Tadashi Kirigaiya

* Casual
* Hero

### **General Appearance**

Naturally prone to being colder than others due to factors from his mother's quirk, Tadashi has resulted to clothing which always consists of a jacket/parka. Normal VANS or Nike shoes is his preference, and the rest doesn't usually matter. Loose jeans and solid color shirts are the typical style, though larger coats cover his upper half.

### **Costumed Appearance**

Tadashi Kirigaiya wears a black t-shirt that utilizes cloth which allows for easy and comfortable movement during fights. His legs will be covered by baggy cloth and the boots will be equipped with similar type comfortable soles to keep him from too much discomfort. He wears a larger glove on his left (dominant) hand that adds a better look to the whole outfit. The right glove is no different, just for appearance.

## Personality

Likes: Enchaladis, Japanese R&B, Conspiracy Theories

Dislikes: Spiders, Closed Spaces, Long Hallways

Tadashi had always been wary of those he doesn't know well. Even school had become to difficult a situation in making new friends, gluing himself to the past in ways that made his everyday life more insufferable without a guiding of the one he trusts. Now, in the face of U.A High and a future without paths paved in gold, Kirigaiya will need the help of new friends and old acquaintances, meaning he's slowly developing the basis of creating relationships with strangers again; however, his trust is slow to gain and faster than light to lose. Not to call it vigilante attitude, the young boy doesn't exactly strife for #1 Hero, but a hero who will always been on time to any disaster or situation. The priority of protecting weaker people motive his intentions to gain strength and train with his quirk each and every day.

## Character Background

He was only five. A mere child at the hands of a monster who knew nothing but death and darkness. Mangled bodies lay before prying eyes, wires and bricks clung to avaliable surfaces and small fires littered the floor. Cold. Frail. Terrified. Distraught. Words barely awoke the emotions swirling within the soul of himself. Screams, shouts, sirens, people. The figure floating mere inches in front of Tadashi Kirigaiya spoke, though he did not listen, a ringing prolonged in his head so loud in comparison to other sounds they became incomprehensible. Time seemed slow, movements almost ceased as the child then slowly came to a sitting position on his knees, gently moving the cloth away from a familiar face: his mother. Her lifeless body was bloody and broken, her eyes closed and face bruised and beaten. Distant yelling became louder...louder...it hurts...louder....and then...silence. The figure moved towards the child, and without any hesitation, thought, or calculation, his body seemed to move on its own. Electricity crackled throughout his body, his soul, and the fist connected with the body of the murderer. The area around them exploded in force, throwing both of them backwards...and the world went dark....

Years passed. The memory of his mother never seemed to blur out, but everything else did. During his 4th grade year, Mr. Kirigaiya and Tadashi moved back to Tokyo, Japan to stay with family for a long while, but ended up settling down. While in school, he was always quiet and reclusive, not showing his quirk off like all the other kids, or bragging about the way they found out. Even thinking about that night made him sick to his stomach. His father, Gionio Kirigaiya had found an easy job in electrical engineering, with his quirk to create lighting through friction and manipulate it. Being smart wasn't a problem for the young Tadashi, yet socializing and making any friends always had been. All the while his father tried many programs and things to get his son back to being normal, unfortunately it never caught on.

Now, fresh out of normal school, Tadashi will continue on his unknown path to heroism. Whatever the next years will bring him, whichever friends he'll make, and no matter who becomes his enemies, defeat will never be his goal. Fighting for a chance at normal life and recovering from past trauma will forever boost the motivation to become number one, and be the hero everyone can rely on.

## Character Aspects

To put it shortly, 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 they can also be used to compel a character into acting a certain way.

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.

Despite how aspects need to be activated, an aspect is supposed to be related to the character, and should on some level, always true of them. So if you have trouble considering one, just think about who your character is or who they might always be.

***Player characters start with three character aspect slots, but only need to fill one on creation.***

1. Traumatic Tendencies

## 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, Will is an average of your 4 Stats and does not count towards the total.

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

 Agility
 Perception
 Durability
 Will
 Total

## Quirk

Quirks are the name given to the superpowers of My Hero Academia. Over 80% of the World's population has one and if this character is intended to be at U.A., they are no exception.

#### **Conduction Blast**

A unique combination of Mr. and Mrs. Kirigaiya's quirks, Conduction Blast allows the user to generate large electrical charges throughout his body and manipulate it into becoming a powerful blast of concussive force through his arms or legs.

#### **Quirk Cost (DO NOT TOUCH)**

***This section of your wiki is to be only utilized by moderators. It's where they'll put the strengths and flaws of your quirk as well as 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.***

 Quirk Points Used
 Quirk Points Total

 * Magnetized (-1): If the user is under magnetism force they are unable to charge their quirk.
* Electric Manipulation(+13):The user is able to manipulate and control electricity for multiple types of usages.  The user able to control the physical forms of electricity as to make it act as a force
	+ Attach(+1)
	+ Self-only(-4): The user can only control their own electricity.
	+ Harm(+7): The user is able to release charge creating a concussive blast out of bolts of lightning that have enough force to knock people back.
		- Attach(+1)
		- Rubber Walled(-1): If the user attacks something made of rubber or silicon the quirk would be rendered useless.
		- Build Up(-2): The user has to charge their concussive blast for 4 turns, but the more they charge to more powerful it is (eg. 25% for 1 turn, 50% for 2 turns) After 4 turns of charging the blast is comparable to other quirks damage.
		- Area of Effect(+4): At full charge, their blasts deal AOE damage splitting its effectiveness.
		- Clear trail(-1): When the user is fully charged, lines appear on their body that crackle is blue electricity for aesthetic
		- Weakened Heart(-5): If the user does 2 full charges in the entire rp then their heart would suffer tremendous damage leaving them permanently only able to charge up their blast for more than 1 turn.
		- Nervous Habit(-2): The user has to punch or kick to release a concussive blast
		- Fists and Legs only(-1): The user’s blast can only come from their fists or legs.
	+ Unusual Movement(+5): The user is able to use their electricity to give themselves an explosive jump with the concussive blast
		- Attach(+1)
		- Build up(-2): The user has to charge their concussive blast for 4 turns, but the more they charge to more powerful it is (eg. 25% for 1 turn, 50% for 2 turns) After 4 turns of charging the blast is comparable to other quirks damage.

## Techniques

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. ***The amount of techniques you can have is equal to your quirk tier and they must be approved by a Balancer as well.***

## Gear (DO NOT TOUCH)

Various items or special clothing you might wish for your character to wear or have on them when they're in the field. Gear is bought using the same points used to purchase a quirk and require specific approval to have as well.

 Gear Points Spent
 Gear Points Remaining