Name: Sara Middleton
Age: In her 40s
Gender: Female
Sexuality: Straight
Occupation: Pro Hero, Agency Leader, and Hero Studies worker
Hero Name: In America as a Vigilante - Psy-Cat; In Japan as a Pro Hero - Psycho-Neko
Quirk: Emitter - Psychic
Quirk Detail: Due to several quirk marriages in her family, her quirk is a bundled portion of other quirks combined under the umbrella term - Psychic. She gets massive migraines when she uses any part of her quirk for too long. Since it requires mental concentration and migraines inhibits this, it is difficult to go through everyday life. She usually uses her quirk when in battle and, even though it is convenient to use her quirk to grab that soda off that counter, she'll get up from the couch and physically grab it anyway. When in combat, her adrenaline and other hormones pumping through her system help lessen the pain, including migraines, allowing her to use her quirk effectively until the hormones fade. However, conventional medicines are not strong enough to even lessen the pain of the migraines, so she is usually stuck with them until she sleeps them off. Her quirk can run rampant when she's angry or feeling a negative emotion, which is why she is very logical in almost everything she does, unless she's socializing with friends, family, or the students when they need some counseling. When in combat, this can cause her to be reckless, as she has less ability to regulate her emotions when using them to fight, causing odd glitches that lag her use in her quirk. If she uses her quirk too much, her own brain starts to hemorrhage and the blood vessels surrounding her sinuses start to burst. She'll bleed from her nose and mouth. If she continues after this warning, she'll start bleeding from her ears and eyes. Because the human brain won't allow the body (or even itself) to utilize too much of itself for danger of killing themselves, she will never be able to use as much of her quirk to end up killing herself. She will however, go into a catatonic state once the adrenaline stops flowing, allowing her body and mind to heal. The five portions of her quirk include mind reading, one-way telepathy, psychic manifestation as raw energy or glass, telekinesis, and hypnosis.
From her father, she was graced with mind reading, hypnosis, and one-way telepathy. Unlike her father, she can't fully turn off her mind reading. It is passive and is on all the time, meaning she can't help but read the forefront thoughts of those in the same room as her or those within 30 feet of her. However, she can shrink the radius of her mind reading influence to 10 feet and can lengthen it to cover the entirety of the U.A. building. She can telepathize up to ten people at once and, coupled with her mind reading ability, can relay information between minds she is needing to relay plans to. They may only hear her intended message within her mind; however, she forgets she is connected to someone telepathically and ends up sharing her forefront thoughts with them. Many people have asked if her telepathy is two-way, but it is her mind reading that allows her to read the other person's intended message, making it seem like a two-way transmission. Hypnotism can only be used if the recipient is willing, mentally or physically exhausted, or when they are mentally compromised (ie. shock, etc.). She can't suggest to them anything that goes against their morals and has to set a time limit to how long the suggestion may last before they become themselves. If it is about making a person confess and they don't want to, she can force this suggestion onto them, but it takes more out of her. She can only hypnotize one person at a time. She can also hypnotize herself, helping her center herself, believing something in actuality, become a villain herself if she so desired for some reason, and keep herself from being mentally compromised. She has even, on multiple occasions, take physical pain and turned it into a sensual pleasure (ie. feeling like she's been in a massage after being stabbed). However, after she reverts to normal, she gets a major migraine, putting her out of commission for a few days until it subsides.
From her mother, she was bestowed with psychic manifestation and telekinesis. With psychic manifestation, she can form barriers of glass, shards of glass usually used to disorient or attack her enemies from afar, or form a chunk of raw psychic energy. Being hit by a blast feels like a punch. She can also cover her body parts in a barrier with serrated edges and face of the barrier to give her hits a good wallop. Her barriers are as strong as glass, and can take more than what glass can if she sacrifices some of the pain and trauma the barrier undergoes to keep it up. If the barrier breaks completely, it will crack like glass and she can either disperse them into nothing or use them as daggers. When using shards of psychic glass, they disappear automatically after a short time. As for her telekinesis, she can lift objects (the heavier they are, the greater the concentration needed), or bodies if the people in question are willing, unconscious, or dead. She can also lift herself and willing people into the air if they get a running start or if they fall and use the momentum to boost forward. It can be faster than car or running, but she can't exactly go too fast unless she falls from a great height. Even then, it is difficult to steer, having to stop using her telekinesis and twisting in the air to get the momentum to move in that direction, so sharp turns are impossible. It is pretty difficult to do correctly. Another application of these two portions of her quirk make it nearly impossible to kill her. When she feels pain, her body promptly responds by passively moving her organs and shielding her bones and organs to protect them from the blow. Shielding in her body hurts, and moving her organs is not only uncomfortable, but can be excruciating, especially after doing it several times. Due to the stress of movement from an unseen force in a quick fashion, she can only do this several times before her organs start to rupture.
Ultimate:
- Mind Melt - She focuses so much psychic ability into the minds of those she's against that it causes hemorrhaging, migraines, loss of consciousness and even brain damage or death if kept up. However, she can't control the raw power very well, so allies have to leave the area when she unleashes this power.
- Shattered Glass - She can manifest large planes of glass that start cracking as they manifest, covering the entire field below her and to her sides, containing her targets within this kaleidoscope of blue tinted glass. At her discretion or if they are hit, they break apart immediately and dig into the opponent until their slow fade is completed or until they die. This is rarely, if ever, used.
Appearance: She is 5'05" (162.6 cm) and weighs 155 lbs (70.3 kg). Sara is pale, has brown eyes that turn blue when she's using her quirk, has cat ears, a long cat tail, and fangs. Her cat ears, tail, and hair have a tabby cat pattern that is brown, blonde, and black. She doesn't have any ears and so she hides them with her pixie haircut. She doesn't have sharp nails as it impacts the way she types and writes. She has scars littering her body from past fights. Due to her age, she is starting to get greying hairs and wrinkles at the corners of her eyes and her laugh lines are accentuated (the lines that start from the sides of your nose and go down until they are beside the corner of your lips). She usually wears comfortable clothes, including a different colored hoodies depending on her mood, a cute shirt with little cats in a bowl of noodles, blue jeans, and combat boots.
Hero Costume: She has a comfortable, yet conforming dark grey spandex suit that covers her entire body, except it stops at her wrists, ankles, and neck. She has an open hole that shows off her belly, and it has two strips of stiff and hard fabric dangling from her lower back and jut outwards. At the end of each has a red circle within a black rhomboid attached to the stiff fabric. It is painful being whipped by this, as Sara is proficient in street dancing, like break dancing. She also wears padded shoes that have light grey markings resembling large claws. She always has her Bluetooth earpiece to contact faculty and other Pro Heroes to save her mind. She wears this during her work shift.
Personality: She is both a blended mix of logic and emotion, using both to suit her needs in everyday life and combat. Normally, she is a fun-loving, yet not too crazy person who loves cats and children. She is very understanding to everyone, including villains. She uses this, and her empathy, to either help nudge students to the right path, help people with their problems in their life, or try to right the wrongs of a villain by helping them open their eyes before she takes them to the police. However, there is a dark side to her. She can be very sadistic in battle, and can be very masochistic, purposefully getting herself hurt so her quirk can be used with even more brutality to further an itch. Due to her constant ability to read people's minds when she doesn't want to and hearing these voices all the time as well as constant migraines and the nature she takes during combat, her psyche sometimes slips, turning her into an animal. However, she feels remorseful afterwards and tries her best not to show this side of her.