Kuma Luna

* Casual
* Hero

## Appearance

### **General Appearance**

Luna has amber eyes along with lavender hair. Being 5'5" inches tall, she wears a slightly altered school uniform, wearing a overcoat over her shirt, along with a bow at where the collar would be. She wears a light weight kind of boots, along with a skirt to complete her uniform. She wears a glove on one of her hands while the other is left bare.

### **Costumed Appearance**

While she does not have a hero costume yet, She currently uses her P.E clothes, soon to be having her own hero uniform custom made by her.

## Personality

Luna is a calm and collected person, rather taking things slowly than rushing to any conclusions. However, Luna is known to refrain from the calm and serious manner when times of stress are put on them.

Despite being a slightly serious person, they get stressed out and distracted very easily, being very worrisome and hyperactive puts a mental stress on them as well, a very hard situation could be the demise of her.

## Character Background

Luna was born in Japan, and attended school in Japan as well. She wasn't an outcast, but wasn't a social butterfly, some could recall some memories of her while others probably only heard her name. She was known to daze off sometimes, and or stare into nothingness, as if the void was ripped into reality, and it was staring her in the eyes.

Luna found out about her quirk through her schooling years, a game of dodgeball to be exact. Having the short end of the stick, she was playing on the losing team, seeing the numbers and allies slowly shortening on her team, is as clear to her that she was not going to make it, as she looked forwards to the other side, she could see the ball that was going to get her out, the world around her stopped for a moment, she herself, frozen in place, despair encroaching upon her as the ball came closer and closer, however, it was moving... Slowly? She moved herself out of the way gently, allowing the ball to pass right by her. She turned towards the other team, confused, but the game was soon stopped by the teachers, only then she noticed these particles coming off of her, light little specks being emitted from her. Soon enough, she finally knew what her quirk was, having it assessed by the doctors office, she felt on top of the world, being blessed with such a quirk, she knew she had to take it places.

She practiced it herself on her own for the most of it, having help from her parents time to time. She pushed herself each second she could, stopping at moments of tiredness and being weary, however, she decided to push herself, to her limit. Not caring about the aftereffects, she had to know what her limit truly was, and it just so happened to be a serious condition. Dodging and pushing herself, she could see the world around her getting slower and slower as the particles that emitted off of her only got larger, but they started to swirl into something? She never got an answer to why they were swirling till after she woke up. Passing out and being in a short comatose state, she awoke in a hospital bed. Her heart rate had slowed down to dangerous levels. While the steps of the god of death were far, they were still audible in those very moments.

Her family was soon moved to a new country due to her Parents work, spending a few years in a foreign country, But she soon moved back, transferring into Yuuei, her aspiring dream to be a hero, would start with the school with one of the highest rate of successful heroes. Despite missing the Entrance Exam, they still knew they had a chance, fate was on their side, and luck was shined upon her.

## 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. Perfectionist
2. Fearful
3. \_\_\_\_\_\_\_\_\_\_\_\_\_

## 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.

#### **Enhanced Reflexes**

Their mind and senses process information at such speeds that time appears to have slowed down, allowing them to perceive what would normally be moving too fast to see and respond accordingly. The user has drastically enhanced reaction speed, allowing them to catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.

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

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. 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

 * Freeze Frame(-1): Should the user choose to activate their quirk, they cannot move unless directly attacked. If they activate prematurely, they can't move for their post.
* Clear Trail(-1): While active, the user's body begins emitting extremely visible particles, that grow larger with quirk use, but never become obtrusive or invasive.
* Enhanced Agility(+4): The user can access enhanced agility, raising their agility tier by one.
	+ Attach(+1)
	+ Reflexes Only(-2): The user can only enhance their reflexes, and not their running speed or anything else.
	+ Enhanced Agility(+4): The user can access enhanced agility, raising their agility tier by one.
		- Attach(+1)
		- Reflexes Only(-2): The user can only enhance their reflexes, and not their running speed or anything else.
* Enhanced Perception(+4): The user can acess enhanced perception, raising their perception tier by one.
	+ Attach(+1)
* Enhanced Strength(+4): The user can access enhanced strength, raising their strength tier by one.
	+ Attach(+1)
	+ Striking Only(-2): The increase in force is only due to the user have increase reflexes, resulting in a faster strike.
	+ Enhanced Strength(+4): The user can access enhanced strength, raising their strength tier by one.
		- Attach(+1)
		- Striking Only(-2): The increase in force is only due to the user have increase reflexes, resulting in a faster strike.

## 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