Karma Tenshin
Age: 16
Gender: Male
Appearance: Karma is somewhat of a physical specimen. He has driven his body to its' athletic peak and continues to do so through rigorous training and various sports activities, with his favourite pastime being basketball in order to aid with his accuracy, stamina and jumping capabilities. As such, Karma often clothes himself in baggy sportswear so that he is ready to go at a moment's notice. Staple items of clothing are his sleeveless hoodies, of which he has several, each with differing colours and designs. He is also never seen without sweatbands on his wrists. An accessory that he often colour-coordinates with his sweatpants.
He views the world through his deep, brown eyes which is often a redeeming quality for members of the opposite sex. His bleached-white hair manifested along with his Quirk, though the reason for this is quite unknown. During prior medical assessments, it has been surmised that the manifestation of his Quirk simply triggered the rapid activation of his melanocyte-clock, causing the premature graying of his hair.
He possesses a single scar on his left cheek that he received sometime during childhood. It doesn't bother him, however, he refuses to talk about how he got it.
Karma's outfit is actually made up of carbon-fiber weaved together with Special Nanowires allowing for more durability as well as granting him the ability to extend the reach of his Quirk. This means that he can manipulate far more dust particles and at a greater distance. The Nanowires are wrapped in a silicone dioxide mesh that actually affords Karma some manner of heat resistance, since the wires can heat up through extended use.
He also carries on him up to six Dust-Bombs. These small, spherical contraptions can be utilized in three modes: Touch, Proximity and Timer. These modes allow for Karma to attack and defend extremely creatively during battle. They also count as Dust Reserves in case Karma is forced to operate in an environment where Dust isn't readily available.
Karma has rods embedded in his arms that grant him the ability to manipulate and crystallize dust particles in the air in order to create crystal boxes, which can be used as a means of attack, defense and mobility.
Mobility
Karma can create a box that he uses to fly around. However, during highly stressful situations, Karma prefers to create a series of small boxes that act as stepping stones, which he can spring off of from any direction.
Defense
Karma materializes large wall-like boxes or smaller, more personal boxes that actually encompass him to protect him from harm and absorb damage.
Attack
Karma can launch small projectile boxes towards an opponent to shatter against them or create large boxes to try and crush his opponent. He can also attempt to capture them inside a box, preventing their escape or negating an attack.
Limits
Whilst Karma can create many variously sized boxes, they generally fall into one of four categories: Minor, Major, Mega & Giga. The strength and speed at which they can move depends on the size created. Larger Boxes are stronger but slower.
Karma can create a box that he uses to fly around. However, during highly stressful situations, Karma prefers to create a series of small boxes that act as stepping stones, which he can spring off of from any direction.
Defense
Karma materializes large wall-like boxes or smaller, more personal boxes that actually encompass him to protect him from harm and absorb damage.
Attack
Karma can launch small projectile boxes towards an opponent to shatter against them or create large boxes to try and crush his opponent. He can also attempt to capture them inside a box, preventing their escape or negating an attack.
Limits
Whilst Karma can create many variously sized boxes, they generally fall into one of four categories: Minor, Major, Mega & Giga. The strength and speed at which they can move depends on the size created. Larger Boxes are stronger but slower.
Minor: Can create up to (20) Boxes at any one time. The weakest in terms of durability, can be easily destroyed by a normal punch or an equivalent force. Requires a regular amount of dust to reach max.
Projectile Boxes: These boxes are the weakest but fastest Boxes Karma can create, they are typically used for distraction.
Stepping Stone Boxes: Somewhat sturdier than Projectiles, Karma can propel himself off of them with relative ease. Harder to hit because of their size and ability to be moved, but they are relatively weak.
Glove Boxes: The strongest of Karma's Minor-Sized Boxes. Karma covers his fists with these Boxes to add more damage to his punches. They shatter upon use.
Stepping Stone Boxes: Somewhat sturdier than Projectiles, Karma can propel himself off of them with relative ease. Harder to hit because of their size and ability to be moved, but they are relatively weak.
Glove Boxes: The strongest of Karma's Minor-Sized Boxes. Karma covers his fists with these Boxes to add more damage to his punches. They shatter upon use.
Major: Can create up to (10) Boxes at any one time. The second weakest durability-wise, can be destroyed with a series of normal punches or one super-powered punch or an equivalent force. Requires an above average amounts of dust to reach max.
Projectile Boxes: Stronger than their Minor counter-parts but slower. These are Karma's mainstay ranged attacks. They are also easier to hit.
Stepping Stone Boxes: Larger than their Minor counter-parts and much sturdier. They are far easier to hit due to their larger size and inability to be moved.
Capture Boxes: The strongest Major Box Karma can create. Used to disable an opponent but can be destroyed fairly easily from inside or outside sources. Karma may only create up to (3) of these boxes at any one time. Their creation time is considerably quick and will catch most opponents unawares unless they possess a precognition or super-speed quirk. Some opponents may even recognize Karma's creation technique, however, to avoid capture that way. They are also stationary and cannot be moved after creation.
Stepping Stone Boxes: Larger than their Minor counter-parts and much sturdier. They are far easier to hit due to their larger size and inability to be moved.
Capture Boxes: The strongest Major Box Karma can create. Used to disable an opponent but can be destroyed fairly easily from inside or outside sources. Karma may only create up to (3) of these boxes at any one time. Their creation time is considerably quick and will catch most opponents unawares unless they possess a precognition or super-speed quirk. Some opponents may even recognize Karma's creation technique, however, to avoid capture that way. They are also stationary and cannot be moved after creation.
Mega: Can create up to (5) Boxes at any one time. Noticeably stronger than the previous sizes, requires multiple series of super-powered punches to destroy or an equivalent force. Requires an exceptionally large amount of dust to reach max.
Projectile Boxes: The second strongest projectiles Karma can create. Though their durability is greatly increased, their speed is slowed vastly. They can deal incredible damage but are easily dodged.
Shield Boxes: The strongest Mega Boxes Karma can create. They can withstand a considerable amount of damage, however they are stationary and cannot be moved after creation. Karma may only create up to (2) at any one time.
Capture Box: The second strongest Mega Box Karma can create. Used to disable an opponent. It are considerably strong on the inside but are weak to damage from outside sources. Karma may only create (1) of these boxes at any one time. Its' creation time is noticeably slower and can easily be avoided by most opponents unless they are significantly injured or otherwise distracted. Some opponents can even recognize Karma's creation technique, however, to avoid capture that way. It is also stationary and cannot be moved after creation.
Shield Boxes: The strongest Mega Boxes Karma can create. They can withstand a considerable amount of damage, however they are stationary and cannot be moved after creation. Karma may only create up to (2) at any one time.
Capture Box: The second strongest Mega Box Karma can create. Used to disable an opponent. It are considerably strong on the inside but are weak to damage from outside sources. Karma may only create (1) of these boxes at any one time. Its' creation time is noticeably slower and can easily be avoided by most opponents unless they are significantly injured or otherwise distracted. Some opponents can even recognize Karma's creation technique, however, to avoid capture that way. It is also stationary and cannot be moved after creation.
Giga: Can only create (1) Box at any one time. The strongest Box Karma is able to create, requires considerable damage to destroy. 1 Giga is stronger than all 5 Mega Boxes combined. Requires the max amount of dust, including the extra amount granted by Hero Outfit.
Special Moves
- Not Yet Learnt
- Not Yet Learnt
Backstory
Karma's story is one of pain and torment. He doesn't remember much of his life before the age of four, when his Quirk manifested, as he was kidnapped soon after it appeared and has been separated from his parents ever since. The people responsible for stealing him away from his family were an underground villain organization who, at the time, were becoming increasingly notorious for these types of kidnappings. Karma was one of twelve children captured by the group, who were then forced to commit terrible atrocities at the behest of a singular man known only as The Toymaker. It is believed that The Toymaker possessed some kind of mind-control Quirk that allowed him to specifically control children, due to the nature of Karma's escape.
At the age of twelve, Karma was told the he was being sent on a special mission, one that would reward him for all of his previous work under The Toymaker. Other children had been sent on the very same mission and had not returned, leading him to believe that his reward would be his freedom. Instead of it being a mission, however, Karma was actually being sent to his death, since The Toymaker's ability to control children didn't work past the age of twelve. It was a simple shoe which saved his life that day. After spotting the discarded footwear of a child, who had been sent on the same mission only a few days before him, Karma acted quickly to defend himself. Activating one of his shields, Karma altered the trajectory of a bullet that was fired from close range. Though it easily pierced through his crystal construct, the bullet merely grazed his left cheek, leaving the scar he still possesses to this day.
After killing the man who was supposed to take his own life, Karma fled. He ran for three days straight, eventually collapsing due to exhaustion. It wasn't long before the young escapee was picked up by the authorities and hospitalized. Questions from the police quickly determined who he was but grave news was all that awaited him. His parents had both committed suicide, believing him to be dead soon after his kidnapping. Angry and alone, Karma vowed to find The Toymaker and bring him to justice for his despicable crimes against not only him, but every other child he'd had kidnapped and killed.
Although it took some time, Karma was eventually reintegrated back into society through the help of social services and mental health support programs. Each one of his mental assessments stated a clear and unwavering drive to enroll in the Department of Heroes course at U.A. in order to become a Hero. Many psychologist who were called in to assess Karma believe this single-minded ambition to be the sole reason for his miraculous mental recovery in such a short space of time.
At the age of twelve, Karma was told the he was being sent on a special mission, one that would reward him for all of his previous work under The Toymaker. Other children had been sent on the very same mission and had not returned, leading him to believe that his reward would be his freedom. Instead of it being a mission, however, Karma was actually being sent to his death, since The Toymaker's ability to control children didn't work past the age of twelve. It was a simple shoe which saved his life that day. After spotting the discarded footwear of a child, who had been sent on the same mission only a few days before him, Karma acted quickly to defend himself. Activating one of his shields, Karma altered the trajectory of a bullet that was fired from close range. Though it easily pierced through his crystal construct, the bullet merely grazed his left cheek, leaving the scar he still possesses to this day.
After killing the man who was supposed to take his own life, Karma fled. He ran for three days straight, eventually collapsing due to exhaustion. It wasn't long before the young escapee was picked up by the authorities and hospitalized. Questions from the police quickly determined who he was but grave news was all that awaited him. His parents had both committed suicide, believing him to be dead soon after his kidnapping. Angry and alone, Karma vowed to find The Toymaker and bring him to justice for his despicable crimes against not only him, but every other child he'd had kidnapped and killed.
Although it took some time, Karma was eventually reintegrated back into society through the help of social services and mental health support programs. Each one of his mental assessments stated a clear and unwavering drive to enroll in the Department of Heroes course at U.A. in order to become a Hero. Many psychologist who were called in to assess Karma believe this single-minded ambition to be the sole reason for his miraculous mental recovery in such a short space of time.
Supporting Characters
TBA
TBA
Other
- Karma still has nightmares of his past and often has to sleep with a small light on.
- Sometimes, during stressful situations, he can feel his scar burning.
- His favourite food is Chicken Teriyaki.
- Karma pays no attention to any female interest on the outside, but secretly he is rather shy.
Celestia Silvers
Age: 15
Gender: Female
Appearance: Celestia's most noticeable feature is without a doubt her luscious, long locks. Black in colour and falling down to the back of her legs, Celestia's hair is probably the thing that grants her the most attention, aside from her harsh, red eyes. Despite that, however, she also possesses a somewhat innocent beauty. Something that seems to attract plenty of male, and occasionally female,
attention. Complimenting her above average looks, is her well-kept physique. Though she doesn't actively work out, Celestia likes to run and generally tries to eat healthily. Both of which has granted her an excellent figure and great health.
When not in school uniform, Celestia prefers to wear summer dresses of all colours and designs. Her footwear generally matches the colour of dress that she chooses and she quite often tries to keep accessories to a minimum.
Celestia's outfit is geared mainly towards her defense, as her body can occasionally be left defenseless during combat situations. It also grants her with excellent mobility since she prefers this to be the main application of her Tendrils.
Celestia has the ability to create four nightmare tendrils from her back. She controls each one as an extra appendage, with excellent precision, making good use of their exemplary strength and agility. She may use these tendrils for multiple applications, including Attack, Defense and Mobility.
Attack
Despite not being much of an aggressor, Celestia's Tendrils can be exceptionally dangerous should she decide to go on the offensive. Depending on how she chooses to apply them, Celestia's Tendrils may be fast and light, able to swiftly wrap themselves around her opponents to disable them. Alternatively, they may also be slow and heavy, able to knock her opponents around to inflict considerable damage. Finally, Celestia can utilize the hardness of her Tendrils and directly attack her opponents using the tips, taking advantage of their vastly increased piercing ability.
Defense
Due to the length and hardness of her Tendrils, Celestia often uses them to protect herself and many others from harm. Though not being particularly strong against certain types of elemental damage, Celestia will wrap herself, and any allies, in her Tendrils to mount a formidable defense.
Mobility
Mobility is easily one of Celestia's favoured applications for her Tendrils. She uses them to swiftly move around, vaulting herself high above the ground on all four Tendrils in order to cover great distances. She also uses her Tendrils similarly to grappling hooks, wrapping them around various objects and pulling herself toward them with great speed.
Special Moves
- Not Yet Learnt
- Not Yet Learnt
Backstory
Celestia grew up with her father, Jupiter, who is a detective in the Police Force. When her Quirk manifested at the age of 4, her father basically fast-tracked her for enrollment into U.A. High due to his contacts amongst the Superhero Community. Needless to say, she was selected through recommendations, though she still had to participate in the Entrance Exam. Life, however, wasn't so simple for Celestia merely because of her father's friends. From the moment her Quirk revealed itself, Jupiter ran her through training drills in order to prepare her for life as a Hero.After school, Celestia and her father would train together, both her body and her Quirk. She wasn't allowed to slack on her studies either. Jupiter made sure that she maintained excellent grades, as only the best would be enough for U.A. By the time she was 15, Celestia graduated as the Junior High Valedictorian, making her father incredibly proud.
Supporting Characters
Det. Jupiter Silvers - Her father, a Detective of the Police Force and her emotional rock. Jupiter has guided her to becoming the best she can be ever since her Quirk manifested. He even pulled a few strings to have her selected for recommendation to enter U.A. High.
Det. Jupiter Silvers - Her father, a Detective of the Police Force and her emotional rock. Jupiter has guided her to becoming the best she can be ever since her Quirk manifested. He even pulled a few strings to have her selected for recommendation to enter U.A. High.
Other
- Celestia is afraid of spiders, despite her Quirk essentially granting her eight limbs.
- Celestia's favourite foods are mostly Italian dishes.
- She knows about Karma Tenshin's past as her father was the Detective assigned to his case.
- She is a big fan of House music.