Post by Mikael Rogue on Jun 14, 2020 21:49:29 GMT
Mikael Rogue "For the last time, that's my name. I haven't gone rogue..jeez!" |
THE BASICS
REAL NAME: | Mikael, Rogue |
HERO/VILLAIN/VIGILANTE ALIAS: | Magnet |
GROUP: | Student |
RANK: | D+ |
BIRTHDAY + AGE: | 21st April / 15 |
GENDER: | Male (he/him/his) |
SEXUALITY: | heterosexual |
NATIONALITY: | Japanese |
AFFILIATION: | UA |
POSITION/CLASS: | 1-B |
PHYSICAL APPEARANCE
HEIGHT: | 5' 7" |
WEIGHT: | 132 lbs | 60 kgs |
HAIR COLOR | Grey |
EYE COLOR: | Pink |
SKIN COLOR: | White |
BLOOD TYPE: | A- |
CHARACTERISTICS: | Large scar on his back (childhood wound) and small scars on his hands (all over). |
FC NAME (SERIES): | Aru Akise (Mirai Nikki) |
He's thin, athletic but not too much, and has an okay height. In the words of his father, "he's a walking bamboo stick except he's not that tall".
Mikael has naturally grey hair and pink eyes with a pointy chin. By conventional standards, he's got an okay face - not something entirely unpleasant to look at. And smiles suit him - they're almost charismatic even.
The hair is medium length - long enough to cover his neck but still an inch higher than his shoulders. He usually keeps them rough but they're always clean. He's a tidy person and his attire shows that all the time.
Mikael's casual attire comprises of super casual clothes that almost fit him. He actually prefers full sleeves t-shirts with sleeves that cover half of his hands. And he likes baggy pants. They're baggy not so that they're dragging on the floor but they're baggy enough so that he's comfortable in them. (Movement isn't a problem in his casual clothes either)
When attending formal events, he dresses in proper suits usually in contrast coloring. So, his shirt would be white, the coat and pants would be grey to match the hair, he would wear a black tie, and black shoes in contrast to the overall attire. He also wears a black colored watch to compliment the overall look. Neat, isn't it?
Mikael has naturally grey hair and pink eyes with a pointy chin. By conventional standards, he's got an okay face - not something entirely unpleasant to look at. And smiles suit him - they're almost charismatic even.
The hair is medium length - long enough to cover his neck but still an inch higher than his shoulders. He usually keeps them rough but they're always clean. He's a tidy person and his attire shows that all the time.
Mikael's casual attire comprises of super casual clothes that almost fit him. He actually prefers full sleeves t-shirts with sleeves that cover half of his hands. And he likes baggy pants. They're baggy not so that they're dragging on the floor but they're baggy enough so that he's comfortable in them. (Movement isn't a problem in his casual clothes either)
When attending formal events, he dresses in proper suits usually in contrast coloring. So, his shirt would be white, the coat and pants would be grey to match the hair, he would wear a black tie, and black shoes in contrast to the overall attire. He also wears a black colored watch to compliment the overall look. Neat, isn't it?
PERSONALITY
LIKES CandyChildish games Humility Music (classic rock) | DISLIKES CoffeeLong speeches before a fight Tardiness Cruelty |
RUMOR: | He's had a rough childhood. That explains the scars and the grey hair. They're not naturally grey - they became grey because he's been in such a tense environment all his life. |
Whimsical - Mikael, despite being 15 years old, is still pretty childish. He's not one to indulge in seriousness often, unless absolutely necessary. He's more in favor of enjoying life as it comes and make it fun for others too. Not in a pesky way - rather in a joyful and positive manner.
Sensitive - While Mikael loves to have fun, he's also very sensitive. So words can be damaging to him. However, he knows his way around tough conversations and he knows how to hide it if he's hurt or feels grief over something that should not have been said.
Team player - A team doesn't always need a leader. It just needs people willing to work with others to get the job done. Mikael is a firm believer in this. If need be, he steps up to fill in as a leader but he's not competitive about it. If others want to take the mantel, he leaves the spot for them and takes up other roles to do his part.
Strong sense of justice - He's a hero student through and through. One could say that it is his sole purpose in life: to help others in need and protect those who cannot protect themselves. So, he's got high morals and a strong sense of justice.
Fear of defeat - For a hero, defeat can mean a person or persons losing their lives. This is a constant source of worry for him. He's not unaware of the responsibility that a hero bears.
Music lover - Mikael has a passion for classic rock. He does not have the vocal cords or the aptitude to play an instrument, he just loves listening to it. He's not rude. So it's not that he's always listening to it ignoring other people. Whenever he can though, he loves to put on his headphones and just tune in to some nice tunes.
Sensitive - While Mikael loves to have fun, he's also very sensitive. So words can be damaging to him. However, he knows his way around tough conversations and he knows how to hide it if he's hurt or feels grief over something that should not have been said.
Team player - A team doesn't always need a leader. It just needs people willing to work with others to get the job done. Mikael is a firm believer in this. If need be, he steps up to fill in as a leader but he's not competitive about it. If others want to take the mantel, he leaves the spot for them and takes up other roles to do his part.
Strong sense of justice - He's a hero student through and through. One could say that it is his sole purpose in life: to help others in need and protect those who cannot protect themselves. So, he's got high morals and a strong sense of justice.
Fear of defeat - For a hero, defeat can mean a person or persons losing their lives. This is a constant source of worry for him. He's not unaware of the responsibility that a hero bears.
Music lover - Mikael has a passion for classic rock. He does not have the vocal cords or the aptitude to play an instrument, he just loves listening to it. He's not rude. So it's not that he's always listening to it ignoring other people. Whenever he can though, he loves to put on his headphones and just tune in to some nice tunes.
BACKGROUND HISTORY
PLACE OF BIRTH/HOMETOWN: | Tokyo, Japan. |
PARENTS: | Carl Rogue (Father) & Rose Rogue (Mother) |
SIBLINGS: | Jasmine Rogue (Sister) & Chips Rogue (Elder Brother) |
SIGNIFICANT OTHER: | None |
OTHER: | Cat named "Tea" |
A magnet's born - Mikael was born into an average household. His parents were common folks (still are). His father is an accountant for a hero organization, and his mother was a social worker. She stopped working after Mikael was born. The parents decided that handling three children with social work wasn't going to be possible. She's getting back into it now.
Mikael was born under challenging circumstances. His mother was rushed to the hospital but the traffic was blocked because a villain had caused some disturbance and heroes were handling it. But with the help of a hero who noticed the situation, they made it to the hospital in time and things went smoothly.
Early influence - Mikael was simply fascinated by his father's workplace. No, he wasn't into accounting or numbers. He was into heroes. And that didn't run in the family. His siblings never showed any interest, even though they had pretty decent quirks too.
Often times, he would pester his father to take him to work. Carl, being a decent individual, followed protocols. So he asked for permission and heroes being nice as they were didn't mind having a kid around every now and then.
So Mikael, despite having no heroes in the family, managed to meet a bunch of pro-heroes in his early days. That only increased his interest in heroes.
Quirk manifests - Usually, when quirks manifest, it's a pretty super deal for people. It's always a pleasant memory when someone finds out that their quirk is a nice mix of mommy and daddy's quirk. Mikael though had a pretty scarred memory of his quirk's manifestation.
The day his quirk first manifested, he was six years old. That day he and his friends were having too much fun. They were laughing and laughing and just enjoying themselves. Mikael was enjoying himself a bit too much. All this was happening in a nice little park with nice little swings, a see saw, and some slides - all made out of iron.
When the quirk manifested, it was Mikael's turn on the swing. He laughed so much that he ran out of breath. And then, the quirk activated in all it's "glory".
Mikael's back pulled the iron bars around him that slammed into his back. Then the large slide pulled him towards itself with great strength as such that he flew several feet before hitting the side of the slide with great impact and falling unconscious. That is where the big scar on his back came from.
The other scars on his hands came from when he tried to learn his quirk.
The big decision - On his 14th birthday, he finally announced his decision. It was no surprise for anyone. He thought it would be though so he made a big deal out of it. He stood up at dinner after the birthday party, cleared his throat, and announced: "I want to become a hero. So I'm going to try for UA"
He was met with approved smiles across the table. His siblings and his parents approved of it and supported him. But none of them were surprised. They knew it all along. It was Mikael who hadn't been sure of it to this point.
Mikael was born under challenging circumstances. His mother was rushed to the hospital but the traffic was blocked because a villain had caused some disturbance and heroes were handling it. But with the help of a hero who noticed the situation, they made it to the hospital in time and things went smoothly.
Early influence - Mikael was simply fascinated by his father's workplace. No, he wasn't into accounting or numbers. He was into heroes. And that didn't run in the family. His siblings never showed any interest, even though they had pretty decent quirks too.
Often times, he would pester his father to take him to work. Carl, being a decent individual, followed protocols. So he asked for permission and heroes being nice as they were didn't mind having a kid around every now and then.
So Mikael, despite having no heroes in the family, managed to meet a bunch of pro-heroes in his early days. That only increased his interest in heroes.
Quirk manifests - Usually, when quirks manifest, it's a pretty super deal for people. It's always a pleasant memory when someone finds out that their quirk is a nice mix of mommy and daddy's quirk. Mikael though had a pretty scarred memory of his quirk's manifestation.
The day his quirk first manifested, he was six years old. That day he and his friends were having too much fun. They were laughing and laughing and just enjoying themselves. Mikael was enjoying himself a bit too much. All this was happening in a nice little park with nice little swings, a see saw, and some slides - all made out of iron.
When the quirk manifested, it was Mikael's turn on the swing. He laughed so much that he ran out of breath. And then, the quirk activated in all it's "glory".
Mikael's back pulled the iron bars around him that slammed into his back. Then the large slide pulled him towards itself with great strength as such that he flew several feet before hitting the side of the slide with great impact and falling unconscious. That is where the big scar on his back came from.
The other scars on his hands came from when he tried to learn his quirk.
The big decision - On his 14th birthday, he finally announced his decision. It was no surprise for anyone. He thought it would be though so he made a big deal out of it. He stood up at dinner after the birthday party, cleared his throat, and announced: "I want to become a hero. So I'm going to try for UA"
He was met with approved smiles across the table. His siblings and his parents approved of it and supported him. But none of them were surprised. They knew it all along. It was Mikael who hadn't been sure of it to this point.
THE ARMORY
Hero suit:
The suit comprises of standard issue sturdy material that focuses on mobility while providing some safety from knives and swords. But because it's focused towards mobility it is still vulnerable to bullets and other similar weapons.
The top has two large "shield like" iron plates on the front and back. These are tied to the suit using leather belts that go across making an "X". The two plates are at the center of the front and the center of the back.
The suit also has two shoulder protectors, elbow protectors, and knee guards.
Leather "iron studded" gloves: The gloves are made of iron but the back, the palm, and some parts of the fingers are covered in iron. The tips of the fingers are cut, so his grips are firmer. The iron on the gloves can help deflect attacks from swords and other similar objects.
Iron studded boots: His boots are kind of like normal leather boots except the sole have good concentration of iron. In comparison to standard leather boots, these are 0.5 kg (each) heavier because of the iron in them.
Steel Bo (Staff): It's a regular steel Bo. It's 5 feet in height and 15 cm in circumference.
Leather Pouch: A small leather pouch used to store steel ball bearings. It can store up to 50 ball bearings.
Ball Bearings (x10): Small steel bearings (1 inch diameter).
The suit comprises of standard issue sturdy material that focuses on mobility while providing some safety from knives and swords. But because it's focused towards mobility it is still vulnerable to bullets and other similar weapons.
The top has two large "shield like" iron plates on the front and back. These are tied to the suit using leather belts that go across making an "X". The two plates are at the center of the front and the center of the back.
The suit also has two shoulder protectors, elbow protectors, and knee guards.
Leather "iron studded" gloves: The gloves are made of iron but the back, the palm, and some parts of the fingers are covered in iron. The tips of the fingers are cut, so his grips are firmer. The iron on the gloves can help deflect attacks from swords and other similar objects.
Iron studded boots: His boots are kind of like normal leather boots except the sole have good concentration of iron. In comparison to standard leather boots, these are 0.5 kg (each) heavier because of the iron in them.
Steel Bo (Staff): It's a regular steel Bo. It's 5 feet in height and 15 cm in circumference.
Leather Pouch: A small leather pouch used to store steel ball bearings. It can store up to 50 ball bearings.
Ball Bearings (x10): Small steel bearings (1 inch diameter).
QUIRK & SKILLS
Magnetism
TYPE: Emitter
RANK/LEVEL: D+
SUMMARY:
The ability to turn different parts of his body, his complete body, or any ferromagnetic substance that he touches, magnetic; as long as he is holding his breath. Mikael is capable of switching magnetic poles so he controls whether he, or held object, attracts or repels.
He can also control if it'll be like a short sudden burst (or surge) or last as long as he can hold his breath.
The ability to control magnetic fields and the strength of magnetic fields also allow Mikael to bend, levitate, and otherwise control ferromagnetic material in his effective area; again, for as long as he can hold his breath.
Weight decides if the object moves or if Mikael moves:
Whether or not he's able to attract or repel a ferromagnetic object also depends on its weight. He can freely attract (pull) or repel (push) any object twice his weight. Anything greater than that, will have the opposite effect. That means, if he turns himself magnetic and something greater than twice his weight (let's say a car) is nearby, he'll be pulled towards it.
Effective area:
The magnetic influence of Mikael's quirk is a spherical area around him where he, or the object he's holding, is the center. The maximum effective diameter is 20 feet. Anything outside of it, will not be effected by his quirk.
Effective duration:
The magnetic effect can only last as long as Mikael can hold his breath. This also means that if he's running or if he's out of breath, the effective time will be considerably reduced.
Effective duration is also affected by events such as getting punched in the stomach. He's bound to gasp for air if he's hit in the stomach. When he does, the magnetic effects are immediately lost.
Speed of objects versus weight & skill level:
How fast Mikael can pull or push an object depends on the weight of the object in relation to his body weight (not including anything that wears or lifts - only his body's weight).
Smaller objects like the ball bearings or anything approximately equal to that size can be moved at 60 mph (max speed at current rank).
Smaller objects can travel up to:
100 meters at D-Rank
The bigger the object - the slower he's able to move it. And the skill level also plays a part in it.
Here's a brief system to help gauge the speed of metallic objects when repelled or pulled by Mikael's quirk:
At D-Rank:
Objects 1x his weight: 5 feet per second
Objects 1.5x his weight: 3 feet per second
Objects 2x his weight will pull him at: one feet per second
Distance covered by objects at D-Rank:
Objects 1x his weight: 20 feet
Objects 1.5x his weight: 15 feet
All ferromagnetic Objects are effected:
Mikael can turn himself or the metallic object he's touching directly into a magnet. But he cannot control which objects within the effective area will be magnetized as such that every ferromagnetic object will be effected.
For example, let's say there's a car nearby and he wants to pull himself to the car. So, he would magnetize himself into getting attracted by the car. In doing so, if there are smaller objects or other metallic objects nearby, they will be pulled towards him as well.
No. of smaller objects:
While all objects, regardless of size, are effected by the magnetism. Mikael can only control two small objects (freely) or 1 big object at a time. He can not freely control any other object that may feel the effects of his magnetism because of the effective area.
Two small objects give him great amount of control - five smaller objects can do simpler movements (linear only); anything more than five he cannot handle simultaneously.
Please note: This does not change the effectiveness of magnetism over objects in the effective area. this regulates Mikae's control of magnetic objects.
WEAKNESSES/LIMITATIONS:
When Mikael uses his quirk repeatedly, it slowly cuts off oxygen and consequently leads to loss of balance (initially), then decline in visibility (increased usage), and finally unconsciousness if used too much.
If Mikael uses his quirk more than five times in a thread, he starts to experience the effects.
Sixth time: experiences trouble breathing.
Seventh time: begins to lose sense of balance.
Eighth time: begins to lose visibility
ninth time: faints
The repeated use includes usage regardless of how "big" the use was. It includes whether he pulled a small object to himself for utility purpose and includes a big action where he attacked an enemy with multiple projectiles.
RANK/LEVEL: D+
SUMMARY:
The ability to turn different parts of his body, his complete body, or any ferromagnetic substance that he touches, magnetic; as long as he is holding his breath. Mikael is capable of switching magnetic poles so he controls whether he, or held object, attracts or repels.
He can also control if it'll be like a short sudden burst (or surge) or last as long as he can hold his breath.
The ability to control magnetic fields and the strength of magnetic fields also allow Mikael to bend, levitate, and otherwise control ferromagnetic material in his effective area; again, for as long as he can hold his breath.
Weight decides if the object moves or if Mikael moves:
Whether or not he's able to attract or repel a ferromagnetic object also depends on its weight. He can freely attract (pull) or repel (push) any object twice his weight. Anything greater than that, will have the opposite effect. That means, if he turns himself magnetic and something greater than twice his weight (let's say a car) is nearby, he'll be pulled towards it.
Effective area:
The magnetic influence of Mikael's quirk is a spherical area around him where he, or the object he's holding, is the center. The maximum effective diameter is 20 feet. Anything outside of it, will not be effected by his quirk.
Effective duration:
The magnetic effect can only last as long as Mikael can hold his breath. This also means that if he's running or if he's out of breath, the effective time will be considerably reduced.
Effective duration is also affected by events such as getting punched in the stomach. He's bound to gasp for air if he's hit in the stomach. When he does, the magnetic effects are immediately lost.
Speed of objects versus weight & skill level:
How fast Mikael can pull or push an object depends on the weight of the object in relation to his body weight (not including anything that wears or lifts - only his body's weight).
Smaller objects like the ball bearings or anything approximately equal to that size can be moved at 60 mph (max speed at current rank).
Smaller objects can travel up to:
100 meters at D-Rank
The bigger the object - the slower he's able to move it. And the skill level also plays a part in it.
Here's a brief system to help gauge the speed of metallic objects when repelled or pulled by Mikael's quirk:
At D-Rank:
Objects 1x his weight: 5 feet per second
Objects 1.5x his weight: 3 feet per second
Objects 2x his weight will pull him at: one feet per second
Distance covered by objects at D-Rank:
Objects 1x his weight: 20 feet
Objects 1.5x his weight: 15 feet
All ferromagnetic Objects are effected:
Mikael can turn himself or the metallic object he's touching directly into a magnet. But he cannot control which objects within the effective area will be magnetized as such that every ferromagnetic object will be effected.
For example, let's say there's a car nearby and he wants to pull himself to the car. So, he would magnetize himself into getting attracted by the car. In doing so, if there are smaller objects or other metallic objects nearby, they will be pulled towards him as well.
No. of smaller objects:
While all objects, regardless of size, are effected by the magnetism. Mikael can only control two small objects (freely) or 1 big object at a time. He can not freely control any other object that may feel the effects of his magnetism because of the effective area.
Two small objects give him great amount of control - five smaller objects can do simpler movements (linear only); anything more than five he cannot handle simultaneously.
Please note: This does not change the effectiveness of magnetism over objects in the effective area. this regulates Mikae's control of magnetic objects.
WEAKNESSES/LIMITATIONS:
When Mikael uses his quirk repeatedly, it slowly cuts off oxygen and consequently leads to loss of balance (initially), then decline in visibility (increased usage), and finally unconsciousness if used too much.
If Mikael uses his quirk more than five times in a thread, he starts to experience the effects.
Sixth time: experiences trouble breathing.
Seventh time: begins to lose sense of balance.
Eighth time: begins to lose visibility
ninth time: faints
The repeated use includes usage regardless of how "big" the use was. It includes whether he pulled a small object to himself for utility purpose and includes a big action where he attacked an enemy with multiple projectiles.
Melee Skills (Bo / Staff)
RANK/LEVEL: D+
SUMMARY:
In the hopes of becoming a hero, Mikael has been training with his Bo for a long time now. He picked it up by looking at one of the heroes at the hero agency his father worked at (as an accountant). Every now and then, he asked a hero to help him and with their tips he slowly picked up a knack for it.
Coffee Rogue
CoffeeRogue#8707 | GMT+5 | he/him/his