Kasumi Muto

* Casual
* Hero

## Appearance

### **General Appearance**

Kasumi’s blonde hair and bright yellow eyes are usually the first thing people notice about her. She radiates a can do peppy attitude, typically wearing sporty clothing when not in her U.A. school uniform. Usually she’ll wear black compression tights, yellow running shoes, and a light blue long sleeve crop. In terms of height and weight she’s only slightly above average standing at 5’4” and weighing in at 119lbs. She’s not especially muscular compared to other girls but it’s easy to tell Kasumi keeps herself in shape just by watching her in action.

### **Costumed Appearance**

Her her suit favors flexibility and practicality, sacrificing protection. Her orange jumpsuit is made of the same fabrics that top athletes wear. The simple blues break up the solid orange and the emblem star on her chest brings everything together. Her light blue utility belt ensures she can carry small and important objects with her such as her phone and candies. In designing her hero suit Kasumi wanted a mix of practical, flexible reliability and a certain flare reminiscent of her favorite pop stars that performed on stage.

## Personality

Most who meet Kasumi are meat with her wide friendly grin. She’s quick to make friends and can sometimes take her peppy spirit too far. She loves meeting new people and going to new places. She’ll defend her friends at a moment's notice but will call them out on their wrong doings just as quick. Her forgiving nature and empathetic soul make it difficult to stay mad at a friend for more than a day. She keeps herself in check when school work gets involved and will often listen to pop music on her phone while the hours of studying and doing homework fly by.

When put in combat Kasumi has no issue focusing herself almost entirely on the fight in front of her. She always seems to know from a quick glance how those around her might be feeling and likes to take the leadership role in order to help comfort and encourage her fellow heroes to do their very best. Her love for teamwork stems from stories of her father in his years as a fire fighter as well as tactical RPGs she love to play.

Although she’s social Kasumi often finds herself feeling uncharacteristically lonely when not with friends or family. Her self doubt tends to get the better of her when she doesn't have other things to focus on.

**Likes:**

* Dancing
* Sports
* Pop and Indie Rock
* Tactical RPGs

**Dislikes:**

* Arrogant people
* Loosing
* Unnecessary drama
* Antagonist attitudes

## Character Background

Kasumi was raised by her mother when she was very young. With his work as a firefighter her father, Shojiki, couldn't always be home for his wife and daughter. Kasumi was always a happy and inquisitive child and her mother made it a point to make sure Kasumi was always learning new things and developing properly as a child. Eventually Shojiki was able to retire being a firefighter and take a job he could work on from home.

Kasumi loved to dance and sing from the moment she began to speak. For a long while she wanted to be a pop star or a dancer. Her quirk, a combination of her father's quirk that let him create objects out of light and her mother's quirk that allowed her create sparkles, mirrored Kasumi’s always happy personality. When she was old enough she began taking gymnastics and dance classes. Kasumi loved making new friends and helping others whether it be from the sidelines or teaching them something new. The first time Kasumi’s quirk manifested itself was when she began cheering for her friend who had placed first over students from another school in a dance competition. As Kasumi cheered and whistled, stars shot high into the air and burst into sparkly dust like small fireworks. She instantly fell in love with her quirk and wanted to use it all the time to make her friends feel happy. Her enthusiasm was amusing but a bit overbearing. Nonetheless Kasumi went through grade school listening to her favorite pop stars, taking dance classes, and much like her father when he was her age, cheering on her friend who wanted to be pro heroes.

One day while on one of her family's regular trips to America. Kasumi and her father, Shojiki visited the old apartment that he lived in many years ago. He told Kasumi the story of how he was saved as a child not by pro heroes but by firefighters and how he was inspired to help others and become a hero that helped others everyday alongside the pros. Kasumi was enthralled by his story. She’d never considered becoming any type of hero herself but she always felt the need to make those around her feel their best. That night Kasumi decided she wanted to be a pro hero and help her friends be the best they could. She wanted to be a hero that swiftly came to the aid of her friends.

Kasumi began to hone her quirk more and more at home. She even took up martial arts classes. As time passed and the realizations of what being a hero meant sank in, Kasumi found herself feeling more and more insecure about her quirk.Her main goal was to form a hero team, like many other pros had, but she felt her quirk alone paled in comparison to others that her friends had. After careful consideration Kasumi decided she would transfer to U.A. High School. If she wanted to be useful she needed to make herself the best she could be and U.A. made the best of the best heroes.

## Character Aspects

1. Helpful To A Fault
2. Always Positive

## Stat Points

***Player characters start out with 80 points to spend and can raise any stat up to 60 at the beginning.***

 Agility
 Perception
 Durability
 Will
 Total

## Quirk

#### **Star Maker!**

Her quirk allows her to summon star shaped objects made from light and manipulate them at will. She starts to lose strength if she summons too many. At night or in poorly lit room absent of natural light her power weakens and in total darkness she can't use her quirk!

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

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

 Quirk Points Used
 Quirk Points Total

 * Clear Trail(-1): Being made of energy, the stars naturally glow.
* Nervous Habit(-2): In order to activate their quirk, the user must first snap their fingers. To summon stars the user must whistle.
* Weak to Dark(-5): Should their quirk be used at night or in rooms that are dimly lit to pitch black, the produced stars will be at half power and durability.
* Draining(-4): The user's production of stars takes a physical toll on them. After the first 5 stars produced, every subsequent five stars produced will reduce their strength by one tier, up to three tiers. The user will then recover from this debuff at a rate of one tier per round. Once a fight is over they regain their strength one-tier every two rounds. Should they attempt to produce more than 20 stars in total, before recovering from this flaw, their body will go into a state of potential collapse.
* Harm(+5): The stars will concussively explode harming only those who are close to the source of impact.
	+ Attach(+1)
	+ Impact Only(-2): Stars will only explode when struck by a significant enough force.
	+ Forceful(+2): The explosion has enough force to potentially force a target back.
* Harm(+5): The user can use these produced stars like projectiles and shoot them out in a given direction.
	+ Attach(+1)
	+ Precise(+3): The user has enough control to have a star stop in place.
	+ Multi(+3): The user can produce up to 20 stars at once. The more stars produced, the more it's structural integrity, power, and how well they move are reduced evenly.
	+ Precise(+3): The user can decide whether to produce as few as one star or as many as twenty stars.

## Techniques

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

## Gear (DO NOT TOUCH)

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

 Gear Points Spent
 Gear Points Remaining