Post by notdomino on Feb 10, 2023 7:53:38 GMT
General Information
Name:
Koito Narasaka
Identity: Koito, the number one hero
Gender:
Male
Age:
16
Date of Birth:
Sept 9th
Place of Origin:
Kure, Hiroshima
Occupation:
Student
Faction:
U.A. Class 1A
Appearance
Visual Appearance:
Physical Appearance: A tall and imposing teen, Koito stands about 6'4 and weighs roughly 200 lbs, most of which is muscle. Amber eyes pair well with his ashy grey hair, and tanned skin. He has a scratch here and there, but relatively has maintained good health, and tries to avoid injuries if possible.
Civilian Clothes: When not in U.A. uniform, Koito is a plain jane kind of guy.
Hero Outfit: He doesn't worry about stuff like that. He just makes sure to wear his padding under anything he wears.
youtu.be/jrne_fGdeVM
Personality
Bad Habits:
Goal:
To become the #1 ranked hero
General Personality:
On the outside, Koito seems extremely carefree, almost to a fault of seeming reckless. While it seems like he doesn't take dire situations seriously, he actually keeps a level head. Projecting a positive persona allows him to keep others from panicking while he methodically thinks about what to do next. In comparison to others, he's very very right-brained. When faced with a problem his solutions will usually land on the same conclusions as everyone else, though it might just take him a more roundabout way to get there. His grades are just barely reaching average, and scrapes by the written portions on most tests, easily acing physical tests.
He's quite comfortable in his own shoes and is able to understand he is a bit of an oddball. At times his offness can be alarming, while at other times that same offness can breed pure brilliance. He comes off as a bit condescending sometimes due to the veneer of almost impenetrable cheerfulness. But it's just a veneer... A real person resides under the persona he puts on. He's got struggles just like any other kid. He does have a bit of a switch when it comes to combat, which allows him to be more serious. Perhaps it's because of how confident he is in his own abilities, but Koito rarely shies away from a fight. His ambitiousness can get him in trouble, and he hates hard lectures. Koito will often pretend he is not listening, or brush something off when in actuality he is taking things to heart, and carefully trying to make the situation better.
All in all, he's thoughtful. Kind, strong.... weird, but very thoughtful.
Personal Life
Mother:
Nono Narasaka (Secratary, Quirk:Stamp Press, exactly what is sounds like)
Father:
Aya Narasaka (Construction Worker Quirk: Direct Line, a quirk that can shift the user in any direction)
Siblings: Toma Narasaka (Jaxa Quirk:Direct Line)
Extended family:
Aya Narasaka Sr. (Construction Worker Quirk:Direct Line)
History:
Koito always was obsessed with heroes. Like most kids, he would play pretend and even try to use his quirk unsupervised. The difference was, Koito always had a good handle on his quirk. Because his family all used their quirks for their respective jobs, they found it natural to see how well he could utilize his. While it was a bit strange he didn't want to go into construction, Koito's father and grandfather sought to support him regardless of what he wanted to do. This led the family to seek a youth program for heroes. This specific one was in line to set young kids on track to become Shiketsu high school students and alumni.
Seemingly Koito had followed all of the right channels, able to somehow manage into the hero course, that was until the Shiketsu entrance exam's written portion. Despite being so supportive before, this caused his parents to worry immensely. They wanted him to be happy, and he was. Entering a hero school wasn't supposed to be easy. This led to the boy taking a gap year, and deciding to take a crack U.A., one of Shiketsu main competitors. He passed the entrance exam, but only barely. With a landslide lead in villain points, he landed himself in detention after finishing at the top of his group. With masterful use of his quirk and calmness under pressure, Koito was declared to be fit for class 1a.
Quirk
Name: Orientation
Quirk Type: Emitter
Power: While his father found this quirk perfect for construction work, Koito wields this as his heroic weapon. As long as it's not overused, the user becomes a human with an uber sense of direction, able to shift their bodies and read movement like a pro. This is coupled with being able to orientate themselves and the world around them with vector arrows. This allows the user to navigate through spaces with the speed and accuracy of Direct Line (his father's quirk), while also being able to manifest both physical sticker projectiles and stamped vector plates. (via his mother's Press quirk)These vector arrows can be stamped any and everywhere, turning the user into a keen trap setter. With enough know-how, the user can even turn themselves into a striker as well.
Supermoves:
Vector Plate: A black arrow usually underneath his own feet, or clearly stamped onto a surface, person or thing. It will violently propel whatever or whoever is on it in said direction with great speed and force. Once placed, it cannot be moved or destroyed, but it can be reoriented to point in another direction. Vector plates are set by direct line of sight, by touching, or by pointing. He cannot put an arrow where he cannot physically see.
Vector Boost: Stamping a vector tattoo on himself, his striking and movement double in power when he exerts in the same direction as the arrow. (Ex: An vector on his fist will feel like a super punch, and arrows on his feet will up his mobility greatly)
Missile: Extraordinarily thin, fast, and sharp projectile that can be fired from Koito's person. They can curve sharply, and even bend while following Koito's eyes or fingers.The tail of the arrow can also drag a person in the direction they are moving in to cause more damage.
Jail: These are sharp and fast projectiles that can stab onto and weigh an enemy down, Koito will often use this to lock an enemy in place. It's an especially useful trap when catching an enemy off guard. They blend well into one another, meaning getting hit by one likely means more will jam into an enemy to pin them down. They are quite heavy once they land on something or someone.
(Directional, Missile and Jail vectors) Pivot Ball : A flurry of projectiles of differing effects with aim of focusing them into condensed spherical shape of whirling arrows to be slammed into an enemy. Because they are flying in contrasting directions, touching one will launch the foe into a multitude of different directions all at one time, leading to broken bones and stab wounds from missiles as well.
Drawbacks:
The basis of the quirk is quite basic and easy to understand, even after the first time witnessing the quirk. Its power lies in creativity and making complex uses, meaning planning > power > spamming one's ability.
He cannot use his quirk too consecutively (3 posts intervals), because using Orientation without break will cause misfires or getting stuck in a lull without orientation, known as limbo. A stopped interval or lull within limbo lasts for one turn to properly recalibrate his sense of direction.
Limbo is a state of being without a commanded orientation. Essentially a lull in midair. The user can access limbo at any point as it mainly just has them slowly float around. He can navigate but not at the same efficacy as a Vector would propel them. While it can be used for makeshift aerial combat, the user is at a severe disadvantage to real flyers. If the user has not recalibrated his sense of direction while in a stopped interval, there is a guaranteed misfire and the interval will extend for another post.
Fighting Style:
Koito is heavily reliant on his quirk in combat. From range or up close, Koito creatively modulates his own assets while setting up schemes and traps for his opponent to fall for. He idolizes heroes who fight using flexible mindsets and emulates those who use their quirks uniquely to experiment in combat without fear of failure. He can always attack in ways one least expects it.