Civilian Biography

Nexus Admininstration

Administrator

All civilian biographies go here.

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Basic Information
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Character Name:
Age:
Origin:
Birthday:
Gender:
Height:
Weight:
Personality Type:
Moral Alignment: (Lawful, Chaotic, Neutral, etc.)
Greatest Fear:
Motivation/Goal:
Allies/Friends:
Relationships:

Professional Information
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Alias:
Affiliation:
Mentor:
Rival/Enemies:
Secrets:
Rank:
Equipment:
Weapon:
Weapon Description:

Power Information
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What is your main ability?
What is your sub-ability?
What are the limitations of your abilities?
What are your statistics?
What are your character's techniques?

Background
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What is your character's background?
Origin/Hometown? Family History?
Defining Childhood Memory?
How did you come to the Academy

Trivia
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Anything else you'd like us to know about your character?Favorite Hobby? Etc

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Takashi

Administrator
Staff member
"What kind of teacher would I be if I allowed my precious students to die here?"
「私の大切な生徒たちをここで死なせてしまったら、私は一体どんな教師なのだろうか?」
"Power isn’t something you show off. It’s something they feel when you enter the room."
「力とは見せつけるものではありません。部屋に入ってきた時に相手が感じるものなのです。」
"I could kill you here and now. But where’s the fun in that?"
「君を殺してもいい。でも、それで何が楽しいっていうの?」​

Basic Information​

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Character Name: Amagiri Shōya
Age: 25
Origin: Kyoto, Japan
Birthday: May 11th
Gender: Male
Height: 6'3
Weight: 185
Personality Type: Amagiri is the kind of man who smirks in the face of chaos and jokes like he’s untouchable. He carries himself with a relaxed swagger, throwing out sarcastic remarks and lazy confidence like confetti. Whether it’s a life-or-death battle or a tense meeting with higher-ups, Amagiri never seems rattled. His calmness under pressure is so casual it borders on disrespect, which makes people wonder: is he that powerful, or just that crazy? He’s playfully arrogant—not because he wants to belittle others, but because he enjoys watching people underestimate him. He turns combat into choreography, conversation into a game, and enemies into punchlines. But behind the wisecracks and theatrics is a mind constantly working, always ten steps ahead.

Despite his irreverence, Shōya is fiercely protective of his students. He treats them like his own, pushing them hard but watching over them even harder. He knows the world they’re stepping into, and he’d rather carry their burdens than see them crushed by them. His compassion is real—but it’s quiet, often hidden behind jokes or flippant gestures. Emotionally, Kaizen is a fortress. No one sees the full weight he carries—not his regrets, not his pain, not the things he’s lost along the way. He plays the fool because it’s easier than facing what’s underneath. But when he drops the act, even for a moment, it’s clear: the jester is a guardian.
Moral Alignment: Chaotic Good
Greatest Fear: Losing his students
Motivation/Goal: He wants his students to be able to stand up to the threats that endanger Japan.​

Professional Information​

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Alias: Mr. Amagiri
Affiliation: Sacred Academy of Elements
Occupation: Teacher
Secret: Was a Rogue Villain
Rival/Enemies: The Nullborn, the Riftbound Ascendancy
Rank: S
Equipment: ePhone X, small bottle of healing elixir
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Power Information​

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Bio Energy Color:
☀️ Solar Manipulation: Amagiri can create, shape, and control solar energy, the radiant light and heat emitted by the sun. He can harness sunlight to power devastating bio-energy-based attacks, emit blinding flashes or searing heat, and even absorb solar radiation to enhance his own physical abilities. He can also simulate miniature suns, manipulate solar flares, generate solar storms, or temporarily blind or burn enemies with concentrated solar bursts.​

🔥 Capabilities:

  • Emitting beams, blasts, or waves of solar energy
  • Generating intense heat or radiation
  • Solar-powered flight or energy boosts
  • Creating blinding light flashes or concentrated solar flares
  • Absorbing sunlight for regeneration or power amplification
  • Projecting miniature suns or heat spheres
  • Weakening shadow or cold-based powers

⚠️ Limitations:

  • May be weakened in the absence of sunlight (e.g., nighttime, eclipse, underground)
  • Excessive use can cause overheating or exhaustion
  • Vulnerable to energy absorption or light-deflection abilities
  • Can accidentally harm allies if not controlled precisely

Gravity Manipulation: By generating enough solar bio-energy, he begins to warp the gravity around him—a distortion that can spread outward, granting him the ability to manipulate gravitational forces. Gravity manipulation would allow one to increase or decrease gravity, be it the environment's gravity or individual objects. increasing gravity would cause everything in an area to become heavier, causing loose objects to propel to the ground and cause people to be immobilized or crushed depending on the amount of gravitation force applied.

⚠️ Limitations:

  • Sustained gravity fields rapidly drain stamina.
  • High-level techniques risk unconsciousness.
  • Can cause physical backlash: joint pressure, muscle tears, vertigo.

Endurance: T4
Stamina: T2
Strength: T2
Speed: T3
Willpower: T3
Command: T4
Intelligence: T3
Vitality: T4
Bio-Energy Control: T3

Techniques​

1. Radiant Lash

Type: Melee / Mid-range
Effect: Shōya condenses sunlight into a searing whip or blade. It can cut through armor, burn flesh, or deflect attacks.
Bonus: Extends with light-speed precision; can sever magic threads.

2. Solar Flare Pulse​

Type: AoE Burst / Blind
Effect: Releases a shockwave of heat and solar radiation from Shōya's core that causes burns, temporarily blinds enemies, and disrupts opposing abilities.

3. Dawnstride

Type: Movement / Evasion
Effect: Shōya infuses their muscles with solar energy, gaining immense speed and reaction time. Leaves behind flashes of radiant light that confuse enemies.
Duration: 5–10 seconds

4. Corona Shield​

Type: Defense / Burn Field
Effect: Summons a radiant barrier around the user that burns anything it touches and blocks incoming ranged or energy-based attacks. It can also be flared outward in a burst for knockback.

5. Devastating Sun​

Type: Offense
Effect: Shōya manipulates his solar energy to manifest a miniature sun that he can unleash that inflicts severe burning on the target. The longer he preps the sun, the bigger it becomes and the more damage it inflicts.

6. Stellar Infusion​

Type: Self-Buff / Form Shift
Effect: Amagiri becomes a living solar reactor — speed, strength, and radiance all increase drastically. Hair may glow, skin may shimmer, voice may hum with radiant force. Overuse of this would result in his flesh burning.

7. Daybreak Wrath​

Type: Ultimate / AoE
Effect: The sky darkens briefly before a massive solar fragment (or illusion of one) crashes into the battlefield, erupting in waves of fire, light, and force.

8. Graviton Crush​

Type: Offensive / Multi-target
Effect: Focuses an intense gravitational field on a specific spot that piles several times Earth's gravity, which could potentially crush those that are overwhelmed by the pressure. He has control of how much gravity is applied.

9. Event Lock

Type: AoE Control
Effect: Creates a gravity zone around him where movement becomes sluggish and jumping/flying is impossible.
Area: 20–30 feet radius

10. Black Halo​

Type: Passive / Hybrid
Effect: A dense gravity core orbits Amagiri, absorbing projectiles, warping incoming attacks, and damaging anyone who comes too close. It can be launched for a burst AoE attack.
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Kisaragi

New member
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Basic Information
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Character Name
: Sade Kisaragi
Age: 26
Origin: Nagoya, Japan
Birthday: October 8th
Gender: Female
Height: 5 Foot 6 Inches
Weight: 305 Lbs

Personality Type: Sade Kisaragi is a woman who radiates grace and composed kindness, the type of teacher who calls students “dear” or “sweetheart” while slicing through their excuses with a gentle smile. She maintains an almost eerie level of composure, speaking softly even when she’s laying down punishments or dissecting someone’s failures. She’s known for her patience, calm tone, and nurturing spirit—but those who’ve seen her darker side know never to test her limits. She never raises her voice unnecessarily, she pushes her students to understand not only the subject, but themselves. Even when Sade is upset, her tone doesn't shift, her voice doesn’t crack. Instead, her words become sharper, and her presence begins to feel heavier—like the room itself is watching you. However, when Sade is emotionally or psychologically pushed to her breaking point, something snaps. Her kind tone vanishes, her illusion of composure fractures, and she becomes visibly furious— no longer calm and this version of her is much more terrifying.

Moral Alignment: Chaotic, Good
Greatest Fear: Failing her students and fellow coworkers
Motivation/Goal: Seeing the new generation of metas succeed
Allies/Friends: Her Students, Coworkers & Boss
Relationships: Cairo & Reina

Professional Information
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Alias
: Saki
Affiliation: Teacher At Nexus Academy
Mentor: Issei Kazuya
Rival/Enemies:
Secrets: Cairo & Reina Mistress
Class: 3G English Teacher
Rank: S
Equipment: X-Block 15
Weapon:
Weapon Description:

Teacher ID ⬎
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Power Information
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Main Ability - Soul Sync:
Soul Sync is a bio-energetic resonance technique unique to Sade Kisaragi that harmonizes life signatures—the subtle blend of emotional frequency, stamina flow, and battle intent that every person radiates. By attuning to these signatures, Sade can sense emotions and energy levels with remarkable granularity; Enter a trust-gated “fusion‑lite” resonance to partially share and amplify abilities with an ally' Invoke an ancestral power-draw—channeling strength, memory, and even latent techniques from a loved ancestor in her bloodline (or someone deeply bonded to that ancestor) for a dramatic but time‑limited power-up.
Techniques
* Resonant Pulse: Sade emits a soft but wide-reaching pulse of her bio-energy to sense the emotions and energy levels of every being in range. It acts like sonar for emotions and stamina, mapping “hotspots” of aggression and fear.

* Echo Link: The base-level trust sync between Sade and an ally. It links their emotional states and grants them heightened coordination, allowing perfectly timed combos and increased reaction speed.

* Ancestral Crest Overdrive: Sade draws on the strength of a loved ancestor, manifesting a spectral aura that enhances her physical stats (speed, strength, durability).

* Emotional Disruptor: Sade emits a sharp “discordant pulse” that briefly stuns enemies by throwing their emotional rhythm off balance (like a shockwave to their soul).

Limitations
* Sade must have a higher willpower to withstand the mental strain on the person she's synced with since she will feel everything that her target is feeling.

Sub Ability - Mind Frame: Mind Frame is a rare and fearsome bio-energy ability that allows Sade Kisaragi to project her consciousness directly into another being’s mental space. Unlike simple telepathy, Mind Frame is both invasive and constructive—she can explore thoughts, rewrite perceptions, create complex illusions, and influence emotions, effectively bending a person’s reality from within.
Techniques
* Glass Veil Mirage: Sade wraps a target’s senses in a beautiful but deceptive mental “veil,” creating vivid illusions that manipulate sight, sound, and even touch.

* Chain Of Regret: She forges chains of the target’s own regrets, locking them in a mental cage where they must relive a past failure on loop.

* Mirror Bloom: A supportive ability for allies where Sade projects calming memories (such as moments of triumph or love) into their mind, clearing fear and sharpening their determination.

* Mind Labyrinth: Traps an enemy in a shifting mental maze filled with distorted echoes of their own fears. Every wrong turn deepens their mental fatigue and disorientation.

* Tranquil Bloom: Sade enters an ally’s mind during a panic or emotional breakdown, weaving illusions of serenity that stabilize their mental state.

* Reversal Frame: An advanced counter-technique that reflects the negative emotions of an enemy back at them—forcing them to face their inner turmoil while weakening their focus.

Limitations
* Strong-willed enemies care able to fight it which also requires her to have high will as well.

* Sade must use this ability sparingly since it is mentally draining on her.

Statistics (Tier 4: 140 points)
Willpower: Tier 4 - 46 | Mind: Tier 3 - 31 | Presence: Tier - 20
Strength Tier 2 - 16 | Endurance: Tier 1 - 12 | Stamina: Tier 1 - 8
Speed: Tier 1 - 7

Background
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Family
: Maya Kisaragi (Mother) - Daiki Kisaragi (Father)

Defining Child Memory:

Sade Kisaragi, known as “Saki” in the streets, was born into the prestigious Kisaragi family, famed for their mastery over vibe energy—a rare power that connects rhythm, emotion, and combat. For generations, the Kisaragis protected Neo-Kyoto, balancing ancient traditions with the city’s futuristic pulse. But everything changed when Sade’s father was falsely accused of betraying the clan to a rival faction. The scandal destroyed their honor, forcing the family into exile and shattering Sade’s childhood.

Raised by her mother alone in the city’s underbelly, Saki faced poverty, prejudice, and the constant sting of her family’s lost legacy. She was often underestimated—peers expected warriors to be lean and muscular, but Saki’s soft, curvy figure defied those stereotypes. Instead of hiding, she embraced her unique strength, blending the ancient Kisaragi combat styles with modern street fighting and rhythm-based techniques inspired by the city’s vibrant music scene. In her teens, Saki discovered hidden family scrolls containing lost secrets of vibe energy manipulation. Determined to reclaim her family’s name, she trained in secret, perfecting her signature move—the “Vibe Surge”—a rhythmic energy blast that overwhelms foes with waves of kinetic power.

Now in her early twenties, Saki is a respected underground fighter and mentor. She runs a community dojo in a reclaimed subway station, teaching young fighters to harness their power regardless of size or background. She also leads efforts to protect her neighborhood from corrupt city enforcers and gangs, using her skills and charisma to inspire resilience and hope. With her trademark Bantu knots adorned with gold cuffs, oversized bomber jacket, and confident swagger, Saki embodies the spirit of a modern warrior: fierce, stylish, and unapologetically herself. She fights not just for victory, but for justice, healing, and the restoration of the Kisaragi legacy.

Trivia
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Favorite Hobby: Gaming - Cooking - Reading

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Erofoot

Member
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1. “You don’t survive by being the strongest. You survive by refusing to stay down.”


2. “Metal don’t care who you used to be. It bends for the one holdin’ the hammer.”


3. “You don’t need control ’cause you’re strong. You need it ‘cause you’re dangerous.”


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Basic Information

Character Name: Jordan Knight
Age: 36
Origin: USA(Texas)
Birthday: Dec 17th 2193
Gender: Male
Height: 6’4
Weight: 230lbs (With equipment 330lbs)

Personality Type:
At first glance, Coach Knight is the definition of a school oddball as he swaggers through the academy halls in a white hoodie, sneakers, and a gleaming metal helmet like some kind of cosplaying knight that got lost on his way to the larp convention. His casual, aloof demeanor is a staple of campus life: he makes dad jokes no one laughs at, dramatically complains about “how metal doesn’t lift itself,” and has a habit of striking exaggerated anime poses mid-drill. He’s rarely seen without a ridiculous playlist blasting from a magnetic speaker floating behind him, and he often assigns unconventional workouts like “steel chair wrestling” or “junkyard dodgeball.” Of course Many students think he’s just a quirky gym teacher with a medieval cosplay problem but there’s much more under the surface.

Behind that laid-back, theatrical persona lies a strategic and deeply focused professional who’s always observing his students’ potential. When serious threats arise or when a student is in danger, Knight’s tone drops instantly, his posture straightens, and the flamboyant knight vanishes, replaced by a calm, commanding figure capable of far worse than what he initially lets on. He rarely raises his voice, in fact often using a high pitched variant when not serious. Knight teaches through pressure and adaptability, letting students stumble so they learn how to stand, but always catching them before they truly fall.

To his students, Coach Knight is both a mystery and a guardian. He plays the fool not because he’s clueless but to keep his students comfortable, to encourage growth without fear. Not to mention it’s a shock to his enemies when he reveals he isn’t the docile comedic goof ball he portrays. That said he knows many of his students carry trauma, power they don’t understand, or expectations they struggle to meet. So he tries to become their strange anchor, reliable, weirdly inspiring, and surprisingly insightful. He’ll offer life advice hidden in nonsense metaphors (“You can’t sharpen a blade with butter”), and while most laugh, his best students learn to read between the lines.
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Moral Alignment: Lawful Good
Greatest Fear: Losing his favorite magazine that he keeps in his desk.
Motivation/Goal: Teach the world’s hope and inspire greatness.
Allies/Friends: Most of the other teachers of the academy.

Relationships:

YotoHime Kidozaku - Aside from being his colleague, Coach Knight has a decent crush on Yotohime.

Amagiri Shōya - Coach Knight and Amagiri Shōya have a relationship built on sharp banter, mutual respect, and an unspoken understanding that runs deeper than either of them shows. They are more rivals than the other teachers and got the job around the same time. Knight’s goofy antics and laid-back, armored swagger clashes comically with Amagiri’s smooth arrogance and choreographed cool at least on the surface. They constantly roast and tease each other in front of students, trading insults with the precision of master duelists, but never crossing the line into real hostility.


Professional Information

Alias: Coach Knight(by students), Tin Can(by other faculty members).
Affiliation: Sacred Academy of Elements
Occupation: Teacher(School Coach)
Rival/Enemies: The Nullborn, the Riftbound Ascendancy
Secrets: Former Criminal in America
Rank: S

Equipment/Weapons:

Sword – “Iron Verdict”

Coach Knight’s weapon, known as Iron Verdict, is a single-edged, tungsten-forged blade designed less for elegance and more for absolute, overwhelming presence. The sword is brutal in form with a shape angular and imposing, tapering to a precise, armor-piercing tip. The edges, though deceptively plain, are hyper-compressed with magnetic polarity fields, allowing Knight to modulate sharpness or weight mid-combat with a twitch of his fingers. Tungsten’s density gives it incredible striking power, and in Knight’s hands, the blade can cleave through reinforced steel like it were plywood.

Helmet – “Knightshade”

Knight’s helmet, nicknamed Knightshade by him, is a smooth yet intimidating tungsten helm with deep grooves and polished impact scars that glint like war medals. The design resembles a modernized crusader’s helm, sleek, aerodynamic, and impossible to read. The full-face mask hides his identity, voice, and emotions, with built-in auditory dampeners to suppress echoes and distort vocal tone when he speaks. The reflective sheen doubles as psychological warfare, forcing opponents to see themselves in the polished metal as they fight him. Its advanced magnetic field keeps it anchored even during high-velocity movement or impacts.

Gauntlets – “Clasps of the Crucible”

Coach Knight’s twin gauntlets, collectively known as the Clasps of the Crucible, are masterpieces of tungsten craftsmanship. They are massive, articulated, and brutally elegant. Each gauntlet is formed from interlocking segments that allow full range of motion while maintaining maximum durability. The knuckles are crowned with blunt, angular ridges built for crushing force rather than finesse. More than protection, the gauntlet is another focus tool for him to channel his metal manipulation ability with high fidelity, allowing him to reshape, launch, or anchor metal objects with minute gestures. It also serves as a conduit for absorbing surrounding metal, letting him forge weapons or shields mid-battle.
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Misc items - Speaker he makes float, ePhone X, and a metal water bottle.

Teacher ID:
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Power Information

Main Ability:

Power – “Metal Domain”

Coach Knight possesses the ability known as Metal Dominion—a telepathic form of metallokinesis that allows him to sense, shape, and manipulate any form of existing metal within his range. His control is seamless and intuitive; with nothing more than thought and intent, he can pull nails from walls, twist rebar into spears, collapse reinforced doors, or even thread micro-filaments of steel into armor-tight weaves around his limbs. He can manipulate multiple types of metal simultaneously, reading their composition and structure like braille in his mind. He knows how to temper, twist, liquefy, or reinforce alloys with surgical accuracy, and can even “listen” to vibrations through metal to detect movement or pressure changes nearby.
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Sub-Ability - “Steel Shift”

An extension of Metal Domain, Steel shift allows Coach Knight to physically integrate with any metal he touches, altering his own body on a molecular level to mimic its properties. Through this sub-ability, he can transmute parts, or all of his body into the exact composition of the metal in contact, gaining its durability, weight, or special qualities. If he presses his palm to titanium, his arm becomes that. Knight can also liquefy himself into molten or magnetic forms, allowing him to slip through vents, pour through cracks, or flow along conductive surfaces like power lines or steel beams.
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Weaknesses:

“Sourcebound Limitation, Heavy & Conductive Vulnerability”

Coach Knight’s greatest strength, his reliance on existing metal, is also his core limitation. His powers are entirely sourcebound, meaning he cannot manipulate, summon, or create metal unless it’s physically present in his environment. In barren or non-metallic locations (dense forests, sandy deserts, high-tech ceramic compounds), his capabilities are drastically reduced. Opponents who recognize this can strip the terrain or trap him in synthetic environments to force him into a corner.

Additionally, Steel Shift exposes him to a conductive vulnerability. While his transformed body grants immense durability or mobility, it also inherits the true properties of the metal, meaning if he turns into copper, he becomes highly conductive to electricity; if he takes on iron, he’s more vulnerable to magnets; if he becomes mercury or a soft alloy, he’s easier to destabilize. Attacks that exploit metallurgic weaknesses, extreme heat, high-frequency vibrations, magnetism, corrosives, or electromagnetic pulses can disrupt his form or slow down the form’s shifting.

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Stats:
Endurance: T5
Stamina: T5
Strength: T5
Speed: T5
Willpower: T5
Command: T5
Intelligence: T5
Vitality: T5
Bio Energy Control: T5


Background

Jordan Knight didn’t start out a monster. He grew up in a dusty, forgotten stretch of Texas west of El Paso, the kind of place where metal rusted faster than dreams. His father worked in a machine shop. His mother cleaned the local church. Jordan found out he had powers at 11. He was angry during a fight with another boy and accidentally bent a crowbar around the kid’s leg without touching it. His parents told him to keep it quiet. The school called him a threat. And by 13, Jordon was kicked out for “damaging property” after the playground fence wrapped itself into a spike ball mid-shouting match.

With no one willing to teach him control, Knight learned on his own. Junkyards became his training grounds. He’d spend hours forcing bent scrap back into perfect shapes, just to see if he could. By 16, he was already fighting for survival, running small jobs, fixing cars with magnetism, and intimidating debtors for pocket cash. He made his first kill at 17. It wasn’t personal. Just a job from someone who said the target had it coming. He used the screws from a hotel bedframe to do it. Quiet. Clean. And somehow… satisfying.

Jordan fell in with a crew not long after, the ex-military types who saw potential in his power. They taught him structure, movement, and how to fight like a weapon instead of a punk. Over the next few years, he worked across Arizona, Nevada, and into the Pacific Northwest. His jobs ranged from violent collections to high-end contract hits. Sometimes he used guns. Most times, he didn’t need to. He could rip the bolts out of a car while it was driving, collapse a safehouse around a target, or crush a man’s ribcage under a wall-mounted sink.

But the turning point came in Tacoma. The job was supposed to be a single man. Clean house, no loose ends. But the client didn’t mention the target’s family was home. Jordan transition started, he hesitated for the first time and a firefight broke out. When the dust settled, the man’s wife and teenage son were dead. Jordan didn’t stick around to collect payment. He left the bodies, the mess, and the life behind.

He spent months off the grid, sleeping in shipping containers and abandoned train yards along the West Coast, eventually buying a forged passport and disappearing into Japan. He ended up in Kurohana before the wards were rebuilt and surviving off scrap, day labor, and sleeping in the rafters of condemned buildings. It was there, scavenging from a collapsed rail line, that a group of kids tried to mug him. He disarmed them without touching a single one. Instead of beating them, he gave them food. Over time, they came back not to fight, but to train.

Word spread. A few teachers in the local fringe communities started noticing what he could do, how the kids he trained stopped picking fights, and started watching each other’s backs. Eventually, someone from Sacred Academy came to see it for themselves. Jordan didn’t ask for a job. But when it was offered, with conditions, oversight, and a quiet pardon from the U.S. government, of course he didn’t say no.
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Trivia

1. He hates guns.
Despite having used them extensively in his past, Knight refuses to even touch a firearm now. If a student brings one up during a lesson, he’ll shut it down with a quiet, “Don’t ask me about things I don’t respect.”

2. He has a soft spot for struggling students.
Especially those with anger issues or violent abilities. He won’t say it aloud, but he sees himself in them. He’s rough on them, but they’re the ones he checks on the most after class.

3. He speaks fluent Japanese with a heavy Texan accent. It throws people off constantly, especially when he mixes casual Japanese with drawl-slanged English.


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CairoSaja

Prince Of Saiyans
Staff member
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Basic Information
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Character Name: YotoHime Kidozaku
Age: 32 Years Old
Origin: Kyoto, Japan
Birthday: April 5th, 2197
Gender: Female
Height: 5 Foot 6 Inches
Weight: 155 Lbs

Personality Type: YotoHime appears to be largely professional, though she can lose her temper, especially when Coach Knight is insulted or her family is in danger. Coach Knight claims that losing her temper is usually very unlike her, indicating that she is usually calm and level-headed. She loves and cares about her daughter and both of her sons; she regretted leaving them behind but knows they probably don't want anything to do with her; And if Cairo is anything like she molded him to be, he'd want to kill her. Regardlless, she is willing to cross any line to protect them, even if it means killing herself while knowing there will be disastrous consequences for it. She even cares about her fellow faculty member, Jordan Knight, willing to protect him too. She usually wants to avoid resorting to violence and avoids going to war, but at the same time, she'll do whatever it takes to protect her loved ones.

Moral Alignment: Chaotic, Good
Motivation/Goal: Protecting the Nexus Academy

Professional Information
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Alias: Lady Hime
Affiliation: Sacred Academy Of Elements (Nexus Academy)
Mentor: Bruce Kishimoto
Rival/Enemies: None
Secrets: She Misses Both Of Her Sons
Rank: S
Equipment: X-Block 15

Teacher ID
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Power Information
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Main Ability: Infinite Mist - Yoto Hime’s ability, Mugen Enmu, manifests as a perception technique rooted in hypnotic influence and cognitive distortion. Grant her power over the minds and senses of others. Rather than reading thoughts or copying movement, she exerts cognitive dominance, weaving illusions so seamless they can blur the line between perception and reality. Her technique manifests through her eyes, her voice, and presence.
Techniques
* Mist Gaze: When eye contact is made, Yoto can initiate a trance effect. The opponent may feel slowed, their reactions dulled, or begin to question what they’re experiencing in real-time. She can slightly desync their motor control or visual perception. Best used for dodging or countering during close combat.

* Puppet Phantasm: A mid-range technique where Yoto whispers a specific phrase, activating a deep-seated illusion that alters the target’s perception of time, space, or even their own body. Victims may feel pain that isn’t there, see allies as enemies, or be caught in looping scenarios like a mental maze.

* Heart Of The Princess: Yoto can share part of her own cursed perception with an ally, amplifying their clarity, reaction time, and instinct. Their senses are sharpened, and they briefly experience the world as she does—in heightened detail, slowed motion, and deeper perception. Used to support a close ally or student in dire need. Grants temporary precognition-like boosts and a confidence surge.

* Moonfire Mirage: Her most powerful technique. After chanting a mantra and focusing her energy into the environment, Yoto traps her target in a sealed Mental Domain of her own design. Within this space, time feels slowed or frozen, and she can manifest symbolic versions of the target’s regrets, fears, or desires. This is used as a finishing move or psychological submission tool. Within the domain, she has full control, and enemies must confront their own psyche to escape.
Weakness
* Targets with strong emotional anchors can break through it. Requires mental focus as too many simultaneous targets dilute the effect.

* Heart of the princess is quite draining on Yoto’s energy reserves, and if the link is broken mid-battle (through pain, panic, or distance), both parties can suffer backlash.

* Moonfire Mirage is a high-cost technique and leaves her physically vulnerable while active. Against enemies with strong ego, insanity, or no emotional attachments, the illusion may falter.


Sub Ability: Phantom Warden - Phantom Warden is Yoto Hime’s ultimate manifestation of her bio-energy mastery, born from the amalgamation of energy she possesses, and a subconscious need for protection through destruction. When activated, Yoto Hime summons a colossal spectral entity made entirely of energy, a towering being that can either be humanoid or something else.​

Techniques
* Multi-Form: This is a simple technique on which allows her to utilize 3 forms with this ability, these forms are that of a humanoid, a serpent, or a large bear.

* Abyssal Blades: Shinketsu Twins: The Phantom warden manifests two massive spectral cleavers infused with spiritual trauma. Each strike causes tremors that slice through physical objects. On-hit disorientation, spiritual cuts (mental pressure/pain), and delayed energy explosions. (Humanoid Form Only)

* Divine Binding: Threads of blood-red cursed ropes wrap around enemies, suspending them in mid-air while forcing their minds into a stunned, frozen state. Temporarily paralyzes enemies and lowers their energy output. (All Forms)

* Armor of the Void: The Phantom Warden condenses around Yoto Hime, forming a cursed armor exosuit. Enhances her speed, strength, and grants partial precognition due to the deity’s visual link. High-level speed bursts, defensive enhancement, spiritual synchronization. (Humanoid Form Only)

* Final Execution: A finishing technique where the Phantom Warden grows to full divine scale, raises its arm to the sky, and summons a great sword made from Yoto’s fused blood, spirit, and energy.
Weakness
* Can be disrupted by counter-mental techniques.

* Does not work on strong-willed people that exceeds her own or specially trained minds.

* Final Execution cannot be used more than twice per battle as it causes physical backlash to Yoto’s body — nosebleeds, eye bleeds, and mental trauma.

Statistics - Teacher
Presence: Tier 5 | Willpower: Tier 5 | Control: Tier 5
Stamina: Tier 5 | Endurance: Tier 5 | Mind: Tier 5
Strength: Tier 5 | Speed: Tier 5 | Vitality: Tier 5

Background
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Family: Asuka Kidozaku (Daughter) | Cairo Saja (Son) | Enzo Saja (Son)

Backstory In Progress...

Trivia
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Favorite Hobby: Pottery | Shopping | Cooking | Rodeo

Character image ⬎

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CairoSaja

Prince Of Saiyans
Staff member
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Basic Information
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Character Name
: Kugutsu Shinigami
Age: 35 Years Old
Origin: Tokyo, Japan
Birthday: November 3rd, 2194
Gender: Female
Height: 5 Foot 5 Inches
Weight: 180 Lbs

Personality Type: In Progress

Moral Alignment: Chaotic, Good
Greatest Fear: Unknown
Motivation/Goal: Unknown
Allies/Friends: Coach Knight | Amagiri Shoya | Yotohime Kidozaku
Relationships: None

Professional Information
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Alias
: Lady Death
Affiliation: Nexus Academy
Mentor: Unknown
Students: Jin | Kaizo | Trinity
Rival/Enemies: None
Secrets: Unknown
Rank: Undetermined
Equipment: Gas Mask
Weapon: Raptor Claw Dagger

Weapon Description: In Progress

Teacher ID
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Power Information
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Main Ability: Bio Gas Manipulation - Kurumi’s cells produce specialized bio-energy that alters her respiratory and glandular systems, allowing her to release, shape, and weaponize gases directly from her body. These gases aren’t normal chemical compounds—they’re “bio-energetic vapors,” each infused with her vitality and intent, making them far more versatile and dangerous than natural gases. By channeling her Bio-Energy into her lungs, sweat glands, pores, or bloodstream, she can exhale, sweat, or pulse-release gases in controllable concentrations and densities. She can shift between harmless mists to highly toxic clouds, and even compress gases into near-liquid states for pinpoint techniques. Each gas type reflects a different bio-energy frequency, allowing her to specialize depending on the situation. Her techniques are vitality vs willpower heavy which determines how badly the target is affected.
Techniques
Curtain Drop (Knockout Gas)
: Kurumi exhales a pale green mist that rapidly expands outward. Enemies inside begin coughing, losing balance, and eventually collapsing into unconsciousness.

Crimson Bloom (Love Gas): A soft pink heart-shaped cloud drifts from her lips or palms, bursting around enemies. Those inhaling it experience euphoria or infatuation, clouding their judgment.

Breath of Renewal (Healing Gas): Kurumi presses her palms into her intended target as white mist flows out, creating a glowing dome that restores allies’ stamina and seals minor wounds. Prolonged exposure accelerates healing heavily drains her.

Spectral Choke (Nerve Gas): Kurumi releases a purple haze, the gas interrupts nerve signals, and locks the limbs of her enemies in place. essentially paralyzing them.

Zero Veil (Pure Gas): A wave of invisible Pure Gas spreads from her, cleansing toxins and suppressing lingering mists. Can also serve as a neutralizer for enemy gas-users.

Death Bloom (Acidic Gas): Kurumi exhales a jet of searing yellow-green gas that condenses into corrosive breath. Metal buckles, stone melts, and flesh burn on contact.

Weaknesses
* Each gas type requires a different frequency of energy. Switching between them rapidly causes severe lung strain and burnout.

*
Kurumi isn’t immune to her own gases. She can resist them slightly thanks to her body’s adaptations, but prolonged exposure (especially to Acidic Gas or Nerve Gas) will damage her lungs, skin, and nervous system which is why she wears a gas mask.

Sub Ability: Cloaking - Through specialized manipulation of her energy, Kurumi can refract light, dampen sound, and suppress her biological presence. This allows her to cloak her body, blending seamlessly into her environment while masking her physical and energetic signature. Unlike simple invisibility, her ability is a multi-sensory cloak, making her a true predator of shadows. Kurumi’s body radiates a thin layer of bio-energy that interacts with her environment. By bending external stimuli (light, sound, scent, even heat) around herself, she can become a phantom-like figure. This doesn’t erase her entirely—it creates a shifting, adaptive cloak that mimics her surroundings in real-time. Her technique is not limited to hiding. By fine-tuning her cloak, she can: Erase her footsteps and scent for silent pursuit, distort her silhouette into misleading forms, and disappear completely when perfectly still, only betraying herself slightly by movement. (Technique and weakness included in description)

Statistics: Teacher/Nurse
Presence: Tier 3 | Willpower: Tier 4 | Mind: Tier 3 |
Vitality: Tier 4 | Energy Control: Tier 4 | Stamina: Tier 2
Endurance: Tier 3 | Strength: Tier 2 | Speed: Tier 3

Background
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What is your character's background?
Family: Deceased

Trivia
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Anything else you'd like us to know about your character? Favorite Hobby? Etc

Character image ⬎
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Nexus Admininstration

Administrator
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Basic Information
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Character Name: Tessa Koyami
Age: 36 Years Old
Origin: Beijing, China
Birthday: January 4th, 2193
Gender: Female
Height: 5 Foot 7 Inches
Weight: 185 Lbs

Personality Type: In Progress...

Moral Alignment: Lawful, Neutral
Greatest Fear: None

Motivation/Goal: She wants to find a way to give herself a power, as she wasn't born with any and nothing she's tried has worked for her. While able to transfer powers to and from others, it never works on herself. The only thing she's succeeded at was changing her appearance, and that's only temporary but in terms of her own power, she's come up short every single time.

Allies/Friends: Anyone who pays her for her services
Relationships: None

Professional Information
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Alias
: Lady Koyami
Affiliation: Scientist, Koyami Inc.
Student(s): Jennie Takeda
Rival/Enemies: Unknown
Secrets: Unknown
Rank: E
Equipment: X-Block 15 | Proto Serum | Anti-Amulet

Proto Serum: The serum comes in a variety of different colors due to the different factors that go into its creation, its a liquid that must be consumed in order to gain its properties and abilities. When the Serum is consumed, the serum itself causes special markings to appear along the body of the consumer, while the markings move they manipulate the DNA within the blood of its consumer, changing it entirely.

Anti-Amulet: In Progress
Weapon: Sword Of Maboroshi

Weapon Description: The personal creation and sentient Katana Sword of Tessa Kōyami. This extraordinary katana is not merely a weapon but is a sentient being and a master of illusion, possessing eyes along its hilt and blade that mesmerize and entraps its victims. It wields the art of both illusions and darkness. It sports a squared black hilt wrapped in white bandages and a silver guard. For the most part, it looks like a normal katana, but it has a more fleshy and sentient appearance as orange eyes with bright yellow-green scleras appear along the hilt and 2 matching eyes appear on the top of the silver guards with a red pattern along the center almost making a face. Even the sheath itself has a a fleshy appearance sporting a red and black coloration to it and pulsating like a heart. When the blade itself is swung, it gives off the illusion as if it's creating afterimages in its wake.
Hypnotic Gaze: When the eyes along the sword of Maboroshi open, they release a captivating and entrancing gaze that ensnares the minds of anyone who meets their gaze. Victims become entranced and susceptible to the wielder's commands, rendering them paralyzed and vulnerable to deception.

Phantom Illusions: The katana has the power to create vivid, lifelike illusions of its wielder. These illusions can take on various forms and personas, making it appear as though the wielder is in multiple places at once. The illusions are so convincing that even experienced fighters can be deceived, leading to confusion and chaos.

Creations: Neck Bug | Astral Fiber | Sword Of Maboroshi

Neck Bug: These neck Bugs have inherently low vitality reserves, making them highly unsuitable for traditional fighting techniques that require substantial output. However, they do in fact possess an ALMOST expert amount of energy which allows them to fulfil their duties and escape before running out of reserves. As such, his statistics is strictly for escaping/retreating purposes after gathering the DNA sample needed. The most astonishing feature of the Neck Bug is its speed. Without the need for energy techniques, it can sprint at mind-boggling speeds. This incredible velocity enables it to cover vast distances in the blink of an eye. In contrast to its exceptional speed, these creatures possess only basic durability. While it can withstand minor physical impacts and falls, it is inherently vulnerable to attacks, which makes it reliant on its extraordinary speed to evade danger rather than confronting it head-on. Its main ability is Extraction, giving this creature the ability to extract DNA from its victim through his right nub and release it through its left. It has gained this ability due to it having DNA from a mosquito. The sole purpose of this isn't to cause damage but rather annoy and steal from its victim. Outside of that, its only other ability is a simple teleportation back to the Koyami Inc. Lab.

Astral Fiber: Astral Fiber is an extraordinary, semi-organic material that glows faintly with an opalescent shimmer, like liquid starlight trapped in a flexible lattice. Its surface appears smooth and reflective, yet subtly textured, giving it a sense of vitality, as if it were aware of its environment. The color shifts depending on the light, ranging from deep violet to silver-blue, and in motion, it leaves afterimages like comet trails, a visual cue of its otherworldly nature. Despite being non-metallic, Astral Fiber possesses a hardness comparable to tungsten carbide, capable of slicing through solid stone, reinforced armor, or energy barriers with ease. Its edges can form virtually indestructible blades when tensioned. This material can stretch, twist, and elongate to astonishing lengths without losing strength. It can coil around objects, extend dozens of meters in an instant, or reshape itself into stabbing, whipping, or binding forms. The substance remembers the shape it’s forced into and can retain partial forms after stretching, allowing for improvised weapons, barriers, or even temporary platforms in battle. While incredibly dense in terms of resistance, it feels light to the wielder, enabling acrobatic and high-speed maneuvers impossible with traditional weapons.

Power Information
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Main Ability: None

Teacher Mix Statistics (Scientist)
Presence: Tier 4 | Vitality: Tier 4 | Stamina: Tier 3
Strength: Tier 5 | Endurance: Tier 2 | Speed: Tier 3
Mind: Tier 5 | Control: Tier 3 | Willpower: Tier 4

Background
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Backstory In Progress...

Family: Asa "Koyami" Takeda (Sister/Alive) | Jennie Takeda (Niece/Alive)

Trivia
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Favorite Hobby
: Experimenting | Reading | Studying
Favorite Songs: Like Jennie by Jennie | Creed by Z3IRØ (Skz)

Character Image ⬎
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CairoSaja

Prince Of Saiyans
Staff member
"Extinction isn’t death. It’s erasure. I’ll burn the oceans before I let that happen again."
"The sea remembers what the world forgets… and I intend to remind it who still hunts beneath the waves."
"Every beast I slay, every seal I forge… it’s all a prayer to the ones I failed to save."

Basic Information
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Character Name: Zi-Rok
Age: 28 Years Old
Origin: Fuyang, China
Birthdate: July 14th, 2201
Gender: Male
Height: 6 Feet
Weight: 189 Lbs

Personality Type: Zi-Rok is a cold and calculating warrior of the Kurai Ssyn Clan. As a member of the pirate crew Black Fang Armada, he serves as both enforcer and protector, his quiet presence commanding more fear than any threat could. Beneath his stoic surface lies a tragic devotion, not to conquest or gold, but to survival and blood. His loyalty to his sister, his only "known" remaining kin, defines him; she is his balance and the only tether keeping the serpent within him from consuming what humanity he has left. To his crewmates, Zi-Rok is a being who listens to the sea as if it whispers to him. His code; the Code of the Fang, honors strength, loyalty, and debt, and though he follows orders, he only kills others people when his own sense of honor deems it worthy. Haunted by extinction and driven by duty, Zi-Rok sees the sea as both freedom and as reflection. To him, the ocean and the serpent are one and the same: creatures of instinct and survival.

Moral Alignment: Chaotic, Hero
Greatest Fear: None

Motivation/Goal: Zi-Rok’s motivations stem from survival, legacy, and the quiet ache of extinction. As one of the last of the Kurai Ssyn, he sails the seas with the Black Fang Armada not for riches, but to hunt and to search, hunting colossal sea beasts to test his strength and honor the predatory spirit of his kind, and searching the forgotten corners of the world for any trace of surviving members of his clan. Each hunt is both a ritual and a remembrance, a way to feel the pulse of his ancestors in every strike. His ultimate goal is to rebuild what was lost, to restore their bloodline and ensure that the world never forgets the power of the Bashe.

Allies/Friends: Black Fang Armada
Relationships: Kurumi Shinigami (Bestfriend)

Professional Information
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Alias: Cobra | Bashe
Affiliation: Black Fang Armada
Mentor: Syzoth
Rival/Enemies: None At The Moment
Secrets: None
Rank: B
Equipment: Cloaking Device
Weapon: Klaw Guantlets

Civilian ID ⬎
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Power Information
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Main Ability: The Serpent Morph: Bashe Ascendance represents the pinnacle of the Kurai Ssyn's clan metamorphic evolution, a power that allows them to channel the primal essence of a reptilian beast, with Zi-Roks being the divine serpent that once ruled both land and sea, the Bashe. When invoked, Zi-Rok’s body undergoes a violent, fluid transformation as scales ripple across his flesh, his veins glow an eerie emerald, and his aura radiates a suffocating pressure akin to being trapped within the coils of a titan. During this transformation, Zi-Rok’s venom becomes a living weapon, a sentient fluid born from his energy becomes more deadly and dangerous to be around. It courses through his skin, mouth, and claws, giving rise to a dual-purpose power: venom as offense and defense. Outside of that, he of course gets the normal abilities of a Bashe such as Molting and Gut Imprisonment (Bashe Form).
Techniques
Basilisk Spit: Zi-Rok can launch highly pressurized streams or orbs of venom capable of melting steel or igniting upon contact with air, creating toxic green explosions. Each strike carries both corrosive and paralytic properties, capable of eating through armor while numbing the nervous system.

Serpent Lash: By focusing venom along his limbs, Zi-Rok can extend his strikes like whips, each swing leaving behind a crescent of sizzling toxin that continues to linger and spread across surfaces.

Fangstorm Burst: A violent release of venom energy erupts from his body, scattering droplets of poison that crystallize into sharp, reflective shards midair before detonating in all directions, a mixture of acid and concussive force designed to clear entire zones around him.

Bashe Reflex: Zi-Rok can detect vibrations through the ground and air, granting him a 360° awareness of his surroundings. Even invisible enemies or illusions distort this sensory field.

Toxic Shroud: Zi-Rok can exude a thin layer of venom across his skin that hardens into an armor-like coating. This defensive shell poisons anything that makes contact. Even a grazing hit can leave traces of venom that seep into an opponent’s bloodstream through minor wounds.

Molting Rebirth: When heavily injured, Zi-Rok can shed his skin like a serpent, leaving behind a hollow replica while regenerating wounds beneath it. This process takes a few seconds but can only be done twice per battle before exhaustion sets in. A 3rd time will leave him nearly empty on vitality.

Weaknesses
* Trying to use Molting Rebirth more than 2 times is already a risk in itself as it will leave him almost completely empty on vitality, but pushing for a 4th use in a single battle will outright kill him.

* Like true retiles, Zi-Rok relies on heat and energy flow to maintain vitality. Extreme cold or energy suppression techniques can slow or halt their transformations.

Sub Ability: Chain Manipulation: This is an ancient sealing and combat technique that grants Zi-Rok mastery over ethereal chains. Said to originate from an ancient sealing deity who bound gods within their own essence. When summoned, they emit a metallic resonance mixed with a low, spiritual hum, a sound described as halfway between a chain’s rattle and a whisper. Zi-Rok channels these chains through his body, able to summon them from any point of his anatomy, his hands, shoulders, spine, or even his back like spectral tendrils. In rare cases, he can call them forth directly from the air, as though dragging them out of the unseen realm between the physical and spiritual planes. Despite this versatility, he favors releasing them from his hands for better control. The chains glint with a dark silver sheen, sometimes etched with faint glowing runes that react to his emotions or intent.
Techniques
Chain Seal: When the chains make contact with an opponent or cursed object, Zi-Rok can inscribe sealing runes along their length using his energy. These markings glow with violet or emerald light as they activate, locking away a target’s powers, summoning abilities, or even consciousness within the chain itself. When fully completed, the chains sink into the ground or his own body, carrying the sealed energy with them, effectively imprisoning it in a spiritual vault.

Shackles Of The Abyss: Zi-Rok can release several chains in all directions to ensnare multiple foes at once, coiling around limbs, necks, and weapons. Once connected, they form an intricate web that absorbs energy flow. These chains can anchor into the environment; wrapping around ship masts, cliffs, or structures, creating a containment field that no creature can escape without breaking his will directly.

Chained Fang: By channeling chakra into his chains, Zi-Rok can harden their ends into bladed or hook-tipped appendages capable of piercing armor, deflecting attacks, or dragging enemies toward him. When combined with his venom techniques, the chains can carry poison through the punctures they inflict, spreading it through a victim’s body.

Weaknesses
* Attempting to seal entities far stronger than the user can cause the chains to violently recoil or shatter. This can result in massive energy backlash, leaving the user drained, burned, or even comatose depending on the power discrepancy.

* The chains have a limited range to extend from the user, before they begin to weaken. Past a certain range, the user risks weakening his attacks and losing connection entirely, causing the chains to dissipate or fall limp.

Mixed Statistics On Land
Stamina: Tier 4 | Speed: Tier 4 | Strength: Tier 4
Endurance: Tier 3 | Control: Tier 4 | Vitality: Tier 5
Willpower: Tier 3 | Presence: Tier 3 | Mind: Tier 4

Mixed Statistics In Water
Stamina: Tier 4 | Speed: Tier 5 | Strength: Tier 3
Endurance: Tier 3 | Control: Tier 4 | Vitality: Tier 5
Willpower: Tier 3 | Presence: Tier 3 | Mind: Tier 4

Background
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...Backstory In Progress...

Family: To Be Added

Clan: Kurai Ssyn (暗蛇信, Faith of the Dark Serpent)
Defining Childhood Memory:

Trivia
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* This Character Was Inspired By My Favorite MK Characters, Reptile and Takeda. Though Instead Of A Lizard, He's A Serpent.
* As A Kameo, Reptile Is Listed As One Of His Mentors.

Favorite Hobby: Sea Beast Hunting | Drinking | Swimming
Favorite Drink: Rum
Favorite Food: Sea Beast | Orca | Shark | Giant Squid

Character Image
Casual Appearance - Normal Appearance
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