@NobodiesHero@Polaris NorthYou can post as you please as long as it doesn't force some sort of narrative thing off the rails. At the moment we're just waiting so there's little you could do to derail anything.
Alright, here is my application. I hope it's suitable!
Name: Ludmilla Volkov (pronounced loodMEElah FOLkoff) Nicknames: Akane (meaning 'deep red', in reference to her hair, its used by a select few Japanese friends and associates due to her name being extremely difficult to pronounce) Villain Name: Ludmilla Age: 23 Gender: Female
A lithe woman who measure 5'4” tall, Ludmilla sports a pale complexion and shockingly orange hair cropped short. Beneath her long, thin eyebrows, her right eye is a brilliant green that offers stark contrast to her hair, but her right is glazed over, with a pale blue iris and reddish-purple pupil. Of course, her left is most often cowled beneath an eyepatch. When undertaking villain work, she can be seen in a somewhat tight-fitting but predominantly practical padded black suit, its material and make the same sort as SWAT-team protective gear. When not on duty, she leans toward punkish clothes that give her the air of a ruffian. A good image of her in 'casual' clothes, when she was a good bit younger:
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Weapons: None, though she will tend to improvise weapons using her surroundings Villain Equipment: Only her tactical suit, though she would love to get her hands on some sort of eyepiece that could help with her Quirk
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Strength: Though a fair bit stronger than your average twenty-three-year-old woman, Ludmilla is no powerhouse in the strength department. Though she might put on a show of confidence by throwing around what weight she has in a fight, she will typically try to forego contests of raw strength
Endurance: Ludmilla's active lifestyle and good genes have endowed her with impressive endurance; in fact, it is arguably her best trait. She can jog at a steady pace for a little less than forty-five minutes, sprint for an entire minute, and keep going long enough in a fight to outlast some opponents, which forms the basis of her strategy in many scenarios. Some, either as a compliment or insult, have compared her stamina to that of a Russian grey wolf
Willpower: In terms of mental endurance she is pretty dogged, and as long as she's sure some problem isn't impossible from the outset, she'll press on with an almost-angry determination as long as she can. A certain surly disregard for other's taunts, jibes, and questionings lends her a more-than-decent resistance to self-doubt and certain ploys. However, her will is by no means unbreakable, and multiple failures in quick succession or a decisive failure outright may convince her that giving up is the best option
Speed: There's not much to say about Ludmilla's speed, garnered from the same cardio-intensive lifestyle that developed her endurance. She can be quick when necessary, especially in short bursts, but it's not her forte. That said, she is certainly faster than she is strong
Reaction Speed: A contender for Ludmilla's worst trait, her reaction speed is workable but not at all remarkable. Speedier opponents or quick-thinking adversaries can overwhelm and frustrate her as she struggles to keep up, moreso when trying to handle the backlash from her Quirk at the same time
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Name of Quirk: Brighteye
Ability of Quirk: Using her left eye, Ludmilla can generate a piercing white light, the edges of its glow tinged with dull bluish-purple as they flare straight up and down. After a moment, the light will burst in a flash, altering the viscosity of the air and water in her line of sight. To be specific, the flash will increase the viscosity, with the resulting viscosity based on her will but dependent on other factors. The duration of the alteration depends on that viscosity, and its range depends on her field of vision. Viscosity is, in essence, how difficult a substance is to move through, equatable to its solidity
Qualities of Quirk: Though strange at first sight, Brighteye has a lot of utility. It can be used offensively to slow enemies down, or to nearly freeze them in place at high viscosity. It can also be used defensively to block -or more accurately, delay- projectiles. It's even usable for movement, since after a stasis field has been made, Ludmilla can essentially swim through it or run atop it, making it possible to stasis a section of air and, say, swim up to the second floor of a building
Strengths of Quirk: With its many uses and a little bit of cunning, Brighteye can be applied to a great many situations, making it a highly versatile Quirk. Its power to stop enemies in their tracks also makes it an exceptional support Quirk, since she or allies can take advantage of impeded enemies to attack, escape, or take other action
Weaknesses of Quirk: First and foremost, Ludmilla is blind in her left eye due to that organ's structure being changed to facilitate her Quirk. Usage of her power causes eye strain, ranging from barely anything on first use to severe after repeated use (ten uses), and this eye strain gives her a headache. Aside from hurting, these headaches make it difficult to focus and think rationally, and they make her quick to lash out, so Ludmilla really can't abuse her eye's ability
Limits of Quirk: A lot of variable are involved in any instance of using Brighteye. Ludmilla's field of vision is one; if it's large, her range is short, and if she narrows her vision, she can achieve longer range but affect much less area. Its duration is another, since it depends on any stasis field's viscosity. A high-viscosity field, and thus a more potent stasis effect, lasts for a far shorter time than a low-viscosity field. Brighteye also yields different results based on the composition of the affected substance. If the air is obscured by particles, such as sand, snow, or smoke, a high-viscosity stasis may become pretty solid. If there's no air or water to make more viscous, or Ludmilla's vision from her left eye is blocked, the Quirk has no effect
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Biography: Born in Volgograd to an older couple as the younger sibling to an older brother and sister, Ludmilla developed a unique dynamic with her family from an early age. Distant and self-absorbed, preoccupied with earning the highest marks among all his peers from the first grade onward, her older brother Vitaly never made much of an impact on her life other than casting a long shadow over her. In a very different vein, she disliked the excessive affection of the middle sibling Yulia, who never seemed to want to leave her side. Her parents, however, demanded much of her attention. Since their meeting and marriage in the early years of lower Russia' long recession following the emergence of Quirks, Ludmilla's mother and father had nursed ambitions for great achievement that they'd never been able to realize. By nature a pair of goal-oriented individuals more focused on profit and recognition than romance or nurturing a family, her parents aimed to lead their children on the path toward fame and fortune they had wanted for themselves. Though all three children displayed Quirks, their development was shunned, for their parents took a hardline stance against what they termed 'comic-book nonsense'. Much was demanded of the three siblings, and for a long time, they worked so hard to please their parents that they got used to being used.
While Vitaly was off earning his high school's honored Valedictorian status, Ludmilla concentrated on dance. She shared her mother's admiration for the world-famous Russian ballet dancers whose beauty and poise captured eyes and hearts across the globe, but she did not share her drive. Growing increasingly disillusioned, Ludmilla fostered a growing tendency toward rebellion, and looked elsewhere for self-satisfaction. She found it among Volgograd's substantial Korean population: the martial art of Tae Kwon Do. It was there that she found her affinity for combat and competition, carrying on the ancient tradition as she became stronger and attuned her self-control. One art complimented the other, but Ludmilla found she could not approach dance the same way anymore. Desperate to break free of the monotony, she began to put her own spin on the dance, injecting it with sudden and violent motions along with strange posing. This put her on thin ice with her institution, which ultimately broke when the time came for graduation, and the selection of the honored few who would take the next step toward fame.
The judges, displeased were her performance, grew downright disgusted when they found her body made tough and lithe by years of martial arts training and when the beheld the dead glaze in her patched-up eye. Even if she didn't care about ballet as much as Tae Kwon Do anymore, Ludmilla was stung by the rejection—though it paled in comparison to that of her mother's and father's. They railed against their wayward daughter, accusing her of selfishly ruining her own potential and sabotaging her family. Full of anger and disappointment, they turned their criticism on Yulia and even Vitaly, haranguing them for failures both real and imagined. In return, the children's smoldering resentment boiled over, escalating the condemnation into an outraged shouting match, and then into a brawl. It was then that not one or two but all five family members' repressed Quirks appeared. Vitaly, whose bottled-up stress and anxiety outweighed his siblings' by far, caused the earth to rattle and crack even as his mother's poison eked across the floor, his father caused household items to melt, and Yulia's hair took on a life of its own. When the family members tried to flee from their home as it threatened to collapse, they found themselves blinded by sudden flashes that turned the air thicker than molasses. In another city, a local hero might have rushed in to save the day, but today there were no heroes to come. Instead, a gang of villains interested in recruiting people with Quirks approached the disaster site, and from the rubble they pulled Ludmilla. When the girl awoke, she found herself in a different town, the unwilling recruit of a despicable band of miscreants, thrust into a living nightmare.
Yet, Ludmilla adapted. Applying herself helped ease some of the pain that was thinking about what happened to her family, and her role in it, though she never found out their ultimate fates. With some help from the gang's resident wise guy, she came to terms with her ability, and after testing the waters of what she did and didn't find morally permissible the girl proved herself an invaluable asset to the crew. That is, she proved her ability to be an asset. While for a while she delighted in the liberty and self-satisfaction of a rogue's lifestyle, she grew to realize that things hadn't changed after all. In the end, she was still being used—someone's tool to realize their own goals, not the master of her own fate. This time, however, she could only turn her fury outward. In time, her unique Quirk, personality, and accomplishments earned her the attention of Dark Tree to whom her crew was a distant subsidiary, and Ludmilla was transferred to Japan. Despite the vastly different culture, she settled well enough as she continued her work as a criminal, this time under the wing of an old Dark Tree lieutenant called Whitesnake. Through his tutelage and oversight, he made 'Akane' feel cared for for perhaps the first time, and she developed an ardent loyalty to him and Dark Tree by extension.
Personality: At surface level Ludmilla gives off the impression of being apathetic. However, that non-responsiveness is simply how she acts when a chance to be aggressive and brash isn't available. In essence, she doesn't go looking for fights, but she's more than happy to finish them, and in as spectacular a way as possible. While she has a decent understanding of right and wrong, her personal moral compass revolves primarily around whatever 'feels right', and she doesn't have many compunctions when it comes to hurting other people, directly or indirectly. In contrast to her parents, she derives pleasure not from accomplishment -the end result of any given venture- but from what she experiences on the way there. The rush of risk in particular exhilarates her.
Having become disillusioned with the proper way to do things, she finds small joy in small rebellions, doing things wrongly or in an aggressive manner just because she can. It can be said that she's hungry to assert and prove herself, both her own identity and her own independence, and willing to go to great -but not necessarily any- lengths to do it. This philosophy of aggression and rebellion does not necessarily apply to her villainous allies, which would hurt her in the long run, and it doesn't mean she can't approach situations with wit and strategy. For the most part, though, she's proud to be a thug, high-class maybe, but a hooligan nonetheless.
All this doesn't necessarily mean she's unpleasant to be around in the right circumstances. Despite being generally surly, anti-authority, and anti-propriety, she's outgoing, open to, and supportive of allies; evidently, teamwork is something that 'feels right' to her. While most crimes don't bother her, she is completely unwilling to commit murder, and while she enjoys some violence here and there, she's not sadistic. This mean's she's a villain with a line she's not willing to cross, but up to that point Ludmilla has few qualms.
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Other: Ludmilla does not have a firm grasp on either the English or Japanese languages, and uses her phone to translate to Russian. Certain short phrases, such as common orders, are recognizable to her, but otherwise it can be tough to communicate. This helps contribute to an aggressive-yet-quiet demeanor.
If I'm reading the quirk right the thing inhibits moving correct? I'm just having an issue wrapping my head around it.
Pretty much. It does that by making air (or water) harder to move through, in the way that syrup is harder to move through than air, and it does this in a defined field.
I'd also like to say I apologize if my posts seem 'lacking' in comparison to others. The characters are NPC's after all. Not player characters. Their mental thoughts, and their actions aren't meant to be massively in depth. But so far I've been pleasantly surprised with the post quality.
Hey, my grandmother is in the hospital, and I'll be having to make time outside of work to help take care of her when she recovers. I'll have to drop. I realize it's sudden, but I haven't done anything yet, so it shouldn't be too hard.
Submitted for your approval: probably the creepiest character I've ever made.
Name: Ken Nijimura Nicknames: None Villain Name: Panopticon Age: 35 Gender: Male Appearance: --
Weapons: A low calibre handgun
-- Combat Section:
Strength: Panopticon is not a physical villain and rarely finds strength to be particularly useful in his line of work. As such, his strength isn't much different from that of a typical white collar worker of his age.
Endurance: Almost exactly average, Panopticon's unexpressive nature means that he is unlikely to actually reveal his pain, making it appear slightly longer to observers.
Willpower: Experienced as he is in the tactics of coercion and manipulation, Panopticon is sinle minded in his focus to an absolutely terrifying degree. For all his faults, his self-control is impeccable.
Speed: Panopticon possesses only slightly above average speed and agility die to his relatively thin frame.
Reaction Speed: Largely unremarkable and average. -- Quirk Section:
Name of Quirk: Tune In
Ability of Quirk: Panoticon possesses the ability to broadcast, manipulate and recieve low frequency electromagnetic radiation, essentially rendering him a living, two-way TV station. He can see through TV and phone screens and hear through radio recievers, provided they are within range, as well as effortly control their content.
Qualities of Quirk: Panopticon has an utterly horrifying understanding of the art of subliminal messaging, slowly and subtly (or abruptly and brutally) subverting the free will of anyone unfortunate enough to be subjected to his broadcasts. He is also adept at subtle surveilance, his Quirk allowing him to monitor and track targets with little fear of reprecussion.
Strengths of Quirk: In the field of observation and information gathering, Panopticon's Quirk is extremely difficult to avoid while remaining in civilization and its mental effects are devastating.
Weaknesses of Quirk: Obviously, the Quirk is not particularly combat oriented, rendering it completely useless in a direct, physical confrontation.
Limits of Quirk: Obviously, Tune In can't monitor or control people that have gone off grid. In addition, the subliminal messages can be overcome by someone willful (or oblivious) enough.
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Biography: As a boy, Ken was always upset and confused by the people he met. Why were they so undisciplined? Why were they so unfocused? Why did they constantly feel the need to assert their place in the world? Why couldn't they all just get along?
As he grew, young Ken grew more and more discontent with all the disorder in the world. He dreamed of someday growing to become "Overseer, the Orderly Hero" and dedicated all of his time to studying and understanding how to make people behave rationally.
Try as he might, though, his vision for the world just didn't match up with those of the people he had to impress in order to become one. "You have no respect for free will." they said. "You sound more like a brainwashing cult leader than a hero."
Until one day, it clicked. The very thing he sought to destroy was the Heroes themselves. They were individualistic. Aggressively so. They were the bulwark of this chaotic and unharmonious society. In order to achieve his paradise, they would have to be destroyed.
Since striking out as a villain, the newly christened villain Panopticon has adopted a larger scale view of the world. He accepts that it will do little good to simply subdue the populace when their flamboyant costumed protectors remain. He accepts that, in order to build a new order, the old systems must be eliminated. And so, to that end, he grit his teeth (metaphorically, of course) and joined the Dark Tree in spite of the individualist inclination of its members as an itelligence and surveilance specialist.
Personality: Panopticon is, if nothing else, unfailingly courteous and professional, speaking with a businesslike tone at all times. He speaks in a flat, monotone voice and is almost entirely unexpressive, perhaps owing to his lack of an actual face.
Cold and calcuating, he is quite the control freak and becomes agitated and unstable when in a particularly chaotic situation (though he still never actually raises his voice). He is extremely intelligent, but has very little ability to understand and account for human emotions. A perfectionist through and through, he just can't understand why some people find his plans, methods and demeanor disturbing.
On that note, while Panopticon accepts the mantle of "villain", as he does oppose heroes, he does not consider himself evil or amoral. In his eyes, he is a champion of order in a chaotic world that needs to be set straight.