Tsuyoi Namari

* Casual
* Hero

## Appearance

### General Appearance

Namari is a rather slightly built individual, with just enough muscle to carry his weight. He has bluish-black hair in a slick fashion, and a cheeky grin that usually covers his face, usually when up to mischief. He usually wears sleeveless shirts and hoodies.

## Personality

Namari is a quite mischievous and loud person, who likes to play tricks and often wants to start fights. He is oblivious to the others being annoyed by his pranks and will try to fuel the fire. He is rather fight-oriented, as he gained majority of his friends through violence. Underneath this, he is very polite towards the elderly, people with power or people he considers worthy of respect. He is easily flustered when someone mentions that his name sounds like a girl's.

## Character Background

Namari was born as the 5th child into a large family with 6 children. His parents had their own construction firm, where he wanted to join and which his brothers were going to work into. Having 4 older brothers, his parents were initially hoping for this to be the time they finally have a daughter, explaining the somewhat girlish name. He grew up being teased with his name, and to compensate, he began to act rather brutish and loud. No longer was he teased and he began to become more confident in himself, but is still subject to getting flustered.

Once his quirk manifested, it was clear that he wouldn't be fit to work in the family business, this made him depressed. One day, he encountered a small villain causing major havoc in his parents' firm and rushed to the scene, knocking out the villain with his quirk but suffered due to the injury and fainted due to the drawbacks of his quirk. When he awoke, he was greeted by the worried, yet somewhat proud smile of his parents. They told him that if he can't work in the firm, he can go on to become a hero to save others, just as he had done. Due to this, he set his sights to becoming a fully-fledged hero, one that can save the day in time of need.

## Aspects

1. Kleptomaniac
2. Bad Boy
3. Stubborn

## Stat Points

Stat points are your character's physical capabilities and hopefully won't need too much explaining. ***Player characters start out with 80 points to spend and can raise any stat up to 60 at the beginning.***

 Agility
 Perception
 Durability
 Will

## Quirk

#### **Lead Arms**

The user has a special mutation in their forearms that allows them to fill it up with a lead-like liquid substance. This mutation is a reinforced elastic sac that is underneath the real skin. This makes their forearms heavier and gives it a chrome silver-black sheen. The user has holes in the wrist area in order to release the liquid after use. Prolonged exposure to the lead substance gives the user symptoms of mild lead poisoning, such as nausea and sluggishness.

#### **Quirk Cost**

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

 * Lead Generation(+8): The user has the capacity to generate lead, a toxic substance which can harm others if imbibed or through extended contact.
	+ Attach(+1)
	+ Forearms Only(-2): Lead can only be generated from three holes on the user's forearms. It takes five turns for lead to be fully drained from the character's arms.
	+ Poison Pain(-3): After five turns of having their forearms filled with lead, the character begins suffering from somewhat minor effects of lead poisoning, including nausea and sluggishness.
		- Poisonous Pain(-2): After ten turns, these effects become noticeable and inhibits one's ability to fight.
			* Poison Stun(-3): After more than ten turns, the effects cause the character to become unconscious and go into shock from lead poisoning.
	+ Lead Weight(+7): The character fills their forearms with lead, causing their forearms to enlarge from the weight. The weight of their arms double and the character gains one tier of super strength from the added weight and one tier of durability around the lead filled forearm area. The super strength is limited to strikes and blows. The durability is limited to the character's forearms. Subsequent purchases will additively stack. i.e, one tier of strength and durability with the given limits and increasing the weight of the characters forearms by the original amount.
		- Attach(+1)
	+ Lead Weight(+7): The character fills their forearms with lead, causing their forearms to enlarge from the weight. The weight of their arms double and the character gains one tier of super strength from the added weight and one tier of durability around the lead filled forearm area. The super strength is limited to strikes and blows. The durability is limited to the character's forearms. Subsequent purchases will additively stack. i.e, one tier of strength and durability with the given limits and increasing the weight of the characters forearms by the original amount.
		- 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