Ivan Jones

## Appearance

### General Appearance

Ivan has dark brown hair and has blue eyes and wears old passed down clothing that he is given by his family, he also always has a scarf on regardless of the weather

### Costumed Appearance

Ivan's costume is a black trench-coat with a red inter and a black hat he also uses his scarf to cover the lower half of his face

## Personality

Ivan is outgoing and enjoys the company of friends. he values loyalty and can be protective of those he cares about. he believes in the old saying "one for all and all for one" as such he is always willing to share what little he has

**Character Background**

Ivan was born in a small town in Russia. he grew up fairly poor and such learned useful ways to survive such as hunting. once Ivan's quirk started acting up, he found ways to use it to get in and out of trouble. his family sent him to live with his grandmother so he can go to u.a high school where he can learn how to better use his quirk and help people

## Character Aspects

1. Friendly
2. Proactive
3. Never willing to leave people behind

## 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.

 Agility
 Perception
 Durability
 Will

## 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.

### **Altered Form**

Ivan can enhance his physical prowess granting him enhanced strength, agility, and perception. a church bell can be heard and he has a red glow to him when he uses his quirk

#### **Quirk Cost**

***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 the user's quirk is active they emit a red glow around their person.
* Three Card Limit(-3): The user can only keep their quirk active for up to three turns. After the third turn, the quirk forcibly shuts off and cannot be used for that following turn.
* Super Strength(+4): The user enhances their strength, increasing their strength stat by one tier. This can be purchased repeatedly
	+ Attach(+1)
* Super Speed(+4): The user enhances their agility, increasing their agility stat by one tier. This can be purchased repeatedly.
	+ Attach(+1)
* Hyper Perception(+4): The user enhances their perception, increasing their perception stat by one tier. This can be purchased repeatedly.
	+ Attach(+1)
* Hyper Perception(+4): The user enhances their perception, increasing their perception stat by one tier. his can be purchased repeatedly.
	+ Attach(+1)

* Equipment User(+2): Though not a quirk, this is put here for characters who which to make use of special gear. Taking this will net a character 5 Gear Points. This does not count towards the cost of a quirk, nor does it need to be attached to one.

***The amount of techniques you can have is equal to your quirk tier and they must be approved by a Balancer as well.***

## Gear

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