Jun 18, 2023 12:40:36 GMT
Post by Kupo on Jun 18, 2023 12:40:36 GMT
credits to @rx for the template
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[attr="class","header2"]OVERVIEW
» NAME: Jason Riviera
» AGE: 18 (b. 14/03/2082)
» GENDER: Male
» AFFILIATION: UA Student
» ALIAS: Kupo, Kit/Pup, Crystal Prince, Arctica, Snow Fox (Hero Name)
» OCCUPATION: Student
» CLASS: Department of Heroes, First Year
» THEMES: Avicii - The Nights (Normal Theme), Macklemore & Ryan Lewis - Can't Hold Us (Battle Theme)
Current EXP: 250
Current LBs: 7
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- Backpack (Pokémon-esque fluffy monster design, he's had it since primary school)
-- Various notebooks split between Hero Law/Regulation, Rescue Procedures, PE, Quirk Science, etc.
-- A pencilcase with everything needed for most theory classes.
-- A small comforter/stuffed toy in case of serious overstimulation.
-- Sweets & meat jerky for energy & protein in training.
- 5 or 6 vials of clear liquid medication for his support device, hidden within his tail via some creative use of hairclips.
- His UA class & gym uniforms and/or his current hero outfit, depending on that day's activities.
- His phone, a new-ish 3rd party Android with a mint-green case covered in stickers. He sometimes has it linked to cat ear headphones (the speakers being in the ears, not the side pads) for music.
[attr="class","header2"]ITEMS
- Backpack (Pokémon-esque fluffy monster design, he's had it since primary school)
-- Various notebooks split between Hero Law/Regulation, Rescue Procedures, PE, Quirk Science, etc.
-- A pencilcase with everything needed for most theory classes.
-- A small comforter/stuffed toy in case of serious overstimulation.
-- Sweets & meat jerky for energy & protein in training.
- 5 or 6 vials of clear liquid medication for his support device, hidden within his tail via some creative use of hairclips.
- His UA class & gym uniforms and/or his current hero outfit, depending on that day's activities.
- His phone, a new-ish 3rd party Android with a mint-green case covered in stickers. He sometimes has it linked to cat ear headphones (the speakers being in the ears, not the side pads) for music.
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QUIRK NAME: Arctic Fox
QUIRK RANK: A+
QUIRK TYPE: Mutant
QUIRK DESCRIPTION: Kupo's Quirk is pretty straightforward. He has mutations which give him some traits typical of the Arctic Fox (Vulpes lagopus), these features (described in more detail in Kupo's appearance) work together to give Kupo exceptional resistance to cold ambient temperatures, incredibly sensitive hearing and shocking agility for his size.
Not represented mechanically is Kupo's tolerance of the cold (down to about -20°C/-4°F), which does not extend to direct ice or freezing attacks, and so it's mostly aesthetic (little utility in potential combat scenarios). Kupo's sense of smell is also stronger than a quirkless person's, but not by a significant enough margin to be of any use in combat or rescue scenarios yet.
Keen Ears (Replaces Awareness): Kupo's furry, canine ears happen to be very sensitive, picking up on the slightest noise around him and magnifying it 2-5 times (relative to a normal human). He can also hear quite a ways into the (human) ultrasound spectrum, up to about 50 kHz. Much like a dog, Kupo's ears can move precisely to pinpoint a noise, and so within his range he can pretty accurately determine a sound's source, even through barriers (such as 4-5 inches thick snow).
Quick As the Fox (Replaces Speed): A combination of Kupo's small, light frame and powerful legs means that when moving on foot he can accelerate to pretty damn fast speeds. A side effect of this, though, is an odd way of moving at his higher speeds. Something like Froppy, Kupo will jump horizontally along the ground from an all-fours position, rolling upon landing. When travelling below ~10 m/s though, Kupo will typically just run.
QUIRK DRAWBACKS: While the three listed below are Kupo's most (mechanically) important drawbacks/weaknesses, his quirk can cause a lot more narrative grief for him too. Both Kupo's animalistic mutations and his small, cute/childlike appearance make (especially quirkless) people unlikely to take hims seriously or consider him an equal, even as the hero hopeful he is. Some people are also repulsed by some of Kupo's more canine behaviours, which could pose a problem with ally/civilian trust during rescues. Additionally, the combination of Kupo's quirk and regular ADHD make Kupo really easily distracted (except when focused due to adrenaline), especially by loud/interesting sounds or other animals/mutants he hasn't seen before.
Soft & Squishy (Restriction): Kupo's tiny body is very easy to damage, both soft enough to break from impact and light enough (17 kg/37 lbs) to literally throw around & grapple with ease (if the attacker is fast enough to grab him). Along with Kupo's juvenile upper-body strength, unimproved by his quirk's unique muscle growth, this means that (without the use of Equipment) his Durability & effective upper-body Strength ranks can't really ever rise above D-Tier (his Strength attribute as listed only applying to his lower body/core).
Too Loud! (Counter): The drawback of Kupo's sensitive hearing is that, as a mutant, he can't turn it off. Kupo constantly hears noises louder, and hears the drone of all the ultrasound devices used in modern life (from literal dog whistles to noise generators for repelling animals or anti-loitering systems). It doesn't take much to overwhelm Kupo's senses, and keen enemies could notice this and use loud or high-pitched noises to essentially disable Kupo's main sense along with sending him into a meltdown if it continues for long enough.
Overheating (Counter): With a body built for producing and retaining body heat in extremes of cold, with a naturally high core temperature, Kupo is unsurprisingly very bad at cooling down when he needs to. In sufficiently-high ambient temperatures (above ~15°C/59°F without his support device and above ~20°C/68°F with the device), Kupo experiences dangerous hyperthermia/heatstroke symptoms faster than most. He's liable to experience nausea, dizziness, confusion, passing out and even permanent damage if he doesn't cool himself down.
[attr="class","header2"]QUIRK
QUIRK NAME: Arctic Fox
QUIRK RANK: A+
QUIRK TYPE: Mutant
QUIRK DESCRIPTION: Kupo's Quirk is pretty straightforward. He has mutations which give him some traits typical of the Arctic Fox (Vulpes lagopus), these features (described in more detail in Kupo's appearance) work together to give Kupo exceptional resistance to cold ambient temperatures, incredibly sensitive hearing and shocking agility for his size.
Not represented mechanically is Kupo's tolerance of the cold (down to about -20°C/-4°F), which does not extend to direct ice or freezing attacks, and so it's mostly aesthetic (little utility in potential combat scenarios). Kupo's sense of smell is also stronger than a quirkless person's, but not by a significant enough margin to be of any use in combat or rescue scenarios yet.
Keen Ears (Replaces Awareness): Kupo's furry, canine ears happen to be very sensitive, picking up on the slightest noise around him and magnifying it 2-5 times (relative to a normal human). He can also hear quite a ways into the (human) ultrasound spectrum, up to about 50 kHz. Much like a dog, Kupo's ears can move precisely to pinpoint a noise, and so within his range he can pretty accurately determine a sound's source, even through barriers (such as 4-5 inches thick snow).
Quick As the Fox (Replaces Speed): A combination of Kupo's small, light frame and powerful legs means that when moving on foot he can accelerate to pretty damn fast speeds. A side effect of this, though, is an odd way of moving at his higher speeds. Something like Froppy, Kupo will jump horizontally along the ground from an all-fours position, rolling upon landing. When travelling below ~10 m/s though, Kupo will typically just run.
QUIRK DRAWBACKS: While the three listed below are Kupo's most (mechanically) important drawbacks/weaknesses, his quirk can cause a lot more narrative grief for him too. Both Kupo's animalistic mutations and his small, cute/childlike appearance make (especially quirkless) people unlikely to take hims seriously or consider him an equal, even as the hero hopeful he is. Some people are also repulsed by some of Kupo's more canine behaviours, which could pose a problem with ally/civilian trust during rescues. Additionally, the combination of Kupo's quirk and regular ADHD make Kupo really easily distracted (except when focused due to adrenaline), especially by loud/interesting sounds or other animals/mutants he hasn't seen before.
Soft & Squishy (Restriction): Kupo's tiny body is very easy to damage, both soft enough to break from impact and light enough (17 kg/37 lbs) to literally throw around & grapple with ease (if the attacker is fast enough to grab him). Along with Kupo's juvenile upper-body strength, unimproved by his quirk's unique muscle growth, this means that (without the use of Equipment) his Durability & effective upper-body Strength ranks can't really ever rise above D-Tier (his Strength attribute as listed only applying to his lower body/core).
Too Loud! (Counter): The drawback of Kupo's sensitive hearing is that, as a mutant, he can't turn it off. Kupo constantly hears noises louder, and hears the drone of all the ultrasound devices used in modern life (from literal dog whistles to noise generators for repelling animals or anti-loitering systems). It doesn't take much to overwhelm Kupo's senses, and keen enemies could notice this and use loud or high-pitched noises to essentially disable Kupo's main sense along with sending him into a meltdown if it continues for long enough.
Overheating (Counter): With a body built for producing and retaining body heat in extremes of cold, with a naturally high core temperature, Kupo is unsurprisingly very bad at cooling down when he needs to. In sufficiently-high ambient temperatures (above ~15°C/59°F without his support device and above ~20°C/68°F with the device), Kupo experiences dangerous hyperthermia/heatstroke symptoms faster than most. He's liable to experience nausea, dizziness, confusion, passing out and even permanent damage if he doesn't cool himself down.
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[attr="class","header2"]ATTRIBUTES
» AWARENESS (D+) While Kupo's Quirk makes him very perceptive and sensitive, picking up on the smallest details, suppressing his Quirk would massively throw him off. | » VITALITY (C-) Kupo is full of energy, able to keep up his top speed longer than most. The high stamina cost of his explosive movement style doesn't help, though. |
» DURABILITY (D-) Kupo's body is very small, light and soft, making taking blows his weakest link. If Kupo can't get out of the way, one solid hit or grapple could be his end. | » SPEED (C) Even without the 3D mobility and speed granted by his Quirk, Kupo has trained extensively to improve his athletic performance as much as possible. |
» DEXTERITY (C+) Kupo's main boon is nimbleness, and this extends to his coordination, too. While his arms may be weak, he can make up this difference with precision. | » STRENGTH (C-) His upper body may be weak, but Kupo's core & legs are suprisingly strong for his small frame, delivering devastating kicks among other things. |
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EQUIPMENT NAME: ThermoSafe Band™
EQUIPMENT RANK: D
EQUIPMENT MANUFACTURER: Unique Variant Solutions Ltd.®
EQUIPMENT DESCRIPTION: A dark grey band worn around Kupo's wrist connected by a black translucent tube to a square gauze patch covering a cannula on his forearm. On the main face of the band, there is a small digital displaying Kupo's core body temperature and the status of both him and the device. On the back, there is a covered slot for a vial of medication to be screwed in to the device.
The main function of the ThermoSafe Band™ is to monitor the body temperature of those with Quirks that cause complications with thermoregulation, dispensing hormone medication which causes vasoconstriction, shivering, increased metabolic rate etc. or vasodilation, sweating, decreased metabolic rate etc. to warm up or cool down the body respectively.
As long as it is supplied with medication (~every 8 hours normally, more frequently on very hot/active days), this device increases the 'danger threshold' of Kupo's Quirk from ~15°C/59°F to ~20°C/68°F with regards to increased hyperthermia symptoms.
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[attr="class","header2"]EQUIPMENT
EQUIPMENT NAME: ThermoSafe Band™
EQUIPMENT RANK: D
EQUIPMENT MANUFACTURER: Unique Variant Solutions Ltd.®
EQUIPMENT DESCRIPTION: A dark grey band worn around Kupo's wrist connected by a black translucent tube to a square gauze patch covering a cannula on his forearm. On the main face of the band, there is a small digital displaying Kupo's core body temperature and the status of both him and the device. On the back, there is a covered slot for a vial of medication to be screwed in to the device.
The main function of the ThermoSafe Band™ is to monitor the body temperature of those with Quirks that cause complications with thermoregulation, dispensing hormone medication which causes vasoconstriction, shivering, increased metabolic rate etc. or vasodilation, sweating, decreased metabolic rate etc. to warm up or cool down the body respectively.
As long as it is supplied with medication (~every 8 hours normally, more frequently on very hot/active days), this device increases the 'danger threshold' of Kupo's Quirk from ~15°C/59°F to ~20°C/68°F with regards to increased hyperthermia symptoms.
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SKILL NAME: Flying Fox (Fighting Style)
SKILL RANK: B
SKILL DESCRIPTION: Kupo, due to his unique strengths & weaknesses, has had to develop his own style of fighting to stand much of a chance against other quirked (or even quirkless) opponents. Flying Fox Style has its inspirations in 'Lucha Libre'/high-flyer wrestling styles, kickboxing styles such as Savate & Taekwondo and even football (soccer), adapted to decrease use of upper-body strikes. The main tenet of the style is that outmaneuvring the opponent is always preferable to fighting face-to-face and that dodging or deflecting strikes is always preferable to blocking them. This emphasis on reducing potential for direct harm helps combat Kupo's lack of durability in combat and encourages use of his 3D mobility to the fullest instead.
SKILL NAME: Parkour, Poise & Pouncing! (Acrobatics)
SKILL RANK: C
SKILL DESCRIPTION: As mentioned, Kupo's body is seemingly honed specifically for jumping/pouncing, and so he has extensively trained to make the most of this mobility in a 3D urban or forested environment via successive jumps, parkour & acrobatics. He is well-acquainted with the muscle memory of these movements, but right now his knowledge of technique is still catching up to his Quirk's instincts, and a better-trained acrobat could outperform him.
[attr="class","header2"]SKILLS
SKILL NAME: Flying Fox (Fighting Style)
SKILL RANK: B
SKILL DESCRIPTION: Kupo, due to his unique strengths & weaknesses, has had to develop his own style of fighting to stand much of a chance against other quirked (or even quirkless) opponents. Flying Fox Style has its inspirations in 'Lucha Libre'/high-flyer wrestling styles, kickboxing styles such as Savate & Taekwondo and even football (soccer), adapted to decrease use of upper-body strikes. The main tenet of the style is that outmaneuvring the opponent is always preferable to fighting face-to-face and that dodging or deflecting strikes is always preferable to blocking them. This emphasis on reducing potential for direct harm helps combat Kupo's lack of durability in combat and encourages use of his 3D mobility to the fullest instead.
SKILL NAME: Parkour, Poise & Pouncing! (Acrobatics)
SKILL RANK: C
SKILL DESCRIPTION: As mentioned, Kupo's body is seemingly honed specifically for jumping/pouncing, and so he has extensively trained to make the most of this mobility in a 3D urban or forested environment via successive jumps, parkour & acrobatics. He is well-acquainted with the muscle memory of these movements, but right now his knowledge of technique is still catching up to his Quirk's instincts, and a better-trained acrobat could outperform him.
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(18/06/23) - N/A so far! (+0 EXP, +0 LBs)
(19/08/23) - Mission Complete: The Code of Chivalry (+2500 EXP)
(17/10/23) - EXP Reassignment (+0 EXP, +0 LBs)
(02/12/23) - Mission Complete: Dew (+7500 EXP)
(11/12/23) - Holiday Gift (+2500 EXP)
(16/01/24) - Upgrades: Quirk, Acrobatics, Dex (-12250 EXP, +1 LB)
[attr="class","header2"]UPGRADE & EXP LOG
(18/06/23) - N/A so far! (+0 EXP, +0 LBs)
(19/08/23) - Mission Complete: The Code of Chivalry (+2500 EXP)
(17/10/23) - EXP Reassignment (+0 EXP, +0 LBs)
(02/12/23) - Mission Complete: Dew (+7500 EXP)
(11/12/23) - Holiday Gift (+2500 EXP)
(16/01/24) - Upgrades: Quirk, Acrobatics, Dex (-12250 EXP, +1 LB)
PLAYED BY BLUEJAY
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