Ezra Mikhail

## Appearance

### **General Appearance**

An olive-skinned, rather short teen with a non-threatening appearance. He stands at a meager 5 foot tall and has much more lean muscle than visible, as to give the appearance of someone who isn't as strong. He has nearly flawless skin without a blemish on it, as well as hosting a rather nice head of black, speckled hair that he holds in high regard. He takes the time to dye the fringes of his hair a somewhat gaudy gold, giving a rather unique appearance.

### **Costumed Appearance**

[going to be changed] His hero outfit was designed by Ezra and his mother, who both took care to make sure that it had a good look to it, while still being functional. The outfit consists of a tanned top with short sleeves, hosting a band of metal tinged gold around the end of the sleeves and the neck. The center of the neck has a red gem on it, although not of any value on the school-provided costume. Also included in the outfit was a set of matching shorts, somewhat loose and being a dark gray in color. The shorts have several small pockets, being close to cargo shorts. A mask of Anubis covers his face while in costume, strapped with a thick band to the back of his head. It has ample visibility, and is made of thick plastic. It's painted white with gold and red accents, an opposite scheme of his fathers own head. He goes without shoes, as they would melt once the heat from his quirk was activated.

## Personality

He is very upbeat and constantly smiling and trying to make others do the same, he has a very childish persona that he uses to get a laugh out of people, as well as just generally acting cute and mischievous. He constantly has the energy of a child at a laser tag party after ingesting his first cup of soda, and is rarely seen slouching when it comes to any of his activities. He tends to take failure very, very poorly, and is one of the few things that turns his smile into a frown. He’s very competitive and sees every contest as good natured until he loses, and spends quite a lot of his own time training and practicing.

Growing up in a home that lived in a crime ridden city with wealthy parents and a pro hero father, he was always pushed rather hard and has quite a large hatred for thieves and murderers, even more so than normal for most people. He is very protective of those he considers his friends, and would sooner take a shot for them than see them be hurt in any way. Becoming friends with Ezra is easy, and it’s hard to shake him off once he finds that he actually likes you

## Character Background

The young Ezra was born to a family of considerable wealth and decent standing in the Alexandria Governorate of Egypt and was raised in the city of Alexandria itself. The city itself was far from the civilized places of other nations, with a high crime rate and a prevalence of street gangs that ruled streets with an iron fist. The police were often far too scared to fight or arrest the culprits, so crime ran rampant. Despite this, his father worked as hard as he could to get the crime rate down. He took out several major gangs, and this made Ezra a target for the gangs in question, hoping to use him as leverage or revenge against his father.
This never worked, due to the boy having a constant security with him, as well as having a strong quirk himself. His parents, however noticing his quirk potential decided to send him to a hero school. They wanted him out of the country, for obvious reasons.

## Character Aspects

Character aspects are statements about something unique about a character. This can be about their personality, their skill, their beliefs, their looks, or whatever you choose. Aspects can be activated during roleplay to cause a character's actions to have more impact on the situation. However, In order to be utilized by both yourself and enemies, each aspect must be positive and negative on their own. Each one should be able to hinder a character or help them, depending on who makes use of them. To learn more about Aspects, please consult our Fate Points Guide.

***Player characters start with three character aspect slots. You can choose to fill these slots now, or at any time in the future.***
Prideful
Child at Heart
Playground Protect

## 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, Stamina is determined by an average of your four main stats and does not count towards the total amount.

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

 Agility
 Perception
 Durability
 Stamina
 Total

## Quirk

Quirks are the superpowers of My Hero Academia. Over 80% of the World's population has one and if this character is intended to be at Yuuei, then they are no exception. Please visit our Quirk Guide for more info.

#### **Spectrum Stars**

With two orbs on Ezra's head, he can summon a pair of hard light balls to take shape. His horns light up, and spit out a pair of friends that do his bidding, and will never betray him! They can form into either a flat surface, or a sharp circular disk, spun at dangerous velocities, and take a bit of punishment if need be. Useful as either platforms to stand on, impromptu stairs, or a weapon to wield against the baddies that prowl the streets.

#### **Quirk Cost**

All quirks in this roleplay are evaluated and priced based on how useful, powerful, or utilitarian they might be. During character creations, all players are expected to sit with a specific moderator with the title of Balancer. This Balancer will go over your idea, ask you questions on specifics and determine a final price for the desired quirk. It is up to the Balancer to determine if your idea is a fair one and to then let you know how affordable your idea is.

***This section of your wiki is to be only utilized by moderators as it is where they'll put 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.***

 Total QP
 QP Spent

 Short(+5)
 * Clear Trail(-1): The user has two crystalline half orbs, the size of baseballs, sticking out of their head. These crystals are purely for aesthetic purposes and glow when their quirk is active.
	+ Bonked(-4): Being directly struck on either of these points will render their creations to not be solid for at least the next turn.
	+ No Hiding(-3): If the user's head orbs are obstructed or covered by anything opaque, they will be unable to produce new orbs. Existing orbs remain under the user's control.
* Vitamins Needed(-1): To make use of their quirk, the user needs to intake high amount of vitamin D. Lack of it leaves the user unable to use their quirk.
* Light Required(-2): The user's quirk requires the user to be directly exposed to a source of light.
* Harm(+24): The user can freely commanded the spheres to move however they choose within range. This includes enough control over their movement, to have them orbit the user. These commands can happen passively, without needing an action. The user is also capable of making them them spin rapidly.
	+ Attach(+1)
	+ Orb Manipulation(+5): The user has the capacity to transform the orbs into different shapes for various purposes.
		- Attach(+1)
	+ Harm(+5): The user can reshape one of the orbs into being a flat square shaped surface.
		- Attach(+1)
	+ Harm(+7): The user can reshape one of the orbs into a sharp circular blade.
		- Attach(+1)

## Techniques

 Slots Used

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. You can check out the Techniques Guide to learn more.

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## Gear

Various items or special clothing you might wish for your character to wear or have on them when they're in the field. For students, gear is purchased through an in school system, using points earning through roleplay. You can find out more by visiting our Gear Guide.

 Gear Points Spent
 Gear Points Remaining

 A gray/black form-fitting jacket with shoulder pockets and a satchel in the rear, along with generally a black/gray shirt underneath. The sleeves of the jacket zip off, and instead of a hood the jacket has an extended collar. He also wears black cargo pants, black boots with metal toes, and hard knee and elbow pads.

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