Current
Now running: World of Light: The Tale of the Dark Itself
4 mos ago
Forever and ever, amen
8 mos ago
Calling out from Scatman's world
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11 mos ago
Called into action - by threats that seem harmonized
1 yr ago
Tomorrow comes
Bio
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
Just when Ludmilla felt settled, ready to tackle whatever came her way in the course of the next few minutes, she heard -to her great surprise- her motherland's tongue. Accented or not, it came from the girl she'd just casually badmouthed to her supervisor, which meant that she understood every word. ”Дерьмо!” she ejected beneath her breath, before she could stop herself. The meaning of Chika's words came across loud and clear, indicating in a matter-of-fact manner how presumptuous Ludmilla had been. Oddly, the smaller woman didn't seem to be mad, which rendered any defensiveness on Ludmilla's part unnecessary. She hadn't intended to be confrontational, after all—just a little mean-spirited, in a private fashion. ”Uh...my mistake. I did not know you could speak Russian. It's...uh, good to meet someone I can...talk to?” Inside, Ludmilla broiled with anger that she'd thrust herself into such an awkward, embarrassing situation. Thank God nobody else other than Whitesnake could tell, so an impassive expression could save some face. Speaking of the man, she cast her mentor a glance and found him rolling his eyes in suppressed amusement, which put Ludmilla dangerously close to turning red. She reached down and replaced her facemask to hide her embarrassment, looking up at the ceiling.
A moment later, she was grateful for the distraction of Kane, who approached her at a rapid pace. Doing her best to not flinch at the huge mutant stomping so close, she watched with narrow eyes as he snarled words in Japanese and gesticulated to the two of them. For a few seconds she felt both confused and perturbed by the bond between Kane and herself implied by his pointing, but the action of slamming a fist into a palm held universal significance. Either he wanted to fight her, or he wanted her to fight with him, and one of those options did not bear consideration. Regardless, the last few sounds he uttered after shaking the whole bar with his palm-pound seemed to be questioning, and considering the ramifications of aggravating a giant brute such as he, Ludmilla felt it best to agree. ”Yeah, sure,” she guessed, punctuating what to him would be meaningless with a nod of affirmation.
He turned his attention to Chika, so Ludmilla turned hers elsewhere. A couple moments passed before a ringing sound filled the bar. Shade Walker's sudden reach for his phone and its subsequent examination made her think it was already go-time. A peek at Whitesnake for confirmation resulted in a stiff nod. ”Looks like it's time for you to begin. Stay sharp, stay mobile, and support your teammates. Keep surprise attacks off their backs, and incapacitate any especially dangerous enemy. Lastly, don't underestimate the opposite. Ready, Akane?”
Though nobody could see it beneath her mask, Ludmilla smiled. ”Hai, sensei.”
Chika rushed off, probably to make preparations, but Ludmilla and several others were already good to go. She jogged a little closer to where the others gathered around Shade Walker, and awaited orders with arms crossed. Away from the group, the man with the television head produced a steady stream of speech without any emotional inflection whatsoever, bidding Ludmilla look his way for a few seconds. What a cool, creepy guy. He'd be perfect as the mysterious, dangerous number two for some action flick's big, bad villain. Or number three, maybe? Like that one Transformer, Soundwave. Weird, but badass in his own way. Well, either that or some boring communications lackey. Time would tell. For now, she needed to concentrate on the mission. Sticking with Kane would be best given his signaling earlier, and even though she couldn't understand his speech, it was enthusiastic enough to tell her he was raring to get some action.
Bolstered by the impassive dignity that only powerful old men could boast, Whitesnake's face remained politely positive while Shade Walker ranted. With no miscommunication on his part, the recruiter knew that the only remaining difficulties found root in the nebulous villain's own pride and distrust, the latter of which Whitesnake knew would be proved unfounded in this case when his protege demonstrated her worth in the upcoming heist. He watched her go, meeting the eye of each ne'er-do-well present as if to ask them whether they had any problems with her. After a couple of moment she'd disappeared onto the ladies' room, leaving behind her mentor, an impression, and a Shade Walker with still more to say. ”Sir, I stand by my earlier statement. You'll find her courage and ability more than satisfactory.” He tilted his head just a touch to signal bemusement at his second statement. ”Ludmilla knows of East, but only recently. She grew up far away, hence the language barrier.”
Through his signature slitted green eyes, Whitesnake gauged the group's general reaction to his charge following her departure. Ryuuji, the dark teleporter, indicated not a problem but a willingness to help the new recruit with language. The brutal bruiser Kane appeared more enthusiastic about Ludmilla joining the group than Shade Walker, which Whitesnake found to be an interesting inversion. In the lull, Panopticon chose to make his appearance—eerie, inhuman, and businesslike as ever, he provoked some degree of discomfort from everyone in the room. He gave no indication that Ludmilla had come and gone at all, though Whitesnake would not have expected one. Also during this interlude, one of the doors in the back of the bar had opened to disgorge a disheveled scientist, who set about making herself a meager meal. Only toward the end of this task did she seem to take note of the newcomer, and Chika made a proposal as well. ”I had not imagined a team of soon-to-be bank robbers would be either so helpful or so linguistic.” Despite his standoffish tone, Whitesnake did not consider the offers a slight against himself as Ludmilla's mentor, and he decided that a little help could not go wrong. ”She reads and writes Russian,” he answered Chika's question.
A moment later, the bathroom door popped open and Ludmilla appeared. She still held her briefcase in hand, but this time it evidently contained her street clothes, because now the young woman wore a padded black-and-gray tactical suit, somewhat tight-fitting but overall highly practical. Her eyepatch had not been changed, but a rigid mask had appeared that covered her entire lower face, meshing well with the bottom of the patch. Altogether, she could be mistaken for a riot cop at first glance, but her ensemble gave her a hint of menace. After a few seconds of looking around, Ludmilla seemed to decide that the group wouldn't be heading out right this moment, so she reached up and pulled down the facemask to hang around her neck. With that done her focus lay on the two people she'd missed before: Panopticon and Chika. For the former she allotted only a wary glance, but the woman received a more thorough look. Clear lack of attention to personal care, glasses, hyper-pale skin, small size, zero musculature...everything about her screamed 'turbo-nerd.' Yet if she was here, she was a force to be reckoned with in some respect. Ludmilla's eye conveyed mixed feelings, and when she turned away to head back toward Whitesnake, she said aloud to him in Russian, ”If this tiny NEET girl is half as smart as she looks, she should know that red hair only looks good natural.” Tossing her briefcase on the floor, she seated herself at the bar, leaning on one elbow. Here, she could see pretty much everything going on inside, but the greater concern was the job that lay just ahead. This would be her moment; the only chance she'd get to show these people she could be a pro villain.
Azura Level 1 Day 3 Location: 26th Floor of Tetris Castle, the Reception Hall Experience: |||||||||| (0/10)
Even when made heavy by boots, the footfalls of the foreign princess walking the Tetris Castle's halls seldom made a sound. Over the last few days a great many new faces had arrived at this hub world, united by the common threat posed by the Mugen Virus, and among their ranks were featured unforgettable faces, unignorable attitudes, and attention-grabbing appearances. With all of the commotion caused by so many arrivals, few could devote their time to unimportant tasks, but all the same there came scattered reports of a woman nobody seemed able to commit to memory. They knew that bore breathtaking aquamarine hair, voluminous, long, and in splendid condition. If spotted at the training grounds, she was said to carry an ornamental spear as beauteous as herself. Yet this woman always seemed to slip away, first from the body and then from the mind, remembered only sparingly and in retrospect.
For her part, Azura did nothing to attract attention. This place was, after all, another castle. She knew the nature of royalty, their subjects, and how they behaved in response to a foreign princess whose silence and dignity came off as coldness and aloofness, making them think she thought she was their superior. A castle was a cold and uncaring domicile, a place of status rather than compassion. If one wasn't its master or the master's progeny, one could be expected to be treated like dirt, like a tool, like a pretty trinket brought out for display on special occasions, or in a certain someone's case, all three. When in Nohr, Azura found relief from the lonesomeness of her secluded chambers and the pointed looks of the kingdom's nobles in the markets and outdoors, where either commoners or nature were happy to receive her. There, she found that her songs sounded far better than in her recitals. Today, her first mission as a 'hero' would begin, and she was to be received by someone of the name of 'Vault Boy'. When she accepted the invitation of a strange turtle to come here, she hadn't imagined that she would be giving up the hospitality of the kingdom of Hoshido for a frontline war against some terrible menace, but Azura was determined to do some good in the world. It was time to demonstrate that she was neither a trinket nor a wallflower, but a heroine. As she approached the place of the meeting, therefore, she brought company: the Blessed Lance bestowed upon her by gracious Queen Mikoto of Hoshido, a memoir of the short but wonderful time she hadn't felt quite so alone.
The Reception Hall certainly lived up to the grandiosity Azura had come to respect from castles' public chambers. When she entered, her hand as gentle on the door as could be, there appeared to be nobody but servants and Vault Boy himself amid the fixings for a gratuitous feast. I'm the first, then. Since carrying a lance to a meal would be nothing short of preposterous, and bringing it here in the first place seemed a more brainless decision by the second, she decided to give a soldier's bow to her host. With a flourish of her weapon she executed the respectful gesture, which ended with Azura embedding the weapon's point in the tile floor just to the right of the door. I can play it off as a ceremonial act resulting from a somewhat militant background—it wouldn't be a lie. With that out of the way she returned to a far more unassuming posture, hands clasped behind her back and head bowed. ”Good day, sir. I am Azura, of the kingdom...of Hoshido, here in response to your summons.” Unfailing in her etiquette, she remained motionless as she stood, waiting for instruction and for the arrival of others before taking any further action. A gracious guest assumed nothing, after all.
Others arrived before long, at which point their diminutive host greeted them and bid them eat. His other utter words caught Azura's attention, making her wonder for a moment before she concluded with some certainty that he'd been joking. He didn't end up telling the group much other than that the proceedings would properly begin in five minutes. At Vault Boy's behest, she went ahead and approached the table. Barely had she seated herself before a Lemming appeared, offering her a selection of drinks. Avoiding the creature's gaze, she whispered, ”...Water, please.” Once he left, Azura gingerly reached out and grasped a roll from a nearby serving platter, which she began to nibble at. Even if provoked, she would do nothing to break her composure, though in fact she hadn't eaten since she arrived her yesterday. Either way, her focus lay first and foremost on the task that would soon be at hand, wrapping her head around her current situation and preparing herself.
Japan never failed to confuse Ludmilla. Its culture of strange honor, self-effacement, quiet manners, and downright bizarre eccentricities surprised her at every turn. Musutafu, though not one of the country's better-known metropolises, embodied that culture completely. Even here, in the supposed bad side of town, things seemed pretty clean and quiet. Were it not for her mission here today, she wouldn't guessed that this place contained a seedy underbelly of Quirk-using criminals, but it did, and one that apparently wanted her talents to boot. As she walked along the bleak street, one hand in her pocket and the other clamped around the handle of the briefcase that held her tactical gear, she glanced at the old man walking beside her and, for the umpteenth time, felt a surge of amazement at the individual who served as her mentor. 'Remarkable' didn't cut it; his consideration for her was evident in every detail. For instance, even now he sauntered along the sidewalk on her right side, which meant she could glance at him for reassurance -as she now did- without having to turn her head due to her sightless left eye. The words she heard half a year ago still hung on her mind.
”So here you are, Ludmilla,” he'd greeted in perfect Russian, astounding her from the get-go. ”Forgive me for being up-front, but I can see by the guarded look in your eyes that you're someone who has been used. I will be perfectly honest about my intentions, then. Call it honor among thieves, if you will. I am a lieutenant of Dark Tree, a criminal organization active in this city. It's my job to recognize young blood and valuable skills across all of Asia, and wherever possible, bring such people here to join our ranks. However, I have recognized in you something more. Your drive to prove yourself reminds me so very much of my granddaughter Emi, who left for America some time ago. I can tell that you, like her, need someone to look out for you, even if you don't want to admit it. You need not answer now, but if you'd have me, I would be delighted to think of you not just as my pupil, but as my own grandchild.”
Weird, and maybe even a little creepy, but straight from the heart—that was Eishun Ikuo, the man known as Whitesnake. In time, she had come to think of him as a grandfather, and by now she owed him an immeasurable sum of gratitude. This morning, he had offered her not an order, but a choice: go her own way, with the lessons she'd learned and the skills she'd nurtured, or officially join Dark Tree as a new recruit in their hideout just before they embarked on a grand heist. That offering completed the job's transformation from an inescapable fate to a duty she could undertake because she wanted to, and for the sake of that wrinkled old hermit.
And here she stood. Phone in hand, Ludmilla punched in the Japanese characters over the door, and her indispensable translation app told her the name of the place where life would change. Stray Sheep. A bar... When she and Whitesnake drew near, both reached for the handle, but her fingers closed around it first. The old man smiled before settling on a grim expression. “I shall do the talking,” he told her in Russian.
“...Hai, sensei,” Ludmilla replied, her limited Japanese accented heavily enough to seem like a growl. She opened the door for her mentor, and the two went inside.
Though possessed of only one eye, Ludmilla quickly found herself with a lot to look at. She had no doubt that the strangers' eyes would fixate on her bright red hair and eyepatch, so she spared no expense looking them over, her surly expression clear to see. Most interesting was the mutant in the middle of a drink at the bar, whose size and reptilian features might have visibly intimidated a more emotive recruit, but she managed to recognize the man beside him despite his washed-up veil. Captain East. Ludmilla knew a handful of names belonging to this city's criminals, along with the appearances of the most significant was, and even in her short time in Musutafu she knew all about the tragic tale of Captain East. Installed in a booth were two unfamiliar faces, a young man who looked pretty ordinary and a younger woman whose ivory-white hair and blank expression made her stand out like a department-store mannequin. There were two others, neither attention-catching nor forgettable, one behind the bar in a butler's attire and the other situated in front of an arcade cabinet on the far side of the bar. Her gaze finally settled on a wraith in a black robe and silver mask whose reputation preceded him. Shade Walker. The real deal. Putting a hand on her hip, she waited along with Whitesnake for the current exchange to fizzle out, after which the old man began to speak.
“Mr. Shade Walker, good afternoon. I'm glad I could catch you in time. Here is the new recruit you asked for, whose Quirk you felt would compliment this team. I consider her my protege, and I am sure she will serve you well in the heist today. 'Ludmilla' is her name, though she also goes by 'Akane.'”
Recognizing her name, Ludmilla gave a slight nod of her head, a far cry from a bow.
“She does not speak Japanese or English, but can translate whatever she needs from her phone. In the heat of the moment, you'll find that she is very intuitive about what she needs to do.” Switching to Russian, he made an aside to Ludmilla. “Go ahead and use the bathroom to get changed into your suit. If I remember the schedule correctly, there will be action soon.”
After giving a grunt of confirmation, Ludmilla began to move through the bar, still holding her briefcase. One by one she glanced at the other villains as she passed, headed for the bathroom, the Japanese indicator for which she knew from memory.
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 and dull-witted. 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.
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:
-=-=-
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
-=-=-
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.
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
<div style="white-space:pre-wrap;">Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.<br><br>Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.</div>