Name: Steer Cottonworth
Aliases: Blue Meleeist, Xeno-Slayer, Emotion Wheeler, Mr. White, Aquamarine McCreepyface.
Age: 25
Birth Date: December 5th
Appearance: Wide. Steer is by no means obese but he is a wide and round stomached fellow with a solid pale white colored evenly sculpted stature. Most things seem well kept on his person, Steer trys his best to keep clean and normally does a good job of taking care of himself and his possessions, old and new. Attire wise Steer sticks to an old but well-kept light blue sweater from his teenage days, size making it hard to zip up completely but various white or black T-Shirts are fitted beneath, black travelers jean-sweats as he calls them, and tan colored leather sandals with red socks. There are occasionally ‘training/fighting/ outfits’, which amount to a lighter pair of sweat jeans, no shoes, and a tank top but only when needed.
Height: 5’10
Weight: 196lb
Eye Color: Dark Blue
Hair Color: Snow White
Mentality: Whimsical, fleeting, calm, kind, these are the words to describe Steer very well. He’s as good a person as you can imagine someone to be, he’s mentally stable, always good for a helping hand within reason and is almost never much of an off put person, were it not for his face.
Alignment: “Good, just good. I respect the foundations of the law, and I can understand the fun schematics of chaos, but I don’t breach either fences, or try not to.” –Steer
Relationship Status: “Nope.” –Steer
Race: Human
Friends and Allies and Enemies: “Eh, sadly none that I can think of get back to me in a while I suppose.” –Steer
Gear:
Ten Coins: Steer is a fast traveling chubby but light footed fellow. Outside of the clothes and single pair of sandals on his person, the only other object of real interest are ten coins situated in various parts of his sweater. One is a Silver colored half dollar sized coin with a handsome young man printed on the front and a proud looking Mastiff Dog on the back. Another is bronze colored thick quarter sized coin with a short haired woman on the front and an stout Merlin on the back. The third is a copper colored thick penny sized coin bearing an old looking Asiatic looking man with a pony tail on the front, with a big and strong but oddly lazy looking bear on the back. The fourth and fifth are both blood colored quarter sized thick coins, one bearing the face of a bearded long haired middle aged looking strong faced man on the front and an observant Alpha-Wolf on the back, while the other bears the face of a likewise middle aged woman with her hair in a bun on the front and a likewise observant female lion on the back. The Sixth is a penny sized thin black colored coin with a well-educated looking smooth haired middle-aged male on the front and a well-rounded and tall owl on the back. Seventh is a pink colored Half dollar sized coin with a youngish looking woman with her eyes shut on the front while on the back a single eyes dove with razor sharp claws. Eighth is a dime sized evenly thickened white coin with bald eastern monkish looking fellow of indeterminable age on the front and curious looking Elephant on the back. Ninth is a yellow colored evenly thickened quarter sized coin with a smiling teen to slight adult looking woman with a mischievous look on her face on the front while on the back is a small but energetic looking spider-monkey. Lastly is a Dark Aquamarine colored thin dime sized coin with a smug looking bald male looking face on the front and a squid with arrowheads for tentacle tips on the back.
Powers, Traits, Abilities
Positive and Negative Mental and Physical Traits
People Person: Positive Trait, Mental. Where people are, Steer will be there. He travels alone most of the time but solitude is not what he wishes for. If allowed, occasionally at random if it doesn’t seem to bothersome or people need help, Steer will always be willing to talk to someone to hang around and to speak to.
Charismatic Negotiator: Positive Trait, Mental. Steer isn’t a master at diplomacy and convincing people, but the laid back personality and overall friendly disposition normally seems to calm others. This comes in handy when negotiating and overall talking and getting to know others.
Durable: Positive Trait, Physical. Even when not exerting any metaphysical powers, Steer can ‘take a punch’ rather well. A long life of traveling, nearly always on the move and constant broken bones and torn muscles have given Steer a natural sort of durable pudgy body. Nothing Godly, blows will be felt and broken things will also be felt, but in something akin to a fist fight, it’ll take quite a bit to put steer down for good.
Physically strong: Positive Trait, Physical. While again not on the godly realms, and minus power applying, Steer has been noted to be physically strong when it comes to many ventures. Holds, flung fists, general lifting (Average being somewhere in the 600lb’s range while ‘maxed’ is a little over 900) all of it apply to Steers pudgy if not solid and strong muscle bearing body.
Helper: Positive Trait, Mental. Where there is a problem, for cheap service or for free, Steer will help. Some might find it obsessive when the scope literally applies to everything that needs it, but it has been viewed more as a helpful thing then a nuisance.
Average Speed and Agility: Positive Trait, Physical. Never speeding and balancing beyond the point of worldly monks, yet at the same time never exactly slow or below average, Steer is, without power application a decently balanced in both ends.
Fat: Negative Trait, Physical. Not obese, but stomach and slight leg fat is still fat. Steer acknowledges this, will be the first to admit he does as much walking and sit ups to try to get rid of it, but it just seems whatever he eats Sticks to him and he always has that extra layer of fat on his belly and legs.
Fidgety: Negative Trait, Physical. Normally when one lets his hands travel to grab something to fumble around with, it is harmless. In Steers case it happen often and when talking to someone no less, it gives off the impression he isn’t listening or getting distracted when he just needs something in his hands to mess with. Often any offense is satiated with Steer explaining himself but it happens so often or weird looks are given his way Steer considers it a somewhat negative thing.
Emotionally Distant: Negative Trait, Mental. In the area of people skills, emotional cues and what to do when certain emotions come face to face with him are one of the few ignorances Steer has. Perhaps it is because of the palate of powers, perhaps its just his personality but unless directly said, even then in some cases he might deny it, the most that is gained from Steer is a strange quirking smile and ‘It’ll/you’ll be fine’.
Hidden case of Anger Issues: Negative Trait, Mental. It does not pop often. Steers personality is not fake or used to hide anything bad, but there is a hidden murderous sense of rage within Steer. Past experiences made it form, and Steer is very good at keeping it in the vault and at times it can serve as a potent weapon for his set of skills, but often the door is closed when it comes to Steers anger.
Xeno-Hater: Negative Trait, Mental. Mutants, Animal-kin/hybrids, all of that is preferred more than the peoples and creatures off of Earth. Mind you this is not an inherited trait, Steer wont go out of his way to make some Alien folk fall down a mountain, but past attacks on his planet, including one Steer took part in repelling have made Steer very distrustful of offworlders and obvious alien types, being less likely to interact them unless they approach first.
The Curse of the Squid: Negative Trait, Physical. As one could notice, Steer has unusually white skin, hair, oddly blue colored eyes that occasionally glow, a set or sharpened canines and a tongue which occasionally glows blue. None of these can be traced back to his mother and father (both who are normal in terms of white skin pigmentation, red/brownish red hair, black and brown eyes, and normal teeth) and for good reason; a previous battle with an alien invader changed Steer physically. Luckily this hasn’t affected his body inwardly but outwardly the ‘Squids curse’ as Steer calls has made him appear as he does today.
Abilities
Hand to Hand Combatant: Both self-learned and skillfully trained, Steers preferred method of fighting is hand to hand combat. While no particular style is recognizable when Steer does the dance, it has been noted he is quick in adapting, able to slip into grapples and skillfully well timed with his feet and hand movements, mixed with a proficiency Steer likes to think is fast, powerful, balanced, and applicable.
Weapon Expert: While not as well of as Steers hand to hand, utilization of hand to hand weapons is his second preferred method, utilizing the same adaptive ‘style’ used for hand to hand. No particular weapon is excelled in, Steers capabilities enable him to ‘make’ a variety of weapons, from a rapier, a sickle with barbs, batons with sharp edges, amongst others.
Marksmanship: Despite the preference for hand to hand and melee weapons, Steers first ‘learned’ combat proficiency was with guns, rifles to be exact. More for hunting reason but as anyone knows, guns can be a good tool for combat and utilitarian uses. Rifles are preferred, distance to (though bayonets are Always attached) but for close range various assortments of pistols and shotguns have been ‘formed’ for both good hunting and fighting capabilities, not being the upper most expert with such things but a good shot when needed and ready.
Traveler of Both Time and Space: For over ten years Steer has traveled on many sorts of path. With just his clothes and few possessions, Steer has managed to survive on his own, taking the hunting, outdoor living, and maintenance skills among others imparted on him through his mother and father and honing them to a gold point so he can survive in his travels. Forests, jungles, sandy wastelands and even major metropolin areas have been ventures and ‘survived’ and Steer applies what he finds works best for each area as needed.
Martial Knowledge: As one could expect from someone who fights, Steer has made it a point to get semblances of knowledge based on war. While most blend into how he actually fights, a few key components can be amounted to logistics and how the Flow of battle works, what is its ‘construct’ and how to aptly apply ones self to them to ensure they are not met. He’s not a battlefield and army leading genius, but when it comes to strategizing, planning ahead, and knowledge of certain literal and figurative elements of battle Steer is no spring chicken.
Powers
Chi Utilization: The use of ones inner life force into a physical projecting power. This is utilized through a sort of bodily control and functionality of the brain and requires one to have a strange mix of a ‘slow burning’ energy source in ones body, and immense organized control of the proper bodily functions to give the Chi actual physical form and general application. As one can imagine this can range in scale and use. From bodily ‘auras’ that are both shields and offensive projectiles in the making, to bursting ‘whiffs’ formed at the hands, feet, and mouth to form makeshift projectiles, to an enhancement of bodily actions (in terms of speed, strength, and durability), Chi in its rawest form is a simple but effective source of power. In this rawest, Steers Chi takes on a light grey and like all Chi it has the basic super-heated and kinetic force bearing properties.
The Blue Eyes: As noted before, occasionally at random Steers eyes will glow blue. While the random factor is mostly the culprit, Steer can also direct the flow of his Chi to affect his eyes, giving him a sort of deeper ‘look’ into elements both natural and artificial/magically made. This also helps Steer utilize his Chi for certain kinds of redirection and counters.
Healing: When focused enough, the Chi Steer utilizes can be applied to both himself, but mostly others with various assortments of wounds. As with anything, more Chi means a higher potency for both general healing and the ‘level’ of wounding that can be healed. Simple cuts, to Limb loss, occasionally something to jumpstart a stopped heart, it is a simple and leveled ability but one Steer has been noted to be good at.
Ten Coins: Often times as a start up to the fight, steer will utilize the ten coins he keeps on his person and lace it with his Chi. In truth, each of these coins were made from the blood of people Steer either asked a vile for, earned, or in the ONLY case, killed, and applying the Chi in them for a given amount of time briefly brings the ‘blood’ elements to life and give Steer special specific traits. These of course vary from coin to coin, from the simplest of buffs, to healing properties to things that almost seem cosmic, but usually Steer utilizes just two at a time as a warm up of sorts, testing things out before getting to the grit of fighting.
The Emotion Heptagon: Anger, Happiness, Love, Sadness, Fear, Trust, and Envy. These seven emotions Steer has managed to encompass with his Chi, literally exerting the mental and physical aspect into the Chi itself and make each one into a potent mix of offensive and defensive powers, sometimes spanning just parts of Steer, other times his whole body if one emotion is focused on enough. Each have their own effect on Steer, each have their own color, each have their own ‘heightened’ states when focused on, each have their own prepared and snap/fast-attacks and though application is what one would not call unique, said application is often fast, calculated to hit in the right way and right place. These various affects and traits are as Followed;
Anger: Red colored, heightened states are Rage and Wroth. Physically, anger adds onto Steers physical capabilities, both with power output in terms of physical blows, and inwardly by buffing endurance to a greater point. A red aura forms about the specific place needed, the further state of Anger ‘Rage’ takes on a dark blue colored flame state, the aura itself seemingly seeping into and burning those nearby when it encompasses them or a infused blow/projective hits, while the state of Wroth takes on a blackish blue color, the aura itself being compared to a wave of something literally or perhaps Above Nuclear. As one can expect, this is the most Aggressive of the Emotion Heptagon. Steer often foregoes defense, becomes nearly completely aggressive when focused on it, and becomes very hard to physically or verbally stop. The downside of this can be fully seen as despite the two boosts Steer tends to lose most if not ALL tactical sense and go full berserk fury on whoever is his target, often leaving himself open to attacks easily dodged. This is usually the most used Aspect of the Heptagon Steer utilizes as it is easy and fast to both will and mold the various effects into existence and use with other parts of the Heptagon.
Happiness: Blue colored, heightened states are Joy and Bliss. Physically, happiness affects Steers speed and Agility, in terms of both movements and physical actions/reaction time. The initial outlines taken by Happiness’ affects are blue colored, the touch of the aura described as searing on a sort of ‘different’ way, Joy taking on an even lighter shade of blue and making this more apparent, while in the Bliss state is very apparent the makeup of the aura and infused attacks is literally a sort of Holy projection. Focused on this, Steer becomes chatty in the fastest almost annoying fashion possibly, visibly moving in a jumpy quick way, though unlike Anger and other parts of the Heptagon, it is more fleeting and doesn’t last as long, and unlike Anger once Steer leaves one of its higher states, it tends to leave him somewhat drained, panting up a storm and becoming more defensive for a short time before getting back to normal. Despite the short life span, this is often Steers second most used portion of the Heptagon, often combining it with others for smaller but quicker snap attacks.
Love: Pink colored, heightened states are Impassioned and Enthralled. Physically, love affects Steers damage absorbing and resistance capability. Focused outlines are pink color and though it isn’t a as harmful as the other emotions it has been noted those caught in a possible field or hit by a rare offensive based action feel a sudden heaviness, this affect heightening drastically as different shades of pink are taken with Impassioned and Enthralled, though the real buffs as stated are Steers damage resistance, which has amounted to at times being run over by a semi and coming out unscathed to even more ludicrous things as surviving near atmospheric entry pressures or raging infernos near if not completely unscathed. As one would expect from a defensive ‘heavy’ power/stature, feet mobility is not often on the menu, stillness and passive offensives with firm wall like defensive movements posturing are preferred and often utilized. Steers attitude becomes a tad bit reserved, a plastered smile never leaving his flustered with speaking being rare or conformed to bodily gestures. Third most used on the Heptagon and least energy expanding, as One could expect Steer employs Loves ability in a mostly defensive fashion but occasionally uses its ‘weighted’ trait to literally add a mixed bag of weight to some of the more quicker or sudden attacks, at the cost of speed.
Sadness: White colored, heightened states are Melancholy and Misery. Physically sadness does not actually affect Steers physical attributes. Noted outlines are completely white, and despite the lack of physical buffs, offensive and defensive utilization has been described as having the sort of weight Love does only instead of being stagnant in one place, it can be melded and used as a physical Kinetic force. This output increases with each state, Melancholy having been in its simplest form to stop various heavy industrial grade vehicles while Misery has been known to actually cause physical quakes a long distance away from the impact point of an offensive maneuver. The true power of the Sadness and its heightened states is actually when they are focused upon completely then allowed or naturally fizzle out. Rather than leave Steer weakened, the ‘loss’ of Sadness rejuvenates his body and heals it, taking the philosophy that ‘Sadness is a good and selfish thing to purge from the mind and body ASAP’ and turning it into a physical self-healing force that can vary from the small amounts via small attacks to large amounts when focus on sadness heightens it then causes it to fade. Steers attitude becomes quiet when focusing on this state, as one could expect a sort unhappy disposition overtakes Steers person and silence from him is more so he wont become the bawling wreck he has been told he becomes when to focused on Sadness. Fourth most used of the Heptegon, Steer finds himself using Sadness often enough, partly because of the defensive and offensive properties it provides, but mostly for the Healing it passively does with each use.
Fear: Black colored, heightened states are Terrified and Horrified. Physically, fear enhances both speed and damage resistance/absorption capability. Focused outlines are black colored and only take darker shades, being within a outwards aura has been described as having not only pressure being applied all over, but a cold piercing feeling. The affinity for fear is the opposite of Happiness, which almost feels like a holy/light sort of power, Fear is literal and figurative icy demonic/darkness output. While this seems a balance to the odd ‘Holyness’ of Happiness, at the same time the very nature of fear plays into the damage resistance/absorption and speed as Steer trys to ‘play’ a game of keep away from his opponent, playing a distant shot kind of game that is sometimes reserved or sometimes frantic and varying in output. Minor abilities are actual flight capabilities via projected ‘wings’ and a lesser form of the ‘Selfish-healing’ Sadness projects as well, though unlike Sadness, Fear can be Spread thus in the more ‘reasonable’ moments Fear can be utilized as a quick but healing force. Going along with the theme of quick defensive distance, Steer often becomes jumpy and hardly looks at his opponent, sweat lining his body and is very intent on staying away and not talking/looking at his opponent. Fifth in use, a bit hard to control and more flighty then up close, Fear is none the less a good pseudo-mix of a few effects and an added option of occasionally flying and despite how it makes Steer, often considered his second most dangerous utilized emotion behind Anger.
Trust: Green colored, heightened states being Confidence and Conviction. Physically and ability wise, Trust is the odd one out from the other emotions on the Heptagon as it does not apply any direct sort of affects other than a literal boost to the effects of the other emotions. While this seems trivial, this greatly increases the potency of smaller projectile and physical based strikes to various multiples, this becoming apparent as the Green coloring of the Trust output mixes with the other colorings. While this is the least stressful of the Heptagon, when the highest state of enhancement is given to others, only a low level of their second state can be achieved, given the difficulty of focusing on two emotions on such a heightened level. Again, being the simplest to utilize and given its attachment nature, Trust is the least stressful of the Heptagon to utilize, and this shows in Steers general attitude when its focused on more. Encouragement for both his and his opponent actions are not rare, chatting becomes frequent and his posture overall takes a loose effective cherry disposition. Sometimes used, sometimes not, Trust is an effective enhancement tool that Steer utilizes in the heat of combat, often when it gets to a certain point of seriousness.
Envy: Yellow colored, heightened states being Wanting and Jealousy. Physically and ability wise, Envy adds onto Steers Chi output and only that. Much like Trust, this seems rather useless, especially since it blocks out other affects and emotions from being utilized, but the sheer output of Chi it creates and forms is heightened tremendously. Add onto the affect that even if ‘Envy’s outward aura is removed said Chi sticks regardless for further base use or other combined type of attacks. A sharp cutting potency that increases with each Envy state is given to the Chi, adding a literal edge that varies in potency at random intervals given the symbiotic nature between the Chi and Envious feeling. Envy happens to be the most strenuous of the seven given instead of slowly processing and showing the Chi, it tends to force it out of Steers body, gradually tiring it out more than the others, though the rush of the Chi, energy itself, tends to negate that. As one can expect Steer becomes rather mean in this state, Envy after all is a jealousy fueled needy emotion, though in this case it is a close brutish type as Steer tends to stay close to his opponent, rambling on about things that aren’t his but should be. Overall, given the strain, Envy is least used in Steers emotional arsenal but still an effective tool that tends to lend a literal cutting edge when utilized and a vast somewhat tiring but still useful pool of Chi that can be used for various meant post-Envy state.
Harmony: Though rare, as it is hard to cycle through each part of the Heptagon in one fight, when all of them have been used to their fullest potential once, an aura of Grey overcomes Steer, from all the colors ‘bleeding into one’ so to speak. Working in tandem, very little negatives bleed through as Steer is capable of organizing various assortments and attacks from the bled in colors into one, a little sparkling of everything from color to feeling being applied as Steer has ‘mastery’ over himself and he emotions
Projections: With Steers abilities comes the second most prominent feature other than the utilizations of the effects; Physical Projections. With each emotion comes their own variant that claims the same effects of the emotions though for convenience sake Steer organizes them into five categories; Limbs, Melee Weapon, Ranged Weapon, Armor, and Animal. Weapons and armor in some cases if fully focused on can actually be projected as physical items for a span of time, three hours being the max in most cases. These all vary in size, make, and shape, and affect in coordination with Steers power (outside of the Limbs which basically amount to slightly tweaked and different sized hands feet/legs, and occasionally head), normal and heightened states included. They are the following:
Chi: Whip, No ranged or armor, a mall hunting bird, Starling or something like that.
Anger: Base form: Broad/Bastard Sword, 2. Greatsword, 3. Dragonslayer. Ranged: A Multitude of simple to high tech tiered Shotguns. Armor when utilized tends to be randomized pieces of leather, chain mail, and Steel looking plates on likewise randomized parts of Steers body, no shield possible. Animal is a Mountain Lion looking feline.
Happiness: Melee weapon consists of various assortments of thing or medium sized/length rapiers. Ranged weapons constitute a variety of fast but powerful eight clipped Pistols. Armor when utilized seems to base itself on quick things starting from fur ‘armor’ and shields up to Leather levels, a small round buckler rarely if ever forming as a shield. Animal is an ironic sea turtle projection.
Love: Melee Weapons are not possible. Only ranged weapon consists of variously sized ludicrous cannons that are rarely utilized. Armor wise however, full sets of mobile but heavy looking suits and shields apply, the simplest being a Samurai looking set of armor with a kite shield, the second tiered being a knights set of armor with a tower shield, and last seems to be a strange mix of both only ‘factorized’ the shield being what looks like a solid cube of Pink light that quickly molds to parts of Steers body and encompass whatever is assailing that part of his body. Animal is a Whale, minus the size (most times).
Sadness: Melee weapons are knives that range from simple curved slash and stabbers to intricate easily slipped into the sleeve type things. Range weapons start with Tommy gun like weapon, working up to Uzi then finally to something AK-47 looking. Armor wise something akin to an almost posh renaissance/medieval conquistador plating and outfit. Animal is a Crocodilian looking reptile.
Fear: Melee weapons range from staffs and spear like weapons. Ranged is an assortment of low end to high end rifles, scopes included. Armor tends to be a full suite of plate based armor that does cover the whole of Steers body, but allows just enough weight to not be applied to be quick and fluidly moving. Animal takes on the form of an Owl.
Trust: Like the emotion itself, instead of granting armor or weapons, Trust adds on ‘buffs’ to the others when applied. Specific armor is given little things to make it absorb or deflect blows better, weapons are seemingly given a literal outer edge (or extra bluntness in some cases) and ranged ones are given extensions and ‘extra ammo’ or laser sighting and stuff. The Animal does remain however, usually taking the traits of the used emotions as it goes, said Animal being what looks like a Beagle hunting dog.
Envy: Much like trust, Envy does not give Steer any sort of projection, but rather adds to its source, Chi. This allows the weapons he utilizes to be bigger and sharper without the added weight, and more energy can be focused into the armor utilized to make it more resilient. Like Trust an animal is granted which is a snake that varies in length and height.