret Katherine's reticence as a kind of quiet arrogance of some sort and had determined to teach her a lesson. The girls had stolen Katherine's bag and were dumping her things on the ground when behind them an altercation between a hero and villain took place. The villain was quickly subdued but a piece of sidewalk was dislodged during the struggle and sent towards the girls who had stopped to watch. Katherine reacted on instinct and blocked the rubble with her quirk, saving the girls from harm. Two of them simply ran away screaming but the hero was fairly impressed with her conduct and one of the girls remained extremely grateful.

The incident had a profound impact on Katherine, for one thing it resulted in her first real friend, as the girl she had saved refused to leave her alone after that and patiently worked her way past the walls Katherine had once taken solace behind. And just as significantly, Katherine began to consider her quirk as something other than a terrifying burden, as something that could help her reach out to and help others. Surprisingly this development did not improve Katherine's relationship with her Father, he was furious to learn that she had used her quirk, something he'd forbidden and they began to argue more and more frequently. This deteriorating relationship and the difficulty Katherine sometimes had processing her own emotions were what presumably reulsted in her breaking into Whitlam Pharmaceuticals to burn his workplace to the ground.

Personality Overview:

Katherine is a fairly withdrawn person, who dislikes being the center of attention or dealing with other people if she can avoid either. Rather than cause a scene she'll usually withdraw or go along with what others want and when given free reign she prefers quiet, solitary hobbies or contemplation. When forced to make decisions for herself Katherine is very deliberate and tries to consider all the possible implications of her actions.

However there are a few things and people that Katherine holds important and backing her into a corner over these can cause her normally suppressed emotions to explode, she can become extremely emotional and even violent. In these situations its best to back off and give her time to process things, with some space and alone time Katherine will calm down quickly and manage her emotions in her own way, but if further pressure she can turn violent or even, if her quirk is in the mix, completely incapable of rational though.

Personal Strengths:

Thoughtful:
Katherine takes the time to carefully think things through, she may pick up on details or angles to a problem others had not considered and she can usually be relied upon to make the best decision she can with the information she has.

Conflict resolver: Katherine is willing to compromise and defuse situation and will generally work to de-escelate rather than exacerbate arguments or tense situations


Personal Weaknesses:

Passive:
Katherine usually isn't one to take the initiative and would rather go with the flow or withdraw from most situations.

Repressed Emotions: Katherine isn't very good at dealing with her own emotions, she tends to bottle them up until they can explode and it can be difficult get her to open up about them before then.

Interests: Reading, especially history, science and medicine, videogames, particularly strategy or simulator types.


Quirk


Name: Bioshift

Description: Katherine can covert her body into a nebulous substance called biomass that she can freely manipulate and generate more of. Biomass acts generally like muscle, allowing Katherine to freely form limbs, tentacles or other useful appendages, it can also harden to form a tough, black bone like substance.

Advantages:
This quirk is highly flexible and allows the user to exert a great deal of force

Biomass can quickly be regenerated and replaced, making it difficult to quick stop or disable this quirk, Katherine can even convert her biomass back into regular tissue to heal wounds, making her resistant to damage.

Katherine's biomass is very responsive, allowing her to move and transform very quickly in response to changing situations.

Limitations:

Biomass has a cost in terms of calories to produce, the less Katherine eats the less she can produce. Katherine can recover some of this energy by withdrawing biomass back into her body but any that is severed or damaged is permanently lost and replacing it can quickly burn through her reserves of energy. It's worth noting though that Katherine becomes more efficient at converting energy into biomass the more sleep she's had. Conversely when sleep deprived her ability is even less efficient then normal.

Biomass is difficult to control, the more Katherine has active at once the more of her brainpower has to be devoted to controlling it. This generally manifests as decreased higher order and critical thinking and increased instinctive or emotional thinking. This can easily trigger a loop where Katherine's heightened state causes her to use her quirk less conservatively, further decreasing her mental capacity and quickly escalating her into a dangerous and uncontrollable state.

Biomass is susceptible to extremes of temperature, both heat and cold, this causes the cells to rapidly start dying off, forcing Katherine to rapidly burn energy to replace them, in its hardened, bone like state this effect is much less pronounced but not absent.

Katherine cannot convert any part of her head or neck, nor her major internal organs into biomass, meaning these areas can still be targeted to deal lethal harm.

Combat Potential


Power: (9) Biomass is very efficient in acting as muscle tissue and Katherine can quickly generate several times her body mass in muscle, shaped for specific tasks, she can break through most walls and throw around cars if she's determined to do so.

Agility: (9) See above, Katherine can easily put her generated muscles to the task of moving around, she can even do things like extend her reach to grapple or form wings making her highly mobile.

Endurance: (5) Katherine is highly durable, she can regenerate from all but the most serious wounds and harden her biomass to resist tremendous impacts. BUT Katherine has very limited reserves of energy and regenerating or resisting damage can quickly drain them, despite her formidable defensive capabilities she's forced to fight aggressively and try to end fights before she runs out of steam.

Finesse: (2) Katherine's control of her biomass degrades rapidly the more of it she is controlling at once, at low level use her control is actually reasonable but in actual combat or high stress situations she tends to be incapable of precision.

Technique: (3) More of a scholar than a practical problem solver, Katherine has very little in terms of concrete skills. The closest she has is an interest in medicine and biology that translates into basic first aid skills and informs to some extent the formation of her biomass.

Mentality: Katherine greatly dislikes using her quirk, especially in volatile situations where someone might get hurt. If forced to fight Katherine will surprisingly be very aggressive and try to overwhelm her opponent before she runs out of steam or loses control

Equipment:
Pocket First Aid Kit: A basic, but very portable first aid kit able to fit inside a purse or bag quite easily.


Misc


Codename: Hydra

Extra details:

Themesong:
 
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Basic Information


Name:Taeko Yasuhiro

Age:17

Gender:Female

Appearance:
Inga.full.1663467.jpg
Inga.full.897782.jpg


Height:5’9

Weight:147 Ibs


Psychological Profile


Details of Arrest: Taeko was wanted for multiple cases of fraud and theft but she was arrested on a charge of public misconduct, battery, and using her quirk without a hero license.

Personal History: Taeko was always seen as that weird kid in class she played with bugs, talked to herself, and even all of which were her trying to be herself. Yet unlike what she was told by her mother none of this worked everyone avoided her and treated her like an outcast despite never doing anything wrong. So Taeko realized in order to be “normal” she had to act different so she did. Taeko changed her style completely from the way she walked to the way she talked all of it was new and after careful observations it was just like the others in her class. She was finally perfect everyone liked her at least that what she thought until Taeko was invited to a birthday party. When she arrived all that was waiting for her was a prank gallons of a sticky substance produced from one of the kids quirk was dumped onto her causing her to be stuck in place all night forced to watch the others laugh at her and have fun. When she was freed Taeko had once again changed she finally saw that she wasn’t the first to fake her they were. Right then and there she promised herself to unmask all the fakers of the world. She ran away from home not wanting to be forced to go back to school by her mother.


On the streets Taeko made a living by her best skill, lying. She would trick elderly people into thinking she was a distant relative in need of money. She would also sell her strings woven to look like jewelry as the strings shined in light making them appear elegant but after being bought Taeko would leave and within an minute or two the threads vanished. Sometimes Taeko cut out the middleman and simply stole wallets from people’s pockets by fishing them out with her strings. She was living the life until she was caught up in a mishap where she ran into someone from her school they began to chat her up. She was on guard but it seemed they had wanted to apologize Taeko was about to begin reconsider her idea of people until she saw them laughing. Once again she had been tricked it was the last straw for Taeko who proceeded to beat the schoolmate senseless stringing them up and leaving them tied to a light pole. When police arrived she didn’t bother fighting back she was satisfied.


Personality Overview: Taeko is untrusting of almost everyone especially anyone who seemed extra nice. She believes everyone is after something whether they wanna admit it or not. As such when she meets someone she tries to figure out what they are after to avoid a mishap like before. Taeko herself simply wants to live a quiet life she wants to be left alone to herself. Her dream is to live in the mountains away from everyone where she could simply watch birds and play with bugs in peace. If one does get somewhat close to Taeko they can expect to be tested at every turn as she attempts to shake off anyone who tries being kind to her. Finding it much easier to understand why someone hates you rather than why they like you. Her number one motto. “You expect liars to lie, it’s the honest ones you gotta look out for.”

Personal Strengths: Taeko is strong willed not much can crush her spirits once she wants something she will do everything in her power to get it. She might not like them but she is good with people able to hold a conversation with anyone.

Personal Weaknesses: She is slow to trust others but those who she does trust could uttley crush her if they betray her. As she could not handle another heartbreak. She talks a lot about being alone but is actually scared to die alone or that no one would miss her.

Interests: Bird watching, bugs, people watching.


Quirk


Name: Kandata String

Description: The user is able to create and control razor sharp strings which can be attached to objects or used as a means of cutting. When woven together the strings increase in strength.

Advantages: The strings created from Kandata String are very sharp able to chip away at rock and cut into someone's skin. They can also be attached to objects to act as traps or pull objects to the user. They can also be used to defend the user if woven together in a web fashion.

Limitations: These strings come from a reserve of iron inside of the user which is what makes them so strong. To create these strings they must use their iron making too many strings can result in an iron deficiency. In which case they would need to resupply before making anymore strings. The Kandata Strings are also weak against ice and fire as being frozen makes them brittle and fire will ignite the strings burning them.


Combat Potential


Power: 6-All of Taeko’s power is in her strings which she relies on in a fight. Taeko herself isn’t very strong but her strings tend to make up for that.

Agility: 5-Once again if Taeko is going to pull off any flips or quick maneuvers it would require her quirk. Either pulling herself somewhere via her strings or swinging on them like some kind of spider...person.

Endurance: 3-Taeko was never in any fights as a kid and only was in her first just before being arrested. She doesn’t know what it’s like to take a punch and her reserve of iron can end up running out quickly if she has to keep making new strings.

Finesse: 10-Taeko has three years of experience at using her quirk and while that doesn’t seem like much she has been training and practicing with it almost every day. From her woven jewelry to snatching a wallet from someone’s pocket Taeko has no trouble manipulating her strings.

Technique: 6-As she relies on her strings often Taeko has no use for weapons and as she hasn’t been in fights before also has no experience in martial arts. But when it comes to talking Taeko is pretty good at it quickly understanding others and adjusting her own personality to match theirs.

Mentality: Once again Taeko was never in a fight until before she was arrested but she had been in situations where she planned for if she had to. Taeko has made sure that if she does end up in a fight she would have to keep her distance since most hit harder than her. Using her strings to keep the other at a distance and throwing various objects maybe setting a trap or two as she knows in a head to head fight she stands no chance.

Equipment: Taeko keeps a small amount of her strings in a small box of dental floss. Just in case she is searched so that she isn’t caught using her quirk and can sneak it into places. It’s only a two foot long amount of the strings.


Misc


Codename: The Puppeteer

Extra details: Taeko talks to herself when she thinks.

Themesong:
 
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