Ace Meihoka

## Appearance

### **General Appearance**

Ace has tan skin, dark hazel eyes, and wavy brown hair. Her face is a bit round, her cheeks being a bit puffy. She has a birthmark on her left back shoulder. Typically, you will see her in an oversized sweater, and tennis skirts, or baggy jeans, with some sneakers. Often, she will be listening to music and maybe singing a bit quietly to herself.

### **Costumed Appearance**

In her hero costume, you'll see her in a breathable, black bodysuit. She has a face mask to help the water stay away from her general mouth area, and has sneakers that have, rubber water-resistant bottoms so she doesn't slip or fall.

## Personality

Ace is a fairly bubbly person, always trying to find the light and positive in any situation. Although she expresses herself this way, she can be quite sensitive to the tone of voice or word choice, since she always sees the good in people she usually just brushes it off and keeps a shining smile on her face.

She loves to help others, and can't wait to be a hero where she will be able to do exactly just that. At times where she is quiet, she usually isn't upset and is most likely listening to music. She loves to hang with others and have fun but also enjoys time to herself.

## Character Background

Ace Meihoka grew up in a fairly small city, with roughly only 81,000 people. Although growing up was tough, she still enjoyed the company of her father and her mother, who both cared for her a lot and gave her the best childhood that she could ask for. Her mom, a stay-at-home mom, worked to keep Ace healthy and safe, and Ace's father who was always out late working, but making sure to provide for their family.

At some times, she felt as though they didn't have everything or a ton of money, would she have been happier if they did, but the love was enough for her. So here she is, a transfer student at Yuuei High from the Late Comer Program, wanting to become a hero to provide for her family and give back to them everything they gave her growing up.

## Character Aspects

To put it shortly, 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, they can also be used to compel a character into acting a certain way.

In order to be utilized by both yourself and enemies, each aspect must be positive and negative on its own. Each one should be able to hinder a character or help them, depending on who makes use of them.

Despite how aspects need to be activated, an aspect is supposed to be related to the character, and should on some level, always true of them. So if you have trouble considering one, just think about who your character is or who they might always be.

***Player characters start with three character aspect slots, but only need to fill one on creation.***

1. Helping Others

## 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 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

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.

#### **Waterworks**

Her manipulation is made up of a lot of different moves that Ace is able to do. Water manipulation, let her take the water from inside her body and expel it and fire it out as bubbles or jets of water. The bubbles are able to harm the user by popping on impact, and the jets are able to push the target back from the force of the water. Ace can also propel herself up to 50 ft (~15 m) in the air from the power of the jets. Binding allows Ace to create a vortex of water, and as the water whirls around the target, it makes it difficult for the target to move while in its grasp. There are some weaknesses, with her limit only being to propel 50 ft (~15 m) into the air, she will result in failure. The water jets in general can only be used for 2 consecutive turns. Once this limit has been met, she must wait for 3 turns before making use of her water jets again. The water-binding vortex can only be used for 1 turn. After which, it will inform and not be available to use for the next 2 turns.

#### **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

 * Water Manipulation(+5): The user is capable of manipulating the water inside of their own body in order to expel it and fire it out as bubbles or jets of water.
	+ Attach(+1)
	+ Harm(+5): The bubbles of water the user creates are capable of inflicting harm to a target upon impact from the water bubble popping.
		- Attach(+1)
		- Forceful(+2): The user is capable of manipulating water with a strength that can push a target back.
	+ Bind(+5): The user is capable of creating a vortex of water. When whirling around a target, binds them. This makes it difficult for caught characters to move while within its grasp.
		- Attach(+1)
		- Limited Use(-6): The user can only manifest this vortex of water for 1 turn. After which, it will dissipate and not be available for use for the next 2 turns.
	+ Unconventional Movement(+5): The user is capable of using their own jets of water to propel themselves, allowing for unconventional movement in the air.
		- Attach(+1)
		- Altitude Limit(-2): The effective height that they can use their water jets to move around in the air is 50feet (~15meters). Attempting to use this aspect of their quirk at a height that exceeds this limit will result in failure.
		- Limited Use(-5): The user can only maintain their water jets for a total of 2 consecutive turns. Once this limit has been met, they must wait for 3 turns before making use of their water jets again.

## 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 requires specific approval to have as well.

 Gear Points Spent
 Gear Points Remaining