Otohime Watatsumi

**Otohime Watatsumi, belongs to Kasumi12346 and it should not be edited or used without the author's permission.**

Otohime Watatsumi is a teacher at U.A. High who became a hero to prevent the harsh tragedies caused by her evil older sister Kurohime that shrouds her past in darkness from happening to anyone else. She is the daughter of the famous heroes Ryūjin Watatsumi and Kiyohime Mikoto and has inherited both of their Quirks in the form of a composite Quirk by the name of Ryūjin Shinkō that gives her the traits, abilities, and powers of a water dragon.

Much like her parents, Otohime is quite famous and has earned many aliases. Her official hero name, however, is "Dragon Heiress: Ryūhime" which stems from her dragon powers and how she is the daughter of Ryūjin who is often called the "Dragon God" or "Dragon King."

## Appearance

     Otohime's reputation certainly precedes her. Her violent temper, draconic powers, and incredible abilities lead many to believe her to be a demonic, vicious, and very intimidating person who towers above normal people. Much to many people's surprise she is in fact not. Her demeanor and presence rarely leaves people guessing what she is feeling because more often then not she is wearing it on her sleeve. It is for this reason that it changes a lot. Sometimes it reveals nothing giving Otohime a very sage-like demeanor that reflects on her supernatural mind.

When she is angry her demeanor becomes very intimidating and demonic, often causing people to see a visage of a mighty dragon standing over her. This visage was once so intimidating that when she was standing over an opponent they couldn't get up and they said, "It was like a dragon was standing on my chest." Other times when she it isn't angry her demeanor is very kind, thoughtful, and charismatic reflecting her kind heart. Mostly, there is at least a tinge of annoyance in her demeanor. Regardless of what demeanor she takes up it is true to who she is, which some find kind of reassuring enabling Otohime to easily gain the trust of the people she encounters in her life. The variety in her demeanor also gives people the feeling that she is just one small nudge away from losing all reason and becoming someone like her evil sister.

Contrary to the rumors, Otohime is of average height and her physique is more reminiscent of an eighteen year old than a twenty three year old. She doesn't have many wrinkles, she looks like she still has room to grow, and she overall looks very young and more like a teenager than an adult. Her fighting preference has caused her to develop an athletic build. This is mostly shown in her arms, shoulders, and legs are tone just enough tone enough to give them a bit of shape her shoulders most of all.

Her scarlet hair is quite long going a bit past her waist. Her hair is one her most recognizable traits and it makes it very easy to pick her out of a crowd. Her bangs are a bit long themselves, fully covering her forehead and framing her face with the longest bunch going down in between her eyes.

Otohime's normal attire hasn't changed a lot since she escaped from captivity as she has found it ease to fight in as a martial artist. The part of her attire that is noticed the most is how she wears a black ankle compression sleeves for footwear instead of shoes. Matching the ankle compression sleeve, she also wears fingerless black gloves. The rest of her attire consists simply of a light purple slightly form fitting sleeveless tunic that goes down half way down her thigh. Underneath the tunic she wears a pair of form fitting black pants that go a quarter way down her thighs. The tunic she wears looks more roman-like than medieval-like.

During the few times when she is relaxing and not working she usually has on civilian attire so that she can blend in. Her casual attire consists of: a white shirt underneath a tan colored hooded sweater that reaches down a foot pass her waist, bandages that cover both her arms except for her fingers, bandages that cover her feet and ankles, and slightly form fitting short pants that reach down to her knees.

     As a martial artist, Otohime has chosen to stay away from an extravagant hero costumes because of how much it could negatively effect the way she moves and instead has chosen a very simple hero costume. Her hero costume is reminiscent qipao or some sort of hybrid between a tunic and a cloak as the top is like a tunic and the bottom, which is connected to the top, is like the bottom of a cloak. It consists of a pale pink sleeveless tunic with yellow designs circling the sides and front. There is a flap on the front that comes down to the middle of her thighs. Connecting to this small flap are longer flaps on the sides and back that come down to her ankles. The flaps on the sides and the back are connected to each other so that it looks like tunic slowly transitions into a cloak as it goes down because of how the back and sides of the tunic are reminiscent of the lower part of a long cloak. Together, the flaps that come down from the tunic form a sort of shelter for her legs. On the back of the tunic she wears the insignia for Hoori's martial art school identifying her as his student. The insignia consists of the kanji of Hoori's name. However, instead of using "ho" for fire the insignia uses "ho" as in rice to indicate a crop that is so rich, it bends under its own weight. This relates to Hoori's hero name of Hohodemi, which means many harvests and all the things Hoori did for Otohime.

The rest of her hero costume is very similar to her casual attire. Just like her semi-casual attire, she wears black ankle compression sleeves for footwear that expose her toes. However, in this case the compression sleeves are more reminiscent to socks as they come up to her thighs. At the top of the sleeves the compression sleeves are colored yellow to form two yellow rings. The fingerless black gloves she usually wears now extend to her upper arm for her hero costume and are colored yellow at the top.

## Personality

Throughout her life, Otohime's personality has changed over and over again as a result of the many things she has been through. When she was a child, she was described as a very extroverted, exuberant, and short-tempered girl who had no trouble with telling people exactly what she thought. Her personality changed during her time as a test subject. The many people she was forced to kill and the tortuous acts she had to endure made her into a very cold-hearted person who had no remorse for killing. The only time she showed emotion and kindness was when she was with her only friend at the time: Mizuchi.

After Mizuchi's death and when she escaped her personality changed again. This time she was very cautious and she was still quite cold-hearted, willing to kill anyone she viewed as a threat, regardless of how young or weak they are. The only person she trusted and showed any emotion to was Mizuchi. This changed as months passed, turning her into a very introverted, helpless, scared, and frightened girl. This new personality caused her to always turn to Mizuchi for comfort. Finally, when she was fourteen years old she began to gain her current personality traits, turning her into a more mature version of her child self.

     There is arguably not a single trait of Otohime's that is better known, and feared, than her temper. People who are meeting Otohime for the first time are often warned to do everything in their power not to test her patience or anger her and if they happen to anger her they should run away as fast as they can. Hoori often jokes that the only safe place to be when Otohime is angry is in a bomb shelter because of just how violent she gets when angered. She will not hesitate to use her immense strength to throw anything within arms reach whether it be a small rock or something as large as a car. If there isn't anything to throw she will not hesitate to fight them and depending on how much she was angered she will not hold back, which puts the danger of being sent to the hospital or at least a clinic a very real possibly if a person isn't careful.

If her temper was just violent that it wouldn't be as much of a problem because the only thing one would have to do is not anger her. Unfortunately, her violent temper comes with a very short fuse. Her long list of pet peeves and how the tiniest of things can anger her make it harder to keep her calm than it is to anger her. It is for this reason that it is almost inevitable that a person will annoy her at least 80% of the time. There are very few people on earth who can interact with Otohime without angering her and even fewer who know how to calm Otohime down. Hoori is one of them. Why he still chooses to do things that upset her from time to time is a mystery to everyone including Otohime.

     The only good thing about her anger is since she gets angry a lot the warning signs are very well known and there are a lot of them. Some examples are, when she is getting angry Otohime has a habit of growing restless, if her tail has been created her tail will begin to flick from side to side or she will repeatedly tap her foot against the floor, and when she is close to exploding she will try to let out her anger in others such as clenching her fists tightly or stomping her feet.

One shouldn't assume from her short and violent temper that she loves violence. In the contrary. Otohime hates violent, death, and pain more than anyone else and she will show this by giving villains plenty of chances because of how deep down she doesn't want to fight anymore. Otohime knows more than anyone else the horrors that violence and fighting can bring considering she learned it first hand through being tortured by her older sister. Deep down Otohime would like than to become a pacifist and live the rest of her life in peace. Unfortunately, her will to save people from the same fate she had is stronger than that desire and how her Quirk makes her prone to violence when she is angry makes that dream very hard to achieve.

Short tempered as she may be she is also rather kind, friendly, ambitious, and very empathetic person. She wants to replace all of her horrific memories with good ones and does it by constantly trying new things and meeting new people. Her very active behavior is also Otohime's way of ignoring her past. She believes that if she keeps herself surrounded by people or busy she can ignore or avoid her past.

However, even when she isn't angry her extroverted nature isn't always easy to see. Kurohime's betrayal has made it difficult for her to trust people and open up. She may want to spend a lot of her time with others, but at the same time she isn't a person who will open up to people without thinking. She chooses her friends carefully, which is the root of why it takes a long time for her to open up. Once she does open up then her true charismatic attitude will show.

Luckily for Otohime, many of the people who try to get her to open up often are patient enough to wait. Ever since escaping the research lab she has only managed to become more charismatic giving it an almost magnetic quality. Her charisma and kind persona stems from how Otohime's past had made her have an unending hatred for the injustices of reality. She knows full well how harsh reality is because she has lived through the darkest parts of what life has to offer. She is not the type of person who will just accept that reality is harsh and say, "That's life." She wants to do something about it and help people as much as she can to prevent anyone from living with what she has had to live through. This may be why many are willing to put up with her very short temper. Otohime is a firm believer in hope. In her book as long as there is perseverance, the will, and a right mindset there's a chance of success. She thinks that perseverance and luck combined can be a very powerful combination that can create miracles.

Provided she is not angry, Otohime is usually soft-spoken and polite when talking to people she doesn't know well. She tries her best not to say anything that will upset anyone and whenever possible she speaks to everyone equally. The only time she does speak freely with is Hoori who she is not afraid to tell exactly what is on her mind whether he likes it or and regardless of how polite or impolite she may be.

     Otohime ignores anything associated with her past like it is the plague. She doesn't want to even acknowledge that it even happened and when she is reminded she can become very depressed and emotional. When her past does seep to the surface her extroverted, outgoing, and positive attitude is flipped on its head. Otohime will act very antisocial and only see the negatives in reality. She will quickly become very depressed and all the motivation will be drained from her body sometimes even her motivation to live. If she has her way when she is like this, she would just sit in one spot and let life erode her to nothingness.

Otohime likes any activity that keeps her mind busy for the very same reason. Unfortunately, how smart she is makes it very hard to find anything mentally challenging enough to keep her occupied for no longer than a second. As a result, when Otohime runs into anyone who has intelligence above the norm she can act very competitive. She will bug or coax them into challenging her to a mental challenge and up to this point everyone she has challenged has lost very quickly. She hopes to one day find someone who can outsmart her so that she can learn from her failures improve her already impressive mind.

     Otohime's competitiveness can make her act very witty, playful, and sarcastic at times. She loves to play with people and see their reactions when she is like this, which can make her very frustrating to deal with especially when her playfulness turns into manipulative. What's even more frustrating is how retaliating to this annoying attitude will only make Otohime happy. The only option people have is to ignore her, which is very hard to do. When she is acting like this, she usually wears a very smug that does a great just at provoking people into accepting her challenges.

Otohime has no problem with failures of any kind whether it is a failure in a fight, mental challenge, or something else. What irritates her is failing in things she knows she can succeed in. It reminds her of how mentally scarred and defenseless she really is. She hates being reminded of that because it reminds her of her past.

     As for likes and her other dislikes, Otohime as a very small list of what she likes and a rather extensive list of dislikes, which is why pleasing her, keeping her calm, and not angry is so hard. Although her list of what she likes is not as large as others each of them is very effective at improving her mood. Just the mere possibility of getting to do something she likes can turn her bad mood into a good mood quickly and have her eyes shine brightly.

Those who know her, know that this is just one side of Otohime. This other side of her surfaces when she is working or times when she needs to be serious. Unlike the other side of Otohime, this side will fully show just how incredible her mental prowess is. Among other things, this makes people interpret her as a very insightful, thoughtful, and a strong individual who won't let her emotions cloud her judgment.

The fact that she is able to act this way, despite how weak and vulnerable she feels is a trait that inspires many people and fills even more with the determination to push through their struggles. Many believe that Otohime isn't an emotionally strong individual because she acts like it, but because she is able to push through her own struggles enough to be and act emotionally strong even when she feels weak and vulnerable inside.

To other heroes Otohime's morals and hero training can seem questionable at times. There are many rumors about Otohime doing very questionable things in the line of duty. The most common rumor is how she sometimes uses extensive force when fighting a weak villain sometimes not stopping until they are just barely alive instead of just turning them in. She does this not to be mean, but to set an example and prevent future tragedies and she only does this when she senses more tragedies are coming.

Unlike many heroes she doesn't treat the rules as seriously or with as much respect. She is a hero who believes in trusting one's instincts. The rules are nothing more than points of reference to her because she believes that rules can't adapt with the times and to every situation. If she is in a situation where she needs to break the rules to save someone she will no matter how bad the punishment is. Her unique perceptive on this is probably why she was hired. To promote a higher level of thinking and give students the tools to think for themselves and not be just another hero who is blinded by the rules.

Otohime is truly a complicated and multidimensional person. She can be both short tempered yet kind and empathetic. She is very wise yet stubborn. Strong yet weak and vulnerable on the inside. Just when people think they have her figured out is usually the moment when Otohime does something unexpected that forces the person to rethink their opinion of Otohime. Not even Hoori fully understands Otohime although he is very close. How unpredictable she is puts some heroes and villains alike on edge and wary of her.

### Relationships

#### Hoori Sakuya

     Otohime and Hoori have a very close relationship that is very complicated at the same time. There is no doubt that they know each other very well as demonstrated by their ability to speak with only glances and their teamwork that many have considered exceptional, being able to conquer overwhelming odds together as if it is nothing. They first met when they were five, quickly became best friends, and after Otohime escaped the laboratory Hoori escorted the rest of the way home and took care of her and helped her recovered when she too mentally broken to help herself. He may not need to take on the role of a parent for Otohime anymore thanks to how she has recovered enough to look after herself in most aspects. However, he still needs to look after her in smaller ways, for example comforting her through a panic attack, leading him to come off as a worried older brother figure than a guardian.

To onlookers the best description of their relationship is like that of siblings. They fight, care for each other, stand up for each, protect each other, and talk to each other as such. There are times when they are extremely friendly to each and other times when the appear to hate each other.

## History

     Otohime's past is a troubling one indeed. Right from the start Otohime has had to endure tough ordeals that only get worse as the years past. Otohime was born in a small village near the sea to a small family. Both her parents were famous heroes who were very famous before they retired and her elder sister was not too weak herself. As a result, from the very start Otohime had to meet high expectations from adults. Other young children stayed away from her because of her natural talents especially her intelligence. Her life at home wasn't easy either. Her parents were very nice and raised her well so it didn't take long before Otohime respected both of them and wanted to be just like them.

However, her sister was another story. Otohime's sister, Kurohime, always hated and envy Otohime even before Ryūjin Shinkō surfaced. Her hatred and anger led her to accidentally curse Otohime on many occasions. For the most part, the curses weren't that bad and only involved sickness or minor injuries. However, there were times when it was very bad like the many times when she cursed Otohime with unbearable pain. The curses and treatment of other children only worsen when Kurohime's fears were actualized and her composite quirk surfaced at the age of three. She had to suffer from the terrible curses of her older sister, the many and frequent illnesses she had before her father sealed part of her Quirk into a stone, and the teasing she received at school.

With every passing day the distance between herself and her sister was growing. Otohime felt incredibly lonely and stayed in her room by herself or tried to distract herself with books. It was very rare to see the four year old Otohime not have her nose in a book. This didn't last for long. In the same year Otohime's parents decided to become heroes again and moved to Musutafu Japan. On that day when they arrived at what would be their new house, Otohime met one of her neighbors. A boy by the name of Hoori Sakuya who was not much older. Hoori was the first person close to her age who didn't ignore Otohime out of jealousy of her talents. He was the first to treat Otohime like a human being and not a freak or only judge her by her talents.

     It didn't take long for Hoori and Otohime to become friends. Otohime would spend a lot of her time with Hoori because it gave her an excuse to stay away from home longer to avoid her sister's curses. Their friendship in the beginning they seemed to have more of a symbiotic friendship than anything else. Otohime would help Hoori with school to help keep his parents off him because of how Hoori wanted nothing more than an ordinary life, which led him to be quite lazy while Hoori kept at bay the bullies that Otohime seemed to have a knack of attracting and helped Otohime befriend other kids. This would change as years past and it wasn't long before it was obvious how much one helped the other grow and improve. They bounced off each other at level that was very rare for kids their age and in a few short years the depressed Otohime of the pass seemed to be only a myth.

The next four years of Otohime's life went by in a blur and was one of the happiest years of her life. She finally had a friend who accepted her and was in a school for geniuses like her that can actually challenge Otohime. Unbeknownst to Otohime this happiness was not fated to last. While Otohime was enjoying her new life Kurohime's envy and hate was slowing growing, twisting her personality into something much more sociopathic. The young Otohime did notice this to a degree because of how much more distant and cold her sister was turning, but what Otohime didn't know was just how cold her sister had become.

On one Friday four years after Otohime met Hoori when she was eight, Otohime was out playing well into the night. When she arrived home and opened the door the first thing that greeted her was the bloody corpses of her parents who were nailed to a wall with Kurohime who was just beginning to pull a blade out of their father's chest. Otohime could tell both had been tortured before being killed by their own daughter. She could tell because of their expressions which were twisted in pain and how numerous injuries covering their bodies.

Otohime could do nothing, but look at the scene in front of her and vomit from how gruesome it was. She was in disbelief that her own sister would torture and kill their parents and that she was strong enough to do so in the first place. She had always believed her parents were invincible and yet here they were: now killed by the hands of their eldest child. When Otohime finally found her voice and asked, "Why?" Kurohime simply looked coldly at her and responded, "We live in a society where a person is judged by their Quirk. If you have an "evil" Quirk you are treated horribly by everyone even by your own parents. I decided I will dismantle this society starting with killing two famous heroes: our parents."

After hearing her words Otohime's vision went dark after Kurohime closed the distance between herself and Otohime knocked her out with a single hand chop to the neck. When Otohime woke up she found herself in a dark room in what looked to be a facility that had been abandoned for years with hands and legs bound.

The first thing she felt when she awoke was intense pain and when she inspected her body she found bruises covering her body and that her body was overall in terrible shape. One of feet was bending in a direction that was very unnatural, there was blood flowing down from a wound on her head and pooling in her left eye which made it hard to see out of, and both of her arms had been popped out of place.

It took Otohime several hours to get used to the pain and once she did she began to examine the room. When she did her nose quickly picked up a scent of another person. Her nose told her that there was a blood in that direction suggesting that she was in as bad a shape as Otohime if not worse.

When the person noticed Otohime had noticed her she introduced herself as "Mizuchi." Judging from her voice Otohime could tell that Mizuchi was a few years older than Otohime. Her voice was filled with confidence and authority with a hint of sympathy and kindness, despite the state she was in which Otohime could not help but admire.

     The next six years of Otohime's life was hell on earth. She had only one ray of hope, which was Mizuchi who she quickly befriended. Mizuchi became the older sister Kurohime should be and cared for her as such. Every day starting at 5 am guards would appear at the door and escort her to a science lab where Kurohime was waiting. Kurohime would inject her with some sort of fluid and then take her to another room where she would torture Otohime with her Quirk. Kurohime would torture Otohime all day so Otohime wouldn't return to her chamber until eight or nine at night and would be given scraps for food. Once there Mizuchi would tend to her wounds and comfort Otohime as best she could.

The experimentation and torturing would grow more intense every day that passed and how Kurohime tortured Otohime was never the same as another day preventing Otohime's body from getting used to it. Pain and exhaustion. Those were the only things that made up Otohime's reality for nothing else existed for Otohime. Eventually, this became too much for Otohime's psyche and after the three year mark Otohime stopped thinking of herself as a living being, but as an object. Otohime had lost all sense of individuality and there was no emotion in her eyes.

Mizuchi still tried to comfort and be a friend to Otohime in the hopes that one day Otohime may recover. It pained Mizuchi greatly to see Otohime in this state. One night at the four year mark when Mizuchi asked how Otohime was feeling to get Otohime talking Otohime said back, "This object is in pain." and that was the last time Mizuchi would ever hear Otohime speak because Otohime didn't talk again for the next two years.

     After six years of experimenting and torturing Otohime who was now 14 years old, Kurohime was ready to reveal why she had been so "generous" as to kidnap someone else so Otohime would have a friend. On the day she put her plan in motion she didn't call someone to bring Otohime to her. Instead, she allowed Otohime and Mizuchi to spend the day together. At night she went to their room herself and brutally killed Mizuchi right in front of Otohime. Her plan was to do this to destroy what was left of Otohime so she could use Otohime as a living weapon against the Hero Association. This didn't happen. Instead, of Otohime losing the only part of her remained and becoming even more emotionless the exact opposite effect happen. For the first time in three years Otohime felt an emotion other than pain and exhaustion. She felt anger rising in her. Raw uncontrollable rage. On that day Otohime spoke for the first time in two years and her first words were, "You wanted me to lose my will to care sister? Then you have succeeded. I am going to make sure you are sent to your grave today. I don't care if I lose my humanity. I don't care if I am thought of as a monster. Right here! Right now! I am sacrificing my entire being to see you dead for no price is too large! I swear to you. I will kill you even if I have to get myself killed and drag you to hell with me! You will die today!"

     When Otohime uttered those words her anger brought to the surface a level of power she had never felt before as her anger caused more draconic energy to course through her body. It didn't take long for the power to overwhelm her mind and when it did Otohime got on all fours. Water and ice poured out of her body and enveloped her in itself as shroud. The shroud started off small and only vaguely resembled a dragon, but as more water and ice was added the shroud grew and began to look more like a dragon until eventually a colossal dragon avatar and Otohime floating within its core where its heart should be appeared. The full-sized replica of a dragon looked very realistic, despite being made out of water and ice. Its claws, head, teeth, chest, and feet were made out of dragon ice with the rest being made out of water dense enough to take on a solid form.

This giant avatar is what would eventually be referred to as Otohime's dragon form. The moment it was created the dragon acted as an extension of her darkest desires, which made it seem as though it had a life of its own. The dragon, and by extension Otohime, went on a rampage. The giant dragon crushed people beneath its large feet made of ice, tear apart others with its draconic fangs made out of ice, and used its claws to slice to ribbons even more people. In seconds the colossal avatar that was Otohime's dragon form and large enough that the facility was a small ant hill before it was soaked in blood. After the rampage, all the water around her vanished returning Otohime to her original form and she fell from the sky passed out because of how draining the creation of the avatar was on her body.

     As Otohime was falling from the sky Hoori had just reached the facility and managed to catch her. For the past year from the moment he became a hero Hoori had been searching for his old friend and was more than relieved to have finally found her. After catching her and landing on the ground, Kurohime jumped out from her hiding spot and attacked Hoori. Hoori managed to barely fend off Kurohime and retreat to safety even with Otohime passed out on his back and weighing him down.

It took several days to return to Musutafu from the village Hoori retreated to from his battle with Hoori. When Hoori and Otohime returned to the village it was immediately obvious that there were a lot of things wrong with her mental state. The most notable change to her mentality comes from her long years of pain and suffering. It appeared that while life had return to Otohime she was still very much broken on the inside and had an inability to trust people as well as a killing instinct. The combination of these two things caused her to try to kill anyone who approached her with the exception of Hoori. As her parents were dead and no one else was brave enough to approach Otohime Hoori took it on himself to bring Otohime under his care.

     As months turned into years, Hoori's kind heart changed Otohime from a girl who seemed to have no morals to an introverted girl who was scared of everything, especially the color red. While the change was small it did show signs that Otohime wasn't beyond saving. Her fear and introverted persona caused her to speak to no one aside from Hoori and she rarely left his side forcing Hoori to continue his role as a guardian figure to her. The combination of her time with Hoori in the previous years and her current change created a very powerful bond to develop between them. Some of the people even called it a psychic connection due to how well they know each other.

When Otohime turned 18 she began finally had some semblance of a personality, but she was still very broken on the inside. Despite the fact that she was very depressed and suffering a lot Otohime found the desire to become a hero like Hoori. She wanted to become a hero to prevent anyone else from suffering like she did. She applied to a very small hero school and managed to get in. For the next three years Otohime would go to the hero school, go to an academic tutor to receive what little academic education she needed, and then come home where Hoori would train her in hand-to-hand combat. It was revealed that even though Otohime had been outside of school for six years she was still just as smart as other's her age thanks to her unnaturally smart and powerful mind so the tutoring quickly became unneeded.

     Otohime continued to recover after enrolling in the hero school. Finally having a normal life appeared to be helping her just as much as Hoori. Her personal training she was receiving from Hoori did not stop after she enrolled in school, but in fact became a lot harder. He pushed her to her physical and mental limit every day and still expected her to have enough energy remaining to exceed at school. He had Otohime repeat the same training exercises every day until she mastered it at which point he placed some limitation on her, usually having her carry extra weight during the training, to make the exercises harder.

In a tournament her school held during her senior year she was able to finally see the fruits of her training. Many pro heroes and hero associations who watched were surprised at her skill with hand-to-hand combat and how easily she blew through the competition. Afterwards, many approached her with the intention of trying to recruit her once she graduated, but Otohime turned them all down because had decided long ago who she wanted to work with once she became a pro hero.

When Otohime turned 21 she graduated from the hero school to become a pro hero. From the moment she graduated Otohime was already showing what would later become her identifying traits as a hero such as her questionable morals and her beliefs about the rules, which caused her to change from a Pro Hero into a Gray Hero.

     Otohime spent a year working alongside Hoori as a hero. Her unique way of being a hero caused her to be not very liked by other heroes at first, but those Otohime saved adored her and were grateful. They began to spread positive rumors about Otohime to counteract the negative ones that were being spread by her fellow heroes.

Otohime went on many missions throughout that year, but no mission was as important as the time she saved a village and was given her tonfas as a gift. On that mission she became a legend in that village. It started in summer when Otohime had decided to go to a small village for a small vacation. Unbeknownst to her, villains were beginning to gather in that same village and they were trying to get their hands on a sacred treasure of the village's that was rumored to bolster one's Quirk a thousand fold. A few days into her supposed vacation she figured out what was happening. That night she stood in front of the building and waited for the villains to arrive. When they did, she managed to fight off all 150 villains that had showed up to take the treasure. The following day the village began revere her as a hero claiming they she will always be welcomed and if she should need anything to just ask. They also gave her Draconian Tonfa.

A year after graduating one rumor reached U.A. High School. The staff took an interest in Otohime and thought it would be to the student's benefit to have a teacher who could teach them to think for themselves. U.A. High School sent a letter to Otohime and in response Otohime applied for the job and the following year was spent working there.

Around the same time Otohime's superhuman intelligence began to catch some attention as well. People began to flock towards her in search for knowledge and answers. This was the start of her job as an information broker. Currently, Otohime is still living with Hoori because of how she is far from recovered and still needs help living and is still working at U.A. High, which would make this year her second year working there.

## Abilities and Powers

### Natural Abilities

#### Superhuman Mental Capacity

Otohime was blessed at birth with a supernaturally powerful mind. Growing up, Otohime had a desired to see just how far her talents can improve and studied and read books almost every day and this nurtured her talents very well. Otohime's powerful mind is one of her most known traits among heroes and villains alike along with her dragon powers. Her supernatural mind is well known that in some circles people call Otohime "Athena."

Otohime's mind is powerful enough to perform very complex and difficult mental tasks. She can focus on multiple tasks and have dozens of different thoughts in her head at once. Unlike normal humans, she cannot only multitask but do so in such way that one task or train of thought does not impede or lower the quality of another task allowing her to multitask effectively and efficiently. She is able to pick up and learn things at a faster rate and detect patterns in seconds. Otohime can visualize images into her vision like some sort of visual hallucination or augmented reality. She can visualize small stuff like calculations or larger stuff like people, events, or entire places into her mind's eye which helps her solve problems a lot quicker. Otohime's brain is powerful enough to allow her to change the state of her mind. She can clear her head in mere moments even under very stressful situations and without any meditation. If she understands someone enough she can see and think as they would allowing her to truly walk in someone else's shoes.

Otohime's mental capabilities doesn't stop there. She has demonstrated to have advanced reasoning and deductive skills even without her pseudo-clairvoyance. Her deduction skills can put most defectives to shame and as a result she is often recruited by the police department.

First, Otohime's superior mind allows her to memorize things in a shorter time span than most humans and retain said information for a lot longer and in greater detail. She can clearly recall an event that happened to her years ago or remember something she learned from her child quite easily. Her memory has made her a living encyclopedic because of the hundreds of formulas, random facts and information, and details that she has learned and memorized.

Otohime can process information and think at high speeds. Her brain operates at such high speeds that during moments of intense concentration time can seem to slow down to Otohime allowing her to see things that at normally to fast for the human mind to track. Otohime's fast mind allows her to perform simple and complex mental feats alike quickly. She is great at thinking on her toes and coming up with clever answers to problems on the spot making her a tactical mastermind who is quite capable of adapting to the situation and learning things quickly.

* **Higher Consciousness:** Otohime's mind is on a level of development higher than most due to her superhuman mental capacity to grant her a higher consciousness. She is both conscious of her consciousness and is able to recognize and understand her thoughts and true feelings on a higher level than most. This makes her a very self-aware person who knows everything about herself. She knows all of strengths, weaknesses, fears, and hidden motives. She can recognize her "true self" and is not afraid of it nor wishes to hide it from herself like others may. This makes it hard to get a one up on Otohime in a fight because of how she is aware of all of her weaknesses and knows the best ways to exploit them. Her higher consciousness also leads her to have a higher awareness than most. This make it seem like she is clairvoyant as answers can seem to come to her out of nowhere. For example, how she can seemingly "sense" an opponent, solve problems very quickly as if the answers are coming to her out of nowhere, predict her opponents next move as if she can see the future, or "sense" emotions. In reality, she just can pick up on more details and patterns than most and can use her reasoning skills to put details and facts together to come up with answers more efficiently and accurately. This pseudo-clairvoyant ability is known as "Prescience."

##### Superhuman Intelligence

Otohime did not receive the moniker "Athena" for nothing. Although it may be true that she is very powerful, it is not true that she is a one trick pony as the adjectives simple minded, dumb, and all muscle and no brains are some of the most inaccurate adjectives a person can use when trying to describe Otohime. Otohime has a vast amount of knowledge in her powerful mind. This includes both types of knowledge. Academic knowledge such math and science specifically hydrology as well as other such knowledge such as information about some of the most dangerous villains as well as the type of knowledge that can only be gained through life experience. This is shown by how she is capable of performing advanced calculations in her mind during the heat of battle to calculate the probability of different outcomes as a way to help her to predict outcomes and decide what choices she should make in a fight. All of the knowledge she holds in her head isn't a result of her being a prodigy, but rather her life circumstances. Otohime was mentally gifted to begin with just like her mother. Not a prodigy, but still quite gifted. Instead of relying solely on her gifts to get through life, Otohime nurtured her gifts by reading a ton of books because she wondered just how much she could push her mind and as a way to escape the harsh reality. This is possibly why can remember all of that information and knowledge. It isn't because she has remarkable memory although that is the case, but it is more so because to Otohime knowledge holds sentimental value to her thus making it much easier for her to remember. She holds knowledge she obtained from the many books she read close to her heart because learning these things is one of the few ways she managed to persevere through her tough childhood.

#### Martial Art Specialist

     Otohime possesses outstanding skill with hand-to-hand combat. She knows a plethora of different martial arts from capoeira, to karate, to muay thai, to baguazhang. She has exceptional skill in both offense and defense. She is capable of blocking, parring, disarming, and dodging with great skill and efficiency and has on many occasions done so against multiple opponents at once with thing but martial arts and her wits. On the offense side she is able to attack with supernatural power, speed, control, skill, and variety. She is able to apply enough force to her hands or other limbs to use them as a bladed weapon and cut her opponents clear in half, punch with enough force to send a shockwave her opponent's way in order to hit them from a distance, send her enemies flying with a single punch, pierce her opponent's body with her hands, strike fast enough to make her punches or other attacks disappear, or strike with enough precision to hit a fly out the air on a single try. Otohime's martial arts prowess may pale in comparison to Hoori's, but even so her skill with martial arts and what she is capable of is not to be underestimated and should make weak and strong opponents alike at the very least wary toward fighting her at close range especially when she combines her Quirk with martial arts. Just like with everything, Otohime's past and PTSD can hold her back at times and if an opponent finds a way to use her trauma against her it can become a lot easier to defeat Otohime. Provided Hoori isn't around. Another weakness she has is how she is a bit more skilled in fights where she is taking on multiple enemies so taking her on one-on-one would give opponents a bit of a chance of beating her.

* **Azure Dragon Style:**      Azure Dragon Style is a form of martial art that was developed by Otohime. It is described as a martial art style where Otohime "moves and fights like a water dragon." The movements are very seamless and fluid allowing Otohime to move and dance around her opponent as if they were in water. In addition to how fluid and focus it is, Otohime often performs a lot of gymnastic feats as a way to overwhelm her opponent and make it seem even more as if she is moving in water. This can make it very difficult to focus or hit Otohime because of how many ways she will be moving around her opponent. The strikes of this fighting style are composed of strikes with her nails to replicate claw strikes from a water dragon, a wide variety of kicks most of which are taken from Capoeira to imitate how a water dragon would use their tail and wings to fight, or quick punches or charging at the opponent to build up momentum before punching them to replicate how a water dragon would use their head. This fighting style has Otohime use every part of her body to fight from her fists, to her head, to her back, to her tail.
	+ **Dragon Movement Burst:** Dragon Movement Burst is a supplementary movement-type Azure Dragon Fist technique. It allows Otohime to accelerate quickly to reach max speed in a few short moments and with this technique Otohime is able to dodge attacks and go on the offensive with greater ease. Combined with her Prescience ability, this ability can help Otohime dodge or avoid potentially deadly situations as the combination of seemingly having a danger sense and the ability to accelerate very quickly pushes her ability to react to danger to whole new levels and makes it very hard for some opponents to hit her.
	+ **The Art of Water:** Otohime is a very difficult opponent to hit especially when she is up against multiple enemies. Instead, of blocking an attack or moving against an attack Otohime moves in the direction an attack would have sent her if she were to have took it head on in order to move with an attack. This allows her to merge offense and defense into one single fluid motion where she minimizes the damage taken by moving with an attack and by doing so allows her to add the force of an opponent's last attack to accelerate herself and increase the power of her own counterattack. This style of movement; the movement of the Azure Dragon Style can be described by as a "Roll with the punches" style of movement or moving like the water in a rapid where the opponents attacks becomes the rocks while her body symbolizes the water. Against multiple opponents where attacks come from multiple directions continiously, Otohime moves with a lot of grace and control as she traverses the battlefield by moving through the tight spaces between enemies. In essence, the movement of the Azure Dragon Style involves incorporating hydrodynamics into her movement in order to move and react like water.
	+ **Phantom Stroke:** Phantom Stroke is a technique of the Azure Dragon Style where Otohime creates a tail made of water and uses it to strike an opponent with extremely quick strike with her tail. This inflicts blunt trauma as well as send the opponent flying back. This technique is primary use to control the space between oneself and the opponent rather than simply as an attack.
	+ **Dragon Twister:**
	+ **Dragon Gatling Kick:**      Dragon Gatling Kick is a technique where Otohime launches a launches a succession of rapid kicks capable of doing great damage. The name comes from how the kicks are supposedly as rapid as a Gatling gun's rapid fire.
	+ **Ryūjin's Return:** Otohime runs at her opponent and leaps forward with her leg extend to hit them with a flying side kick. On contact, she releases a concentrated pulse of draconic energy to add to the damage of the kick and send the tumbling back. In the past when she has used this technique on Hoori out of anger she managed to knock him into a very small building with the force of a cannonball causing the building to crumble down on top of him or the time when he used it to send Hoori crashing into the bottom of a ship of villains trying to escape causing the ship to sink and the villains to drown. This is where its name comes from. The force is equivalent to the force Otohime's father used to throw things when he was angry.
	+ **Azure Dragon Fist:**      Azure Dragon Fist is the trademark move of the Azure Dragon Style. It is a straight forward punch where at the last possible moment Otohime constricts the muscles in that arm and rotates her fist along with her entire body at very high speeds allowing her to put her entire body into punch to make it much stronger. The punch can easily inflict internal and external damage and send opponents flying back.
	+ **Shadowless Kick:** Shadowless Kick is a technique taught to Otohime by her friend and teacher Hoori. The technique is performed by using the Dragon Power move to place a sigil on one of her legs to enhance the leg's speed and reflexes. Upon doing so she performs a simple yet blindingly fast side kick all the while leaving her upper body stationary to leave the opponent unsuspecting of the incoming attack. The speed of the kick does more for the technique than just making it very hard to react to. All the power of the kick comes from its speed as its momentum turns it into a devastating strike allowing her to strike her opponent with draconic force.
	+ **Dragon's Ascent:** Dragon's Ascent is a Azure Dragon Style counterattack technique that involves baiting the opponent into performing a simple melee attack like a punch or a kick. Upon taking the bait, Otohime weaves inside the opponent's guard and takes a quick step forward to reduce the distance between herself and the opponent to close to zero. Afterwards, she follows this up by striking at the opponent's chin with a jumping uppercut to send them flying into the air. The speed of the technique, the very close proximity between herself and the opponent, and the fact that she strikes them from inside their guard makes this technique a very difficult one to react to if performed correctly. Even if an opponent is able to react quick enough to dodge the fist the tailwind generated by the speed of the punch will hit them in the fist's stead.
	+ **Dragon Wave:**  Dragon Wave is a move where Otohime strikes the air to generate a wave of pressure with a powerful punch. This wave of pressure is designed to hit a distant target to knock them back with a powerful concussive force. Although this is one application of the technique it isn't the only application. In the past Otohime has used this technique in countless ways from using the wave of pressure as a wall to protect herself from a long range projectile or blow it back at the sender to using it to assist with movement and mobility in a similar way to how Hoori uses his Shock Gloves or Bakugo uses his explosions.
* **Ox Demon Style:** The Ox Demon Style is one of the many fighting styles taught to Otohime by Hoori. This fighting style that Hoori created is composed of small movements that keep limbs close to the body such as elbow strikes instead of punches, knee strikes instead of kicks, small steps to allow her to make changes at a moment's notice instead of large steps, etc. By keeping his movements small and tight she is able to maximize her defense because the small movements leave her with almost no openings and allow her to defend herself at any moment. This style's true offensive potential doesn't come any physical attacks, but how it strikes at the opponent's stamina. The combination of small movements and focus on defense allowing her to rely on muscle memory more than other fighting styles greatly minimizes how much energy Otohime spends making it very easy for her to outlast offense heavy opponents. Its biggest strength is also its greatest weakness. Due to its focus on tight small movements, the Ox Demon Style is very vulnerable to fighting styles such as Otohime's own fighting style called the Azure Dragon Style that use agility to try to overwhelm opponents. Ox Demon Style isn't suited toward making those large and sudden movements and changes in directions need to keep up with a foe that is jumping and flipping all around her.

#### Draconic Capabilities

##### Draconic Physical Capabilities

     Otohime's draconic Quirk has had a permanent and long lasting effect on her body. One such effect is enhancing her physical capabilities in order to make them on par with dragons. Otohime has the strength, speed, reflexes, durability, senses, stamina, endurance, agility, athleticism, vitality, dexterity, etc. of a dragon, which makes all her physical abilities and her physical condition superhuman even if some of them are better than others. It is because of her impressive physical capabilities that she is able to fight the way she does, which is incorporating the use of her Quirk into martial arts rather than have her entire style of fighting revolve around her Quirk like what most other heroes do.

All of her physical capabilities have reached superhuman levels, but there are six that stand above the others. They are her durability, speed, reflexes, agility, strength, sense of smell, and athleticism all of which are considered very immense. Her durability comes from how her skin, bones, and muscles are as tough as dragon scales. Melee and in some cases Quirk Moves from the average fighter will have very little effect on her. It takes a skilled fighter to be able to harm her and when she uses a defensive fighting style her durability in combination with the fighting style can make a very effective human shield able to take numerous blows and stall opponents. Her draconic speed allows her to run and swim as fast as a dragon can fly. This makes her quite capable of high speed movement allowing her to move quick enough to leave behind a streak of crimson and she moves quickly enough for her to become a blur. Although her speed isn't great enough to keep up with Hoori's blinding speed her reflexes are. Her reflexes are good enough for her to be able to dodge Hoori's attacks and users of a Speed-based Quirk.

Otohime is immensely more agile and athletic than the normal fighter allowing to perform acrobatic and gymnastic feats beyond what is normally possible and move through the air and on the ground with greater ease. It is for this reason that Otohime is able to perform even the most advanced and complex athletic feats with ease such as kicking off of surfaces like walls or ceilings, flipping; twirling; and dancing around her opponent to make it hard for them to track her, perform aerobatic stunts in the air after jumping such as barrel rolls or corkscrews, or perform simple tasks such as quickly repositioning herself to dodge a fury of blows from multiple angles and enemies. Her immense agility and athleticism makes it so that she can quickly and most of the time easily respond to a change in her environment in many different ways.

     Last, but certainly not least is her strength. What all three types of dragons have in common is that they all symbolize power in one way or another and Otohime's strength seems to be a representation of that aspect of dragons. Otohime is able to do things like lift things or people several times her own size like cars, strike with enough force to break some strong materials, knock the target back, or strike the air with enough force to hit a distant opponent with a wave of pressure generated by the force of the strike. In addition, should her natural strength not be enough she is able to increase her strength two or three fold with her Quirk.

### Quirk

#### Ryūjin Shinkō

Ryūjin Shinkō is a very powerful Emitter Composite Quirk that gives her the abilities, powers, and traits of a water dragon through the use of water as a catalyst. It runs on a special kind of energy called draconic energy that is produced and courses through her body. She hasn't always had this energy or Quirk, but only fully awakened it by her rage when she saw Mizuchi die. The draconic energy gave her many abilities. These physical abilities include the physical prowess of a dragon, the senses of a dragon, water immunity and breathing, and the ability to absorb water through her mouth and convert it into draconic energy and other energies to rejuvenate or empower herself.

The draconic energy is able to be exerted from the body and manipulated to a certain extent. She is able to channel it into different parts of her body to enhance it or into the water she produces to augment its power, used for intimidation as seen in the Dragon Cry move because of its draconic nature, or release quick bursts of the energy from various ways usually for the purpose of making her martial art capabilities more deadly. Draconic energy by itself is an energy with very few uses that is better used for supplementary purposes instead of relied on for everything.

     The main purpose of draconic energy is to be converted into water. By converting the draconic energy that flows through her body into water the water is granted draconic traits, which gives it the necessary attributes for what makes up the core of Ryūjin Shinkō. This allows Otohime to use water to manifest parts of dragon's body made out of these elements such as a dragon's claws, wings to fly, head, scales to increase her durability and strength, expel a blast of a water-related element from her mouth as way to use the element to mimic the lungs of a dragon, or other such traits. Otohime can even go so far as to envelop herself in a giant avatar shaped as a dragon made out of water as a way to obtain more draconic traits and imitate her father's transforming Quirk.

She has very little control over these elements and can only manipulate its pressure to increase the power of her water or create water of varying temperatures. However, what Otohime's water lacks in control it more than makes up for in raw power. Otohime has been shown to be able to generate very large amounts of water and increase its pressure to very high degrees resulting for an extremely destructive and overwhelming element.

It is said that Otohime's water is so powerful that at full power, if someone were to find a way to harness the energy from its movement in the form of hydropower the hydroelectricity generated would be enough for two or three buildings. With this much power under her command it is easy to see why her water is so difficult to deal with. Many of her opponents in the past have found it very difficult to withstand the power of her attacks and not be swept away by its power. Indeed, in Otohime's hands this usually overlooked and underestimated element can unleash its full potential destructive power for all nearby to see. The power of her water attacks makes sure that anyone who has witnessed the destructive power of Otohime's water will never look down on this element in pity. Its power ensures that underestimating it or its user just because it isn't one of the more respected elements like fire or water is a mistake that can be a very costly one.

That being said, Otohime's limited control does hold it back quite a lot. Her lack of control makes it very hard to use it for anything, but offense. Except in the moments when she is using it in some clever way like how she uses her Kuzuryūshin move for defense her uses of water can be very predictable. Knowing this, for the most of the fight Otohime doesn't hide this weakness, but uses it to lower the guard of her opponent and make them easier to read and adapt to so in a crucial turning point later on in the fight she can apply what she has learned to use one of her moves in some clever way that exploits their weaknesses causing the use of her water to be just as flexible and ever changing as the water itself. One example is in a fight with a slow yet powerful and resilient opponent. Nearing the end of the fight she began to direct Draconic Rages at the ground and harness its force to launch herself in the direction she wanted. This allowed her to use the move to greatly enhance her mobility and make it impossible for the person to hit her because of how she could evade and react to his slow movements and attacks with sudden unpredictable movements.

The water side of her Quirk is all about raw destructive power and it is widely known for how hard it is to defend against because of how powerful her water is especially when Otohime channels draconic energy into it to enhance it even further. The power of the elements is how the dragon parts are capable of being just powerful and effective as the genuine article, despite the fact that they are merely imitations because of how they are dragon parts made out of water.

The first weakness of this Quirk is how it makes her body vulnerable to water's elemental weakness, lightning. Lightning can deal at least two times more damage. The second weakness is how the Quirk makes her much more prone to going berserk shown by how violent Otohime can get when she is angry. When her anger rises, her mind descends to become more feral until eventually she is nothing more than a feral animal until she calms down.

One other weakness Ryūjin Shinkō has is that Otohime doesn't have much control of her water as she can only generate it and increase its pressure.

* **Dragon Ice:** Dragon Ice is a move that allows her to use water to imitate ice. This is done simply by releasing freezing cold water and pressurizing it to the point that it acts like a solid allowing it to have all the attributes of ice.
	+ **Dragon Snow:**
* **Dragon's Flood:** Dragon's Flood or Flood Summoning is among one of the most basic applications of Ryūjin Shinkō. With it, Otohime is able to, as stated above, create floods of varying sizes. The floods she is able to create can be large and powerful that can flood an entire area or small to target only a single person. Her floods have many other effects apart from simply washing away an opponent or groups of foes. It can have both immediate and primary effects like damaging or destroying buildings and secondary and long-term effects such as psychological damage to those affected or respiratory problems and other illnesses. Creating floods can even have beneficial effects such as making the soil more fertile or recharging ground water.
* **Draconic Rage:**      Draconic Rage is Otohime's trademark technique. It allows her to perform the one ability dragons are best known for: breathing out their element and it requires that Otohime use both sides of her Quirk in unison. The move is rather simple to perform. Otohime takes a deep breath in and fills her lungs with water which she then enhances by infusing draconic energy into it. From here, she lets out a loud draconic roar and unleashes a large powerful torrent of water at her opponent. The power and size of the torrent is dependent on how much water and draconic energy Otohime uses. In most instances where she has used the move, the torrent of water has been able to deal a great deal physical damage and wash away large objects like cars, buses, or trees with a surprising amount of ease. Otohime is able to apply attributes to the blast by using water of different temperatures. She can use freezing cold water can freeze targets on contact, but it will lack any concussive force. She can also use boiling hot water to scald her targets.
* **Dragon Cry:**      Dragon Cry is a move that allows Otohime to exert the pressure from her draconic from her mouth by letting out a loud draconic roar. The pressure enhances the vibrations that make up the sound blow away objects or people. The nature of the draconic energy will also allow the sound to increase or evoke fear in those happen to hear the sound. In the past, Otohime has used the move to scare away herds of animals or frighten away battle hardened villains.
* **Drakaina Form:** Drakaina Form is Otohime's partial transformation. It is a move where Otohime becomes a bit more dragon-like in terms of her appearance and natural abilities by getting on all fours and surrounding herself in a small shroud of water that vaguely resembles a dragon. The shroud focuses on providing her with the physical characteristics of a dragon by accelerating the flow of the draconic energy circulating her body. This grants her superior physical capabilities and the ability to control water to a greater extent. Because of her superior control, she can control the shroud to move, fight, and interact with her environment like a dragon would. She can flap the dragon wings that are sprouting out of her back to fly like a dragon or extend and freely manipulate the water around her hands and feet shaped as dragon claws to strike, interact with the environment like a dragon would, or use the shroud to provide herself with a high degree of physical protection to defend herself like a dragon would. In short, Partial Dragon Form is a move that provides Otohime with all the physical characteristics and capabilities of a dragon albeit on a small scale.
	+ **Dragon Form:**      Dragon Form is Otohime's last resort and that requires a lot of willpower to use and as a result requires strong emotions like rage to use. When these emotions surfaced, the flow of the draconic energy circulating her body accelerates as much as it can to unlock the full power of her Quirk. With this power Otohime is able to create a full-size replica of European dragon out of water and dragon ice around herself that functions as an avatar and her "dragon form." The draconic energy within the water and dragon ice gives the avatar a variety of attributes. First, the avatar isn't an extension of her will, but the emotions that brought it about. It acts like a ruthless and feral monster who will attack allies and enemies alike and only concerned with death and destruction. The avatar is quite effective for defense because its scales made out of dragon ice is hard to break. Its wings make it very mobile and it can use them can fly quite quickly and perform aerobatic stunts like spins and barrel rolls. The avatar's greatest asset is its rampaging power, which comes from how its strength, speed, and destructive power of the water it can expel from its mouth has been increased by the accelerated draconic energy beyond Otohime's normal levels. The dragon avatar if given the chance and enough time has enough rampaging power to lay to ruin small cities with its powerful blasts of water and physical attacks. The weaknesses of this move comes in many different forms. The first is how although its user may be a hero the hero association treats the dragon as a villain. Therefore, should the avatar appear the pro heroes nearby are ordered not to hesitate to attack it and defeat it even if it means killing Otohime. The hero association have gone so far as develop weapons just for this purpose called "Dragon Slaying Weapons." The metal these weapons are made of have unique properties that allow it to break down draconic energy making it very effective against the avatar and deadly to Otohime. Just coming into contact with it can weaken the avatar and Otohime considerably. These weapons aren't the hardest to come across and are actually very cheap. Its third weakness comes in the form of the necklace around Otohime's neck. This necklace helps prevent the flow of Otohime's draconic energy from accelerating to the point where she can create the avatar to make it hard for her to use the move. Should her emotions be strong enough for her create the avatar, despite this the necklace will it should it will continuously harm her body until the avatar disappears. It is very possible that Otohime could die if she keeps the move active for too long. Lastly, the avatar is very weak to lightning. Up to this point Otohime has only "entered" her dragon form three times. The first time was when she saw Mizuchi die. The second time was when she thought Hoori had been killed when he was actually just passed out. The last time occurred under mysterious circumstances.
		- **Dragon Rage Bomb:**      Dragon Rage Bomb is a powerful variant of Draconic Rage that can only be used when her Dragon Form move is active. The dragon avatar opens its mouth and gathers a large quantity of water into its mouth before shaping it into a compressed sphere. It closes mouth down onto the sphere to infuse draconic energy with the sphere and reopens its mouth to fire the sphere at the opponent. On contact the sphere will rapidly decompress to hit anything in the immediate vicinity with large volumes of water moving at torrential force causing great damage not only to the opponent, but their immediate surroundings as well.
		- **Dragon God Cry:** Dragon God Cry is a move where the dragon avatar takes a deep breath and lets out a loud roar to release powerful waves of draconic energy in all directions for very destructive results.
* **Draconic Claw:** Draconic Claw is a move that allows Otohime to encase her hand in a mass of water that has taken the shape of a dragon's claw. The nails of the claws are extremely sharp and capable of slicing clean through a human's body or solid metal with very little resistance. The only downside is that it weighs down the hand that it is on, which prevents her from moving that arm as fast as she normally can.
* **Dragon Fang Strike:**     Dragon Fang Strike is a move where Otohime enhances the striking and slicing power of her nails by coating her fingers in dragon ice that have been sharpened to a point. The protrusions of dragon ice vaguely resembles a small fang of a dragon and it covers 40% of the finger and protrudes out one or two inches. The dragon ice's striking power isn't as great as it is with Dragon Claw since it can barely cut through skin, but the low temperatures of the ice allow any body part Otohime scratches to go numb by the cold. If draconic energy is used to enhance the ice she can even inflict frostbites through her scratches.
	+ **Dragon Fang: Razor Wind:** With dragon ice covering her fingers and sharpened to a point, Otohime infuses draconic energy into her arm to enhance her strength. She then slashes at the air with her nails at high speeds to send a wave of pressure that has been focused to where it takes on a cutting edge at the opponent. This allows Otohime to slice and cut at targets from a distance. The razor winds are sharp enough to be able to cut down trees making it capable of inflicting severe damage should it come into contact with its target.
* **Dragon Impact:**      Otohime jumps high in the air covers one of her legs in a large mass of water. The water takes on a shape of a dragon's muscles and is made more dense to add a lot more weight to the leg. From here, Otohime brings her foot up above her head and brings it down as a falling axe kick. The added weight to the leg increases the kick's power enabling it to deal massive damage as demonstrated when Otohime caused the ground to crack into a crater with vibrations that can be clearly felt throughout the vicinity when she used it to strike the ground. In combat, this move doesn't see much use because of its high risk. It is very easy to predict and even easier to counter, which forces her to only use it on a restrained target or against an opponent with a large enough gap in skill and power to where the risk matters very little. Outside of combat, this move sees a lot of use because of how prone Otohime is to using it when she is angry. Hoori has lost count of how many roads, cars, and other public places Otohime has destroyed or damaged with the move. This and the fact that Otohime is more willing to use more water which in turn improves its destructive power when she is angry to create the delusion that the power is influenced by her anger is why the move is widely known by civilians as "Dragon Princess's Wrath."
* **Great Dragon Whip:**      Great Dragon Whip is a move where Otohime gathers draconic energy to her hands and converts it into water, which then streams out of her hands with great pressure in the shape of a long thick muscle fiber. Otohime is able to use the manifested draconic muscle fiber as a whip to lash at her opponent from a distance. The streams of water she releases has the potential to do a great deal of damage as shown by how Otohime has used them to crush boulders. They can change direction in mid-trajectory due to how they flexible and can do so by Otohime making quick precise movements with the hand they are attached to. Otohime is also able to increase the length and size of the muscle fiber made of water by adding more water to it. Otohime has managed to obtain a great deal of mastery over this move over the years and can use them for much more than just offense. She can use the whips to interact with their environment by wrapping it around an object to move it to her or swing it to some other location. She can go so far as to use the whips to control environment to a very small degree. One example is by wrapping the whip around a tree and uprooting it. For rescue missions, the whip is great for pulling people out of harm's way and into safety. All in all, Great Dragon Whip is a great all purpose move.
* **Torrential Tail:** Torrential Tail that allows Otohime to use her draconic energy to grow a dragon tail made of water that connects to the lower end of her back. The draconic tail is both strong and fast allowing Otohime to inflict a lot of damage with it and move it at blinding speeds. Otohime's mastery of the move makes it very easy for her to move the tail and keep the move active for extended periods of time. In a fight Otohime can easily incorprate the tail into her martial arts to aid in balance, protect her back or sides with greater easy by using it to deflect attacks, or to attack with.
* **Water Dragon's Scales:**      Water Dragon's Scales is a move that allows Otohime to coat her body in a very dense layer of water that looks oddly like her skin has transformed into dragon scales. The layer of water is very sturdy allowing it to protect Otohime from bladed weapons as shown by the many times she has used this move to allow herself to deflect a sword or other bladed weapon with her bare hands without even a scratch. The toughness of the layer of water isn't what makes it an effective layer of defense however. Instead, it is because just like a dragon's scales the layer of water can evenly distribute kinetic energy across Otohime's body allowing her to take impacts head on that would normally be too dangerous for her to. In addition to its defensive capabilities the scales have offensive potential as well. The scales are very rough just like a dragon's would and the rough state of the scales make it possible for them to dig into the opponents skin and leave behind deep cuts when they try to strike at it. On top of this, the toughness of the scales makes the act of punching Otohime less like punching a body and more like punching a cement wall making it easier for someone to hurt themselves by the recoil the attack if they attempt to strike at her unprotected. In the past, enemies have badly bruised their hands by punching Otohime to much and some have broken the bones in their hands. The scales do have a weakness. In order to prevent locking Otohime's joints in place the scales that cover her joints are more flexible than they are sturdy and as a result the scales covering her joints provide no level of defense. Secondly, the scales lose their effectiveness over time, which makes patience the key to handling this move. The last weakness is how although it can protect Otohime from bladed weapons its specialty seems to lie in protecting Otohime from the type of attacks one would expect to face in hand-to-hand combat. This means it is much easier to get past the scales with a bladed weapon than it is with blunt force attacks.
* **Rising Dragon Promotion:** Rising Dragon Promotion is a move that allows Otohime to create a pair of dragon wings made out of water that sprout out from her shoulder blades. Otohime can use these wings for flight, gliding, and aerobatics granting her great freedom and speed when in the air. Surprisingly these wings can enhance her swimming prowess by using them in a similar manner as a stingray's fins. Apart from movement, Otohime can use her wings for both offensive and defensive. Taking advantage of their durability to knock away attacks for defense and for offense flapping them with so much force to create a wave of pressure.
	+ **Dragon Rush:** Dragon Rush is a close range offensive move where Otohime uses her wings to fly at her opponent at high speeds to hit them with a powerful tackle to inflict bl. Otohime can surround herself in a vortex of water in the shape of a dragon's horn to increase the power of the collision and increase the severity of the blunt force damage that is inflicted. Although the potential damage of the move is great and its speed makes it hard to dodge, it is still very easy to dodge. Since Otohime can only move in one direction, forward, with this move it is easy to predict especially considering when using this move she has to start off in a runner's stance. Secondly, if the opponent does dodge it Otohime will be open for a counterattack. For this reason, this move is best use when an enemy is unaware of Otohime's presence.
* **Dragon Astral Projection:**
	+ Dragon Astral Projection used...
	+ the result1/2Otohime charges her hand with enough draconic energy for her hand to grow a brilliant crimson color. From here, with a clear image of a dragon's head in her head, she makes a powerful throwing motion with her arm and uses the dragonic energy she charged her hand with to create and throw a dragon head from the hand that speeds toward the target at high speeds. The dragon head isn't that large; not much bigger than a wolf. The dragon slams into the target with great force to knock them back and inflict level of damage proportional to the amount of draconic energy used. The power of the move isn't shown through its size, but its shape. The more draconic energy is used the more complete the dragon made out of water is until she is throwing not just the head, but an entire body of a dragon made of water that is not much bigger than wolf. In this state, when the relatively small dragon projection hits the target it bites down onto them to release a powerful blast of water.
	+ **Kuzuryūshin:**      Kuzuryūshin (九頭龍神, Nine-headed Dragon God) is a more powerful version of Dragon Astral Projection. Just like with her hand she charges her hand with draconic energy, but in a greater amount this time. This causes her hand to glow a lot more brighter than the original as the glow is so bright is blinding. She slams her hands onto the ground in front of her and flows the draconic energy deep into the ground and uses the draconic energy to release nine serpentine dragons out from the ground around her. The serpentine dragons that blast out from the ground act like powerful geysers to blast Otohime's targets into the air. The dragons are strong and large enough to blast entire vehicles into the air. Unlike Dragon Astral Projection, Kuzuryūshin isn't only an offensive move. It is also one of her few proper defensive moves. As the dragons blast out of the dragon around her they can separate her from the people around her and block incoming attacks. There is not just one way of using Kuzuryūshin. The second way is to release the nine dragons straight from her hands for a more direct method of attacking so the move is much more similar to its parent move. This version of the move can do more damage because some of its power isn't being wasted on blasting through the ground, however, the recoil that comes from shooting the nine dragons from her hands is enough to make Otohime unstable on her feet and leave her open for an attack.
* **Dragon Power:**      Dragon Power is a move that allows Otohime to imprint a part of her body a sigil using draconic energy. The sigil enhances the functions of the body part by a small degree it is also by sending a flow of draconic energy into the part of the body. The body part will continue to be enhanced as long as the sigil is there and how long it's there depends on how much draconic energy was used. To a small extent Otohime can place sigils on objects to reinforce them allowing her to use her surroundings to defend herself by hiding behind it and placing a sigil on it to strengthen it. Otohime is able to release draconic energy in the sigil as a pulse at any moment provided there is any left for offense or defense. In a fight with multiple opponents she uses this aspect of the move to enhance on limb to strike an opponent and release it a moment later to deflect an attack or enhance a limb to quickly block and counterattack and release the draconic energy to repel another opponent away. This gives her opponents very few chances to attack without the risk of being counterattacked, which is part of the reason why she excels in fights against multiple opponents.
* **Dragon Exalt:**      Dragon Exalt is a simple move to that allows Otohime to surround herself in draconic energy to transcend past her physical limitations by doubling all of her physical attributes and extend the reach of her blows depending on the thickness of the aura. To perform this move Otohime focuses inward and then slowly turns her attention outward almost as if she is trying to pull her inner feelings out on full display. As she does so, draconic energy surges out of her body to fully envelop her. The draconic energy that envelops her not only enhances her physical abilities, but also serves as a protective outer shell. Otohime is able to easily extend the reach of her blows by adding more draconic energy into the aura to expand it and the range of the aura can be anything from a few inches to four or five feet.
	+ **Dragon Flicker:** Dragon Flicker is a move where Otohime uses her augmented speed to dart around at untraceable speeds.
	+ **Phantasmal Image:** Phantasmal Image is a movement-type move that allows Otoime to move quick enough to that an image of herself is left behind. Since what is left behind is merely an afterimage it is unable to attack or interact with the physical world in any way. This move is mostly used to dodge attacks and set up counterattacks or confuse or distract opponents as they will be forced to decide which one is actually Otohime, which can leave them open to an attack. Otohime has demonstrated the ability to create many afterimages with this move. In one fight she was able to create a dozen of afterimages at once.
		- **Phantasmal Haunting:** Phantasmal Haunting is an offensive variant of Phantasmal Image. It allows Otohime to create afterimages with her speed and move between them. This allows her to deliver her an attack from her afterimages to make it seem like the afterimages are physical clones and should her enemy attack an afterimage he is moving between she can move to the side and allow the attack to harmlessly pass through the image.
	+ **Razor Fang:** Razor Fang is a move that allows Otohime to use her hand to cut or pierce her target by focusing the draconic energy around her hand and giving it a razor sharp edge. The move possesses enough cutting power to be able to pierce or cut through some types of armor and defenses.
	+ **Dragon Sigh:** Dragon Sigh is a move that allows Otohime to cause internal damage instead of external. The move consists of a quick palm thrust and on contact she will send a burst of draconic energy into the opponent to cause internal damage and depending on where she strikes this could potentially paralyze her target for a brief moment in time. The amount of damage caused naturally depends on where she strikes and how much draconic energy she uses.
	+ **Dragon Punch:**      Dragon Punch is Otohime's strongest most destructive move and it allows Otohime to use draconic power in order to perform a very powerful punch. In any case, when using Dragon Punch concentrates the considerable amount of draconic energy that is cloaking her body to her fist. The high concentration of the draconic energy produces a sound reminiscent of hundreds of dragons roaring angrily and it changes the color of the energy to an intense crimson color to make it appear as though her fist has been engulfed in the "crimson flames of a dragon." hence its name. Once the move has been completed, Otohime rushes toward the opponent and thrusts the fist forward. The moment the fist makes impact the large quantity of highly focused draconic energy is released from her fist to form a concentrated vortex or pillar of energy capable of dealing massive damage. The concussive force of the punch is enough to send multi-story opponents like level three villain bots hurtling back. The vortex of draconic energy meanwhile will mercilessly grind into the opponent like a drill to inflict puncture wounds and cuts on and around the site of contact. Contrary to its great power, Otohime rarely uses this move because of two reasons. The first is that the wave of pressure emitted by the punch is enough to cause great damage to the surrounding area and due to how she usually works in populated areas, she rarely gets the chance to use it. Even if she was in a safe place to use it Dragon Punch is not a move she should be throwing around without care. This is because it takes a lot out of her and the recoil of the punch is enough to rip every fiber of muscle in that arm.
* **Dragon Veins:**      Otohime pours draconic energy into the bloodstream within one of her body parts or her entire body. When the energy enters the bloodstream it causes the bloodstream to emit a faint green glow that can be seen through the skin while it increases strength, increases speed, reduces exhaustion, and improves the healing rate of the body part or entire body as a result of the improved blood flow. The regeneration granted by this move is nothing special. It can only heal minor injuries like cuts, scrapes, and bruises with healing small bone fractures being the limit of its power meaning it cannot heal broken bones nor can it regenerate limbs. Since the move improves her blood flow, her blood can diluting foreign substances allowing her to recover from the effects toxins or Quirks that activate by putting something in her blood.
* **Sixth Sense of the Water Dragon:** With this move, Otohime uses her draconic energy to greatly enhance her sense of touch. Her sense of touch is enhance to such a point that she gains a pseudo-water sense. In the water, she can use the heightened sense of touch to detect the movement of the water that she is in with extreme accuracy. This gives her a greater level of awareness as she is able to tell what is happening around her body focusing on the movement of the water, which is very helpful when Otohime is using Suijutsu. This move comes with the obvious weakness of making Otohime much more sensitive to pain making it more likely for her to surrender to pain that she could otherwise have been able to ignore.
* **Dragon Ward:** Dragon Ward is a very simple defensive move that very little time to perform and doesn't require a lot of draconic energy in exchange for not a lot of defensive power and how it can only be kept active for a short period of time. In order to perform the move, Otohime raises her hand so that it is parallel with the ground and releases a concentrated pulse of draconic energy around her to conjure a barrier made of draconic energy around her before disappearing half a second later. The defensive power of the barrier is usually enough to block most incoming melee attacks and weaker quirk-based attacks making it better for quick attacks with low power rather than long lasting attacks with a lot of power. Her supposed danger sense makes this move especially effective as it allows her to use the spell at the very last moment to protect Otohime from the attack assuming it doesn't have a lot of power. While Otohime is unable to change the barrier's defensive power she is able to conjure draconic energy barriers of varying sizes allowing her to protect her fellow heroes or innocent civilians at a moment's notice. Along with its defensive uses, these barriers can act as a solid surface for her to stand on and push off of allowing her to, among other things, change her direction when in the air very quickly by conjuring a barrier beneath her feet and pushing off of it in the direction she would like to go.

### Weaknesses

#### Post Traumatic Stress Disorder

Otohime's past continues to terrorize her to this day. Although she is much better than when she first escaped she is still far from cured. Her psychological trauma often causes her to have frequent intense nightmares where the her time with Kurohime is repeated over and over causing her to wake up drenched in sweat, terrified, and more often screaming or crying for hours unless Hoori is nearby to help. It isn't just in her dreams that her trauma terrorizes her, but during the day to they point where Otohime considers it both mentally and physically painful. Closing her eyes for any period of time is enough for her to imagine Kurohime's face leading to a panic attack. These panic attacks, which can be caused by more than just closing her eyes as they are very unpredictable especially when considering her uncontrollable and intrusive thoughts, can swallow her whole and send her mind back in time making it a very terrifying experience. It can happen to her anywhere at anytime. She could be eating in her kitchen or out in public. Worry free and enjoying life when it hits out of nowhere and it hits hard. This is on top of the actual symptoms of panic attacks, which are scary in their own right. Symptoms such as a shortness of breath, anxious for no reason, emotions that are out of control, among many others. Otohime once said that panic attacks are scarier than anything she may face as a hero, which explains how fearless she can be. In addition to being dangerous to herself, they are dangerous to others because if they are bad enough it could send her into her dragon form. Luckily, the frequency of panic attacks is nowhere near where it once was and it appears they are even rarer or easier to manage when she is close to Hoori.

PTSD is much more than nightmares and panic attacks and the fact that past is her greatest weakness is proof of that. Otohime may be strong on the outside, but on the inside she feels like a scared little girl and the fact that she is able to be a hero in spite of this is what truly makes her a hero; not her tremendous power. Her trauma changes how she perceives the world in major ways both figuratively and in the case of hallucinations literally as well. It affects every part of her life in large and small ways including her work as a hero. One example out of many is the tragic events she went through prevents her from fighting at her fullest and makes her very susceptible to making mistakes. She doesn't want to kill so much that it is a burden. She can occasionally be defeated and outsmarted by people weaker and stupider than her when she is fighting because she truly doesn't want to win. Not to mention an opponent could use her trauma against her and how when she is fighting she is always at risk of having a panic attack at any moment, which also makes her very vulnerable to Quirks that prey on the mind. In addition, there is a limit to how long she can fight or use her Quirk since the longer she fights or uses her Quirk the larger the risk of her having a panic attack becomes because fighting and using her Quirk over brings to the surface memories of what Kurohime did to her. Another example of how it affects her is how it can force her to take more days off then she would like. Then there is her infamous temper and that irritability is a result of her trauma. Another less known way her PTSD affects her is how paranoid it can make her and this paranoia is hard to differentiate from her pseudo-clairvoyance, which at times can make this seemingly great ability unreliable. As these examples shows, Otohime's PTSD manifests itself in countless ways and affects her more than she lets on.

## Equipment and Weapons

* **Draconian Tonfa:** Otohime is a martial artist at heart, which means she rarely has a need for weapons. However, there are times when she will need one and Draconian Tonfa is her preferred choice during those times. Draconian Tonfa are a set of tonfas made of metal. Otohime doesn't have the best skill in the art of using tonfas, but she quite skilled nevertheless. The tonfas have a high affinity to her quirk. This allows her to cloak her tonfas in water, a form of water, or draconic energy. When she does she is able to greatly augment its offensive and destructive power.
* **Tide Jewel:**
* **Vial:** In case of emergency, Otohime always keeps a vial filled with rage-inducing pheromones that she keeps around her neck or hanging by a string wrapped around her waist. When she inhales the fumes the rage that is induced is enough to allow her to enter her dragon form on the spot. This is Otohime's greatest weapon and her very last resort.

## Quotes

* "I agree, patience is a virtue. A virtue, that by definition, is only needed when one is surrounded by fools who are lacking the more important ones." - Otohime's retort to Hoori's criticism about her short temper.
* "Heroes are people who protect civilians. Sometimes that involves taking peaceful actions like rescuing people from disasters or conflict resolution. Other times it requires you to be a bit more selfless and abandon your morals for the sake of the people who it is your job to protect by taking up arms and fighting a threat that will not listen to reason. Remember, we do not live in a perfect world and odds are there will come a time where nothing you do will allow you to avoid conflict and if you are not willing to do whatever it takes to protect people when that time comes whether it is because you hate violence or supposedly "boring missions" like disaster control then you don't deserve to be a hero." - Otohime to Bhaskar Devesh in Peak and Nadir
* "It is true that power corrupts, but it isn't as simple as that. Don't fear the person who has spent their entire life on the top because they grow bored and predictable easily, but instead fear the underdog. Fear the person who has just had their first taste of power after a life where they had little more than the desire to push back for they are the ones who become the tyrants of the future and the most threatening villains." - Otohime.

## Trivia

* Otohime's theme is Battle Against a True Hero.
* The Tide Jewel was inspired by the Tide Jewels from Japanese Mythology and the Dragonstones from Fire Emblem.
* Drakaina is a female dragon that appears in Greek mythology and that is often depicted with human-like features.