Jimmy Kaestral

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## Appearance

### **General Appearance**

Jimmy stands at 169cm tall with a fairly slim physique. He is British white with baby blue eyes and brown messy hair. He commonly wears orange jackets and hoodies with blue tracksuit bottoms.

### **Costumed Appearance**

Jimmy's costume is very simple, it is an orange, tight bodysuit with fire like stripes across the chest, arms and legs. He also has a 'utility belt' that contains his support item that is a collection of small, black weighted balls. He also wears goggles to stop his eyes getting irritated.

## Personality

Jimmy is very upbeat and joyful, while also a little bit too overenthusiastic. He can come off as dumb and lazy and although he has attention issues he is actually a really hard worker. He is also really confident and is the first to believe in himself, believing he can do anything if he tries hard enough. He is also very friendly and will fiercely defend his allies and companions. However, he is a bit clumsy sometimes and slow to understand a situation.

## Character Background

They were brought up in a fairly wealthy family, with two brothers and a sister. However, they did not like the rich lifestyle and often snuck out. They got into some rough and tumbles but he always managed to get out of them with his acrobatic fighting style. He used to go to a boarding school before high school and they hated it, constantly rebelling against the teachers and even getting students to join in. Despite his rough past, he managed to get into U.A due to his genuine helpful and heroic nature. He saved someone from a gang of thugs, who were about to run the person over. This was when he decided he wanted to be a hero. He was originally meant to go to a prestigious school in Tokyo but eventually convinced his parents to let him transfer to UA. His parents and siblings all have quirks, though his siblings directly inherited either his mother's random teleporting quirk or his father's marking quirk.

## Character Aspects

1. Overly Confident
2. Hypermobility
3. Friendly

## Stat Points

 Agility
 Perception
 Durability
 Will
 Total

## Quirk

#### **Swap**

This quirk allows the user to swap 2 objects or people within a 50 meter radius of both himself and the object he is swapping it with. However, he has to be able to see both objects to mark them first and must keep them in his line of sight. The user tires quickly when using the quirk on two different objects or people but finds it easier to swap himself with objects. The objects that are being swapped glow for a brief second beforehand and when being swapped make a 'woomph!' sound. He can also only swap objects that are up to 2x his weight.

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

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. 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): When a swap occurs, there is a loud wooshing sound.
* Clear Trail(-1): When a user can mark a target by looking at them. While looking at them they begin to glow.
* Charge Time(-4): The user must wait a full turn after marking both objects and keep both within his their eyesight and range before they can swap their places the following turn.

## 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

**Weighted Balls**: The user has a collection of weighted balls, similar to marbles in composition, but no bigger than a ping pong ball.