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Fandom I.H.A, a 18+ My hero academia roleplay. (Character sheets)

Foster

Inheritor
Name: William Graves

Hero Name: Hadron

Age: 19

Height: 5ft 10

Eye colour: Grey

Blood type: B+

Description/ Face claim:
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Country of origin: England

Quirk: Movement Induction- Put simply Will's quirk allows him to induce movement in a direction of his choosing. This occurs when his quirk is applied to a surface, object or even the air. It can be applied in a variety of ways, although it can usually be broken down into one of two categories, those being 'boosts' or 'projectiles'.

The term boost refers to the way in which Will can basically turn a surface into a booster ramp from a video game, think Mario Kart or the like. Anything that makes contact with this surface is propelled in the set direction applied by the quirk, although the surface itself doesn't move. Depending on the intensity of the quirk's application to the surface this can range from the surface moving objects as if it were a treadmill (Although again, the surface won't actually move, just objects on it) to anything on or just above it being blasted in the desired direction at high speeds as if thrown.

Projectiles are a more simple affair. Will's quirk is applied directly to an object or person, and they are moved in the desired direction.

Movement induction's effect is usually applied by touch, although its effect is capable of spreading though solid objects and to a lesser extent the air. For example, Will could effect a box 5 meters from him with his quirk but without moving to the box he would have to wait for his quirk to spread though the floor to reach the box. The quirk is far worse at spreading through the air, only capable of doing so a foot or so around Will.

This quirk visibly manifests itself as monochrome arrows that appear from Will's body, seemingly liquid in nature despite the fact they are intangible and have no mass. When an object is affected by the quirk it will temporarily loose its colour, and one of these arrows will appear in the direction that the object is being moved.

Finally, movement induction doesn't need to be activated immediately. After making contact with an object Will has a set amount of time in which he can activate the quirk, allowing him to spring traps or change the direction of a thrown object.

Hero costume: This outfit was created with practicality and freedom of movement as the twin pillars of it's design. It consists of light but tough materials, and has some small bits of armour implemented in strategic areas.

Headgear- A resilient mask conceals Will's face, with two yellow eyepieces that glow very faintly. Atop this he wears a simple baseball cap, although it has been modified to clip into the mask at the front so that it doesn't fall off easily.
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Torso and arms- A mid-length and somewhat sporty, dark green jacket with some features that liken it to that of a trench coat, with deep pockets to be filled with whatever Will may need for hero work. The inside of this coat has many, many pouches and spaces for even items Will may wish to store on his person. Beneath this coat is a simple black shirt with some light armour built into this chest. Around his neck is a bright red scarf that serves no tactical purpose, just something to add a little flair to the outfit. Will has elbow pads to protect him in case of high speed falls. A pair of tough but skintight gloves cover Will's hands, dark green on the back and black on the palms.

(To be added later- Eventually Will plans to implement some weapons into this outfit, including knives to be held in sheaves on each shoulder and a sword that will have a scabbard on his back. These won't be implemented until the second iteration of this hero costume.)

Legs- Simple black combat trousers, a grey belt and black combat boots. Simple, but reliable. Will also has knee pads for the same reason as his elbow pads.

Personality: William is an intelligent and quick-witted young man with a self-serving streak. Although not heartless by any means he likes to look out for number one, no doubt the result of being the middle child in his dysfunctional family. This same dynamic has made him a bit of a softie under a hardened exterior, occasionally going out of his way for those he deems friends or family. Will doesn’t tend to make friends quickly or easily, so he hangs on to those he does make. He is also prideful, sarcastic, and very pragmatic. Pride is one of his biggest flaws, he’s not keen to accept help a lot of help and will often go out of his way to try and complete a task independently, even if it’s not sensible or even feasible.

Being able to think on his feet is one of Will’s greatest skills, making up for his subpar abilities in academic fields. He isn’t clueless but his grades were always average at best, better at problem solving than essay writing. This, combined with his prideful nature, meant that he found his time in education quite frustrating when he couldn’t live up to those around him.

Despite his antisocial behavior, he does have compassion and cares for his family deeply. His aspirations for being a hero stem from his love of his older brother and spite of his father.


History:

Born in the English midlands to a middle-class family, Will had a lot to live up to from the get-go. His older brother, Tom, was an exceptional child in every way and being 5 years older he had a decent head start on Will. His father was a quirkless man but travelled a lot for work so there was a struggle for his attention between the two siblings when he was home.

Will’s younger years were pretty standard, with the only thing of note being the birth of his younger sister when he was 6. Tom had decided to work towards becoming a hero, taking steps to prepare himself for the future he wanted.

The pivotal event in the lives of the Grave’s family occurred when Will was 12. His older brother had stumbled across the truth about their father, that he wasn’t quirkless and was in fact responsible for a series of crimes attributed to a villain that had been dubbed the Revenant. Tom couldn’t be talked down and attempted to apprehend his father, resulting in both being seriously injured. Their father, Ben Graves, lost an eye and Tom was paralyzed from the waist down. Both were out of commission until the police arrived and apprehended Ben.

Of course, at this point Tom’s hopes of being a hero were dashed. He was unable to walk, let alone get into any hero courses. Will offered to take up the mantle instead, telling his brother that somebody had to help restore the honor of their family name since their father dragged it through the dirt. With his brother’s help Will began training to become a hero and eventually managed to get accepted for a place with I.H.A.
 
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Name: Homura Nakazo
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Hero Name: Lockjaw

Age: 19

Height: 5’9”

Weight: 134 lbs

Eye Color: Brown

Hair: Dark Blonde

Misc: Because of his under-bite, Homura’s voice sounds quite nasal.

Quirk: Energy Imbued Chewing

Homura’s quirk, Energy Imbued Chewing allows him to bite down on anything and chew it up into a malleable manner that can be morphed into another material or energy, then spat out. There are important qualities to note about this ability.

  1. Once spat out, the energy is encased in a ball of saliva which can only be burst by coming into contact with enough force to burst it.
  2. The longer the energy is chewed, the stronger it becomes, making a risk vs reward scenario, a clearly choreographed attack for more power.
  3. Energy casings can be kept in reserve for only 10 minutes before the saliva breaks down and the ball activates automatically.
  4. The more chewing done, the more saliva is needed. As such, it’s possible for Homura to run out, putting him in a situation where using his quirk cannot be used without damaging himself.
  5. Once an energy exits his mouth, Homura no longer has control over it, meaning that if not used wisely it can have consequences.
Techniques:

Splitter - Splitting the energy with his tongue, he can spit out multiple balls of weaker power from one chew.


Blood-type: A

Nationality: Japanese

Ethnicity: Mixed (Japanese and Latvian)


Personality: Homura is very straight-laced, sparing no expense for things he believes to be useless to his crusade for his self-proclaimed justice. He speaks his mind freely and assertively, and doesn’t hide his values no matter what the consequences. He views the world as black and white, and will show nothing but courteousness to those who he deems to be on the side of justice.


Backstory: Born from a couple of a foreigner and a native, his father’s genetics passed down and gave Homura a mouth that resembled an angler fish. It was no surprise that as he grew older it became his most defined feature, and most people categorized him by this, but he took no offense to it and lived oblivious to those who thought less of him because of it. Homura’s parents were kind people, running an establishment that specializes in rehabilitation of criminals, this kindness would eventually lead to their death. On one certain day, Homura’s parents found a petty thief who escaped from police at their doorstep, pleading for them to hide him, only for one day. It was a simple request from someone who did a minor crime, they couldn’t help but pity the woman and gave her shelter, but the problem escalated dramatically when the police caught up to the thief. A hostage situation occurred, one that ended with Homura’s parents being brutally murdered.
With the death of his parents at the hand of such a petty criminal, his obliviousness to the world around him began to crumble, as he was given no choice but to face reality, seeing how deeply nested the parasites of ‘evil’ were in society. He gave birth to his own personal doctrine, that all evil must be destroyed, no matter how small, lest it leads to more evil. As his emotions grew more and more escalated, Homura came very close to becoming a vigilante, until a scout for I.H.A spotted him. Now he attends the I.H.A, seeking to spend every day growing stronger for his pursuit of law.
 
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Name: Devon McFall
Hero Name:
Age: 19
Height: 5'7.5"
Description/ Face claim:
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Country of origin: Canada
Quirk: Energy Transfer
[Description Being Refined]
Basically, transferring energy between themself and another living being. If the user is injured or low on energy, touching someone else will transfer that person's energy to (heal or rejuvenate) the user. If the user is unharmed when touch is initiated, their own energy will be transferred to the other person/animal.
Hero costume:
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Personality: Generally quiet, though that can change when in the presence of friends or when emotions are running too high to regulate volume. Doesn't particularly like crowds, since their quirk is touch-based and avoiding touching anyone in a large crowd is a bit of a pain. Tends to be hyper-aware of their surroundings and seems to get headaches frequently because of this.
History: A perfectly ordinary, boring childhood with no great trauma or anything because that is actually possible in the world.
 
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Artemis
Dane
“We believe that we can change the things around us in accordance with our desires—we believe it because otherwise we can see no favourable outcome. We do not think of the outcome which generally comes to pass and is also favourable: we do not succeed in changing things in accordance with our desires, but gradually our desires change. The situation that we hoped to change because it was intolerable becomes unimportant to us. We have failed to surmount the obstacle, as we were absolutely determined to do, but life has taken us round it, led us beyond it, and then if we turn round to gaze into the distance of the past, we can barely see it, so imperceptible has it become.” – Marcel Proust, In Search of Lost Time
01
basic information
name
Artemis Dane
hero name
Crimson Howl
gender
Cis female
age
19
date of birth
September 21st
place of birth
England
blood type
B+
02
appearance
height
6' 4" (192cm)
hair
Red (dyed)
eyes
Yellow
reference

Artemis looks like an anthropomorphic wolf, standing at 6' 4" on her hind legs. Her face is elongated like a wolf's muzzle, and her jaw contains a set of sharp fangs while her eyes are a golden yellow in colour. She has a long, wolf's tail growing from the base of her spine, which she is able to control freely; though it isn't flexible enough to wield items with it.

Her hands and feet have black paw pads and sharp claws, allowing her to run on all fours for a boost of speed, as well as providing her with natural weapons. Her body is covered in long fur which is mostly shades of brown and black, with the occasional lighter patches scattered around.

She also has a head of shoulder-length, red hair, swept mostly to the right with a side-part. Naturally, her hair is brown in colour, but she frequently dyes it to be a bright, noticeable red instead of allowing it to stay natural. Her left ear is pierced with a hoop at the bottom, while her right is pierced twice with hoops at the top.

Typically, she wears a set of pale pink denim, three-quarter length jeans, modified to allow her tail to flow freely, along with a black tank top that usually sports the artwork of her favourite bands or movies. Hanging from her jeans is a set of belt chains, though this is purely for show. She frequently wears a long dark grey trench coat with a split in the back, along with a black bandana.

Due to the structure of her body, Artemis doesn't wear shoes - instead relying on the thick paw pads to protect her from any grit or rubble on the floors.
03
personality
Artemis almost always has a grin on her face. She's normally cheerful, upbeat, and is well-known to make people laugh and smile, though she can be a bit of a troublemaker - not realising when she pushes the laughter and pranks too far.

She is confident - if not overconfident - in her abilities, and always tries to tackle challenges head on. Artemis is the sort of person to act first (usually on instincts), and ask questions later, which can sometimes land her in hot water. Admittedly, she isn't the brightest in the class, but makes up for it with her fast reaction speed and understanding of her own abilities and limitations.

However, Artemis sometimes has a bit of a darker side. She's been known to question the way that society works, and occasionally shows dislike to the way that the world is run. Sometimes she looks to the villainous side of society, and wonders if they have the right idea, before quickly reminding herself that she's training to be a hero and can't afford to be thinking like that. She can also be quick to anger, and her rage can sometimes get out of control - leading her to see red and lash out at others without realising; though she seems to almost always regret it when she calms down and realises what she's done.
04
backstory
Artemis's parents both had canine-like features due to their quirks, but neither were fully anthropomorphic like Artemis is. It's thought that the combination of features from each parent added up when she developed her quirk, and the mutation became a full-body one. Not that she minded. Actually, her parents were quite proud of her quirk when it developed.

Either way, she grew up as one of three children - being the middle aged one. Both of her siblings had essentially the same quirks as her, though neither of them wanted to attend any sort of hero academy. Her elder brother actually became a lawyer, while her younger sister dreams of becoming a zookeeper - especially one that works with wolves. Artemis, on the other hand, just wants to be able to change the world. She thinks that the way things are should be considered broken, and that something needs to change - though no one but heroes and villains seem to be brave enough to try and change it.

So she attended school and did well in all of her studies, aiming to graduate and get a place at a hero academy - even if that meant that she had to travel away from her family to do so.
05
quirk
Artemis's Quirk is a mutation one that transformed her body entirely into an anthropomorphic wolf, complete with sharp teeth and claws. It also allows her to do anything a wolf can do and gives her enhanced abilities such as her sense of smell, hearing, and stamina. However, her heightened senses make her sensitive to loud noises such as gunshots and explosions, and overwhelming smells can easily cause her to have a migraine.
06
abilities
Ability
enhanced speed

Artemis is capable of running on either two or four legs. However, when she drops down to all four feet, it's shown she is much faster than the average person and she is capable of quickly evading surprise attacks and jumping swiftly from platform to platform.

Ability
enhanced senses

Due to her mutation Quirk, Artemis's senses are significantly sharpened compared to the average person. She's easily able to track down scents with ease, as well as hearing conversations and sounds from a significant distance away.

Ability
enhanced stamina

Compared to the average person, Artemis is able to easily fight and/or run at a consistent pace for a considerable amount of time, even when being faced with an endless barrage of attacks.

Ability
sharp teeth and claws

Artemis's claws and teeth are naturally sharp, easily allowing her to attack without the need for a weapon.

Ability
intimidating presence

When angered, Artemis is able to raise her hackles and snarl like the traditional wolf. Some people find this to be intimidating and may avoid her in such circumstances.
07
super moves
super move
quick attack

Artemis is able to quickly attack multiple times using her claws, and often follows up these attacks with a powerful bite.

super move
tracker

Using her keen sense of smell, Artemis is able to focus her senses on smelling the environment around her; allowing her to trace who has been in the area, when they were there, and what direction they may have gone in.

super move
howl

Letting out a loud howl, Artemis is able to bolster her allies' confidence while momentarily stunning her enemies.
code by @Nano
art belongs to Inquieta Inquieta
 
"I guess you COULD cook some marshmallows on me..."
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Name: Pele Ka'uhane
Hero Name: Fireproof Hero - Kalama
Age: 19
Height: 5'9"
Weight: 68kgs / 149.914lbs
Origin: Hawai'i
Blood type: O

Appearance: Lava flows from the the numerous small craters atop her head, and she is able to manually shape it to resemble hair. From a distance, her skin looks like ordinary dark flesh but up-close one can see little cracks in between; if someone touches her not only will they feel the heat of the magma that flows visibly inside her, but as well a rough sensation akin to grazing fingers against rock. On certain parts of her arms are medium-sized craters, where magma cores are stored. Various lava veins protrude from these cores. The largest and main core is by her bellybutton area.
Her eyes are a deep emerald which further emphasises her earthy quality.
She adorns sleeveless shirts as the sleeves often burn up from her body heat.

Personality: Her overall muscular physique may seem intimidating but Pele is a caring and almost overbearing figure at heart. Back at home, they would call her a bit of a mother hen; often chasing the ones she was responsible for and dragging them back to the metaphorical nest. She wears her heart on her sleeve, but knows when to apologise for when her behaviour seems insensitive. A young girl that had to grow up far too early for her age.

Quirk: Lavablood
A mutation quirk that makes her a moving and breathing volcano. Her flesh actually comprises of hard igneous rock layers but still has normal nerves attached to them. She is highly resistant most heat radiation and is constantly emanating warmth. much to other people's discomfort. If pierced, lava erupts from her wounds and burns those around her and her surroundings. Water is her natural enemy. When her magma gets cooled too much she will be incapacitated indefinitely. The lava that will seep from her injuries is similar to ordinary blood, if she loses too much she may faint from "blood-loss".

Special Moves:
ERUPTION
- One or two magma cores are pumped full of magma and are forced to spurt large columns of lava in the direction of where the activated core is. These used cores would then be empty and need to be given time to replenish before use again.

Hero Costume:
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A suit that helps turn up her usual heat to an even greater degree by feeding excess oxygen into her blood for better combustion. The bracelets and boots has the same effect but houses an extra function -- within it has a "piercing" mechanism that painlessly pierces the igneous layer of her flesh to allow a controlled flow of her lavablood to seep through and use to her creative discretion.

Backstory: Originally from the city of Holi in the island of Hawai'i, Pele was accustomed to natural disasters. Her parents did not have the official title of "pro-heroes" but were recognised as local heroes due to their involvement with search & rescue and evacuation procedures because of their quirks. Pele's father had a rock mutation quirk where his skin had similar make-up of the igneous rock that made up their island's active volcano, while her mother had a transformation quirk associated with fire.

The Ka'uhane family was a big one, with Pele being the eldest of her 6 other siblings. Unlike her, however, none of her siblings had the combination of their parents quirks.

Kīlauea was their island's active volcano and it occasionally erupts every single year. Pele had wanted to join in on her parents deeds, and insisted that her quirk would be valuable on rescuing others that were surrounded by the lava that came down from Kīlauea. However, her dreams were dashed once the Ka'uhane family lost their mother and two children in an unfortunate tsunami disaster. Pele ended up taking care and raising the rest of her remaining siblings, whilst juggling her studies.

As a surprise gift her father encouraged and urged her to go join a proper hero course and chase the dream of being a hero like she had always wanted to, but had to discard to prioritise her family. And so, Pele had been given a chance to continue her parents legacy in another way.
 
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Name: Jezzabelle Almna
Hero Name: NightFright
Age: 19
Height: 4'2" (Varies)
Description/ Face claim:
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Country of origin: France
Quirk:
Nightmare
A transformation based quirk that I'm the surface seems like nothing besides looking like a demon. However if she looks at someone and let's her eyes turn blood red that's when her quirk appears. By looking at someone for ten seconds or longer she is then able to turn into that person's greatest fear or nightmare. For example if someone is afraid of bugs she would turn into a hybrid of herself and a giant massive bug. As for more abstract fears usually those end up as auras. She can currently "catalogue" around six different fears or nightmares however each one has to be from a different person. Upon thinking about a fear she turns into that fear for a minute before going back to normal and unable to get it back for the rest of the day.

Special Moves:
Ultimate Chimera -
By using up all six of her slots at the same time, she combines all six fears she's holding, into a chimeric abomination that mixes all six of them together. This lasts about a minute total but it leaves her quirk turned off to basically recharge.

Hero costume:
Jezzabelle has a very simple costume, it's a very simple fancy dress seen above however unlike her other clothes it's been weaved out of her own hair so that it transforms with her instead of ripping and being ruined every time she does so

Personality: Jezzabelle on the surface acts like a bubbly ditz often being in her own little world. She always has a devilish smile plastered along her face as if to her everything is a joke and considering how sassy she can be it does indeed seem that way. However hidden beneath that is a deceptively intelligent woman both as strategist and in general with her studies. She is easily angered when people bully herself or others but rather than actually she pretends to be insane to scare away the potential bully which often works because of her looks. Jezzabelle struggles to make friends easily since she isn't used to people wanting to actually be her friend so she often trips over herself when people want to be her friend. Hidden by all that is how sad and lonely she feels which stems from the fact that as a child she had no friends or people who wanted to go near her because of her quirk.

History:
Jezzabelle has not had the greatest of childhood,ever since birth she's had the tail, ones and hooves instead of actual feet. This has caused her to leave constant bad impressions on people. Unsurprisingly when she went to preschool she was often left all alone by the other kids and once she turned 5 those first impressions went from bad to utterly worse, after her quirk first manifested she was unable to turn it off causing her to constantly literally scare off other potential friends. Nothing really special happened besides being called a boggart or demon by her peers. She finally managed to get control of her abilities when she was 12 but by then the damage was long done, unable to shake off the stigma. So instead she decided to full on buckle down in her classes and soon enough she rose to the top of her classes even if she was incredibly lonely. Fortunately however this new found work effort allowed her to enroll into I.H.A which she gladly chose because then she could become a hero that other kids that were like her, that being having quirks that terrified others, that those types of kids would have a hero they could look up to.
 
Homeroom teacher

Name: Wilhelm Busch
Hero name: Siphon
Height: 6ft 4
Weight: 120 Kg
Age: 59
Nationality: German

Appearance: Wilhelm Busch is a very well-built man with short, neatly kept grey hair (Once a more chocolate brown) and startlingly blue eyes. Normally seen with a spectacularly wide smile on his face that is framed by his even more spectacular bushy beard, the latter easily protruding a good 8 inches from his chin. He has incredibly thick eyebrows, the kind you might expect to see on a very elderly man. His fashion sense is very much at odds with his personality and he can often been seen doing a convincing impression of somebody in a biker gang. Black leather jackets, studded boots, all that good stuff. If you didn’t know him you’d probably be terrified to meet Wilhelm in a dark alley and if you happen to be on the wrong side of the law, you’d be right to do so...

Hero costume: Very similar to what he would usually wear but with one or two extras, those being a pair of mirrored golden aviator sunglasses and a red bandanna wrapped around his head. Wilhelm is enthusiastic, not a fashionista. He always told people that he didn’t need a flashy outfit when he could rely on his actions to stand out.
Personality: Wilhelm is incredibly enthusiastic when it comes to pretty much anything he does, and his booming voice serves to make sure everybody else around him knows just that. He can be a little oblivious, the kind of man who would laugh loudly in the middle of a library. He’s not trying to be rude, he really is just that oblivious. As a now retired professional hero he has a strong sense of right and wrong, making the most of his time by teaching what he knows to the next generation of heroes. Whilst his jovial attitude might lull new students into a false sense of security they’ll soon learn that he works his pupils as hard as any other teacher, if not harder, he just does it with a massive grin on his face.

History: Wilhelm didn’t go to a particularly well known hero school back in Germany, instead he went to his local one, wanting to make a positive change in his own community before he travelled elsewhere. Wilhelm literally ran circles around the competition, excelling in public relations and combat alike. It didn’t take long for “Siphon” to become a crowd favorite in Germany, news of the man who could bring his foes to a halt without ever laying a finger on them travelled fast. After a long and successful career in his home country Wilhelm eventually announced his retirement, wishing to spend more time with his grandchildren without his family having to worry about him out on the front lines. But the ever restless man was not suited to day time television and golfing, soon longing for the days of old. So when IHA asked him to become a teacher he jumped at the opportunity, ready to bring as much energy to teaching as he had fighting crime.

Quirk: Energy drain- Wilhelm can drain all sorts of energy, electricity, heat, stamina, etc. He can’t do anything with any of these bar stamina which he can add to his own reserve. Back when he was an active hero he would wear his foes down by running them in circles till they collapse of exhaustion. To drain energy from something he has to be looking at it, so he can’t drain anything out of his field of view.
 

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