Volg Altai

* Casual
* Hero
* Headshot

## Appearance

### General Appearance

Volg stands at a height of 6', and bears a resemblance to a snow leopard. His body was covered in a thick and soft fur, thinning out in some areas while remaining full in others. These areas are under his arms, his abdomen, pelvis, and inner thighs. His pelt bore the iconic patterns of a snow leopard, the animal his quirk seemed to mimic. His body was primarily human in structure, but his head and feet looked more like the animal's than a humans. Atop of this, he has a long and bushy tail of that same soft fur that seemed to be around 3 ½ feet in length. He has hair atop his head which is dark brown, neck length, usually somewhat messy. His body beneath his fur was well toned, sporting defined packs of muscle aiding his movement. His eyes were a glacier blue, and he surprisingly had brows above them.

His hands were the same structure of a normal persons, but had small pads built in that resembled paw pads on his palm and the fleshy area of his finger tips. His feet were elongated, and structured in the same manner a paw would be. In fact, it would be better to call them paws than feet. Both hands and paws were armed with retractable claws, sharp, sturdy, and dangerous. Within his maw were his fangs, resembling the predator his quirk mimicked well. Every single pair of pants he owns has to be altered to include a hole for his tail, and he only wears shoes in formal occasions or when he goes to class.

### Costumed Appearance

Volg's hero costume is a polyester and wool mix, being both durable and relatively breathable. The outfit consists of a jacket, an overall-like garment worn under the jacket, a hip cape, and gauntlets. The base of the costume's color is black. The overall-like garments, typically called bibbers, tighten at the ankle and have a striped pattern running down their sides that fades the further down it goes. These stripes alternate between a silver and the base black of the costume. The long sleeved jacket fits over the bibbers, and comes with shoulder 'wings' that extend over the shoulder, a tall collar, and a striped pattern along the front angled up and outward that alternates between a silver and the base black of the costume. All of this while zipping up in the back despite there being a row of buttons in the front. Their hip cape is black and is affixed to the jacket's right side above the hip. It hangs down to Volg's knee, and can be pulled free from the jacket. The gauntlets are the same material as the jacket, able to be put on and taken off just at the wrist. These do not provide any benefits to Volg aside from their aesthetic.

## Personality

When meeting new people, he's often a little awkward socializing due to his rather isolated upbringing. However, he acts friendly to those who fit well with him and his likes. During social situations, he acts in a somewhat jovial manner. Ready to make jokes and have some fun, he enjoys competitions and will actively challenge himself when he can. But, he's quick to switch into a more serious tone if he needs to. He tends to be quiet when he focuses, preferring to simply analyze and act in more serious times. When he's serious, his gaze is sharp and focused with an icy feel to it. Intensity is something he can manage quite easily. He is curious in nature, wanting to find things out for himself. He holds pride close to him, and is greatly protective when it comes to things he cares about. While he is prideful, he knows to keep it from blinding him and draws a line between pride and arrogance. Volg is also a caring person, often times unable to simply do nothing while he knows someone is suffering through something they didn't deserve. During any fight, he will hardly ever hold back and typically fights in a vicious manner with sharp focus.

## Character Background

Volg was born in a small town, and lived at the edge of Russia near the mountains while he was growing up. His father was a fighter, and his mother was something of an acrobat who enjoyed hiking out in the mountains with a dangerous style. Volg's quirk was inherited from his mother, and he took after her in many aspects. During the winters, his father would leave for the city to push his fighting career and improve upon himself. This inspired Volg to follow in his footsteps, who worked hard with his father during the half year when he was around to learn from him. And, during the harsh winters when his father was gone, he spent more time with his mother who worked with him to learn about his quirk and its advantages. This included many hikes out into the mountains where his mother and him practiced acrobatic movements, eventually making games and contests out of these feats on the rough terrain.

His mother eventually grew ill and began to weaken gradually. Volg adored and cared for his mother as her health declined, Russia's cold environment and her sickly condition leaving her bedridden and extremely ill. During the winter where his mother was at her worst, Volg never left her side. His father pushed to become a hero in the city, and became a success there. As soon as he could, his father came to their home to bring Volg and his mother to the city so that she could get proper medical care there. This gave Volg the ambition to become a hero like his father, and he began training with him so that he could fit the role when he could. However, certain ambitions and a pool of money would allow him to be sent out of the country to a school with more prestige.

## Character Aspects

1. Curious
2. Protective
3. Empathetic

## Stat Points

For the purposes of combat and being able to get a guideline of how strong your character is, we do have stats. Each stat governs a different criteria of combat and an idea of how far a character should be able to push themselves. ***Player characters start out with 80 points to spend and can raise any stat up to 60 at the beginning.***

* Remember, Stamina is determined by an average of your four main stats and does not count towards the total amount.

* How many points you put into each stat determines its grade. Please consult our Stat Guide to determine what that might be.

 Agility
 Perception
 Durability
 Stamina
 Total

## Quirk

#### **Snow Leopard**

Volg can do whatever a snow leopard can. This quirk has mutated his body to be similar to that of a snow leopard. He has a pelt of thick and soft fur, a long tail that helps him with balance, fangs and claws to use in combat or for practical purposes, enhanced strength for leaps and general motion, and a keen sense of smell and hearing. However, his enhanced strength and senses will only ever seem to be noticeable during the time his claws are extended. At least, the claws on his feet. In addition, most of his motions are silenced by his fur and he can move silently as long as he does not have shoes on.

#### **Quirk Cost (DO NOT TOUCH)**

All quirks in this roleplay are evaluated and priced based on how useful, powerful, or utilitarian they might be. During character creations, all players are expected to sit with a specific moderator with the title of Balancer. This Balancer will go over your idea, ask you questions on specifics and determine a final price for a desired quirk. It is up to the Balancer to determine if your idea is a fair one and to then let you know how affordable your idea is.

***This section of your wiki is to be only utilized by moderators. It's where they'll put the strengths and flaws of your quirk as well as the final price. Under no circumstance should a player ever edit this part of their Wiki page. If you are caught doing so, expect consequences.***

 Total QP
 QP Spent

 Self (+1)
 * Claws(+4): The user has retractable sharp claws on their feet and hands that can be used to slash. They can also only partially retract them.
	+ Unusual Movement(+5): The user can utilize their claws to scale objects by digging into them
		- Attach(+1)
* Fangs(+2): The user has sharp fangs instead of teeth but around the same size. Their canines would be longer similar to that of a snow leopard.
* Kitten's Tuff (-8): If someone grabs the tuff on the back of their neck they lose 2 grades of agility and 2 grades of strength. Once released, the immediate next turn they will continue to suffer from these effects. The turn following that however, they will only suffer from a one grade debuff to those stats, before being fully recovered on the turn after that. During this time, the user cannot make use of their strength enhancement abilities.
* Sound Proof(+15): The user can move around on land without a sound.
	+ Attach(+1)
* Super Strength(+16): The user capable of temporarily enhancing their strength, bringing it past their norm.
	+ Attach(+1)
* Nervous Habit(-2): The user has to extend their bottom set of claws to activate their increased strength.
* Super Perception(+16): The user capable of temporarily enhancing their perception, bringing it past their norm.
	+ Attach(+1)
* Clear Trail(-1): When active, the user's eyes glow dimly and become a silver color.
* Limited Senses(-2): The user can only enhance their sense of sight, smell, or hearing and can only enhance one at a time. However, they can switch between which sense is enhanced at will.
* Limited Use(-4): The user can only do this for 5 turns in a row. Regardless of how long, it cannot be used again for the following 2 turns.
* Overload(-7): If the currently enhanced sense is subject to a sudden/loud/close up effect (i.e., a strong scent, bright light, loud sound, etc.) the user will be stunned for a turn, lose a grade of perception for the following 2 turns and be unable to utilized their enhanced senses for that period.

## Techniques

 Slots Used

Techniques are something that’s been touched upon in the manga, which you can consider to be similar to the Super Move in a Fighting game. Techniques are examples of something that might be a little too much for your character to attempt to perform like a normal action, being a much stronger or unorthodox usage of one’s quirk. You can check out the Techniques Guide to learn more.

 Volg drops into a low crouch, drawing upon the strength of his quirk and gathering his power into a bounding pounce. This single strike allows him to cover a distance and strike an opponent with a greater amount and strength and speed. Charging this technique requires an full action within a turn. This technique can be charged for two actions for greater effects, but will then only be able to be used upon the next turn cycle.

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## Gear

Various items or special clothing you might wish for your character to wear or have on them when they're in the field. For students, gear is purchased through an in school system, using points earning through roleplay. You can find out more by visiting our Gear Guide.

 Gear Points Spent
 Gear Points Remaining

 Due to past events, it seems as if someone decided to make sure you knew what was happening. When used it causes concealments to fail. Abilities and powers meant to confuse, hide, or distract from what's going on will begin to fade. If five are used at once, perhaps something illuminating might happen. Wears off at the end of the scene. Only usable once before being destroyed.

 A weird app that was somehow installed on your phone claiming it will allow you to request advice from any Pro-Hero in Japan. Simply say the name of the hero and tell them in 20 words or less what you need advice on and they'll reply with a text response. You have no way to verify this and the app seems to magically hide itself if you try to record proof of it or show it to someone else. Apparently it gives you two free attempts before the free trial ends, at which point it will uninstall itself from your phone. The button to pay for a premium account is also greyed out. Bummer.

 You're unsure how you acquired it, but nonetheless, it's on your person now. It's a black card with a white paw print on the front. On the back, written in block letters is a telephone number and a date, January 11th. Nothing else is written, but maybe calling it on said date might do something.

 Two inch diameter balls that will detonate on a harsh impact, creating a plume of smoke just large enough to cover a diameter of about three meters to four meters in smoke for at most one turn. Activated by being thrown upon the ground or to smash it upon something. Appearance wise, they're simple dark capsules with a solid black shell on their outside. Just plain little orbs that fit easily into the palm.

 A polyester and wool mix, being both durable and relatively breathable. The outfit consists of a jacket, an overall-like garment worn under the jacket, a hip cape, and gauntlets. The base of the costume's color is black. The overall-like garments, typically called bibbers, tighten at the ankle and have a striped pattern running down their sides that fades the further down it goes. These stripes alternate between a silver and the base black of the costume. The long sleeved jacket fits over the bibbers, and comes with shoulder 'wings' that extend over the shoulder, a tall collar, and a striped pattern along the front angled up and outward that alternates between a silver and the base black of the costume.

All of this while zipping up in the back despite there being a row of buttons in the front. Their hip cape is black and is affixed to the jacket's right side above the hip. It hangs down to Volg's knee, and can be pulled free from the jacket. The gauntlets are the same material as the jacket, able to be put on and taken off just at the wrist. These do not provide any benefits to Volg aside from their aesthetic.