OOC Information:
Name: Smurf
Age: 21
AIM: smurfheartstrong
MSN: N/A
Y!M: N/A
E-MAIL: Aquamarine.from.ocean@gmail.com
IC Information:
Name: Milla Vodello
Fandom: Psychonauts
Timeline: Right after Raz approaches her for lessons on levitation and she allows him in her mind.
Age: It doesn’t say in canon, but most likely late twenties to early thirties.
Appearance: Milla can only be described as a very, very colorful beauty. She’s Brazilian, has dark skin and green eyes, and her dress is just a bunch of psychedelic swirls of bright oranges, reds, pinks, and purples. That alone should tell you a bit about her. She has dark brown hair down to her hips (which happen to be very wide, but in a good way), which she has described as ‘fabulous’. But beyond the superficial aesthetics, she’s a dancer, which just makes it nice to watch her move-she’s graceful and everything she does makes it look a little like she’s still halfway dancing.
Abilities: Milla Vodello is a psychic, but that word alone isn’t really a good indicator of how powerful she is-she’s so good that she’s a world-renowned psychic agent with the moniker ‘The Mental Minx’. It doesn’t seem like it, but that little lady happens to be a powerhouse in the psychic world. Her specialty is levitation and is considered the best in that particular field, but here’s a list of the other things she’s capable of:
Clairvoyance: Basically, she can see things through other people’s eyes, especially if she has something that belongs to them.
Invisibility: She can turn invisible. Basically.
Levitation: Her specialty! But it should be noted that, while she really doesn’t need a levitation ball (a learning technique for children not ready to really levitate yet) in order to levitate, if she chooses to use one anyway, she can make her ball have spikes. And then run people over with it.
Psi-Blast: Shooting bullets with her mind. Lots and lots of bullets. By using her inner aggression. Sasha’s better at it than she is, but she still packs one hell of a wallop.
Pyrokinesis: She can set things on fire with her brain. And along with that, she can explode stuff with it, too.
Sensory Scramble: Basically, she can make you really, really confused. If she pulls this on you, you’re dizzy, disoriented, can’t see straight, can’t perceive right, etc. etc. etc. for a while.
Shield: She can make very strong shields and keep them up for a while. If someone is still stupid enough to try to attack her when she has one up, they’ll be thrown back and damaged, because the best offense is a good defense. /is shot
Telekinesis: Of course she can do this. What psychic can’t? She can throw stuff around, pick people up, blow up heads, etc. etc. etc. It’s a very useful power, really.
And I almost forgot:
Mind Reading/Telepathy: It's a skill most Psychonauts learn to control when they're older, so she knows how to do it.
Psychic Healing: Using other people's psychic energy to heal yourself, basically.
Psycho-portal: Basically, the psycho-portal is a little tool Psychonauts use to jump into people's minds.
What she can possibly have:
Herbaphony: You can talk to plants
Precognition; you can see the future.
She doesn't have the ability to teleport, though.
Personality: Milla is, to put it simply, a breathtaking woman. She can grab you by the hands, spin you through life, then leave you wondering what the hell just happened. She’s a streak of vivid color on a comparatively gray canvas, and is happy to share. She’ll give anyone a taste of the color, but I doubt she fully grasps how utterly enchanting she can be. To her, the energy she puts into everything is normal.
She has a lust for life, and it shows. She’s always the spirit of a party, but not so much so that she’s irresponsible or caught up just in having fun. She has a serious side and she can be meticulous when she wants to, but not in the way Sasha is. She’s diligent and disciplined enough to become a Psychonaut and learn how to dance (both of which require a lot of training and persistence), so it’d be wrong to dismiss her as an airhead or a flake. She makes plans ahead of time, but unlike Sasha, she thinks of them as guidelines that should be followed but, if something goes wrong, she’s comfortable thinking on her feet to accomplish what she wants to.
But along with this, she has a very powerful maternal side. She used to satisfy this by taking care of orphans, but now she usually settles for mothering the children she teaches and pecking Sasha about his awful smoking habit, and the thing that will always frustrate the both of them is that Sasha and Milla are equally stubborn-that is, stubborn as a mule. Sasha may be able to sit through all the nagging in the world and keep smoking, but by God, Milla can dish out all the nagging in the world.
In a nutshell, Milla is a really energetic, fun, mesmerizing party girl, but she’s also a successful spy and a loving maternal figure for many.
History: Milla grew up in Brazil long enough to get an accent, but she’s fluent in English and is an American government agent, so she moved to America at some point. At some point before she became a Psychonaut, she ran an orphanage where she nurtured and loved all the children. One day she was out getting groceries, then she came back to the orphanage to see that it was on fire. Her psychic powers allowed her to hear the pleading and pained thoughts from the children inside, but she was unable to save any of them. There were no survivors.
The trauma from that is still deep in her mind and causes her to get skittish around fire, but she’s been able to tame her nightmares and lock them away in a dark corner of her mind, possibly with the help of Sasha. No one would guess that she still hears those little children’s voices in the back of her head asking why she didn’t save them.
After the fire, she put her psychic powers to use and became a Psychonaut. She was extremely successful as an agent, eventually becoming world renowned, and she was partnered with Sasha Nein, another world renowned agent who she has grown very close to despite their differences.
Along the way, she was working for Agent Ford Cruller, a very powerful Psychonaut, who got into a massive psychic duel that shattered his psyche to pieces. Cruller went to Whispering Rock Summer Camp, a summer camp for psychics and aspiring Psychonauts, where he was able to have the pieces of his mind come back together because of the heavy concentration of Psitanium (a kind of ore) underground there. Milla and Sasha, two of the few Psychonauts who hadn’t written him off as a loon a long time ago, went to Whispering Rock and decided to help teach the campers about their psychic powers while helping Cruller continue his work. They took on his assignments for him while helping the children, which caused them to meet Razputin.
Raz dropped in on everyone in the middle of orientation. Milla, of course, felt that he had to go back to his parents since he had run away to camp without their knowledge, and she was disapproving when Sasha and Oleander, another councilor, went ahead and taught him how to do things like shoot bullets with his brain. She called Raz’s father to get him to pick up Raz, but after a bit of convincing, Milla decided to teach Raz how to levitate while he was still there. That’s the canon point where I’m taking her from-immediately after she opens up her mind for Raz to jump into.
Roleplay Sample - Log: Milla hummed softly as she painted the walls of her room. All the paint she could find in the rec room was lined up on her desk, some of the bottles floating with paintbrushes periodically dipping in and painting the walls behind her. If she had telekinesis, she might as well use it.
The combination of all the colors may have been considered an eyesore by someone else-it was most certainly a very loud wall at this point-but to Milla, it was just brightening up the place. Yes, it would have been nice if she could get the same color to paint the whole thing (maybe a nice fuchsia…), but all the swirls of color looked nice to her too, and she hated having plain white walls. Maybe she would go out and paint the suite too, if she had enough paint left over. It didn’t have to be a neat paintjob, just something to banish that cold, withering, lifeless white from what would probably be her room until she and Sasha could think of a way out.
Because there was no doubt in her mind that they would think of a way out. They would be okay. They always were.
Her humming and cheerful smile didn’t falter once in her painting.
Roleplay Sample - Journal: [The feed starts off showing the back of a curvy woman currently standing on a glowing purple ball. She balances easily, her hips bouncing a little to a beat no one else can hear, and then she kicks the ball out from under her, staying suspended in the air as the ball bounces around the room, giving off psychedelic swirls of different colors, and then it stops, hovering a few inches off the ground with swirls of color illuminating the room. If one looks, they can see at least three similar balls floating around, giving the painfully white suite splashes of color everywhere.
Then, apparently satisfied by her work, the woman spins and reclines in the air, like she was sitting back on an invisible cloud, and the communicator, propped on the couch until now, floats up, bobbing rhythmically along until she reaches out and takes it from the air, giving the facility a nice view of a lovely smiling face, so bright that it outshines all the balls she has created.]
That looks better, don’t you agree?
Now then, where am I? And where did the children go? You know the little darlings haven’t finished their levitation lesson-it’s important that our little psycadets learn how to fly.
[Her smile is just as bright and winning as ever, but if someone really knows her, they’ll see the slight narrowing of her eyes and hidden tautness in her muscles-she’s good at her job and can keep her cool with the kidnapping, but she does not appreciate anyone touching the campers.
The Consortium is already on her bad side. New record.]