Dosuru Toshikan

## Appearance

### **General Appearance**

Dosuru's appearance has always been somewhat unique yet plain and normal at the same time. He has soft yet rugged hair, flowing into sharp edges. He has blue eyes as clear as tap water. His lips are usually curved into a smirk or if not, a blank observant expression. He has a sort of toned, lean body. He rarely works out but keeps in healthy condition because he "walks" to school everyday and regularly does chores at home.

Dosuru highly prefers casual clothing over anything else and has simplistic taste. He usually wears a plain white t-shirt, occasionally over a black, long-sleeved shirt. He also wears gray sweatpants with black and red sneakers. But of course, his casual clothing doesn't matter when he's at school because he's forced to wear the regular school uniform.

**Costumed Appearance**

Every hero, whether in training or in the field has a costume that allows them to properly function in the field. Every player is allowed to come up with their own costume, which will be provided by the school, just as it was to students in the manga. Speaking purely about clothing, a character’s costume is assumed to be immune to their abilities unless stated otherwise. However, anything like armor or weapons will need to be purchased and approved first.

## Personality

Dosuru grew up like any normal kid would. He was very energetic especially. This would eventually change and shape into his current personality.

Dosuru is a simplistic person. He has simplistic tastes as well as a simplistic appearance. But this doesn't take away from his personality. Growing up has reserved Dosuru a bit more but he still has the same spirit overall. He's a natural optimist with high hopes, almost always wishing fortunately. Despite all this, he tries to think realistically as well.

Dosuru has many strong principles and beliefs. He is under the firm belief that intentionally hurting others to benefit others is wrong. He agrees with majority rules and, 99% of the time, can't argue against an overruling crowd. Last but probably most important... is his hatred for lies. Lying is the words of a coward, a fool, someone despicable. He considers breaking a bet, deal or some sort of promise that of scum and would rather drop dead than do anything of the sort.

At first glance, he appears to be rather aloof. Even to newfound strangers and minor acquaintances, he is more lighthearted. Once he starts to get close to someone, he shows this cocky, nonchalant attitude. He becomes more expressive of his emotions while still maintaining a casual surface.

And with everything about him, one thing has never changed. He's emotional. Dosuru usually has no problems keeping his emotions in check and controlling them. But he feels them, most definitely, just deep down inside. He empathizes deeply with others but that doesn't mean he's good at comforting people. He becomes silent in a state of overwhelming emotions, thinking heavily. Sometimes, he'll try to ignore it in a number of ways. None of them work very well.

## Character Background

Dosuru was originally born in Japan but his family moved to the UK shortly after he was born- for unknown reasons. He stayed in the UK for about 5 years before moving due to a job offer Dosuru's father had received. They arrived in America and this is where Dosuru felt happiest. The new job his dad, Furimi, had allowed them to live peacefully in good conditions for a long time.

Dosuru's quirk manifested later than most. His started to show around the age of 9. It was a combination of his father and mother's quirk. His mother, Tamaru, could transfer potential energy around her body and focus it. His father would dash forward at incredible speeds, however the activation was practically random, triggering during strong emotions.

Several years after his quirk manifested, Dosuru was taken to his father's company. It was 'take your child to work day' when a villain had attacked the skyscraper-like building. Dosuru's dad worked for an engineering company so the villain seemed to be there for blueprints of valuable technology or maybe actual tech. Dosuru's dad refused to hand the villain anything and didn't run away.

The villain was about to swing at Furimi so Dosuru jumped in with his boost and tackled his father to the ground, saving him. He helped his dad up and the villain charged them. Dosuru and Furimi dodged out of the way as the villain broke the windows of the building only to jump back in at the floor below. Dosuru's dad walked to the broken window, staring outside when his quirk activated at the sound of someone screaming. Furimi suddenly flew forward, out the building, falling down.

The villain wasn't captured and Dosuru went home that day. His mother was already aware of what happened as it was on the news and blamed Dosuru for it. She said that he was supposed to be a hero and save his father at all costs. She said his current school was failing him so she moved to Japan, and enrolled Dosuru in U.A High, the number one hero academy in the whole world. How he made it in was a miracle, but his mother only put more pressure on him.

## Character Aspects

1. Empathy Prodigy
2. I'm not ready to die

## Stat Points

For the purposes of combat and being able to get a guideline of how strong your character is, we do have stats. Each stat governs a different criteria of combat and an idea of how far a character should be able to push themselves. ***Player characters start out with 80 points to spend and can raise any stat up to 60 at the beginning.***

* Remember, Will is an average of your 4 Stats and does not count towards the total.

* How many points you put into each stat determines its tier. Please consult our stat guide to determine what that might be.

 Agility
 Perception
 Durability
 Will
 Total

## Quirk

#### **Boost**

Dosuru can create a force and enact it on his whole body or focus it on certain parts. This force created is a straight light blue across the path, bigger or smaller depending on where exactly the boost is focused. The line becomes darker and bolder the stronger the force is and will stay active for a certain time (depending on how long the boost was). This forces pushes him in whichever direction he wants, lasting for about 3 seconds, moving as fast as he would normally jump. Dosuru can also change the strength of his boost. The stronger he decides to make this force, the less it will last and the same applies vice versa. The stronger Dosuru makes a boost, the more tired he becomes afterward.

#### **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

 * Harm(+5): The user is capable of increasing their offensive potential to do harm to a target by use of their quirk. During actions where their offense is enhanced by the quirk, the user is not protected from the recoil or repercussions of their actions.
	+ Attach(+1)
	+ Precise(+3): The user has great control over their quirk, enabling them to manage a varying strength of force while also being capable of applying this force to a specific part of their body. Be it an arm, or a leg, they are capable of performing more than just applying force to the entirety of their form. This has its own dangers, though, as the user could injure or dislocate a limb due to their own quirk.

## 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