Takeshi Kenta

* Casual
* Hero

## Appearance

### General Appearance

Takeshi is... odd. He wears warpaint often, which will be later explained, but he's kind of short in comparison to everyone else. He's imposing but not intimidating, if that makes any sense. He has long locks of white hair which extensively curl around each other, and they'd take a whole day to comb out. He's not a hulking figure standing at a respectable 5'5.

### Costumed Appearance

In his costume, Takeshi dons a black headband which streams down to his lower back. He also wears a white wrap around his neck and trenchcoat to signify the 'bone' theme. Under his trenchcoat is a grey body suit which doesn't offer him much defense. He tops it all off with black trousers and boots, really hitting hard with that skeleton motif.

## Personality

Takeshi is extremely polite, and never insists on hurting another's feelings. The only kinds of people he'd be rude to are villains. He's intelligent and always calm in most situations, unless they had something to do with females. Women are his foil, and they completely crack his composure. With all of that said, Takeshi does have a problem, which is his lack of self-confidence in a crisis. He's usually calm under fire, but when it comes to high pressure situations he crumbles.

## Character Background

Takeshi was born in his parent's house before being rushed to the doctor for proper treatment. Once put in the hands of someone who wasn't family, young Takeshi grew furious and released his quirk, stabbing the doctor's hands with sharpened bones. Takeshi grew a resentment toward those who would take out their pain onto others, making him see his power as a curse, as it could only hurt others. But he wouldn't settle with that idea, so to prove to himself that his quirk could do good he worked diligently to get into UA. He wears warpaint to boost his confidence and to show onlookers that he's here to win.

## Character Aspects

1. Quick Witted
2. Polite
3. Humble

## Stat Points

 Agility
 Perception
 Durability
 Will

## Quirk

#### **Protrusion**

This quirk allows the user to manipulate their skeletal structure, remove and retract bones, and freely manipulate the size and durability of exposed bones.

#### **Quirk Cost**

***This section of your wiki is to be only utilized by moderators. It's where they'll put the strengths and flaws of your quirk as well as the final price. Under no circumstance should a player ever edit this part of their Wiki page. If you are caught doing so, expect consequences.***

 Quirk Points Used
 Quirk Points Total

 * Bone Manipulation(+5): The user has the capability to manipulate their bones into various shapes.
	+ Attach(+1)
	+ Self Only(-4): The character can only manipulate their own bones. These bones still need to be connected to their body in a way that isn't just holding on to them.
	+ Limit of Uses(-2): If the character activates and/or deactivates their quirk over eight times in one day, they'll lose all upper cognitive abilities for thirty minutes, effectively causing them to just sort of stand around and do nothing.
	+ Hype Durability(+4): The user can increase the durability of their bones, increasing their durability tier by one. This can be purchased multiple times.
		- Attach(+1)
		- Calcium Diet(-2): The user must remember to intake 10,000 mg of calcium every day, or they cannot harden their bones.
		- Ejection Required(-6): In order to utilize their hardening, the user must eject entire sections of their skeleton from their body. This will cause them to profusely bleed and be in pain from the large wound they'd form from causing an entire section of their body to forcibly push out of their body. The user can return their bones inside their flesh sleeve at any time.
			* Time Limit(-6): If the user's bones are ejected for more than a minute they will begin to feel light-headed, nausea, vomiting, muscle fatigue, and a build-up of calcium stones around the body.
			* One at a Time(-3): The user can only eject one part of their body at a time.
		- Hype Durability(+4): The user can increase the durability of their bones, increasing their durability tier by one. This can be purchased multiple times.
			* Attach(+1)
		- Hype Durability(+4): The user can increase the durability of their bones, increasing their durability tier by one. This can be purchased multiple times.
			* Attach(+1)
* Regeneration(+16): Similar to healing, regeneration is the ability to passively healing one's self, allowing damage to heal over time. However powerful your regeneration might be, it always uses up the stamina of the quirk user. Taking too much damage can and will tire you out fairly quickly.
	+ Attach(+1)
	+ Self Wounds Only(-8): The user can only regenerate from self-caused wounds from their own quirk, such as protruding bones from their body.

## Techniques

Techniques are something that’s been touched upon in the manga, which you can consider to be similar to the Super Move in a Fighting game. Techniques are examples of something that might be a little too much for your character to attempt to perform like a normal action, being a much stronger or unorthodox usage of one’s quirk. ***The amount of techniques you can have is equal to your quirk tier and they must be approved by a Balancer as well.***

## Gear

Various items or special clothing you might wish for your character to wear or have on them when they're in the field. Gear is bought using the same points used to purchase a quirk and require specific approval to have as well.

 Gear Points Spent
 Gear Points Remaining