Full Name:
Dawn Evelyn Memoli
Nicknames/Aliases:
N/A
Age:
20
Gender:
Female
Gifts:
Mind Manipulation
Loyalty:
Wanderer
Description:
For the most part, Dawn isn’t the most physically formidable person, clocking in at 4’11” and with a slim, feminine figure- although life in the wasteland has seen her build up a decent amount of muscle over the years. In addition, she’s quite pale, with grey eyes and thick black hair that falls to her hips- although, due to the length of the latter, she will often keep it pinned out of the way in a neat side-plait.
While Dawn isn’t overly picky about her choice of attire, she often dons jeans, long-sleeved shirts, boots, and a wide-brimmed hat. During dust storms, she’ll put on a pair of goggles that she saves specifically for the occasion, and in colder seasons, she’ll wear a dark grey jacket over her usual outfit. Has a tendency to fidget, and has a bad habit, of, uh, “umm”ing while she talks. Or abruptly pausing in the middle of her sentences.
Personality:
For someone who has spent a majority of her life living in the ashlands, Dawn is a polite, affable young woman- if not a bit wary and somewhat untrusting by default. For the most part, she prefers to resolve conflicts through more diplomatic means, although she’s well aware that violence can’t altogether be avoided in some cases. Dawn is somewhat protective over several (largely consisting of the non-sociopathic) of her fellow Wanderers, and, while she does attempt to offer some level of respect to those the group come across, she’s vengeful and has a tendency to hold grudges.
Skills:
Dawn possesses impressive skill in regards to her mental manipulation Gift, largely due to the amount of raw power under her control- although training has helped with this, as well. Her abilities range from basic telepathy to the control of one’s body, although to do the latter requires extreme concentration on her part. While several of her powers are broader, they require her to focus on the individual instead of the group.
Asides from her Gift based abilities, Dawn is also somewhat diplomatic. She is intelligent as well, and through practice, has developed some skill in reading others’ emotions without relying on her power.
Can shoot a gun, and carries a small handgun on her person, although she’s hardly a star shooter.
Weaknesses:
Given her size (or lack thereof, rather), Dawn is physically weak and can be overtaken easily without her ability. She has a crippling fear of fire as well, and will lock up when near larger flames. In addition, she dislikes using her Gift to directly kill, and her pacifistic intentions can occasionally backfire spectacularly on her.
Brief History:
Dawn’s earlier years were spent living with her parents and brother in a peaceful community developing within the Ashland. While hardly impressive, it was a simple enough lifestyle, and with the Gifts of the residents, the town’s residents lived comfortably. Their prosperity did not go unnoticed, however, and they were eventually stormed by a pack of raiders. Dawn’s parents were killed in the blaze that followed, and she was left to wander the wastes in their absence.
Some time ago, circumstances led Dawn to make a tentative alliance with several other Gifted. This several soon found themselves joined by more as time progressed, and eventually became a fully fledged nomadic group. While Dawn was initially pleased not to roam in complete isolation anymore, the...natures of some of the group have left her uneasy, and their actions even more so. This has lead her to become considerably more cynical, although she does her best to cling to morality in order to make up for it.
Other: Enjoys reading cheesy novels on old detectives and police, and on romance- finding them a good release from the stress that comes with ashland living.
Full Name:
Gale Eden
Nicknames/Aliases:
Little Demon, Member of the Lollipop Guild
Age:
10
Gender:
Male
Gifts:
Adhesive Saliva, “Beast” shift, general boosted physical attributes.
Loyalty:
Wanderer officially, although his main loyalty is towards himself.
Description:
Gale is completely and utterly adorable. Large, chocolate brown eyes, soft blond hair, and soft features that radiate innocence. His usual attire plays off this, with him preferring to don pastel colors, bows, and coats a few sizes too big for him. He’s hardly seen without a lollipop stem poking out from his mouth, and often carries several wrapped candies in his pocket in case the flavor runs out of his current one.
Has the Liberty insignia marked on his left wrist.
Personality:
For all of Gale’s sweet, cherubic appearance, he is a monster through and through. Hiding behind an attitude of courtesy and politeness, the youth is extremely cynical and cold, viewing others as inferior to him. He has no qualms in regards to inflicting harm on others- in fact, relishing it, often dragging out interrogations for longer than necessary, and tearing apart enemies in battle. He has a extremely dark and cruel sense of humor.
Skills:
Due to the genetic experimentation of Liberty, as well as careful training, Gale is quite a bit stronger than many boys his age. He’s trained in use of guns and basic weaponry, although he prefers a direct approach- one in which he relies mostly on his own claws. His “shifting”, while turning him into an inhuman creature, boosts his strength and speed, granting him use of razor sharp fangs and claws as well. Gale can seal his own wounds shut with his own saliva, and, as he is unable to feel pain, can bounce back from injuries that would send many reeling.
Weaknesses:
Gale is very reckless in a fight, going for a direct approach and not caring much at any attacks launched against him. His instincts occasionally get the better of him, as well, causing him to launch himself at an opponent in an effort to cause as much damage as possible. Non-physically, Gale is extremely haughty and aloof, making him very much a liability on the team he is on without anything to “tie him down”, so to speak.
Brief History:
Born as a result of “Project Beast”- an attempt at creating the perfect soldier for Liberty to send out en masse against Erubesco- Gale was one of the more perfect results, having a high match towards what traits the researchers desired. However, the flaws that Gale had made him extremely unpredictable, driving him to make many attacks on his own peers. This stopped somewhat, however, upon befriending a fellow project named Kasey. While initially irritated at the boy’s persistence, Gale grew to tolerate him, even when Kasey gleefully declared that they were “friends”.
Even with Kasey keeping him company, Gale continued to rebel, and was continuously punished as a result. Upon finding that basic techniques had no real effect on him- with the boy even encouraging those in charge of him at times- they began to use Kasey against him, hoping to keep him in line. That failed, however, when Kasey eventually perished, causing Gale to murder his own teammates and join Erubesco.
After serving as a “dedicated” Erubescian for quite some time, he was sent out with a team to attack the Wanderers. While Gale ended up defeated and captured, he bore little obvious ill will, and eventually joined the group as a benevolent member.
Other: A big fan of Poe.
Full Name:
Heather Irina Laxton
Nicknames/Aliases:
Sleepyhead, Councillor, Councillor Laxton
Age:
29
Gender:
Female
Gifts:
Control/Production of a Flesh-Eating Miasma
Loyalty:
Liberty, as the Head of Espionage
Description:
At first glance, one would be hard-pressed to figure out how Miss Laxton managed to reach such a prestigious role, let alone keep it. Instead of wearing a neatly-pressed suit, she can be found roaming the base in a set of pajamas and slippers. Instead of keeping her dark brown hair neat and cleanly kept, it’s usually hopelessly tangled in a mess of bedhead. Her blue eyes are ringed and bleary with sleep, and, altogether, Heather tends to give the impression that she just rolled out of bed and the idea of getting dressed for work completely slipped her mind. Given the dreamy, half-asleep look that she wears, it seems a likely possibility.
Personality:
Heather is...strange, to say the least. The woman dry natured, speaking her mind with little filter, and blurting out inappropriate opinions while being seemingly oblivious as to how they might be taken. She tends to come off as terribly airheaded and ditzy- not helped by her habit of falling asleep in the middle of meetings or otherwise- but for all her oddities, she’s incredibly dedicated to Liberty and its cause, and the department that she has been assigned to. This dedication can extend to those she grows close to, even if she’s not wholly open about her affections.
Skills:
- For all her eccentricities, Heather is incredibly intelligent, able to puzzle out problems and rationalize observations with little struggle. She has a knack for noticing patterns, organizing information, and memorization, and has developed skills in hacking and use of technology.
- Has years of experience as an Espionage Agent.
- Her Gift is incredibly deadly. Taking the form of a silvery cloud of mist, the miasma that Heather produces and controls causes unprotected skin to begin necrotizing, making it rot until the mist dissipates. The mist can only travel a short distance before dispersing and becoming effectively harmless, however, and fades rapidly.
Weaknesses:
- Heather’s social skills are that of a lamp’s rather than a leader’s. She’s blunt, can be somewhat insulting at times, and tends to be somewhat absent-minded when it comes to social standards.
- Tends to rely largely on her Gift and wit over physical strength. In addition, she’s easily exhausted, and tends to fall asleep often.
- Her Gift relies on getting in close and personal, rendering it somewhat ineffective in long range confrontations.
Brief History:
Heather was born and raised a true child of Liberty. Her parents were both loyal Agents- her mother working in the Espionage department, and her father in Loyalty Affirmation- and both held very high expectations for their daughter. Unfortunately, due to the danger of Heather’s Gift, alongside how easily she exhausted, she struggled to reach the same levels that her peers easily achieved. She was placed in specialized classes as a result, and improved vastly, although her tendency to easily exhaust herself remained.
Like her mother, Heather was assigned to work in the Espionage field- primarily in the intel and technological field, due to her lack of subtlety in conversation and general lack of social skills. After completing a particularly challenging mission (a mission deliberately given in an attempt to sabotage her), Heather gained favor with several of her superiors, allowing her to climb further up the totem pole. After manning the Double Agent department for some time, she was eventually elected as the head of the Espionage sector; something she is very pleased about.
Other:
Full Name:
Soren Cedric Pelacour
Nicknames/Aliases:
Great Leader, Icy-Hot
Age:
97, physically appears to be in his 40s or so.
Gender:
Male
Gifts:
Temperature Manipulation
Loyalty:
Originally Liberty as Leader, now Wanderer
Description:
Despite the lasting impression that Soren Pelacour has left upon history and the controversy that surrounds him, the man has neither the face of a warlord, nor does he look to be the typical hardened military veteran. Instead, his features are pleasant and mellow, framed by neatly trimmed locks of pale blond hair. His eyes are a cool green, and his body is built up of lean muscle. Soren is of roughly average height, if not somewhat on the taller side.
In Liberty, Soren largely chose to wear pressed suits fitting of his role. Now that he has come to live in the Ash, he tends to dress himself in whatever he can find, although he leans towards dress shirts and sweaters if the choice is available.
Personality:
In spite of who he is and what he stands for, Soren is quite affable. He tends to be very open and empathetic, sitting down to lend an ear towards whoever might need it, and providing advice after. His age shows through his patterns and speech and ways of taking things into consideration, and he usually prefers to talk things out in favor of settling a quarrel physically. However, when worked up about a topic, he has a tendency to fly into a fit of passion, discarding his usual soft spokenness and expressing his feelings as strongly as possible.
Although he prefers to stay in the background while around the Wanderers, on occasion, the authority of his years and old position as Leader will shine through- typically to scold others for their actions. Asides from this, Soren is also very paternal, and will often slip away to tend to his children.
Skills:
Soren holds the ability to raise and lower the temperature to the very extremes, ranging from the boiling heat of a sun, to complete subzero. Through his time in the wars and general age, he has mastered this power- as well as a variety of skills in combat- although he prefers not to use his abilities at all. Asides from his Gift, Soren is also an excellent diplomat and leader, able to rouse and sway a crowd to his favor.
Soren is also an excellent baker, and enjoys making various confectioneries in his spare time.
Weaknesses:
- As previously mentioned, Soren prefers not to resort to violence, being a pacifist through both experience and his own nature. In addition, if someone attempted to murder him, he would hardly make an effort to defend himself- opting to use his strength to protect those he cares about instead.
- His children come first in his life- something that could easily be used against him.
Brief History:
Soren’s life was rather...rocky, growing up. Having been born during the years of mounting tension between humans and Gifted, he and his family experienced a fair deal of racism. They were poor, forced to live in a ghetto and relying on what odd jobs were provided to them, but he was a cheerful child nevertheless. His mothers provided a strong influence in his life, as did his uncle. Soren looked greatly up to the latter, often going to visit him at the family bakery and hoping to take up the job one day.
Eventually, however, his family was accused of crimes they did not commit, and taken away. He lived for some time on the streets, only to be taken away himself at the age of twelve. Soren spent several years in the “containment facilities” of the humans, and, during that time, his resentment towards them only grew. By the time he was released, he was a young adult, and immediately went to join the anti-human groups that were steadily rising up. He quickly rose in rank, perfecting his power and using it to strike vengeance against those who had wronged him.
After the war had ended, and seeing the mayhem and fear that followed, Soren acted. Using his already-existent favor as a war hero, as well as his natural charisma, he birthed one of the two factions- Liberty- and became its Leader. He adopted two children soon after, only to receive another through a project his faction started- a project that restored him to a younger age, and provided a means of keeping the Leader healthy and properly preserved. Project Clockwork.
As time passed, Liberty began to slip further and further away from the grand country he had envisioned in his youth, growing darker and more questionable in its actions. Soren rallied against this new set of ideals, but his own elected officials worked against them. They kept him from speaking to the public at large, and effectively usurped him while keeping him as the figurehead the Liberty populace worshipped and adored. He was effectively a prisoner in his own country. In a last, desperate effort to regain some control, he worked to put his children in several Councillor roles, only for them to suffer the same fate as he. Disturbed, Soren ultimately made the decision to escape his now-distorted creation, and now resides with the Wanderers with his two remaining children, Percival and Clockwork- his eldest daughter, Indigo, having been killed by one Dutch Dalton. While this causes a fair amount of tension between the family and the greaser, neither Soren nor his children have made any move for revenge.
Other: Not many in Liberty are aware that Soren is no longer among them. In addition, several of the Wanderers are unaware of Soren’s legacy and who he truly is.
Soren Cedric Pelacour
Nicknames/Aliases:
Great Leader, Icy-Hot
Age:
97, physically appears to be in his 40s or so.
Gender:
Male
Gifts:
Temperature Manipulation
Loyalty:
Originally Liberty as Leader, now Wanderer
Description:
Despite the lasting impression that Soren Pelacour has left upon history and the controversy that surrounds him, the man has neither the face of a warlord, nor does he look to be the typical hardened military veteran. Instead, his features are pleasant and mellow, framed by neatly trimmed locks of pale blond hair. His eyes are a cool green, and his body is built up of lean muscle. Soren is of roughly average height, if not somewhat on the taller side.
In Liberty, Soren largely chose to wear pressed suits fitting of his role. Now that he has come to live in the Ash, he tends to dress himself in whatever he can find, although he leans towards dress shirts and sweaters if the choice is available.
Personality:
In spite of who he is and what he stands for, Soren is quite affable. He tends to be very open and empathetic, sitting down to lend an ear towards whoever might need it, and providing advice after. His age shows through his patterns and speech and ways of taking things into consideration, and he usually prefers to talk things out in favor of settling a quarrel physically. However, when worked up about a topic, he has a tendency to fly into a fit of passion, discarding his usual soft spokenness and expressing his feelings as strongly as possible.
Although he prefers to stay in the background while around the Wanderers, on occasion, the authority of his years and old position as Leader will shine through- typically to scold others for their actions. Asides from this, Soren is also very paternal, and will often slip away to tend to his children.
Skills:
Soren holds the ability to raise and lower the temperature to the very extremes, ranging from the boiling heat of a sun, to complete subzero. Through his time in the wars and general age, he has mastered this power- as well as a variety of skills in combat- although he prefers not to use his abilities at all. Asides from his Gift, Soren is also an excellent diplomat and leader, able to rouse and sway a crowd to his favor.
Soren is also an excellent baker, and enjoys making various confectioneries in his spare time.
Weaknesses:
- As previously mentioned, Soren prefers not to resort to violence, being a pacifist through both experience and his own nature. In addition, if someone attempted to murder him, he would hardly make an effort to defend himself- opting to use his strength to protect those he cares about instead.
- His children come first in his life- something that could easily be used against him.
Brief History:
Soren’s life was rather...rocky, growing up. Having been born during the years of mounting tension between humans and Gifted, he and his family experienced a fair deal of racism. They were poor, forced to live in a ghetto and relying on what odd jobs were provided to them, but he was a cheerful child nevertheless. His mothers provided a strong influence in his life, as did his uncle. Soren looked greatly up to the latter, often going to visit him at the family bakery and hoping to take up the job one day.
Eventually, however, his family was accused of crimes they did not commit, and taken away. He lived for some time on the streets, only to be taken away himself at the age of twelve. Soren spent several years in the “containment facilities” of the humans, and, during that time, his resentment towards them only grew. By the time he was released, he was a young adult, and immediately went to join the anti-human groups that were steadily rising up. He quickly rose in rank, perfecting his power and using it to strike vengeance against those who had wronged him.
After the war had ended, and seeing the mayhem and fear that followed, Soren acted. Using his already-existent favor as a war hero, as well as his natural charisma, he birthed one of the two factions- Liberty- and became its Leader. He adopted two children soon after, only to receive another through a project his faction started- a project that restored him to a younger age, and provided a means of keeping the Leader healthy and properly preserved. Project Clockwork.
As time passed, Liberty began to slip further and further away from the grand country he had envisioned in his youth, growing darker and more questionable in its actions. Soren rallied against this new set of ideals, but his own elected officials worked against them. They kept him from speaking to the public at large, and effectively usurped him while keeping him as the figurehead the Liberty populace worshipped and adored. He was effectively a prisoner in his own country. In a last, desperate effort to regain some control, he worked to put his children in several Councillor roles, only for them to suffer the same fate as he. Disturbed, Soren ultimately made the decision to escape his now-distorted creation, and now resides with the Wanderers with his two remaining children, Percival and Clockwork- his eldest daughter, Indigo, having been killed by one Dutch Dalton. While this causes a fair amount of tension between the family and the greaser, neither Soren nor his children have made any move for revenge.
Other: Not many in Liberty are aware that Soren is no longer among them. In addition, several of the Wanderers are unaware of Soren’s legacy and who he truly is.
Full Name:
Caroline Morgan Pelacour
Nicknames/Aliases:
Clockwork, Clocky, Dolly
Age:
7
Gender:
Female
Gifts:
Potent Healing/Regeneration, along with a very limited “leech” ability attuned to her adoptive father, Soren.
Loyalty:
Previously Liberty as the Personal Attendant of Liberty’s Great Leader, now Wanderer
Description:
“Unique” would be the kindest word one might use to describe Clockwork’s appearance. “Creepy” less so. Despite being a child, she lacks the sweet, innocent look that many of those her age carry; instead appearing almost lifeless and distinctly artificial. She wears little to no expression for the most part, her skin is porcelain pale, and her eyes- an unnatural shade of purple as it stands- appear glassy and lifeless, like those of a dead fish. Black hair falls to her back in ringlets, and while in Liberty, her habit of wearing Victorian era dresses often further enhanced her doll-like attributes. Ever since she moved to the Wasteland with her family, however, she tends to wear whatever fits her, and whatever is most practical for roaming the ash.
Personality:
Tying in with her off-putting looks is her personality. Despite having turned seven only a short while ago, Clockwork seems far too cynical and uncannily mature for her age. She speaks in a complete monotone, with mannerisms more akin to an older woman than anything. However, while rather disturbing, the girl holds little ill intent (unless, of course, you’re a certain greaser), and can be fairly pleasant if one ignores how disturbing she is otherwise. Clockwork tends to be very grateful towards those who do.
Skills:
- Due to her background, Clockwork is an exceptional healer for her age. She can make the old young, heal a variety of physical damage, and even bring a fresh corpse back from the dead, so long as the body isn’t severely mauled. Her powers of healing a wound is largely restricted to enhancing the natural healing processes of the body- while she could keep someone from dying from a sword through their spine, they would likely remain paralyzed afterward.
- If severely injured, Clockwork’s energy will immediately redirect itself towards putting her back together. Her regeneration extends to even bringing herself back from the dead, although she’ll be incredibly weakened and likely unconscious for some time after, due to the strain this puts on her Gift.
- Can drain both energy and memories from her “host”/father, Soren, like a particularly friendly parasite, and track him from great distances.
Weaknesses:
- After performing particularly difficult or tasking healings, Clockwork will often become incredibly weak. Until she recovers from this state, it’s near impossible for her to perform another healing, and she will be sluggish and highly vulnerable- if she doesn’t faint outright.
- For all of her healing prowess, Clockwork is still very much a child, and lacks any offensive power to physically protect herself. As such, she’s essentially defenseless.
- In a fight, her brother and father take priority over other, strategic members of the group.
Brief History:
Born as a result of one Project Clockwork, in which the combined genes of two powerful healers were used to create a child. Upon Clockwork’s birth, the makers of the project forged a link between her and Soren, creating a symbiotic connection of energy and (as a somewhat unintentional side effect), thoughts towards Clockwork, and allowing her to heal the Leader in return. Clockwork grew up to deeply love and care for her adoptive family, although she never quite felt an attachment to the faction which gave her life.
On the day of the Liberty attack, her sister, Indigo, was killed at the hands of Dutch Dalton, one of the members of the Wanderers. Despite her loathing towards him for his actions, however, she and her remaining family now live alongside him within the group. While Clockwork has taken a liking to several of the group, she has yet to forgive the greaser for what he has done.
Other:
- Fairly well read, with a notable preference towards old human literature.
- Rarely, if ever, is referred to as “Caroline”.
Full Name:
Percival Rowan Pelacour
Nicknames/Aliases:
Pierrot, Percy, the Clown, the Jester
Age:
23
Gender:
Male
Gifts:
Portal Creation/Minor Reality Creation
Loyalty:
Previously Liberty as the Councillor of Homeland Protection, now a Wanderer
Description:
It’s quite difficult to see any traces of Pierrot being a former member of the Liberty Council. Face coated with face paint at nearly all hours of the day, bright, multicolored clothing, and a canary yellow shawl to fully complete the oddness of his wardrobe, he looks nothing like the professional one would expect him to be. On top of that, his own features give off an air of whimsy, with a bright plume of orange hair upon his head, mischievous blue eyes, and a foxlike face. Pierrot is rarely seen without his, and is never seen without his trusty decks of cards.
Personality:
From first impression, one would easily assume that the ex-Councillor has a few screws loose here and there. He’s over-excitable, enthusiastic, and theatrical; speaking with flair and no small amount of glamor. He claims to view the world around him as a “stage”, with those within it as the “actors”. However, in spite of his general quirks and eccentrics, he is, surprisingly, relatively sane. At times, he will switch into a more serious persona- one of a reasonable, somewhat snarky young man, with a certain underlying lightness that’s less overbearing than his usual jovial streak. This hardly lasts for long, however, before he switches back into the vibrant Pierrot.
Skills:
- His portals are by far his strongest weapon. By creating two “rifts” in reality at a time, Pierrot is able to pull off a number of feats, including teleportation (both short-ranged and to places that he’s already been), deflection, and other such things bent by his own creativity. If one were to enter one of his portals and stay within the “space” that serves as the bridge, however, they would come upon a rather...disturbing discovery. There exists a bizarre world that serves as the in-between of his portals- a surreal land offhandedly dubbed “Pierrot’s Playland”. While Pierrot cannot directly manipulate or influence the world, he can use it as a storage space of sorts if all portals are closed while something is left within.
- Is a talented acrobat, and skilled with throwing knives.
- A brilliant actor and liar. Can also imitate voices rather well.
Weaknesses:
- His portals are not without limits. They will shut after a certain amount of time, and attempting to hold them open past that point tends to put a strain on him. Opening and shutting them in too rapid a succession will also exhaust him rather quickly.
- Pierrot lacks in the ways of defense, relying largely on speed, dexterity, and his own powers to fight.
- Holds little attachment towards many of his fellow Wanderers, and outright despises Dutch. Has a difficult time forming close bonds.
Brief History:
As a child, he and his twin sister, Indigo, were orphans. Their needs were met well enough by the Liberty system, and they were trained to the best of their abilities- although Percival’s own Gift had a nasty habit of malfunctioning more than not, and the “space” that they caused was a source of insecurity for him. The twins got along well enough regardless, however, caring and bickering and being the other’s primary source of companionship. Both were resigned to growing up in the orphanage system, but much to their surprise, they were adopted at the age of nine by the Leader of Liberty himself.
It was an odd little family, with Soren often being pulled away for work and meetings, but a happy one nonetheless. Even when it looked as if their adoptive father would die- not of wounds, but of old age- another child was dropped into his lap that brought him back from the brink. Little Caroline, Clockwork. Their trio grew to a quartet, and while the youngest sibling was an odd one, they grew attached to her regardless.
Indigo had intended to go into Loyalty Affirmation, and Percival into Homeland Protection- something they both worked surprisingly hard for, given their otherwise lackadaisical natures. Upon their reaching adulthood, however, Soren came to his eldest children with a request. He told them of his intentions to bring them to the Heads of their respective departments through his influence, hoping to regain some grip on his Council- and, in extension, his country. While the twins were somewhat overwhelmed by the idea, they agreed, and took their places. One day, however, when on a mission to recruit a mental manipulator into their ranks, Percival was attacked. His mind was left shattered, and the persona that picked up the pieces was Pierrot.
After the Liberty attack, Pierrot’s mind eventually came to be healed by the Wanderers. Now lucid, and painfully aware of what had happened, Percival fell into despair for a short time. He eventually pulled himself back together, although he still heavily loathes Dutch for what he has done, and is still heavily conflicted with himself and his actions while acting as Pierrot.
Other:
Full Name:
Madison Lewis Lovette
Nicknames/Aliases:
Maddie, Mad, Dr. Lovette, Mad Doctor
Age:
24
Gender:
Male
Gifts:
Gravity Manipulation
Loyalty:
Erubesco, Knight Commander of Gift Development Research (Northern Region)
Description:
Standing at a height of 5’6” feet, Madison is a man of fair complexion, with mellow features, dark eyes, and even darker curls that fall to his chin. These traits, however, tend to be overshadowed quite easily by his rather...interesting choice in wardrobe. Despite being male, and identifying as such, the researcher is almost always found donning a skirt and heels. As Madison leans naturally on the more androgynous side of the spectrum, it doesn’t take much use of makeup for him to become nearly indistinguishable from a woman. This hobby of his can easily confuse most people- especially if one has not been informed of his gender otherwise.
Has a passion for wearing colorful, flowing dresses.
Personality:
At heart, Madison is an open, good-natured individual. Mellow towards most everyone, regardless of their own feelings towards him, he’s usually willing to have polite chit-chat when his schedule allows him to do so, or even set aside time for the sole purpose of talking with a friend or acquaintance. He takes most things in stride, and it takes quite some time for him to get riled as a result- although, even then, it’s very rare for him to explode. His rage usually manifests itself as silent anger and disapproval, contrasting greatly against his usual sunny disposition. Age has also granted him an incredibly lackadaisical nature when dealing with the world around him, regardless of how bizarre or unusual it happens to be.
Skills:
- Intensive knowledge of Gifts, their mechanics, the biology behind them, etc.
- His gravity manipulation allows him to alter the flow of gravity in a several-foot radius from himself. He could theoretically use this to defend himself against attacks, although he largely just uses it to float or carry things when his arms are full.
- Naturally empathetic, and capable of taking stranger situations in stride.
Weaknesses:
- Again, his empathy. Madison is highly moral and a bit of a softie, leaving him less willing to outright kill enemies if possible. Is also far less willing to participate in some of the particular activities that his fellow Knight Commanders might embrace.
- Not very physically strong.
- If something is coming at him fast enough, or manages to surprise him, then it’s quite possible to bypass his gravity manipulation.
Brief History:
Madison’s relationship with his family was a difficult one, put gently. Born the second child of the Lovettes, tragedy struck the family when the first, a daughter, died at a young age. Heart disease, the doctors reported. As such, it wasn’t entirely unexpected when the parents lavished attention and adoration onto their son.
However, if asked, the Lovettes would say that they didn’t have any sons. They had daughters.
For whatever reason- grief, a poor state of mind- the parents made the decision to raise Madison as a girl. As the child was a home birth, and the family had a positive reputation, it took quite some time before anything was discovered to be amiss. It was only when a young Madison spilled orange juice onto his dress, and he was taken to the nurse’s for a change of clothing, that his gender was discovered. While his hometown carried the various eccentricities that defined Erubesco, the authorities there weren’t the type to turn a blind eye, and his parents were eventually deemed too unwell to care for a child. He was taken into the system, and stayed there until the age of eighteen. Madison grew up into a relatively cheerful, if rather eccentric, young man, and, having harbored a fascination with Gifts and their mechanics throughout most of his life, decided to join Erubesco’s research department in order to better understand it. It was only recently that he was promoted to the rank of Knight Commander, and, in hopes of enriching the Northern Erubesco base, Madison was sent to the capital- the capital!- to study their practices and learn what improvements might be made. And he couldn’t be more delighted.
He still wears women’s clothing, however.
Other: