Post by Xenneth Hikari on Apr 29, 2019 7:30:01 GMT
VALENTINA "THE STAR" LEGRANDE NPC-FILE REGISTRY |
THE BASICS
REAL NAME: | Valentina LeGrande |
HERO/VILLAIN/VIGILANTE ALIAS: | STAR |
GROUP: | vig |
GENDER: | female (she/her) |
SEXUALITY: | demisexual |
NATIONALITY: | Italian/Asian |
POSITION: | Leader (Geisha) |
PHYSICAL APPEARANCE
HEIGHT: | 6'6 ft |
WEIGHT: | 186 lbs |
HAIR COLOR | Faded Blonde (White) |
EYE COLOR: | Black |
SKIN COLOR: | Brown |
FC NAME (SERIES): | Hild (Ah! My Goddess!) |
A woman of curvaceous build and towering height, Valentina is one who is thought to be an idea in a balance of beauty and tone. She even seems to have muscular build to support her stature. Her hair is approximately to be somewhat of a longer length than that is of her six feet and six inch body height. Due to her heritage of being Italian as well as Asian, it gives her a brown complexion. Her eye color remains to be pitch black and her hair color is a faded blonde to the point of it being snow white. She has no scars as defining traits, but she has very rough and course hands that come from her strength, but she usually customizes and paints her nails (two-inch length) to be various colors as she expresses that she usually chips paint due to her being hands on if need be. Her lip stick is usually a paved red color as she prefers dark shades for both make up as well as clothing color choices. Her dress style is seductive dresses if not silky kimonos which are uniform to her organization, Geisha. Either way, she seems to dress to show off her bust as she constantly places emphasis on "beauty" and "fertility" of a mother.
RUMOR/SECRET: | She owns a bedroom full of stuffed animals that she cuddles with that look like her Geisha children. |
Valentina LeGrande is a strange woman! She acts very grandiose and proud in a manner when she puts on shows, gatherings, and events. It is because of her upbringing that she feels connected to the community, even on a childish manner. To that extent, she is perceived to be quite immature and an airhead due to her doing things on a whim, even if it means killing people who often are seen as threats to herself and her organization of collective children: Geisha.
Going further into her personality, LeGrande seems to be consistently distracted or wondering in thought when it comes to others. It is only the children at Geisha that seem to attract her attention. Many perceive that it is because she tries to be a "good mom," as her current circumstance keeps her from hoping for true biological bond. Although this gives her limits, making it so she creates rules and standards in how to interact with society, there is some fault to this. Her concern for her Geisha children may go so far that she is enraged and passionate, causing for her to be free of morality and reason, making her fearsome but also quite vulnerable. It is because of this, people think it is why Geisha and the children are dangerous as parts of this lack of control is installed in many of her "children."
As a leader, Valentina is not exactly one to be perfect when it comes to plans. It is only because of Geisha and its advisers that she gets away with a lot of her crimes. An amateur Mafioso woman, she rules the undergrounds with her connections to the people who depend on her defense and a fear of her strength when she becomes passionate about things she wants to protect. Overall, she may lack the natural leadership, but it is her charisma that keeps attracting others as her air head personality makes her one worth defending in the public's eyes.
Valentina and her Organization Geisha act as an infliction to her inner thoughts. She surrounds herself with warm personalities and acts like a mother to the members of Geisha. She even asks them to call her mother even if they have connections to their birth mothers. This almost makes Geisha seem to give the impression of a cult, which is not her intention but becomes of her associates due to her personality and yearnings to be connected to her members. Valentina, to this extent, remains to be a very eccentric and grandiose woman, but her childishness makes her fall short of the hero she could be if she ever controlled her abilities to their fullest and not rage about.
BACKGROUND HISTORY
Utter tragedy...
It is probably the driving force for this woman who was born in Italy. Valentina LeGrande, known as "The Star" due to her Quirk, has upbringings in the Italian underground to a naturally Asian family. When born, she had been a spoiled princess; a Daddy's girl, that loved nothing more than being close to her father and being loyal to her family. It was her mother who was the disciplined one as she was of the Italy's descendants of a family that dealt with famous art and parties in Palermo: the capital of Sicily.
Valentina had structure in her life. She was to attend parties and be raised with the income the family brought on through lavished gatherings. In these gatherings, her mother would place emphasis on entertaining and exuding an electrifying presence. Her father, a kindly man, would consistently place emphasis on the "Fun" parts, including being very spontaneous. Sad to say, the mother and father did not have full approval due to their perspective on how to present one's self to their child in such events. It did not become a problem as Valentina had developed a charm of her own.
Magnanimous, Valentina's personality would literally pull others in as, during one party; she would blossom into a true trademark at these parties. Her Quirk would trigger as she had shown to inherit a once dormant Quirk of the family. As her father would have a magnetic personality, literally in Quirk form as he used polarity and charge, her mother would affect Gravity making others float about in her presence. Valentina, The Star, would be born using her Quirk, Orbit. Valentina would float many objects around her body and being, strengthening the pull of her Quirk overtime.
Her mother and father were pleased...but in their own ways. Valentina was presented by options as she matured: her mother who would desire she harnessed her power to not only rule the underground Mafia family in Italy, but also to create a name for herself as "The Star." Her father would hope for her to use her ability to protect others, protecting them with her ability to gravitate things to herself and about her body in order to keep them close. In the end, Valentina would have the ultimate choice of her future....and that would be to raise a family.
Valentina felt that the life of Italy was not for her. Thus, she had placed interest in harnessing her strength and protecting others close. She would work in using her abilities in local schools that trained Quirk-use. It was through her connections at her family's parties, she would eventually have connections that brought her to U.A. where she would be a fine student in her art of controlling her ability. Unique in the art of using her Qurik and being a School Spirit coordinator, she thought of students around her like siblings she never had and would cut ties with her mother in order to not be influenced by her malevolent intention and rule in trying to raise her family/
However, tragedy...
When she would mature as a woman, years after graduating from U.A., she would feel frustrated that after years of trying to have a family, she would not be able to. Her current husband, one that she would be dedicated to two years, would become frustrated with her as they had found that she was unable to conceive children. Valentina, who always desired children with someone she loved and have a family with someone special, would become depressed, withdrawn, and then eventually extremely frustrated! This is so much so that her extreme mood swings would cause her to lose control her Quirk at the most crucial of times affecting the work of heroes, attracting villains, and upsetting the local police force who seen she could not fully control her abilities anymore due to her mental state.
Valentina was frustrated!
Arrested and committed to rehabilitation, she had found herself to be extremely displeased with her life and what it had brought: her commitment to her friendships, bonds, and relationships brought her heartbreak. Her biggest wish was taken from her by circumstance. Her life different from what she envisioned, she would be released after rehabilitation and would through herself into a life of solitude where she would despair for the next few years of what she could never have.
Whether it was from a mental break once more or from a sudden blimp of inspiration, Valentina would find herself wandering the nights, being kindly to the locals. Eventually, those locals would mostly be children that were without homes and ignored. Bringing them into her empty home, Valentina would begin to feel warmth again. She felt responsible for those she brought in, teaching them the things her father would teach them, and trying to hold small gatherings with others; a skill of her mother in order to help the children be social and "belong" to more than just one person in hopes that their life could be something more.
But...selfishly...she would keep them close due to her fears...
She did not want the children to be crushed by reality and no one to hurt them as reality had done to her! Thus, from this sound concept, of partying, protection, and family; "Geisha" was born! The Star, was now a name that was placed in Hero Society as she was known as the underground nickname that would have the children of the street and the families without strength would gravitate to her care, revolve around her, and ultimately always be within her orbit so that she nor them would ever be alone again in this cold spacious world.
THE ARMORY
Golden Hair Clamps - Although they seem trivial, these massive hair clamps and bands upon her body are a weapon. Altogether, there is a total of ten clamps in which that not only act as weights to make mobility harder for her, but also increases her mass. As a result, Valentina has difficulty being mobile. However, with her Quirk and these braces, it is seldom needed as she augments these clamps to act as a defense and offense. They are individually unbound from her body to act as destructive tools and orbit in her field. Each of them weigh 20 lbs for a total of 200 lbs altogether. When worn, it is more difficult to escape her field due to her collective mass, but easier when these clamps are removed.
QUIRK & SKILLS
Orbit
TYPE: Emitter
RANK/LEVEL: A
SUMMARY:
The Quirk is simple as this: The user is a planet! By activating their body's cellular properties, gravity starts to affect objects within the area around them in the way a planet and surrounding planets would do so. Individuals who are of less mass than the user, even the slightest, are subjected to the user's orbit making it so that they float in parallel center to their body (approximately at their heart which acts as the center). The Quirk can affect not only one target, but multiple as long as they fall within the designated pull of the user's ability at that moment and start to orbit them. This can range depending on the designation at any time, but this would vary along with other rules.
Since the user is a planet, this makes it so that they are also subjected to many rules themselves when the ability is active. One rule is that the user can also orbit around objects and items that may weight more than themselves or even anchored. As a result, the user may replicate "flight" by making it so that their body is tossed between multiple objects. This is done by the second ability that comes from the Quirk: "Escape Velocity." This ability is also used to be strategic for the user making them able to use projectiles. However, regardless of the versatility of the Quirk, it is met with rules that are similar to that of gravity and manipulation making it quite easy to navigate:
Rule 1 - Weight ) If the user is heavier than the total mass of the objects that are placed into orbit, the user will cause them to be subject to the quirk (Infrastructure is not counted and anchored objects are counted). However, if the total mass of the objects that are in orbit are heavier than the user, than the user will be subjected to the orbit of the objects making it so that they float and can orbit between objects. This weight can be increased by worn objects, support tools, and other objects held (factoring both for user and targets).
Rule 2 - Distance) The user is able to affect approximately a designated distance in increments of ten yards (centered around their hearts) with a max of fifty yards. The more objects affected in the distance, the more likely the user is able to become subject to their own orbit. Distance affects the orbit as the farther one is away from the user, the slower they move around the body by the rules of orbit, making it so that they are more likely than most to escape the ability if able to navigate from the orbit. Since energy is not affected by gravity, then projectile using energy isn't affected by the ability.
Rule 3 - Speed) Although targets may be subjected to gravity, this does not mean they cannot navigate by strategic purposes (Thrust, pull, or volleying, etc). If the user is moving fast enough, they can go without being affected by the lack of gravity and the orbit ability holding them into orbit. By manipulating their hands or body motions, the user is able to speed up or slow down their orbit, making certain objects move faster around them until they can reach "escape velocity" to eject them from the pull.
The Main Drawback of the quirk is due to its many rules. Although complex, many intellectual based Quirk users and strategist are able to figure out the rules. Thus, ambiguity about revealing the user's identity almost makes it synonymous for their quirk to be known and quickly deciphered.
As for the physical and bodily harm of the quirk, the user is quite fatigued based on the weight they handle. While one through three objects of light weight may not be an immediate burden, having a great amount of objects at once over a great distance may be a strain. Thus, the greater the distance and the heavier the one object, it may be a burden, thus cause for the user to may want to stick to close-range combat to keep the advantage. However, when objects and individuals are closer and are affected within close proximity, the experience is less draining. This is affected by the user's own physical strength as an increase in strength will help them hold larger bodies. As a result, this boosts the quirk's capacity and lowers the risk of shredding their muscles.
RANK/LEVEL: A
SUMMARY:
The Quirk is simple as this: The user is a planet! By activating their body's cellular properties, gravity starts to affect objects within the area around them in the way a planet and surrounding planets would do so. Individuals who are of less mass than the user, even the slightest, are subjected to the user's orbit making it so that they float in parallel center to their body (approximately at their heart which acts as the center). The Quirk can affect not only one target, but multiple as long as they fall within the designated pull of the user's ability at that moment and start to orbit them. This can range depending on the designation at any time, but this would vary along with other rules.
Since the user is a planet, this makes it so that they are also subjected to many rules themselves when the ability is active. One rule is that the user can also orbit around objects and items that may weight more than themselves or even anchored. As a result, the user may replicate "flight" by making it so that their body is tossed between multiple objects. This is done by the second ability that comes from the Quirk: "Escape Velocity." This ability is also used to be strategic for the user making them able to use projectiles. However, regardless of the versatility of the Quirk, it is met with rules that are similar to that of gravity and manipulation making it quite easy to navigate:
Rule 1 - Weight ) If the user is heavier than the total mass of the objects that are placed into orbit, the user will cause them to be subject to the quirk (Infrastructure is not counted and anchored objects are counted). However, if the total mass of the objects that are in orbit are heavier than the user, than the user will be subjected to the orbit of the objects making it so that they float and can orbit between objects. This weight can be increased by worn objects, support tools, and other objects held (factoring both for user and targets).
Rule 2 - Distance) The user is able to affect approximately a designated distance in increments of ten yards (centered around their hearts) with a max of fifty yards. The more objects affected in the distance, the more likely the user is able to become subject to their own orbit. Distance affects the orbit as the farther one is away from the user, the slower they move around the body by the rules of orbit, making it so that they are more likely than most to escape the ability if able to navigate from the orbit. Since energy is not affected by gravity, then projectile using energy isn't affected by the ability.
Rule 3 - Speed) Although targets may be subjected to gravity, this does not mean they cannot navigate by strategic purposes (Thrust, pull, or volleying, etc). If the user is moving fast enough, they can go without being affected by the lack of gravity and the orbit ability holding them into orbit. By manipulating their hands or body motions, the user is able to speed up or slow down their orbit, making certain objects move faster around them until they can reach "escape velocity" to eject them from the pull.
The Main Drawback of the quirk is due to its many rules. Although complex, many intellectual based Quirk users and strategist are able to figure out the rules. Thus, ambiguity about revealing the user's identity almost makes it synonymous for their quirk to be known and quickly deciphered.
As for the physical and bodily harm of the quirk, the user is quite fatigued based on the weight they handle. While one through three objects of light weight may not be an immediate burden, having a great amount of objects at once over a great distance may be a strain. Thus, the greater the distance and the heavier the one object, it may be a burden, thus cause for the user to may want to stick to close-range combat to keep the advantage. However, when objects and individuals are closer and are affected within close proximity, the experience is less draining. This is affected by the user's own physical strength as an increase in strength will help them hold larger bodies. As a result, this boosts the quirk's capacity and lowers the risk of shredding their muscles.
THE SKILLS
NAME: Godmother
RANK/LEVEL: B
SUMMARY:
The blood of an Italian Mafia Mother Surges through this woman who has put life and limb on the line in order to defend her family. Godmother is a powerful buff of physical strength to break through most obstacles with raw strength and ignore the physical risk to the body. Even if not protected against the damage of most attacks such as punches against steel or kicking down brick walls, will power and rage not only make the attacks successful, but most damage sustained in such a way to be ignored. The user is able to push their strength to a multitude being four times their current strength, but runs the risk of sustaining damage and not noticing just how close to the brink of death they are. As strength and endurance increases, planning and intelligence decreases, mostly due to her getting close to a Berserk State caused by her passions.
Usagi
cONTACT AT [No Discord]