Siegmar Juchiori

* Casual
* Hero

## Appearance

### **General Appearance**

Siegmar stands at a height of 5'11 and has a slender frame to his body. His face is most notable by his jawline, and his rustled dark hazel hair. However he has heavy eyebags, which contrasts his somewhat beatiful face. His eyes are brown, almost akin to his hair color.

### **Costumed Appearance**

The Hero costume consists of a plate carrier vest, which has snow camo design to it. Cargo pants with enlarged pockets that hold essentials for Siegmar. He is also equipped with blue tinted glasses similiar to ski glasses.

## Personality

Siegmar acts like a highborn lad, but sometimes lets his composure fall and shows raw emotions. However he always refrains from raising his voice and seems to almost be revolted by brash behaviour. He tries to act as a man of his word and does not use deception. His words usually have some weight to them and tries to act like a big brother to most people, usually scolding them or giving them a helping hand.

## Character Background

Siegmar was born to a union of wealthy trading families. However he spent most of his childhood in international schools and never stayed there for too long to make friends. This made him distant at a young age.

When his quirk manifested, he would come out from his shell, but his quirk had serious drawbacks, which was discovered quite fast. He would be sent to the hospital after always using it. Soon the reasons were discovered for this and his parents became worried for Siegmar. Siegmar tried to make friends by showing them his quirk and its power, but would always feel physically horrible after and be sent to the hospital.

His parents, put him into a tight diet to ensure his quirk would not become life threatening. Being forced this routine, made him want to prove himself to his parents that he could overcome this burden. He trained with a strict diet and managed to improve his quirk, but this could only take him so far. He set his sight on learning to use his quirk safely, while also helping others. He had gotten tired of always having to be helped, so he now wants to be the helper.

Now on his road on becoming a transfer student into a hero school, he has his eyes set on the future.

## Character Aspects

Character aspects are statements about something unique about a character. This can be about their personality, their skill, their beliefs, their looks, or whatever you choose. Aspects can be activated during roleplay to cause a character's actions to have more impact on the situation. However, In order to be utilized by both yourself and enemies, each aspect must be positive and negative on their own. Each one should be able to hinder a character or help them, depending on who makes use of them. To learn more about Aspects, please consult our Fate Points Guide.

***Player characters start with three character aspect slots. You can choose to fill these slots now, or at any time in the future.***

1. Loyal
2. Tunnel Vision
3. Savior Complex

## Stat Points

For the purposes of combat and being able to get a guideline of how strong your character is, we do have stats. Each stat governs a different criteria of combat and an idea of how far a character should be able to push themselves. ***Player characters start out with 80 points to spend and can raise any stat up to 60 at the beginning.***

* Remember, Stamina is determined by an average of your four main stats and does not count towards the total amount.

* How many points you put into each stat determines its grade. Please consult our Stat Guide to determine what that might be.

 Agility
 Perception
 Durability
 Stamina
 Total

## Quirk

Quirks are the superpowers of My Hero Academia. Over 80% of the World's population has one and if this character is intended to be at Yuuei, then they are no exception. Please visit our Quirk Guide for more info.

#### **Peashooter**

The Peashooter quirk allows its user to transform one of their arms into gunlike shape, transforming them into skin textured barrels and firing bullets that consume the users potassium to create ballistic-like bullets that they can fire from their fingers or the palm of their hand. Fingers transfrom into a simple barrel by creating a hole on the fingertips that fire like a pistol. They can also transform their hand to the elbow to become rifle-like and they create a hole on their palm to fire.

#### **Quirk Cost**

All quirks in this roleplay are evaluated and priced based on how useful, powerful, or utilitarian they might be. During character creations, all players are expected to sit with a specific moderator with the title of Balancer. This Balancer will go over your idea, ask you questions on specifics and determine a final price for the desired quirk. It is up to the Balancer to determine if your idea is a fair one and to then let you know how affordable your idea is.

***This section of your wiki is to be only utilized by moderators as it is where they'll put the final price. Under no circumstance should a player ever edit this part of their Wiki page. If you are caught doing so, expect consequences.***

 Total QP
 QP Spent

 Typical(+10)
 * Potassium Required(-1): The user must make sure they maintain a regular diet of potassium to utilize their quirk.
* Potassium Deficiency(-?): If the user uses two-thirds of their AP, they'll begin experiencing symptoms of potassium deficiency such as high blood pressure, dizziness, and headaches. These issues persist until the user regains their AP and enjoys a potassium-rich meal.
* Harm(+5): The user can transform one of their fingers into a flesh-like barrel and fire a bullet-shaped projectile from it, similar to a pistol.
	+ Attach(+1)
* Harm(+5): The user can transform one of their arms, producing a barrel in their palm, allowing them to fire a bullet-shaped projectile from it, similar to a rifle.
	+ Attach(+1)

## Techniques

 Slots Used

Techniques are something that’s been touched upon in the manga, which you can consider to be similar to the Super Move in a Fighting game. Techniques are examples of something that might be a little too much for your character to attempt to perform like a normal action, being a much stronger or unorthodox usage of one’s quirk. You can check out the Techniques Guide to learn more.

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## Gear

Various items or special clothing you might wish for your character to wear or have on them when they're in the field. For students, gear is purchased through an in school system, using points earning through roleplay. You can find out more by visiting our Gear Guide.

 Gear Points Spent
 Gear Points Remaining

 The Hero costume consists of a plate carrier vest, which has snow camo design to it. Cargo pants with enlarged pockets that hold essentials for Siegmar. He is also equipped with blue tinted glasses similiar to ski glasses.

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