Pun Lushin

* Casual
* Hero

## Appearance

### **General Appearance**

Pun has a lean build and a tan skin tone. His eyes are a shade of neon blue and his hair is as blond as the sand. He likes to wear a black leather jacket customized for him and he also likes to wear his colored scarf.

### **Costumed Appearance**

His hero costume is simple and is composed of a red hood, a durable brown long sleeve shirt, a pair of white butyl coated kevlar gloves, black cargo pants, and combat boots.

## Personality

He is observant, resourseful, and witty. He tends to laugh/chuckle at anything he finds funny. He's rather serious and merciless when it comes to combat due to him having the upper hand. He's kind, helpful, protective, and friendly when it comes to people he's close with.

## Character Background

Pun came from a mediocre family. His mother's quirk was Duplicate while his father was Duoheads. His mother is a Japanese professional teacher at a primary school and his father is a Chinese analyst at an energy plant in China. He stays with his father in China. When Pun's quirk manifested, his friends slowly left one by one and only one stayed with him. He was outcasted and feared by his schoolmates and friends due to his arms which he couldn't control at that time. Once they were in middle school, he and his friend trained together nonstop until they couldn't anymore. They went their separate ways when Pun wanted to be a hero. He moved from China to study in Yuuei in Japan.

As of this point in the roleplay, let it also be known that your character will not be getting into Yuuei on a recommendation. Your character should be considered a transfer student and will be subjected to the Late Comer Program.

## 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. I Shall be your Shadow
2. Persistent

## 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.

#### **Arms**

The quirk makes the user have 3 more pairs of retractable arms. The arms are all normal. The arms allow the user to land sneak attacks. The quirk also allows the user to multitask, an upperhand in combat, and hold multiple things. The quirk also causes exhaustion to him when used frequently due to him balancing the force and energy he gives. Utilizing three arms makes him lose one tier of agility.

#### **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

 * Extra Arms(+12): The user of this quirk is capable of pushing out additional arms that are typically retracted within their body. In total, he has six retracted arms in total (three pairs) to add up to eight arms in total.
* Precise(+3) The user can pick and control how many of their additional arms they want to use at a time. They could have anywhere from one additional arm to all six additional arms for the eight in total.
* Armed Weight(-4) The user distributes their energy among their arms, causing it to take more energy to use more of his arms. For every three additional arms the user deploys with their quirk, they will lose one tier of agility while the arms are deployed. This lasts until the arms are retracted.

## 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