Kichiro Murakami

* Casual
* Hero

## Appearance

### **General Appearance**

Kichiro’s a small, typically unintimidating looking kid. He has a small figure, he's average height and hasn't been active for long. He has a light complexion that he’s been working on for some time after previously being very pale. Blue is his go-to color for most things, blue hair, light blue eyes, blue costume, and of course a blue quirk. In fact, don’t expect to catch him in anything that doesn’t have even a slight hint of blue unless it’s his uniform which he begrudgingly wears.

### **Costumed Appearance**

Kichiro’s hero costume doesn’t go for much aesthetically, this was due to Kichiro’s fear of overdoing it to then be made fun of. He throws a blue coat over a shirt that has an almost identical shade to his quirk; this is so that it can look like he has a shield on his chest for symbolic purposes. The rest of his outfit just makes use of two shades of blue with the occasional grey or black thrown in to tie the costume together better. He does have a grey bandana that hangs around his neck, he doesn’t typically use it as it’s more there to look cool.

## Personality

Kichiro is a person who finds himself heavily reliant on others. While not having great social skills he desires companionship, applause, praise, anything that can establish that his presence is there. This causes him to be passive, avoiding any conflict he can while still acting as support for any allies. He has a terrible fear of failure so he’ll make conservative actions as he tests the water, bold and daring moves are a rarity from him.

He is rather intelligent despite how he may act. He takes in a lot of information yet due to heavy second-guessing he doesn’t use that information without him being utterly confident or having assurance. Because he withholds plenty he’ll typically come off as naive, stupid, or childish. In reality, he’s a one time strategist, he will settle on one plan but if there’s a significant change in the situation he will have difficulty adapting even more so if he doesn’t have any allies by him.

## Character Background

Kichiro was born into a small nearly impoverished household in Japan. He didn’t have many fond memories of his early childhood, being in such a poor financial state meant that his parents would constantly be on the hunt for jobs. When they did land jobs they both took long hours, anything to just make enough to keep a roof over their heads. During this time he wasn’t entirely alone, he was frequently watched and babysat by his Uncle who was in a better position but not by much.

He grew close with his Uncle, he was a fun guy and was like a father to him during those rough times. While never elaborating his Uncle would tell him vague details of his job, to little Kichiro his tales of heroism and fame fascinated him. However, he was more or less interested in the stories because of his Uncle and not because of the details of the tales themselves.

One night he stopped coming, next thing Kichiro knew he was attending a funeral. He experienced such a wide range of emotions that day, however, if anything good came out of it, it was that his parents had finally established a stable source of income. They were able to work fewer hours overtime allowing them to establish a much closer relationship with Kichiro. The two were still distant in a way like he could never trust them, that one night they’d just disappear as his Uncle did.

During his Elementary school years, he wasn’t very popular, he struggled to make friends possessing little to no social skills. He felt very anxious, fearful of saying something wrong. He was a bit of an awkward mess, he was easily scared which plenty of kids took advantage of, he never felt any disdain he enjoyed the attention.

His quirk manifested around the same time as most, it was a combination of his father’s shield quirk and his mother’s bubble quirk but he never found himself using it to its full potential. He liked to just make a ball and throw it around to pass time. He didn’t try using it to its best capabilities until he found some kids testing out their quirks, trying to impress them he summoned his shield but he didn’t know how to get rid of it or get out. He was stuck in there for almost an hour terrified, as staff tried to get him out he’d scream in pain as they tried breaking it open. The event was left imprinted on his reputation for the rest of his elementary school years.

He lived off the small amount of attention he’d still get from his parents, however, he always craved more but didn’t know what to do. One night he was helping his parents take down Christmas decorations in the attic. While doing this he came across a certain box, opening it up he found stacks of newspapers that had a familiar name taking up the headlines. He snagged a few then continued with the chore, he’d have to check them out later.

As he read through he found them to be a compilation, stories of a certain hero. The stories reminded him exactly of what his Uncle would tell him, the images of applause, the praise, it captivated him. He had found something to work for, and for the latter of his middle school years he’d train and prepare his quirk.

## 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 certain actions or lack of action to have more impact on the situation. Most importantly, aspects are always true of your character.

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

Think carefully when thinking up one. as ***every player character starts out with three.***

1. Attention Dependent

## 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
 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.

#### **Shield**

The user creates a "shield" (a sphere) around the user at a radius of 3 meters, however, it can be created at any size under that. If there is a solid in the way of the user's radius the Shield will stick to it, this is how the shield stays grounded as it's stuck to the ground. If it's a person in the way it will go around them, anyone with tier 2 or higher strength could pull their arm out with no issue, with high strength the shield could even be torn open.

The user holds a certain degree of control over the Shield, such as opening it and altering its size.

-Creating an opening is just that, it can allow people from outside of the shield to enter it but does pose the risk of letting enemies get in.

-The size of a shield can be altered to be bigger or smaller, the largest it can get is having a radius of 5 meters, any size 4 meters or over requires the user to concentrate on keeping it up.

There is only one case where the shield can be created far away from the user is when it's created around another person. With given permission (a yes or nod) that person would have a Shield summoned around them, the max range for this is 6 meters so if they went beyond that then the user wouldn't be able to create one around them.

If the Shield takes any damage it'll begin to crack, 50% of all damage taken by the shield (relative to the shield's defense) the user will feel, while this isn't physical it can cause the user to stiffen their movements. When a shield is shattered the user will feel 100% of that damage, the exact amount varies of course but will always stop him in place for the rest of the turn.

#### **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

 * Bind(+5): If the shield wall forms around a person or a limb it will get stuck to them and stuck to whatever other solid surface trapping them.
	+ attach(+1)
	+ Pull out(-3): Anyone with more than tier 2 strength can pull themselves out.
* AoE(+4):The dome covers a large spherical area from a person it was created from splitting its effectiveness throughout the area.
* Precise(+3):The user can control the radius of the shield size from wrapping around their body to 5 meters down to a half a meter
	+ Focus Required(-2): For any shield larger than 4m radius the user will be rooted to the ground, focusing on trying to keep it up
	+ Recharge(-4): If a shield is shattered it will take 4 turns before a new one can be created
* Zig Zag(+4): The user can control who can enter and leave the already created domes at all times by opening up and closing holes in the portal
* Half way there:(-1):When the shield begins to crack under damage the user will start to feel some of the pain from the damage the shield is taking and will lose one tier of agility for one turn after that.
* Shattered(-4): When the shield is shattered, the user will feel 100% of the pain from the damage of the shield breaking and be immobile for one 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