Dyna Farabi

* Casual
* Hero

## Appearance

### **General Appearance**

Dyna on first glance looks very much like a boy, which her often unkempt hair doesn't help, but on closer inspection she has very feminine features. She has spiky black hair that ends at her neck, along with dark brown eyes that are indistinguishable from black. She has a slightly above average height and a moderate amount of muscle on her, these factors coupled with her often deadpan expression makes her seem a little rough around the edges.

### **Costumed Appearance**

Dyna's costume is quite formal, a white dress shirt tucked into black slacks and dress shoes, coupled with an opaque black tie and finished off with a black trench coat. It's overwhelmingly simple.

## Personality

Personality wise, Dyna tries to stay as reserved as possible. She's not this way out of shyness or a prickly orientation, nor does this mean she isn't outgoing or passionate, she just doesn't value words as much as most people. She'd rather just get things done and move forward. When she finds things she enjoys or values, you could probably get her to go on a rant. She instinctively stands up for those who won't stand up for themselves though, which is one of the few things that rile her up.

Her biggest strength is her mental fortitude, finding her embarrassed or shaken is quite rare. This manifests in her stick-to-it attitude, her biggest pet peeve being flimsy people. She respects people who're honest with themselves from the jump, as she tries to provide people with that same level as honesty too. She tries her hardest to be humble, almost never gloating, and never seeing achievements as spectacles.

One of her biggest policies is taking care of oneself. At a young age she beat herself up over everything, and ending up deciding that if every aspect of her life is in order she can't slip up. However self-destructive that may be, she stands by it, and this manifests in an intensely critical perception of herself. Not critical to the point where she obsesses over everything, but instead to a point where she takes everything she sees as a failure super personally. If she fails she won't ever fail in that manner again.

## Character Background

Dyna was born in Maryland, in a pretty secluded, one off neighborhood. The area didn't get much attention from heroes at all, the modern hero is more focused on the money and fame that come from their exploits after all. It had always been a rough area and superpowered freaks running amok didn't make the place any better. Dyna spent many nights sleeping in the same bed as her sisters, huddling up and hoping to drown out the red and blue lights flashing outside of their window.

On one fateful afternoon, Dyna, like many days before, found herself walking her two little sisters home from school. But on this day, the girls encountered someone unfamiliar along the path home. It was a petty crook, quirkless and opportunistic. He wasn't some supervillain with city destroying capabilities, just a guy looking for some money. When he saw the girls, he realized that while they had nothing special on them, they were better off than he was and that didn't sit right with him. This ended up manifesting in an encounter that would greatly shift Dyna's outlook on the world permanently. As the crook's inquiries about their allowances or the cost of their clothes increased in aggression, Dyna felt the need to step in front of her sisters, causing the crook to explode with anger. He couldn't stomach the fact that he was considered a threat, and decided to react violently, thrashing the significantly weaker grade schoolers around to shield his ego.

He stole their belongings and left the girls in the woods for a whole night, and all Dyna could remember was how similar the cold was to those nights when she had to huddle up to her sisters. Only difference was that there were no red and blue lights flashing this time. Later that night, Dyna's frantic parents found her and her sisters by retracing their walk from the bus stop. A police case ensued, but the man ended up getting away.

This incident sat within Dyna’s gut for a very long time, because of the fact that they weren’t saved by heroes or justice like is so often portrayed in media. They were left cold and alone and there wasn’t a single thing she could do about it. She felt like she didn't exist. This sense of inferiority manifested as a great disdain for heroes and any optimistic media surrounding them until her anger grew so strong that Dyna once considered taking her anger out on society. This thought scared her, as she realized that she’d just be exactly like the crook that attacked them that night. This grounded the young girl and made her blame the incident on nothing but her own weakness. Her dislike towards modern heroism still rang strong, specifically the prioritization on being in the spotlight rather than saving people, but she decided that instead of being pointlessly hateful, she’d become the hero she had needed. If you want something done, you do it yourself.

Dyna's parents ended up moving from this area for obvious reasons, along with better working opportunities to provide for their children. This helped Dyna get the education she needed to succeed, her intense self-critique minimized her shortcomings and sharpened her mind, and caused the girl to fall into a state of refinement and calmness as her dreams appeared to be on the horizon. But she couldn't have done it without her parents and sisters supporting her along the way, which she recognized, humbling her further. This newfound maturity and consistency catapulted the girl towards UA in order to fulfill her dream of being an honest hero.

## Character Aspects

1. Perfectionist
2. Righteous Indignation

## Stat Points

 Agility
 Perception
 Durability
 Will
 Total

## Quirk

Quirks are the name given to the superpowers of My Hero Academia. Over 80% of the World's population has one and if this character is intended to be at U.A., they are no exception.

#### **Rhino Beetle**

The user of this quirk can manifest the traits of a rhino beetle across their body, whether it be horns, a hard exoskeleton, or arm spikes. They also benefit from an increased level of strength, similar to that of a rhino beetle. Overuse of this quirk has many negative effects on the user's body, however.

#### **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

 * Horns(+7): On command, the user can grow three horns from their forehead. A center one, similar to a rhinoceros beetle, measuring two feet in length. And two curved horns, measuring 3 inches each.
* Shield(+12): The user can grow a beetle-like exoskeleton on their chest and back, protecting them from harm.
	+ Attach(+1)
	+ Torso Only(-2): This can only be manifested on their torso.
	+ Spiked(+4): The exoskeleton has various spikes covering it.
* Strength(+4): The user can enhance their strength, boosting their strength tier by one.
	+ Attach(+1)
* Partial Control(+4): The user can restrict that transformation, allowing them to limit their access and only manifest certain parts of their quirk at a time.
	+ Stunning(-4): Should the user manifest three or more listed aspects of their quirk at a time, for a duration of three turns, the user's quirk will be shut off as well as put them into a barely conscious state where almost anything can knock them out for a single turn.
* Self Burn(-2): When the user deactivates an aspect of their quirk, their body produces mild steam, which while not harmful to others injures them slightly.
* Shut Down(-3): If the user shuts off one aspect of their quirk, it shuts off completely.
* Exhausting(-4): When the user shuts off or is forced to shut off their quirk, they lose one tier of perception and durability for two turns.
* Must be Pristine(-3): The user cannot activate their quirk on any part of the body that is currently injured, such as having a cut or bruise.
* Weak Stability(-3): The more aspects of their quirk the user invokes at once, the weaker each of those individual aspects become. (i.e, horns become shorter, the exoskeleton becomes more brittle, etc.)

## 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