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Fandom Boku No Hero Academia Fantasy AU: CS

Rage

Doesn't Know Code, Fools.

Quote: (Optional)

Name: (The name given to your character from birth, themselves or the people/person that raised them.)

Nicknames: (An alias that your character likes to be called or acquire through hard-worker.)

Age: (The age of your character.)

Gender: (The gender of your character.)

Class: (Determines how your character fights but also depending on how extreme the class is, it might have some changes on the character.)

Appearance: (Anime, Manga or Description)

(Soon To Be) Desired Armour: (What set of Armour that your character strives to acquire or make.)

Height: (How tall your character is, can be told in cms or feet.)

Weight: (How heavy your character is, can be told in kgs or lbs.)

Personality: (paragraph form and because this is a test, you can put whatever you want however you must make it little balance. No one is perfect and that is what makes everyone awesome!)

Likes: (What kind of things your character like/desire, requires atleast 3)

Dislikes: (What kind of things your character dislikes/hates, requires atleast 2)

Fears: (A thing/things that your character fears, it can be silly little things to stuff that effects your character's past. require atleast 1)

Mannerisms: (A habit that your character does, requires atleast 1.)

Backstory: (The past of your character which determines their goals and desires, it also leads to various changes in character depending on the region they are born/raise in. Requires a paragraph of writing.)

Relationships: (includes family, friends, lovers, rivals, etc... NPC and player characters alike. If you have a relationship with a character, it will lead to a unique quest or bonus goal depending on their point of view.)

Origin: (An Origin is your personal quest that affect your character's potential, depending on how much it affects your character it will lead to your character have a one of kind class that changes the playing field but it must connect with your character's back story. If you want it to be their starting class then PM with the idea and how it would function.)

Bloodline: (Name + Description) (Your character has a strange ancestry which leads to a vary powerful change in their being, it could be from a rather powerful being in your family tree, a corruption/blessing from a strange source or you are just a freak of nature. Will be explained later on, leave blank if you like but if you have an idea of something. Please put it down.)

Special Attribute: (A various physical or mental skill that your character has an abnormal high affinity/connection with. The physical are Strength, Finesse, Constitution while mental is Knowledge, Wisdom and Memory.)

Items: (Starting gear that you character manage to acquire before they head out on their journey.)

Skills: (Skills are special forms of training that enable techniques within your character's class, they can also allow you to create Hybrid-class or Class advancements. Having higher numbers in an certain skills will yield great rewards from those skills. EX. If i have three skills of Warfare, my character will a very good close-quarters fighter/warrior however he won't skilled in any magic or the workings of finesse.)

Theme Song: (Optional)

Favorites: (Optional, Things that your character favors more than other. People, Items, Religion or Locations)

Other: (Other features, it could be a connection to something or some people within the story or to a place.)
 
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Theme Song:

Quote
"Shall I tell you where you miscalculated?"

Name
Jono Betancourt

Nicknames
Ōra

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Gender & Age
Male, 20 years old
Class
WARFARE: Character's trained in the art of Warfare are front-line combatants that have trained their bodies to be tough to deal with brutal physical attacks and their muscles are mighty that allows them to destroy the armor of their foes.
Desired Armour
TBA
Height & Weight
5'11" / 150 lbs.

Personality
Jono cannot be swayed from his moral path. He is the type of person who focuses primarily on both balance and tranquility within himself. This forces Jono to lead an extremely healthy lifestyle. If his mind and body are not completely in sync, then his ability to command control over his powers will not operate as it should. The young man has some quirks that have nothing to do with powers - such as a slight obsessive compulsive nature and a strict diet consisting of mostly fish - but he is not known for routinely malicious behavior. He can be rather sarcastic at times. Jono has absolutely no concept of personal space. Jono has been known to act without thinking or caring about how he affects others - so when he does, it's a big deal or testament towards how he feels about that person or group of people. He rarely makes social appearances, often opting instead to stay at home and catch up on various chores around the house or just about do anything else. As a result of this, some might say that he is antisocial. Unfortunately, he does have some trouble controlling his temper. When Jono is in a state of rage, he often blacks out and struggles to control both his abilities and his temper. He is also known to be late frequently, a horrible habit which seeps into each and every obligation that arises in his life.

Likes
Fish / Smoking / Getting stronger / Expanding his knowledge.
Dislikes
Ignorance / Evil Intent / People who move slowly / Fried foods
Fears
Spiders & Bananas.
Mannerisms
Smoking / Chewing his nails / Crossing his arms / Eating in obsessive amounts.
Special Attribute
Finesse
Items:
A banana
Skills:
Speed, acrobatics, accuracy, dodging, traps and cunning

Backstory:
Born to an orphanage which was run by the church, Jono never had the luxury of knowing any blood relatives. His childhood was not particularly filled with harsh times; he was known among staff to have a ‘heart filled with gold’. Despite his demeanor, however, Jono was never a God-fearing individual. He was not spiritual in the sense of a higher power. In fact, as far as he was concerned, the only being that was deserving of both praise and worship was himself.

Jono was not known to start fights with others. He was more known to avoid conflict, in fact. It was one line in a long list of moral codes which he had written himself and had continued to follow well into adulthood. The most important scripts replayed through the core of his being with each new action and reaction he experienced in life; do not steal, do not strike to kill humans without the intent of survival, and treat others in the same manner which he wanted to be treated at all times.

On a daily basis, Jono could be seen practicing his fighting skills with other children in the orphanage. This was not due to malicious intent on either side - with the use of gloves, there was rarely ever intense injuries - and for the most part, it was fun. His own version of street fighting had proven to be rather valuable come the orphans’ late-night sessions that were reminiscent of a fight club. Had the nuns ever found out, they would each be punished severely. While Jono might believe he was intelligent enough to hide his shenanigans forever, it was not the case. One of the nuns eventually became suspicious and caught onto the behavior and witnessed him in the act. However, instead of stopping his bout, the woman watched Jono’s performance. It eventually came to pass that she never confronted him at all - instead, she got into contact with her brother who was responsible for running a martial arts establishment in town. This man immediately adopted the ten-year-old Jono after sitting down and conversing with the child for thirty minutes.

After a few years, Jono came to know the nun’s brother as his father. The boy lived martial arts - it was all he did when he wasn't attending classes in high school. The young man did not specialize on one particular focus in self-defense. Techniques borrowed from boxing, Savate, Sanshou, Hapkido and Sambo can all be seen in his acrobatic style. There had never been a man throughout Jono’s lifetime who had been able to successfully defeat him when it came to a street fight, where the rules did not exist.. but he had lost in plenty of tournament bouts throughout the years due to points being deducted for various reasons.

When he first arrived at the dojo, Jono began to develop a relationship with a girl whom he saw himself being with for a long time. Although he had been extremely close with this female, she was quirkless and was killed by a villain in the city when he was sixteen years of age. That villain was never defeated properly. After his girlfriend had passed away, Jono was broken. Not knowing what to do, the young man left the city to travel around the world. With no direction and a crushed spirit, a lack of any proper motivation to live forced him to disappear without a trace. Jono did not believe he could be helped.

He had kept himself educated in both scholarly settings and fighting, picking up a new plethora of information with each new city reached. Jono even discovered he had a quirk of his own while he was on his travels. The young man had concluded his travels when he felt he was ready. No letters to his master, no contact with anyone he had known in that time he had been missing. Most had presumed him dead. However, that was not the case.

Jono had no intent to become a hero until he met his master. After his travels and coming home, he now strives for greatness. Jono also desires to kill the man who indirectly took his life away for so long.


Relationships
His master (father): NPC.
Others(?) TBA

Origin:
(Unsure about this)
Quirk
Aura Manipulation
There are seven different auras, each with their own unique attributes and colors. At the beginning of the RP, Jono only knows about one type of aura; Red. Not everyone can see his aura, though it depends on that particular person's quirks.
  • Red: Enhanced condition. Super strength achieved to the maximum capacity in which the body would allow it.
  • Orange: Surfaces during moments of extreme emotion. Enhances speed immensely.
  • Yellow: Aura generation (constructs), weapon infusion.
  • Green: Healing. The bigger the problem, the longer it takes to heal. Massive trauma can result in the user going into a coma for an undetermined amount of time.
  • Blue: Combat perception, enhanced intelligence.
  • Indigo: Mental communication through touch.
  • Violet: Aura reading, illusion awareness.
  • Kundalini: The trump card. All of the auras could be used at once, for an extremely limited amount of time (let's say, two posts). It's triggered under moments of extreme trauma. Leaves the character unconscious. Each time Kundalini is accessed, it causes extreme trauma to the body and significantly shortens the overall length of life by one month to a year depending on how long it's used. This would obviously only be used if escape seems impossible.
Bloodline
Kundalini; passed down to every other generation of his bloodline since people began getting quirks.
 
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