Sho Mutoh

## Appearance

### General Appearance

Sho is a strongly built young man of above average height although he has a habit of slumping and leaning over. He has purple hair that he generally allows to grow wild. He is frequently seen wearing glasses although it isn't clear if he needs them or not

### Costumed Appearance

Sho's costume is simple at first look, A tight black shirt with matching shorts and knee pads. He wears specialty gloves and a pair of red boots with holes to allow for the expulsion of steam. He often wears a random patterned shirt with his outfit for a needed bit of color

## Personality

Sho is generally a good-natured boy, He tries to see the best in people where he can. Although he does enjoy cracking jokes at other peoples expense every once in a while. Although not quite lazy he likes to take the path of least resistance at times to mixed results

## Character Background

Sho was born out of an interesting situation. The child of two pro heroes who were pushed together by fellow pros who saw an advantageous combination of quirks. His parents weren't too interested in the prospect but they ended up getting together in the end because they genuinely got along. Sho was born with a quirk combination that they weren't expecting but that wasn't an issue for them, They pushed him towards being a pro-hero and Sho wants to work in the family business as well, It seems exciting for him

## Aspects

Aspects are a roleplaying mechanic, that can be about your character's personality, their skill, their beliefs, their looks, or whatever you choose. They can be activated by during roleplay, by anyone involved in the scene to cause certain actions or lack of action to have more impact. Most importantly, aspects are not inherently positive or negative, meaning they can be used to hinder a character or help them, depending on who makes use of them. ***Every character starts out with 3 Character Aspects.***

1. It cant be Drab
2. Let me work at my pace
3. Cant disappoint

## Stat Points

 Agility
 Perception
 Durability
 Will

## Quirk

#### **Plancha**

Allows its user to heat up the users body starting with and focused on his hands and feet. Once he is heated the user takes on a distinctive red hue. Located on the user's hands are 4 holes laid out in a triangle from which the user can expel his body's moisture as steam to both attacks and cool himself down. If he goes too long without using steam he can overheat and if he overuses steam he can dehydrate himself.

#### **Quirk Cost**

 Quirk Points Used
 Quirk Points Total

 * Harm(+5): The user can become hot to the touch, making it hard to physically grab him.
	+ Attach(+1)
* Overheat(-2): Should the user forget to regularly cool down, they could suffer from immense heat exhaustion.
* Clear Trail (-1): When generating heat, this character turns red.
* Steam Generation(+7): The user can emit steam from designated openings. These being four holes in a triangular pattern on the palm of their hands and the soles of their feet.
	+ Localized Holes (-2) steam only comes from 16 holes on his body 4 on each hand 4 on each foot
	+ Attach (+1)
	+ Dried Up(-2): Overuse of steam production could result in this character being dehydrated.
* Harm(+5): The user can shoot out jets of steam to burn a target.
	+ Attach(+1)

## Quirk Techniques

Any quirk techniques that have been approved should be listed here.

## Gear

This is where you type in the gear that your character owns. Gear is bought using quirk points which are then converted into Gear Points. Just like quirks, any gear you wish to purchase requires approval.

 Gear Points Spent
 Gear Points Remaining