Kaleb is a contemplative person, and it shows when he is left to himself in the way that he looks as if his head is in the clouds. Despite his tendency to zone out he has good balance and rarely stumbles or trips, walking with what could be described as agility. His skin is pale from living in the depths of the station, far from natural light, broken only by the dark coloring that is the dark tattoo of the symbol for Mercury on the back of his neck, and his hair is dark enough to appear black, but upon closer inspection is actually a dark brown. His eyes are blue and observant, when he bothers to pay attention that is. He has a mischievous smile that sets a playful light over his face and he is good at hiding his troubles behind quick grins and small laughs, but the truth can always be found in his expressive eyes.
Basic Information
N A M E
Kaleb Angelov Brody
N I C K N A M E
Most would call him Kal, with a teasing Kali thrown in when he gets moody. Some would call him Colors, knowing him to be responsible for many works of graffiti scrawled across the station.
B I R T H D A T E
8th of February
G E N D E R
Male
A G E
16
S E X U A L I T Y
Bisexual
Imprisonment
C R I M E
Theft, Defamation, Systems Tampering, Use of Narcotics, Illegal Biotech Upgrades
Y E A R S S P E N T
One year imprisoned.
P R I S O N E L E C T I V E
N/A
C E L L M A T E
Solitary
Education & Skills
O C C U P A T I O N
Station Technician, overseeing the machines' functions, replacements, repairs, and other mechanical related duties.
C L A S S E S
Physics
Art
Music
English
Anthropology
Linguistics
Earth Skills
S K I L L S
Languages
Details
Intuition
Negotiation
Mannerisms
L I K E S
People
Painting, Drawing
Playing Guitar, Singing
Fire
Parties
Cleanliness
Technology
D I S L I K E S
Discrimination
Injustice
Dirt
Sickness
Idiocy
Fighting
Humiliation
H A B I T S
Talks to himself
Touching his hair
Biting his lip
H O B B I E S
Painting/Drawing
Practicing Guitar
Studying Languages
F E A R S
Humiliation
Death
Reptiles
Delving Deeper
P E R S O N A L I T Y
A happy child is a safe child. He'd heard his mom say that to his dad once, and ever since he'd been hiding behind smiles and laughter. He indulges himself, indulges others, because to be happy is to be safe, and it's not like being happy is a bad thing- in fact, it's fully worth every risk imaginable. Except for when it's not, then he runs. In the days leading up to his arrest he learned a lot about himself; he's a coward, most of the time, and he wont face true danger if running is an option; he's lonely, too selfish and flighty for anyone to seriously consider him a friend; and he's a dreamer, always imagining bigger, better, and grander things. Kaleb was too depressed by his flaws to notice his good traits; he was caring, even is he didn't show it he cared about everything and everyone, friends, strangers, enemies, plants, pets, worlds he would never see; he was dependable, doing whatever needed to be done, carrying more than his fair share on his shoulders without a thought; and he was intelligent, learning more, seeing more, and thinking more than his peers. It was the not being able to see the good in himself, seeing only what he thought was the bad, that gave him the courage to fight back, ultimately leading to his arrest.
H I S T O R Y
Kaleb's parents worked as Station Technicians; his mother worked as a repair agent, and his father was a systems planner. They had two children together, Kaleb (16) and Maisie (7). When his father came under scrutiny by the higher ups for suspected sabotage of the systems around an Inquistor's quarters that led to their death, his mother admitted to the crime to save him. They were unable to do anything to save her then and never learned if it was true or not. After that his home life became more despairing and he spent more and more time away, eventually moving out altogether. He lived with a group of guys who called themselves the Expressionists, a small group of nobodies with nothing going for them except their talents. With their influence Kal committed a number of crimes; he took to graffiti, painting the walls of public areas with witty strikes against the Inquisitors and other oppressive, corrupt, or hated persons; Kal explored his sexuality, finding himself to have an illegal taste in the same sex; he stole money, equipment, papers, anything valuable or useful; he took to doing drugs, many of which were addictive; he learned to sabotage machines, things as simple as doors or as complex as cameras; and he stole and implemented biotech upgrades called 'telemicroscopic implants' which allowed him enhanced eyesight so that he could see in greater detail at farther range.
In the weeks leading up to his arrest his life was turned inside out and ripped to pieces. The Expressionists had achieved some minimal fame by shutting down a whole section of the station with false alarms and using the empty space to break into an Inquisitor's room, steal from them, and leave a huge graffiti mosaic on the walls depicting a scaled pig with hundreds of teeth being stabbed in the heart with a wooden stake. The fame they gathered led to their undoing, the place they used as a hideout and home was discovered and a number of their members were arrested and executed. Kal escaped, but he was unable to contact with any other escapees. With no place to go he went home, to his family, only to discover they were gone and didn't live there anymore. Some digging revealed his father was dead for unknown reasons and his sister was adopted by an upperclass woman on the other side of the station. With nowhere to run and his emotions drowning him, Kaleb became depressed and desperate. When he found his picture, along with two other of the Expressionists, as part of a wanted poster he knew they'd been betrayed from the inside, which only furthered his turmoil. Soon after he broke into a restricted area of the ship that belonged to the Inquisitors and attempted to raid the place. He stole papers with sensitive information he intended to sell, he sabotaged and wiped important looking computers, and then started on the same mosaic as before. It was a mission of self-destruction, he knew he'd be caught, but he also knew he had to get revenge anyway, that he had to do something and face his fears. Needless to say he was caught and arrested, they charged him for stealing their datapads and papers, destroying and scanning their computers, his hostile and insulting graffiti, the drugs they found in his system, and the biotech discovered in his eyes.
With a number of enemies in high places, Kaleb found himself sentenced to solitary confinement. He hated it, preferring the company of people and the ability to work to doing nothing and talking to no one. He began talking to himself to break the silence, and for a while he wondered if he was going mad, but eventually stopped worrying. He knew he was going to die, but at least he was clean and had a steady supply of food and water in prison, it was better than starving to death in some dark dirty corner of the station.
T H E M E S O N G
Hold Me Down – Halsey "My demons are begging me to open up my mouth I need them mechanically make the words come out They fight me, vigorous and angry, watch them pounce Ignite me, licking at the flames they bring about"
E X T R A I N F O
The wide open sky makes him uncomfortable if he thinks about it too long.
The biotech upgrades in his eyes make them reflective to light, not unlike most nocturnal creatures, and they light up a golden color when used, making it unlikely he could use the tech discretely.
APPEARANCE: Mike's messy hair and expressive eyes are nearly the same ebon shade of brown, so dark they appear black most of the time, with his irises being only a slightly lighter hue. He can't be called short by any means, but neither does he tower over others in any noticeable way. His ears are sharp, his lips bow-shaped, and his nose thin and straight. Mike cares more for his appearance than he thinks he should, but he is happy with the results nonetheless; presenting clean skin, a fit body, and a white smile. He carries himself carefully, as if afraid of stepping on someone's toes, but it pays off with his apparent grace, and he doesn't stumble or trip often.
PERSONALITY: Mike is fairly confident in himself, but any ego he might have had was swallowed up be his great humility. He's very aware of his skills and talents, but he doesn't believe they makes him better than anyone else. Compassion is important to him, and his empathy for others is a big part of his personality. His good traits don't save him from hypocrisy however, Mike can be vicious when pushed, and reckless even without stress.
HISTORY: Mikhail's father, Arkadiy, was Russian, and his mother, Nadia, was Romanian. They met online, Nadia being a muggle attempting to learn Russian and Arkadiy a pureblood learning about muggle technology. Not long after meeting, the two followed Nadia's dream to live in London. Arkadiy was all but paid off by his family to leave with her so he couldn't embarrass them with his muggle-loving ways. The two provided a comfortable home for their two children; the eldest being Lidia Marcella Kholodov, named by her mother, and now graduated from Hogwarts and employed as a Healer at St. Mungo's; the youngest was Mikhail, named by his father and affectionately dubbed 'Mika' by his family, though he is more often called the more anglicized 'Mike' by everyone else.
Despite his parentage Mike only knows a handful of words from either of his parent's languages, knowing more French than Russian or Romanian. He was born in England, and considers himself English with a love for the UK. His mother managed to get a job as a teacher in the city, putting pressure on her kids to behave and make good grades. They were allowed certain freedoms though, reprieves from spending every second of every day in proximity to their parents. Mike made friends and spent as much time as he was allowed with them, often at their houses instead of in his own.
Mike's father went to Koldovstoretz, so he had to rely on his older sister for everything he wanted and needed to know about Hogwarts. They sent letters to each other daily for a time, and while the pace of their correspondence slowed with time, their relationship remained strengthened and the siblings grew closer. The oddly formal relationship the two kids had with their parents remained unchanged, however.
Mike was largely distant in his first years of Hogwarts, spending most of his time trailing after his sister in Ravenclaw or getting by on the kindness of the Hufflepuff Prefects as study partners. He sent letters to all his muggle friends, but by second year those friendships had decayed due to Mike's inability to access the internet or physically be present. It was the beginning of third year that the acquaintances that were his housemates became real friends. Third year was his first year alone, his sister graduating in his second year, and the Hufflepuffs stepped up to fill the void she left.
In fourth year he bought his first pet, a kitten he called Mercury, whom quickly made the decision to only answer to the nickname Mercy. Despite the addition of the lovable feline to his circle of friends, this was another year of estrangement. Mike spent a lot of time contemplating himself, starting with his sexuality, which spun his life into a web of uncertainty. He became more careful of what he said, what he did, and how he acted, and more observant of the same in others. He gained and lost friends, and his relationship with his family became strained.
During the summer after fourth year whatever good feelings he had for his family were buried under his distrust and silent hatred. He never told them why he hated them, never tried to explain or change their views, didn't even tell them anything was wrong, but even the blind could see the house was full of poison, thick silences and biting remarks. Even though his parents did not have favorable views on LGBT persons, they were still a liberal family among wizards, but he always went a step further. He criticized their dismissal of House Elf rights, he sneered at their aversion of magical beings, and he rejected their desire to keep the status quo.
Fifth year was a better one for him, and much of it was spent with his friends, smoothing over the stress and anger he felt living with his parents for so long. He had no desire to hide himself after that, and even requested his preferences be spread around by the rumor mill so that everyone would know and he had not even an illusion of hiding. He no longer cared if they judged him, but he wouldn't be stifled at Hogwarts, not like he was at home. He didn't keep his other views to himself either, but unlike with his parents he didn't throw them into everyone's faces, only entering a debate or sharing when others wanted him to.
He returned home that summer much more diplomatic, but the air was even more volatile than before. The subject of the Cloaks was broached once, and once only. His parents were conflicted, but ultimately his mother decided she supported the group’s ideals, and his father vehemently denounced them. After the spectacular argument that followed, Nadia became more of a friend to her son, more akin to when he was just a child asking to spend the night at a friend’s house. Eventually Mike confided in her what had started his rebellious phase, but by that point he’d already been influenced by his decisions and no matter what her opinion was it wouldn't change how he felt about any of the many issues he'd fought with them over. Once she finally found the reason her son hated her, that her opinion on something that had seemed so disconnected from her life was actually hurting her family, she abruptly began to change.
When Mike returned to Hogwarts for sixth year he was once again writing home. He felt guilty and relieved, knowing that the disaster that was his family was his fault and might have been avoided if he’d spoke up earlier, but ecstatic at the weight that had lifted from his shoulders at being accepted by his mother despite everything.
Magic
WAND:
Vine, Dragon Heartstring, 12 ¾, Bendy Mike's wand is a slight yellow-green color, thin, and decorated with vine patterns. It was crafted by an unknown Russian wand maker and was paid for as a gift by his pureblood relatives. The vine wood marks a seeker of purpose, the dragon heartstring gives the wand the power to fulfill that purpose, and the bendy quality shows the wands ability to adapt to change, all around an amazing wand that Mike has grown quite attached to.
BOGGART: A Zombie, a disease riddled corpse, shambling forth. It represents a fear of sickness, and of death.
PATRONUS:
Little Owl
TALENT: Mike excels in Charms and has a love of Divination. Deletrius, the Eradication Spell, used to be impossible for him, but he has since mastered the charm and become better at all magic for the understanding it granted him.
WEAKNESS: Arithmancy troubles him, and he views Care of Magical Creatures as pointless, but his unavoidable failings are in Potions. In early years he thought the class a lot like cooking might be, but since then he has come to know it as infinitely more complicated and ridiculous. Many spells are hard for him, mainly those that he deems as needlessly cruel and pointless, but the biggest of his worst spells is accio the Summoning Spell. Mike is beginning to think it is because he disdains the laziness of the spell that he lacks the motivation to cast it. The disdain may be slightly hypocritical.
Other PET:
EXTRA:
Mike is a Chaser on the Hufflepuff Quidditch Team.
He is well-off and could survive off of his family’s money without working a day in his life.
Mike wants to learn to invent spells as a profession.
Muggle technology plays a large part in his life during the summer.
His patronus is significant to him, owls being a sign of wisdom which acts as a much needed reassurance to Mike’s doubts.
Name: 현민호 (Hyeon Min-ho), Vinicius "Vini" Zairy Montes
"Vin" and "Vini"
Appearance: Unreliable.
* Vini and Vin are the same person, simply the male and female appearance's that Vini defaults to when taking other forms. He still enjoys creating random appearances to take, these two are simply the ones he uses most often and views as his new natural look. The appearance he had before gaining his powers has been put out of his mind and he will likely never take his birth form again.
Vini is fairly tall and well built, with light skin and light orange eyes. He had dark hair and only shows a few signs of his half-Korean heritage, appearing almost 1/4th or less Korean instead of the half he truly is. Similarly there is almost no sign of his father's Latino blood. ~
Vin is a bit shorter than Vini, with pale skin and dark green eyes. She has soft, long dark hair and looks more dominantly Korean than Vini. She too shows little sign of her father's Latino heritage.
Age: Unreliable. Naturally and dominantly 17.
Sex: Unreliable. Naturally and dominantly male.
Infection Type: Empowered
Powers:
Organic Manipulation; Vin is able to understand how living things work and alter them at a basic level. So far he is only capable of manipulating his own human appearance and making slight changes to others'. While he can change his own gender, skin color, height, weight, and even health, he can only make skin deep changes or minute internal alterations to other Humans. His effect on plants is nothing, and his effect on animals is also only skin deep, if there is any effect at all.
In time he will gain a mastery of the ability and become capable of altering all living matter. He will never be able to create or destroy matter, however living things are delicate and easily killed. It would not take much to intentionally or accidentally snuff out a life or disable a being from the capability of survival. All living things require certain things to function and any mistake while altering a being could cause serious problems. The ability to understand how a living thing works offsets this downside somewhat, but a lack of focus or not having the energy needed to make the changes desired leaves no small risk. ~
Energy Manipulation; absorbing energy and changing it into different types is a useful gift. He uses it to create fire and electricity as well as a source of fuel for his body. The ability tires quickly however, and the amount of energy he can hold in his body is limited. He also does not have a very large range of control, needing physical contact to absorb energy and only able to manipulate the energy a short distance from his skin. Already this has resulted in burns and shocks around his hands.
Eventually his field of control will expand, allowing him to manipulate energy from a distance and store more within himself. His own body requires large amounts of energy to function, much more than another Human or even an empowered one, and as such a lot of the energy he absorbs is turned to keeping himself alive. He is also susceptible to damage by the energy he manipulates; burning and electrocution especially, but also radiation as well. Storing more energy than his body can hold will result in literally burning up his own body. ~
Psychic Field: Vini's mind emits a psychic field, allowing him to interact with other minds around him. Influencing actions, reading thoughts, and telepathic communication are a few of the capabilities. Already limits have been found in that it takes immense concentration to focus on any one mind, and so far only cats have answered his mental suggestions. The thoughts of animals are incomprehensible to him, and while he feels something from plants, they aren't at all categorizable as thoughts. Regardless of language, Human thoughts make sense to him.
As his power grows his field of control will expand and he will be able to more accurately read and influence minds at further distances with less need to concentrate. He will not be able to mind-control a sentient being or any creature with significant willpower.
Personality: Vini has long been frustrated with his life, holding himself to high standards he had no way of reaching and finding the world baring sharp teeth at every turn. He wanted the world to be good to him, but it wouldn't even settle on fair, instead he found life and people to be cruel, and so he started fighting back. Some of his former gentler attributes remain, such as the urge to offer kindness and friendship to any and all, but they are buried beneath a heart of acid. He approaches others with caution and prepares for the worst from their interactions. He doesn't allow anything they say to hurt him, because he knows he is carved from marble; solid as stone and better than any of the pebbles fighting at his feet.
Bio: Vini's mother was a Korean woman who loved to travel. She met his father in Sao Paulo, Brazil and the two traveled for a few years, in Frankfurt, Germany they discovered she was pregnant. She was adamant she wasn't done seeing the world and refused to settle down. On a small trip to Chile after returning home to meet his family, Vini was born. A year later they moved from Chile to America, and the year following that his mother and her unborn daughter died in childbirth. By that time they were living in LA and were barely able to make ends meet, having spent too much of their money traveling and his father never finished his education. However his father refused to move to a less costly city, claiming LA was his mother's favourite place. Three years later they moved from California to a small town in Oregon.
Vini had two names, using his Korean one at home with his father, who was confusingly Brazilian and thus spoke Portuguese, but had learned some Korean from his now deceased wife, and his more European name at school with his friends. He had many friends at first, carrying a sense of loneliness with him at how empty and quiet his home was, and he was desperate to have as many companions as possible. He found the other children to be cruel though, and many of his friends bullied his other friends, or said horrible things about each other. Vini often refused to get caught up in the feuds though, which alienated both sides. Near the end of his stay in Oregon he only had a handful of friends of a like mind who disliked getting involved.
He left them behind when he and his father moved across the country to live in North Carolina, for seemingly no reason. If there ever was a reason, Vini never discovered it. Once more he started making friends with as many people as would have him, but as he discovered they too were cruel and hateful towards each other, Vini stuck to his teammates on the swim team instead. They could usually be counted on to place nice with everyone, but even they had their spats with this and that student. Vini found himself ignoring their flaws just so he could justify them to his too-high standards and maintain their friendship.
Just before he gained his powers, Vini found himself in a situation he couldn't ignore. He'd gotten a girlfriend the year before, but things had ended abruptly when she moved to Virginia. There were occasional other girls who caught his eye, but just as frequently there were boys. When one came to him with an offer of a date, he hesitantly accepted, already knowing that if it got out it wouldn't be pretty. Of course, it immediately got out because the boy who asked him out had done it as a joke and immediately began telling others. The swim team, his only collection of real friends, did not approve.
Their actions hardened his heart, and he finally accepted that the world and everyone in it were flawed. Everyone except himself, because he had tried to be friendly, to be kind, to have an open mind and be respectful and a thousand other good things to so many bad people, but even the nicest of those people were bad and hateful. None of them were good enough to be his friend, they were unworthy of his kindness. So despite how wrong it felt to mirror their cruelty, Vini did so anyway, becoming the exact kind of person he once hated.
At the first sign of fever, he leapt at the chance to disappear for a few days. He went home and locked himself away in his room. The sicker he got, the more frustrated he became with his situation. He'd seen those people so full of hate be nice to others, they didn't hate everyone, so what was different that made those people so likeable?
The answer was obvious; they were attractive, they were fit and healthy, they could match any style and look good in any clothes. He needed that.
Gaining an ability like the first one he received was undoubtedly unlikely, certainly under the circumstances of just wanting it, but the virus works in strange ways, and he was still emotionally fragile from the betrayal of his friends and the inevitable crumbling of the relationship with his father. He needed to be somebody else, and he needed to be healthy and attractive to have a chance at ever getting to the place he'd always wanted to be. The stress was just enough to work for him.
Of course once his body started changing, becomingly nearly unrecognizable to even himself, he knew that he'd regret getting what he'd wished for. His father would never recognize him, no one would- so he was immensely relieved when his appearance returned to normal moments later. He wrestled with the gift for a while, learning how it worked, but then he collapsed.
He still looked like himself luckily, his skin was simply clearer, a few shades paler, and his eyes a lighter shade of brown. His father found him soon after, investigating the sound of hearing his body hit the bathroom floor. He was rushed to the hospital, his fever through the roof and his pulse thready. They found he was dehydrated and utterly exhausted, in the few moments of wakefulness he had in the hospital he realized he didn't even have the energy to breath.
This his second power came to him, as a direct response of being overtaxed by his first power. He began absorbing energy directly from the machines keeping him alive, and from the air around him. Gradually he began to recover, absorbing more and more energy to sate himself. The hospital had several power problems in the following days, and three days after arriving his fever still hadn't gone down and he only had short bouts of wakefulness. During one of those bouts he asked the nurse where his father was and she explained to him one of the kids from school had passed his room and mocked his preferences. His father left the hospital after overhearing and interrogating the kid.
Vini knew his father well, so he was well aware of how angry his father would be at learning something like this about his only son. When the man returned, he refused to talk to him for a long time, so long Vini was left desperately wondering what the man was thinking and beginning to seriously consider exactly what his father might do when they were alone. Then his third and final power made an appearance, and Vini saw exactly what his father was thinking.
That night he fled the hospital looking like someone else. Two days later his fever ended and he felt mostly normal. He'd been on the move ever since, heading north to Canada.
Equipment: Stolen clothes, stolen bag, handful of stolen cash.
Appearance: Galen isn't particularly tall, slightly on the short side of average in fact. He tries to keep his dark brown hair short, but it grows quickly and tends to hang messily around his ears. His bright green eyes gleam with insatiable curiosity, and when he smiles others can't help but wonder at his oddly sharp, white teeth, only just dull enough to appear normal if a bit unusual. Long days aiding his father under the sun and in the shop have gained him a fit physique and tanned skin.
Personality: Gale has always been curious about the world around him, and eager for the next chance to learn something new. His thirst for knowledge has often gotten him in trouble, forging a rebellious streak in him. Gale has recently gained a penchant for keeping secrets and acting with more caution than the impulsiveness of his childhood.
History: Galen was born under questionable circumstances, the adults of the village always watching him speculatively, looking for the similarities between him and his parents. There was never any indication that his mother was expecting a child before his appearance in the town, yet both of his parents insisted he was theirs and took great offense at questions suggesting otherwise.
His early childhood was spent in in the woods, chasing rabbits and climbing trees, but eventually his interests turned to the greater world and he would pester every adult for a story of their travels beyond their small town. Every time a trader or traveler passed through town he would follow them around until they either left or told him everything they knew. His pestering nearly got him in trouble when a messenger employed by the Empire stopped in town to resupply. As revenge for being denied a story, Gale stole three of the messenger’s books straight from the horse’s saddle bags. The man didn't discover the theft before leaving town, and never returned.
Getting away with the crime was the starting point of Gale’s rebellious streak, but he never committed another crime after that. To break the streak, his dad convinced him to start working with him under the guise of spending time together away from the village. With the incentive of going to Gil’ead and seeing the greater world he was so curious about, Galen couldn't resist. Ever since he has been working at his father’s side, and with his father’s occupation being a woodworker; whittling trinkets, crafting furniture, and repairing houses, much of the woodcutting has fallen to Gale, who has become quite proficient at wielding an axe.
The promised trips to Gil’ead were few and brief, allowing only fleeting glimpses of the world he sought to know. It was still the most impressive city he’d ever seen, and Gale suddenly understood why no one visited Mashal, which while it might have had picturesque views, scenic woodlands, and a fantastic river for swimming in, the small and dirty town had nothing on the order and density of Gil’ead.
His sixteenth birthday saw him still bending rules to suit him and picking the brains of travelers who passed through town. However on that day his father took him aside and told him the secret of his birth, of how he wasn't truly their son. Opposite of his father’s expectations, Galen instead grew to deeply care for his parents in a way he hadn't thought to before. The revelation that they had chosen him to be their son, and that they had done everything they could for him as if he really was their flesh and blood, was enough to change his perception of them totally. Learning just how well they had kept the secret, Gale confided in them his own. Over the last few years he’d come to realize he didn't feel the same about girls as others his age did, and rapidly became aware of feeling something towards men instead. His father worried over what went wrong when they had raised him, but his mother took the news much better, walking around with a twinkle in her eye and a bounce in her step. Later she confided that she had once shared love with a woman in secret, but refused to identify which one, only elaborating that her parents and friends had pressured them to break it off and eventually she fell in love with his father instead. She was happy to finally have something to bond with her son over.
The change in their family on his sixteenth birthday hadn't gone unnoticed by the village, and once again the usual gossipers stared at them speculatively, but never asked their questions aloud. Previously he had grown closer to his father as they worked together, but Gale didn't follow him into the woods or into the city anymore, instead he grew closer with his mother and spent much of his free time with his friends, either in the river or hunting in the forest, stopping every so often to pick herbs or flowers his mother liked for seasoning or just decoration.
Nine months later he discovered a saddled horse in the forest, no rider in sight. He took it to town to be fed and watered, and a week later no travelers had come to town to claim it. A quick search of the horse revealed a pouch with what appeared to be letters written in a strange language no one recognized, except for the semi-serious suggestion of elvish, and a map leading to Mashal. With no idea what the belongings meant, the village largely shrugged it off. As he had been the one to find and take care of the horse, it was assumed he would be the one to keep it or sell it. By this time they had named her Freya and he couldn't justify selling her given that one of the older villagers had started teaching people to how to ride with her.
Closer inspection of the map, and the foreign words scribbled there, would reveal that the marker did not lead to Mashal at all, but instead to a location close by. Not that anyone would be seeing those papers again, they disintegrated into thin air in the middle of the night. No, if they wanted to find the treasure they'd have more luck stumbling upon it than recalling a slight error in an odd map.
Personality: Curious and thoughtful, Kolysakr is very observant of his environment. He was perhaps a bad choice to choose as a rider's dragon as he prefers privacy and independence, yet contrary to this he feels an echoing loneliness from his long years as an egg and is eager to make a friend to care for and be cared for. It is a rider that shares his desire for companionship and unrestrained acceptance yet is also a private and separate person that would prompt him to finally hatch.
Personality: Dylan is eager to prove himself, his talents have always been hidden and covered up because of the danger, so he's strived to improve himself in other areas and win the respect of his peers.
History: Dylan was born to a witch in the wilderness, and he grew up learning magic from his mother. He never learned of his father, and played with the boys of a nearby village.
His mother's practice was discovered, and she was executed on account of witchcraft. Dylan escaped by swearing he wasn't a practitioner and that his mother cursed him to never tell anyone. He felt bad about lying about his mother, but it got him out alive and he was taken in by one of his friends parents.
Now Dylan is traveling to the capital to answer a mysterious message he received via magic.
Personality: Bellamy is a complicated person with conflicting ideals. He's ambitious and selfish, indulging his own desires on many an occasion, but also compassionate and generous, always making time to help and avoiding hurting others’ feelings. He's a bit shy, and certainly quiet, but his work as a lone agent gave him a chance to try on many new faces and come out of his shell a bit. Now he's feeling the pressure as he's trusted with one of the most important missions his order has ever undertaken.
History: Born and raised an assassin, Bellamy always knew what was needed of him, and grew up fast under the tutelage of his father. His mother was never in the picture, having died in childbirth, or so was the story. He joined the brotherhood early in life, and began doing many menial tasks around various headquarters and doing many errands around important cities. Once he was of age he received his first target and began working to take down a Templar who had holed herself up in Brasilia and was growing big and causing mess after mess as she spread corruption.
The assassins overestimated her, and when he took her down quickly and with little fuss they thought him a protege. Bellamy didn't ever know to correct their assumptions, and began rising in the ranks. Thankfully he did have some talent for sneaking and killing, but mostly he was talented with languages and cultures, as well as technology. Perfect for Operation Paradox.
Personality: Jonas would do anything for his friends, and inspires them to do the same for him. He’s loyal and quick to make new friends, drawing them in like a magnet. His kindness and cheerful attitude have a way of making those around him feel better, and he is always ready with a sympathetic ear.
History: Joe was born lower class, but he lived in the massive city of Los Angeles and explored the city often, despite the terrible air and conditions. His parents couldn’t ever keep up with him, and one day he paid for his overzealous explorations when he wandered too close to an illegal chem dump and was blasted with toxic air. He spent months in the hospital, and his lungs were unlikely to ever recover, but with the millions of dollars his family received from suing the responsible company, they were able to move into a dome. For a few years at least, immediately after moving into the dome Joe’s lungs began to recover due to the treated air.
His family wouldn’t be able to afford the home forever though, and knew they had to win a spot to Terra Nova if Joe was ever going to get better. Terra Nova was the dream for many, and had been for them as well, but now it was their son’s life at stake. Joe’s father, Terrance, began picking up lottery tickets for a trip, and his mother went back to school to become a better doctor. In the end it was just enough, and they were recruited for Terra Nova.
Personality: James is a bit oblivious, socially at least, physically he's very observant and notices things others wouldn't think to look for. He's quick to smile, but gets cagey about too many personal questions.
History: His father was a geneticist, and was at the head of a lot of genetic engineering projects for a time. He's mostly retired now, though he often acts as a consultant to young scientists who manage to track him down.
James was raised by his flaky mother, and moved to Canada as soon as he was old enough. He supported himself through college for a while before dropping out and getting a job as a freelance photographer. He's returned home after an extended stay in Brazil taking photos of natives and the wildlife for various magazines and websites.
Second year student at East Bridge Arts College pursuing an undecided degree.
S K I L L S
Linguistics; French, Spanish, Korean - studying Mandarin.
Arts; From Painting and Sketching to Photography and Manips.
Lying; Great at looking honest and covering his tracks when slipping half-truths or even bold-faced lies.
T R A I T S & F L A W S
Eager
Inventive
Lonely
Indulgent - of vices.
Impatient
Insecure
E Q U I P M E N T
Notebook/Sketchbook
Generic Smartphone
Sunglasses
B I O & T H I N G S
H I S T O R Y
Aden was born in St. Louis, Missouri. His parents divorced early in his life; his dad was violent and manipulative, his mother got out while she could, and remarried across the country, leaving him behind. He had few friends, only managing to maintain a few acquaintanceships with people who wanted to use him to improve their grades. Things began to come to a head when he started hanging around with sketchy characters and rebelling against his dad. Coming into magic was the final straw, prompting him to finally stand up for himself. The confrontation turned violent, but he soon realized magic had changed very little for him, so he made his own change; moved in with his mom’s family for the summer and severing all ties with his dad.
Magic was complicated for him, it wasn’t the first time weird things had happened to him, and while before it was easily dismissable as harmless imagination, now he could cause real damage. He hid his abilities and continued as he had before, indulging the power when alone, but pretending as if everything was normal. One of his biggest worries was what the magic meant for him, where his place was in the world now, but without anyone to answer his questions he could do nothing to satisfy this. The message he received however was eagerly taken, and he left as soon as he could to find his own kind, hoping he’d finally be okay once surrounded by people in a similar situation as himself.
T H E M E S O N G
Xtatic Truth - Crystal Fighters "We were born to be alone, everybody all alone, born alone to be alone, we'll stand alone forever."
M A G I C
S P E L L S
Vidasang (Change/World); Blood can be used to heal wounds. The blood can be taken from any source, but incompatible blood, meaning animal or of different blood types, is changed to become compatible. The further from compatible it is the more energy is needed to change it, meaning a snake’s blood would be more costly than the spell is worth, but a human’s would work fine. The spell works best on open wounds, but has some effect on broken bones. [Cast]
Mag-ascensor (World); Electromagnetism is used to manipulate the gravity around himself to achieve flight and increase his movement speed. Perception is unchanged, making extreme speeds disorienting. [Persistent]
Vermellum (World); Uses electromagnetism to blast a telekinetic force at a target, appearing as a small red missile of light. Can be shaped to be sharp or blunt for specific types of damage or other use.[Cast]
Calenallum (World); Creation of light so hot it can melt metal, start fires, and blind onlookers. The light can be controlled or it can radiate outwards in a blast. Must be used cautiously lest the user be burned or blinded.[Cast]
Electripell (Change, World); Skin gains a bioelectric outline, integrated to sense nearby movement and shock anyone or anything that makes contact.[Cast]
Animar (Change); Animates inanimate objects such as rocks or shattered debris into golems of various sizes to follow simple orders like ‘go there’, ‘carry this’, or ‘attack that’.[Persistent]
C A N T R I P S
Brillar (Change, World); Body is able to glow in complex designs and multiple colors. [Cast]
Calormenys (World); Resistance to extreme heat. [Persistent]
//Every Day Carry: • Mobile Capacitor | Modified from a high end mobile phone charger to function as Syed's personal battery pack, storing excess bio-electricity.
A p p e a r a n c e D e t a i l s
In the dictionary, under the definition of 'average', there's a picture of a boy who looks just like Syed; he is of average height, weight, neither thin nor muscular, with light brown skin, shorter mid-length dark brown hair, and muted honey-brown eyes. He is not particularly emotive, maintaining a default neutral expression that makes him seem cold, but there's a certain directness in his gaze that marks him as focused and observant.
P e r s o n a l i t y
Some might call Syed a dense simpleton lacking in intelligence or emotional depth, but those are the opinions of the unobservant and thin-minded. It's true that he rarely has outbursts or admits his thoughts aloud, but it's not because he's dumb or oblivious, instead he often finds himself paralyzed by his own mind. He is, simply put, an anxious mess, characterized by being obsessively introspective, and trapped in an isolated mindset of loneliness and stress. He finds peace in music, meditation, and studying, but for all his reservations there is a childish, adventurous spirit buried deep within him, longing to taste all life has to offer but unable to bring himself to indulge it. Underlying it all is a single pitiable truth; Syed has never, ever, felt safe.
C h a r a c t e r S y n o p s i s
Born in Surrey, Canada, Syed's mother refused to raise a parahuman child and wished to give him up to the government right away, but her sister, Ayda, argued against it. His father was conflicted, but eventually bowed to a compromise; Ayda would be the one to raise Syed instead.
In his early life Syed grew up with frequent visits from his father, and scarce visits from his mother, which marked his childhood as one that was tense and full of conflict. Eventually something outside his knowledge came to a head and the visits from both stopped, his parents deciding not to be part of his life anymore. He was summarily adopted by his aunt and pulled from public school, and began being tutored by his aunt's boyfriend of the time, a man named Wyatt.
While it was known that Syed had powers, it took some time for them to be revealed, and even then there was a lot of dubious confusion on the part of his government visitors. Ayda was required to inform them of any odd events, no matter how seemingly childish or insignificant, so when she reported Syed as talking to himself for extended periods of time, he was tested. The massive headache that resulted was a whole fiasco; Syed could not explain the conversations he held with 'the lights', nor could said 'lights' be detected. Feeling as if he'd done something wrong, Syed tried to behave normally from then on, but despite his caution the tests came again, and again, and again. He stopped speaking to the lights, and to the animals, and the computers, and soon he found he could not talk to people either, his tongue turning to stone at the idea of messing up and being tested again. He could do nothing right, even after it was determined his powers had more to do with energy flow than communication.
Syed became so uncomfortable in his own home he escaped the only way he knew how; retreat, retreat, retreat. He studied until he began testing higher than his public school counterparts, finishing the curriculum well ahead of his age range. Other forms of inward focus came first in meditation, then in yoga, occasionally interspersed with various self-taught athletic techniques from martial arts or gymnastics he picked up online.
His powers were not an escape however, simply a distraction he was reluctant to exercise, no matter how intrigued his government visitors were in ascertaining what exactly he could do. Inevitably, one day they pushed too far and Syed pushed back; his eyes went black, and then pale and cloudy, and an electric shock discharged from his body. It was relatively harmless all thing considered, the doctor responsible was stunned, but unharmed, merely spending half an hour feeling as if he'd been drugged, and the electrical equipment suffered errors and crashes but eventually returned to working order - meanwhile Syed's heart was pounding so hard he gave himself a nose bleed and a panic attack. Afterwards the tests became less frequent.
For a very brief stretch of time things were calm and normal, and then he and his aunt were in a car accident and she was due to spend time recovering for much longer than a minor could be left alone. Not too keen on emancipating a parahuman teenager, Syed was offered The Promise. He accepted.
A b i l i t i e s & S k i l l s
//Abilities:
Superhuman Ability | Electroreception
Possessing a sensitive bio-electric field generated by clusters of sub-dermal extrasensory cells along his nervous system in a similar fashion as those seen with creatures such as cartilaginous fish, monotremes, and even apiformes. Applications associated with electroreceptive powers are electrolocation and electrocommunication. Electrolocation is an ability much like a sixth sense, capable of detecting electrical currents generated by living beings or electrical machines, as well as sensing the resistivity or conductivity of matter. Electrocommunication actually has very little to do with communicating as humans understand it, instead it's more or less a very mild attack; an electrical discharge into the air of the immediate area can leave those within a few feet stunned, feeling numb and sluggish, which would make it difficult for the victim of the shock to react quickly or think clearly for a handful of minutes.
Limitation(s) | Syed cannot consciously manipulate the electrical currents he detects, so there is no application for any technomancy or other energy-specialized abilities. Neither can he sense certain levels of complexity within currents; he cannot read minds by recognizing patterns in neural synapses, and he cannot perceive digital data whether it's being streamed or stored in hard drives - his senses just aren't clear enough.
His ability to discharge a small burst of energy is a double-edged sword, as it causes him severe physical stress and exhaustion, resulting in small bouts of blindness, dizziness, nausea, vomiting, and nose bleeds, and it's effect on others are much less severe, only mimicking the effects of depressants for around five minutes before they begin to recover, or else only causing temporary instability in electronics. Furthermore, Syed must have a long drawn-out cooling period, with lots of rest and high-calorie food, in order to gain his strength back: prolonged strain after a discharge without taking any recuperative measures is a sure ticket into a coma.
Weakness(es) | There's a sort of balance involved in Syed's ability; given that he has no control over his bio-electrical field he cannot simply turn it off to conserve energy, and while he does absorb some ambient energy from the feedback he largely relies on large quantities of foods rich in sugars and carbohydrates in order to stay healthy. He also tends to be off-balance in highly industrial environments where there is more energy flow, causing him to become more clumsy and easily distracted.
//Skills:
Acrobatics | Syed, through haphazard self study and a great deal of yoga, is quite flexible and limber. While unused to extensive or prolonged exercise, it is still an ability that grants him a measure of maneuverability.
Observation | Being the wary and anxious soul that he is, Syed has a keen eye for detail. He's cautious and thorough, quick to systematically peruse every occupant and object in a room and account for the setting, and usually quite intuitively too.
Trilingual | Raised in a Punjabi-speaking home in an English speaking country, Syed considers both to be his native languages. His early years in public school gave him the beginnings of French, which were continued by his French-Canadian tutor.
Technician | While his ability doesn't grant him any ability to manipulate or control technology, he can take things apart and feel how they work, and the same when putting them back together. In response to his perceived talent, his education was much more detailed in the subjects of electrical engineering and computer science, aided by his intuitive insight.
V A L O R - | - | - K I D Q - | - | - C A M O - | - | - T W O L F
M O N - E L O F D A X A M ♦ E X - P R I N C E R E F U G E E ♦ J U M P C I T Y ♦ T E E N L E G I O N
C H A R A C T E R C O N C E P T:
"You know how, on Earth, they rate everything? One star. This is a one star."
Mon-El has spent his entire life being manipulated by the future. From the far off 31st century an alien called Brainiac-5 interfered with destiny and saddled him with a piteous burden. It came in the shape of a golden ring, marked with an 'L' shaped emblem. It was called a Legion ring, and it was worn by a group of heroes called the Legion of Superheroes, founded by his future-self alongside Brainiac-5, alias Querl Dox. Usually it's only function was to allow the wearer to fly, but this one held one other very specific task; that of housing an AI known as Worm, designed first as an assistant aboard the Legion's cruiser, and then stripped down to the bare essentials and sent backwards in time.
Worm was the last of the Legion aside from Bainiac-5, the others lost, slain, or unmade. Ultimately they were trapped in the Zero Hour, a forsaken paradox from in averted timeline, fading from existence. With limited equipment and time only the most important information and directives were stored in the ring, and upon it's activation settling around an infant Daxamite's finger, Worm woke up.
Mon-El kept his friend secret, and so he grew up an estranged youth. He learned things his parents would rather he hadn't, he listened to and was sometimes caught speaking with voices that weren't there, and he had an intelligence far beyond his age - or at least it looked as if he did, to someone who didn't know he had his own personal AI providing him with aid and answers. Still, Worm could only do so much in these early stages of the new timeline. Mon-El was not expected to travel to the future for a very long time, but at least some of his more oblivious, callous history could be rewritten.
Earning the moniker of the Silent Son of Daxam, Mon-El became something of a reformist, challenged and advised as he was by Worm's influence, but censored and undermined by his parents. He rolled his eyes with the rest of them at the arrogant condescension of the supposed enlightened people of Krypton, but spoke out against Daxam's traditional caste system, worked to raise living standards among the lower classes, and expand his kind's stellar industries. Unfortunately for him these were priorities his parents largely opposed, refusing him a platform and discrediting his arguments in favor of their own more exploitative traditionalist policies. However, under the alias Valorium, and aided by Worm, Mon-El managed to spread his views beyond the palace despite the difficulty, and gained enough support among the more political families to instigate some limited changes.
But in the end, Worm's plot to save Mon-El's homeworld failed. As long as the AI refrained from sharing the truth of their origins, they could only do so much. The shipyards did not produce near enough ships to aid Daxam in any large scale evacuations, the King and Queen only entertained Mon-El's worry about the fall of Krypton long enough to laugh at the concept, and Worm made little progress reaching the sister planet to even warn them, much less contacting someone important enough to do something about it.
No matter what they did, they were too late to change the set course. No matter how intelligent Mon-El proved himself, or how much data they collected, Mon-El was simply too young to be taken seriously, too unusual, too radical. When Krypton went out, Daxam was showered in the debris, and Daxam's moon, Juyu, was destroyed, leaving the planet to suffer from catastrophic impacts. Mon-El escaped the planet, but refused to leave his people- so Worm, knowing there was nothing they could do, hacked his pod, activated the stasis sleep, altered the destination to Earth, and tweaked the settings so Mon-El would forget his traumatic last hours on Daxam.
C H A R A C T E R M O T I V A T I O N S & G O A L S:
In an alternate future Mon-El made a valuable friend and ally, one who leapt at the chance to save their friend from his woeful end. When the chains around time loosened just enough to allow it, Brainiac-5 - who was trapped in a paradox where the Legion of Superheroes met an untimely end during the event known as the Zero Hour - altered and transported the Legion cruiser's AI, called Worm, into the past, housed in a Legion ring and wrapping around an infant Mon-El's finger.
Years later, Mon-El arrived on a world he knew nothing about in a Daxamite escape pod, with only his friend and confidant, the AI in his ring called Worm, to help him. With hazy memories, Mon-El doesn't immediately recall the final fate of Daxam, and when Worm informs him that large amounts of radiation rendered them deactive, and they've lost significant amounts of data pertaining to the events that led them to boarding the ship, Mon-El believes he is simply suffering from an odd accident from stasis travel and eventually he'll be found or send a message home to be picked up - nothing to worry about.
Now whilst striving to submerge himself in the local culture and avoid his oppressive parents' grasp just a while longer, Mon-El decided to embrace his freedom on Earth and effect some good and positive change on the primitive planet who's star has given him the most unusual powers...
C H A R A C T E R N O T E S:
Mon-El and Daxam are largely inspired by the CW's Supergirl series, but as you can tell there's a lot of comic stuff and twisting to my own vision as well:
Mon-El is young, about 18 if you need an exact number. Face claim Chris Wood; dark brown hair, grey eyes, 6 foot, Caucasian nerd. His parents are King Kel and Queen Rhea - just for anyone who might already know the names of the Daxamite royal family. Worm I've invented straight out of thin air because I really just want to say 'oh worm' all the time.
Mon-El's arrival on Earth was delayed because of his ship's outdated void-traversal technology, causing the journey to be long and plagued by frequent stops to orbit stars and recharge.
The Infoblobs:
Daxam:
A sister planet to Krypton, Daxam also orbits the red sun Rao. In ancient times, before space-flight, it was thought that Juyu was in fact a planet, one that was located much closer to Rao than Krypton, but foreshadowing war in the city-state of Kandor, caste-less and outcasts abandoned the city to colonize Juyu, but instead discovered Daxam hidden by the orbit of Juyu, which instead was a moon rather than it's own planet. Led by a man called Dax-Am, the colonists settled on the newly discovered planet and hid themselves from Krypton for several centuries. During that time Daxam transitioned from a colonial dictatorship to a full monarchy, the first king of the planet being Val-El, whose dynasty reigned unbroken right up until the planet's destruction.
Daxam was not uninhabited however, the native population were called the Ogigi, and they worshiped the Sorrowful Gods Below, a pantheon headed by an ascendant hero called Sard. The Ogigi were spiritualistic humanoids that dwelled in one huge city beneath the arid surface, being a species of empaths deathly allergic to lead they couldn't live anywhere else for fear of coming across the material or else falling ill out of shear loneliness. The appearance of settlers on the surface saw a new dawn for the Ogigi, who were seduced and coerced into fealty to the Daxamites' banner. Lead was purged from the planet as descendants of the two peoples developed a similar - though less fatal - allergy to the substance.
A militant rebellion emerged by the name of the Sorrow Cult, motivated by the flagging gods called the Sorrows Below. The worship of Rao and other Kryptonian deities came under scrutiny, until the conflict morphed into something more ideological rather than theological; the Science War saw the reconciliation of the old pantheons merged into one, and the purging of pure Ogigi and pure Kryptonian bloodlines, instigating a new tyrannical xenophobic policy. Another war of importance to Daxam's history is the war with Krypton upon the two people's meeting each other once again, sparking a century long dispute that ended in a bloody stalemate. Thousands of years have passed since, but the antagonistic rivalry between the sister planets still burns unabated.
Daxamites:
From their Ogigi ancestors Daxamites inherited an anatomical quirk, a minor gift, and a minor flaw:
The internal organs of a Daxamite are slightly changed, with their hearts on the right side of their chests.
As the Ogigi were empaths, so too are Daxamites, but only to those of their kin. Their race are influenced by the emotions of their peers, including members of both the Ogigi and Kryptonian blood of their ancestors. This ability was exploited by the monarchy to spread substance addictions and create dependency on the government to maintain order on the planet.
The fatal allergy to lead exposure was also inherited, in a much reduced form at least. If directly applied to a Daxamite's system, be it by injection, consumption, or managing to pierce their skin and become lodged inside them, the lead poisoning will make them severely ill, but with prompt removal and medical care it can be survived relatively easily. Outside of children, the sick, or the elderly, lead is rarely fatal, though sure to cause sickness if exposed.
Kryptonian blood also passed on their gifts to their Daxamite cousins, allowing them several major gifts and a handful of unfortunate flaws:
The ability to process solar radiation is inherent in all Daxamites, manifesting in the staple powers. These include enhanced vision manifested across a larger spectrum, reaching the level of actual x-rays under the power of a yellow sun.
Other abilities gained from processing yellow rays is the ability to generate an internal cell structure that causes invulnerability, the ability to generate tactile fields of negative mass to allow for flight and super-strength, and the ability to discharge intense radiation from their eyes in the form of high-powered lasers. The Kryptonian variation of the powers include freeze-breath and super-healing, but these are not available to Daxamites.
The substance known as Kryptonite is just as dangerous to Daxamites as to Kryptonians.
Part of their evolution on the hot world of Daxam, Daxamites are quick to weaken under cold temperatures, and can easily become hypothermic.
A S S O C I A T E S:
Worm: An artificial intelligence with limited knowledge of future events. Worm possesses the ability to hack and utilize technology of lesser or equivalent advancement from a reasonable distance and is also capable of connecting to networks such as the Internet, creating images via holograms, and speaking directly into the mind of the wearer via skin-contact, though it cannot read said mind. Worm themself has no gender, their voice being described as computerized and generic. They are Mon-El's greatest and longest friend, having a bond like that of family. Should Worm's lies and manipulations come to light however...
Brainiac-5, "Querl": Brainiac-5 is of an alternate future, specifically the 31st century of an adverted timeline known as the Zero Hour. B-5 created the Legion ring and the AI residing within it to help alter the past to a more favorable outcome in hopes of saving his fallen friends, delivering the item via a limited form of time travel straight to Mon-El's finger.
The Royal House of Daxam: As a son of King Kel and Queen Rhea of Daxam, Mon-El is royalty, the Prince and supposed successor to the throne. While it's true he and them don't see eye to eye on politics and a great many other things, they are still family, and they love their planet. Much as they might argue and plot, he does love them too, though how much of that is unhealthy rationalizing remains to be seen, especially with the examples set by human families on Earth.
T H E T E A M:
Jazmin Cullen - Kid Q: Q believes herself to be human, a meta-human to be exact, but unknown to her she is an adopted alien, a Xanthuan. Her power is the ability to create stasis fields, freezing time in limited areas for short spans. She discovered Reep to be an alien by accident, catching him mid-shift in a stasis field and fearing she'd accidentally hurt him. Reep felt bad about the confusion and outed himself as an alien to her, and ever since she's been secretly helping hide them from the more xenophobic members of humanity.
Reep Daggle - Camo: As a Durlan, Reep is an excellent shape-shifter who can blend in with ease. Shedding his orange skin and antenna for earthly tones and a short mane of hair, Reep can pass himself as whoever he needs to, regardless of species or gender. Usually calling themself Reese, Reep is one of few aliens who can move around Earth unhindered. On Durla there is a practice called the Right of Survival, where Reep and his twin Liggt were meant to fight to the death, but he refused and fled the planet.
Brin Londo - T Wolf: Calling himself Brendan, Brin can pass as human. At a glance anyway, and with a few layers to help. His skin is a sort of brown that's slightly too red in direct light to be human, his ears are pointed, his canines a bit too pronounced, his eyes reflective like a canines, instead of nails he has claws, and despite his youth he has the fur to put any werewolf to shame. He was born on Zuun, where his father experimented on him and smuggled him off world to prevent discovery by the planet's authorities.
V I L L I A N S:
Shane Nuñez - Lazon: Flame-wielding criminal, once suspected to be an Infernian or Regulosian, but was revealed to be a light-based metahuman. Crimes include attempted murder, assaulting officers, damaging state property, and vandalism.
?? ?? - Taurus Gang: Unknown, suspected new gang based in Jump City.
S A M P L E P O S T:
V A L O R
M O N - E L
The palace shook, the grand pyramid structure actually quaking even in the far deeper levels. Mon-El paused, exchanging a concerned glance with his contact. "Go." The woman said, urgently, before pulling up the hood of her cloak and racing down the dark corridor. Mon-El himself did the opposite, shedding his hooded coat and pulling out a glass tablet, which immediately lit up. He'd barely connected to the palace network before emergency broadcasts filled his screen.
"Worm, what's happening?" He asked, even as he saw the text become unreadable from interference. Things like that didn't happen, the local network was the best on the planet, not to mention he was practically right beneath the major transmission nodes. "Is that radiation?" He demanded, disbelieving.
There was a moment before the AI responded, voice computerized even when speaking directly into his mind. "The signature is unknown, but you are correct, it is highly radioactive. Exposure would be... ill-advised." There was another pause as Mon-El quickly began walking back the way he'd came, heading for the stairs that would take him to the ground floor, which would hopefully have someone who could tell him what was happening. As if reading his mind, which, despite their ability to transmit into his head, wasn't actually possible, Worm chimed in with a concerning observation. "Length and pattern of vibrations suggest multiple heavy impacts, radiation signal implies these are not detonations of any known warheads. I have a-" The sound of terrified screaming reached them from the end of the corridor, interrupting Worm's nervous voice.
Mon-El sped up into a run, fear motivating him into a sprint. He emerged from the corridor into a war zone. Fires raged, parts of the ceiling caved in, rubble littered the floor, and everywhere there was blood and bodies, many of which were unmoving. "My Prince!" Someone screamed, Mon-El barely had time to turn his head before a man was colliding into him, grabbing him by the arm and pulling him towards the exit. It was too loud after that to hear anything else, and when they passed the ruined doors, Mon-El jerked to a halt.
Above them a rain of giant rocks were falling from the sky, and beyond that he could see the moon had turned red and cracked, as if it was falling apart too. "What-"
"Krypton is gone from the sky." Worm noted, voice void of emotion. Mon-El knew exactly what that meant.
Krypton had a fair few conspiracy theorists that thought their planet was under threat of dying, and they'd convinced several members of government that it was true, but on the whole it was being denied. He only knew of it because Worm had brought it up months ago as 'interesting' and 'unsettlingly likely', but he'd never imagined... Krypton was gone from the sky. Gone. How violent had it's death been? And now what? Was this Krypton's remains falling on their heads? Crushing his people? "We have to help them." He said breathily, so shocked that despite his words he didn't make a single move to help anyone, or even look away.
"We can't do anything, we have to go!" The man from before, a guard he realized now, pulled him from his daze, taking him by the hand and racing away. Something green glittered at the edge of his vision, but he felt it before he saw it. He felt like he'd suddenly caught fire and flinched away, turning to see a great hunk of neon green crystal crush the top of the pyramid, causing the whole palace to collapse.
His scream of denial was swallowed by the dust cloud that rushed out from the impact, little green particles in the air shooting straight into his eyes, down his throat, through his hair, knocking him clean off his feet and filling his insides with flaming pain. As the cloud around them disappeared, Mon-El found himself staring into the sky again. The moon was in pieces.
"Get up! Get up! Get up!" Worm demanded, tones chirping and frantic. He was hauled to his feet, the guard was gone and this time it was a man sporting the symbol of Krypton pulling him along. He was speaking rapidly, eyes wide and desperate, but Mon-El had no idea what he was saying. He was pretty sure his ears were bleeding. Worm filled him in with a furious hiss: "What are you doing?! He's going to kill you!"
In quick succession Mon-El realized three things. One; the Kryptonian was armed - and with a Daxamite palace guard's weapon, the guard it belonged to now a lifeless corpse. Two; he had definitely spotted a Kryptonian sub-light ship crushed by debris outside the palace's entrance. Three; there was a ship ahead of them. A Daxamite emergency pod had been triggered, it rose from the underground hangar and popped open it's fore-window automatically. It had only one seat. The Kryptonian would need Mon-El if he wanted to leave, the ship wouldn't take off without a Daxamite in it: a holdover from the war, a security measure often bypassed with Daxamite blood spilled across the internal scanners.
An impact caused the Kryptonian to stumble, and the vibration knocked Mon-El from his grasp to his knees. Instantly the world of sound invaded his ears, his hearing restored from the unexpected jarring. Quick as lightning he knocked the Kryptonian's feet from under him, giving himself no time to recover before kicking the gun away and sprinting for the pod. He was leaping over the side and into the seat in seconds, booting up navigation and activating the engines. They were airborne before a course had even been plotted.
"Worm! Activate the remaining hangar exports! Get as many emergency pods up as you can!" His order was hoarse, his throat raw from the inhaled glowing green dust. It felt like fire yes, but also like thick poison sliding through his veins.
There was a long pause, Mon-El dodging falling debris and keeping his eyes on the ground, waiting desperately as the seconds ticked by and still the pods didn't rise. "...I'm sorry, but I can't. The commands were in the local network, the chamber would have been crushed when... when the palace collapsed. I'm sorry my prince." Worm's words were colored by guilt and regret, and Mon-El felt his blood turn to ice in his veins.
Wait- his blood was- it was so cold- "Worm?" The screen started to cloud over, turning hazy, and his eyes felt heavy.
"I'm sorry, we can't help them. We have to go." Worm's whispers faded away, and slowly, Mon-El began to forget... but he dreamed of ash, and of sinister green light.
Personality: Outwardly placid, Mica appears to be an unassuming and easy-going sort. His friends and co-workers know him to be diligent, sometimes even a bit forceful in holding everyone around him to a higher standard, not tolerating laziness or ignorance, but on the whole a quiet and well-to-do sort, if not particularly interesting. Some are allowed to see deeper into his character, where he is more obviously idealistic and daring, with a sarcastic and crass sense of humor.
Backstory: Born and raised a Gorgon, Mica is not quite heir-apparent of the emergent crime family, but as the eldest son of the current boss he's not far off from it. As a child he got an eyeful of the many activities his family got up to, everything from drugs and booze to sex and violence. Understandably it was difficult for him to properly understand how off-center his upbringing was, but in time he gained the perspective he needed to finally put a name to all the unpleasant feelings he had whenever he was confronted with the knowledge that one day he would be dragged down to the same level as his father. Mica faced a moral quandary, and soon a difficult choice will present itself; would he serve his family, or would he save them?
Skills/Weapons: Mica was on his high school's baseball team, developing a bit of a mean swing, and making him a swift sprinter when necessary, but recently his father demanded he pick up something a bit more offensively useful, and so he began boxing at Ironstone's, a gym operated by the Gorgon's. More relevant, Mica had been dutifully trained and instructed in the proper care and usage of firearms, and frequents a private shooting range.
Other: The Giorginos were a moderately prolific Mafia family based in Long Beach in the 60s, but were shut down and imprisoned later in the decade. Pernelle Tano united the left-over petty gangs and reformed the syndicate in the 90s under its current name. Most of the new blood came from her delinquent high school clique, but she was killed at the turn of the decade and succeeded by her eldest son, Jasper Tano. Jasper, Mica's father, hugely expanded the family into the affluent force it is today, buying off officers and establishing connections with cartels and gangs across the country. His efforts are a large part of what shaped the lawless elements of the city into the volatile hive it is today, opening doors even for those thugs and thieves not on his payroll.
Mica himself is not so sweet and naive that he wants to dismantle the entire criminal machine and 'save the day' as it were, but the blatant evil that takes place under his own roof sickens him, and he dreams of pruning their more wicked edges and pointing them in more Robin Hood-esque directions. There are frequently rich and powerful people far more deserving of their fate than the everyday man of the struggling working class, especially in Long Beach.
Personality: Stubborn and adventurous, Amber is aggressively welcoming and overbearingly friendly. Though, there is a certain unforgiving steel in her heart, and while on the whole she's compassionate and accommodating there's no doubting her ruthless spine. She holds grudges with the best of them for all that she's soft and kind on the surface.
Backstory: Amber's family was part of the Gorgons long before she herself was born, a fact that frightened her mother away to live instead with her husband out of the country. Her life was more difficult because of it, with little support or opportunity available to them, and so no one was there to notice when things took a darker, more violent turn in their own home. Armed with a nail gun, Amber stopper her father in his tracks with a well aimed shot pinning his hand to the wall. To protect her daughter, her mother finally gave in and called for help from their more criminal family members back in Long Beach. Having grown up outside the syndicate and only later being exposed to this sort of life Amber had a lot of trouble adjusting.
Skills/Weapons: Amber began taking boxing classes at Ironstone's when she became an associate of the Gorgons, and has likewise been quickly brought up to speed by her uncle at a shooting range on how to handle a gun.
Other: Amber became Mica's greatest friend and confidant after her arrival, her perspective and morals reflecting his own in a place and time where neither were appreciated or respected. He accidentally convinced her to officially join the Gorgons, something she had been reluctant to do, but after having met him and realized he was slowly being smothered by his own family she took it upon herself to help and protect him, and in turn he promised to do the same for her.
Electroform: Converting to a body made entirely of energy, Roman has the ability to become what is essentially sentient electricity. In this form he can travel through conductive elements like power cables, possess technological devices, and subsist entirely on a diet of energy, as well as becoming immune to the effects of disease and physical injury. On the downside he becomes susceptible to EMPs and unstable once in contact with insulators such as rubber or air.
While Roman cannot be harmed physically as an electroform, he can still be destabilized by energy-based attacks, his own energy expenditure, psychic attacks, and power surges or blackouts. Instead of manifesting as bleeding or bruising however, upon returning to his physical form the damage would present as exhaustion, hypothermia, or overheating, potentially to a fatal degree.
Clothing, carried objects, and sometimes even small creatures can all be carried by Roman into his electroform, becoming encoded software stored in his consciousness, essentially frozen in a sort of stasis before rematerializing when he returns to his physical form. The software cannot be edited, deleted, or added to.
Electrokinetics: While bound to the limited natural behavior of electricity as an electroform, the same rules do not apply in his physical form. Capable of launching electrical attacks or manipulating electrical fields from a distance, Roman can operate in both an offensive and defensive capacity using everything from sparks, bolts, and shockwaves to overloads, force fields, and flight.
Affiliation | Chimera Alignment | Dynamo Personality/Habits |
Roman is energetic and restless, with a confident decisiveness that holds a certain charisma. Being inquisitive and compassionate, he also holds a certain charm that makes him likeable. However he has a stubborn deviant streak, refusing to conform and reluctant to deal with authority. Apart from his young nephew, he finds it hard to open up and maintain close relationships.
trilingual - english, spanish, italian programming / hacking art - digital, traditional
Family | Damian Diaz / Camilla Monte / Julio Diaz / Joshua Diaz
Roman’s parents, Damian and Camilla, were just rethinking their divorce when they died mysteriously. Neither he nor his elder brother, Julio, were sad to see them go. They were judgemental and shallow people who couldn’t handle their own emotions, and should never have been allowed to let their baggage loose on children. Julio was little better, sleeping around and getting involved in things he shouldn’t, spewing offensive rhetoric that drove the brothers apart. Julio now sits in jail, and in the ensuing debate over the fate of his son, Roman fought for and won custody.
Background |
Neither of his parents had been ultra-rich, but they had been well off. Key word being ‘had.’ Roman and his brother grew up in Uptown with their mother, visiting their father on alternating holidays in Midtown. Camilla Monte did love to spend her money however, and not always in legal ways. Between her expensive tastes and long bouts of emotional and impulsive luxury cruises, by the time she reignited her relationship with their father and they both tumbled over the railing in a drunken stupor, they only had a fraction of what they should have inherited. Julio sold their home and moved to Los Angeles, leaving Roman to take his share and rent an apartment in Midtown.
Now, Roman had always had powers, it was an unacknowledged fact that their family liked to forget. When he was a child the lights would flicker on and off at his will, but he spent so long hiding it, imitating his mother and pretending not to notice it, that it never occurred to him to use them intentionally until his later high school years. He discovered an ability to manipulate certain kinds of technology, interfacing with and commanding computers and phones as well as lamps and various other tech. It became a quality of life thing, not a special skill used for anything but mundane tasks.
Then, a month into his new home in Midtown, he possessed a computer in the library. He was stuck there for nearly two months, flickering in and out of the physical world helplessly, causing the librarians to become convinced they were haunted. Except he hadn’t actually possessed the computer, not really, he’d simply turned himself into an electrical form; he’d finally used his powers so much that he tipped over the threshold, becoming energy himself. When he resurfaced a good six months after his disappearance, it took some time to adjust after having learned how to navigate the various networks of the city, building and creating things that weren’t possible in the material world. He’d only stayed so long because time had flowed differently for him; his body did not need sleep or nutrients, nor did he see the sun rise or night fall or any other thing that marked the passage of time for organic people - in fact he’d only left after nearly dying when a power outage plunged him into darkness and he had to cut off huge chunks of accumulated data and programs he no longer had the power run. It had felt a bit like chopping his brain in half.
Then came Julio’s sentence, and the custody court, and Roman latched onto that new purpose like a lifeline, trying to regain a sense of normalcy after almost forgetting the real world even existed. Josh became more than a distraction however, especially when he developed powers, and while he might’ve been his nephew, it felt more like having a little brother. The two of them became a team, their relationship the foundation of his new bold confidence and driving him right into the arms of Chimera, a group Roman believed could make a brighter, more secure future for himself, Josh, and others like them; those who were trapped in a system that could only harm and never help.
Electroform: Converting to a body made entirely of energy, Josh has the ability to become what is essentially sentient electricity. In this form he can travel through conductive elements like power cables, possess technological devices, and subsist entirely on a diet of energy, as well as becoming immune to the effects of disease and physical injury. On the downside he becomes susceptible to EMPs and unstable once in contact with insulators such as rubber or air.
While Josh cannot be harmed physically as an electroform, he can still be destabilized by energy-based attacks, his own energy expenditure, psychic attacks, and power surges or blackouts. Instead of manifesting as bleeding or bruising however, upon returning to his physical form the damage would present as exhaustion, hypothermia, or overheating, potentially to a fatal degree.
Clothing, carried objects, and sometimes even small creatures can all be carried by Josh into his electroform, becoming encoded software stored in his consciousness, essentially frozen in a sort of stasis before rematerializing when he returns to his physical form. The software cannot be edited, deleted, or added to.
[ G E A R ]
Attire | professional modern style / high quality Armament/Equipment | custom secure tablet / smart watch
Cool, calm, collected, Josh maintains a serious demeanor, coming across as somewhat distant and arrogant, bit it's a cover for his shy insecurities. Clever is the smallest word for what he is, not just in science and technology, but in wit and banter as well- provided he's comfortable enough to allow it.
Occupation/Trade | Criminal Associate / High School Student Skills/Talents |
Family | Damian Diaz / Camilla Monte / Julio Diaz / Joshua Diaz
Joshua never met his grandparents Damian and Camilla, nor did he ever meet his mother. His father, Julio, never spoke of her, and Josh has decided that probably meant he didn't know her either - at least, not beyond her name, which he never deigned to share with him. Like his uncle, Josh has always had his powers, and followed his father's lead of never mentioning them. He used them to hide at first, whenever he was in trouble, or someone was mean to him, he vanished into a computer and read or played on the internet. When his father went away on murder charges, he was lost and unsure of his future, and wondered if he ever would have had one even if his father had stayed. Landing in the lap of his estranged uncle was a blessing, someone with ideals and compassion to help him find his way and achieve his dreams. Not to mention, Roman had powers too.
Background |
Josh grew up in Los Angeles with his father and various temporary step-somethings - whatever the word was for a stepmother without the actual marrying his father bit. He used his powers to avoid getting in trouble, and not for much else. They were not rich, nor poor, but his father was gullible and alcoholic, allowing people to use him for his money until he had little left, and then allowed new people to suck him into less than legal professions. Josh didn't know much about it, and liked it that way, because home had never really felt like home, but now it was an actively uncomfortable and scary place to be.
Josh wasn't the one to turn his father in, but when the police came, he didn't protest in his father's defence, instead clamming up and ever since keeping himself in an icy barrier that would never give anything away. After moving in with his uncle and becoming close, that chill abated slightly, and he knew his father going away was for the better, but his uncle was also a criminal. Roman was involved with a group called Chimera, not drug pushers or gangsters, but criminals all the same. Josh involved himself, forcing his way onto Chimera's radar without Roman's consent, and becoming something of an... intern. Roman and Julio might have both been criminals, but they were very different kinds, and while he didn't miss his father, he would miss Roman. So Josh became an associate, because next time he wouldn't let anyone take his family from him without a fight.
Residence: Los Angeles, United States Occupation: Student, Street Musician
Appearance:
Hair: Dark black, smooth undercut.
Eyes: Dark brown.
Skin: Light brown, very light freckles.
Features: Stark eyebrows, ears pierced, accented speech.
Personality: Stand offish and thoughtful, Aarón is considered quiet and dependable, but hard to befriend. He’s also headstrong and very independent, quick to take a leading or solo role, with little regard for rules or fairness. He doesn’t do well with large crowds, dislikes dealing with emotions, and cares deeply for his family.
History: Aarón grew up in a mixed Mexican-American household, his mother’s side spread out across the southwestern United States and northwestern Mexico, originating from an increasingly poor little city known as Palo Vista in the Mexican state of Sonora, and his father’s side being an estranged wealthy clan from the state of Washington. They met in Los Angeles and fell in love, and his father followed his mother south across the border to Palo Vista. Eventually they saved up enough money, and with help from their relatives across the border, they moved back to the city of their dreams and bought a home in South Los Angeles.
Their family was small, and Aarón grew up with only an elder sister named Julia and was raised almost solely by her and their mother after their father was pushed off the pier at Santa Monica during a fight and drowned when his foot became trapped beneath the pier’s support struts. The fight happened when he was very young, but he remembers it began because some older boys had been picking on his sister and threatened her.
His family recovered from the tragedy well, all things considered, and through the pursuit of music they bonded and began to play together in the streets or sometimes booked in small local venues. Towards the end their connections began to fray, his mother lost her job and was forced to take an option with less pay and more hours, and his sister got into a good college in Washington, leaving him to play alone and try and find his own path. Eventually he was accepted at a local school of arts in Los Angeles, but he never made it to his first class. Instead he had a minor freakout when two cars collided in front of him, and he was only saved from being struck by the debris by mysterious powers holding the metal bits that would have speared right through him, freezing them in midair. Then later the same day, still in disbelief and closer to his new school, he’d been hit by a wave of fatigue and called home- only for his phone to glitch massively and begin spitting out a strange warning that he needed to run away as fast as possible- and then he was caught, dark tendrils wrapped around his wrists and waists, pulling him down through the concrete below before he could even scream.
He, like all the others, found himself in the Seeker Prison next; a place that was cold, dark, and filled with monsters. A place where time didn’t seem to ever pass, and a dark whispering stole all his strength.
Abilities, Talents, Traits, Powers:
Music: Aarón is adept with a guitar and knows how to read and play music on a variety of other instruments, as well as a good grasp of performing with singing and dancing.
Tri-lingual: Aarón can speak his native languages of Spanish and English, as well as fluent Portuguese.
Telekinetic Specialty: As a Streamer the abilities related to teleknietic abilities come easiest to him, and he is capable of learning more advanced applications and skills of that specific power.
Name: Dizzy Age: 16 Gender: M DNA: Great White Egret (Ardea alba), White Winged Vampire Bat (Diaemus youngi)
Personality:
Dizzy isn’t selfish, more so he’s simply thoughtless and short sighted with an unhealthy side dish of oblivious. He likes his solitude and space, often resulting in a noticeable rift between him and the rest of the Flock, but he’s not heartless or uncaring, and secretly he does enjoy the love and comfort of his peers, he just doesn’t like to encourage them lest they get carried away. He has a brave and adventurous streak as well, enjoying exploration and daring to toe the rules.
Appearance:
Dizzy is short for his kind, but average on the whole. He enjoys a rather athletic build, excelling in the fitness trials. He has thick dark hair, warm brown skin, and wide dark eyes. He is hardly ever seen without either his tinted training goggles or his pair of cheap shades, designed to help him function in normal lighting without blinding his sensitive eyes. Smiles are few and far between, hiding his unusually straight teeth due to their less than human appearance, each of them pointedly sharp, making his genuine smiles small and unrevealing, and his wide grins more threatening. His wings are thick with curling soft white feathers, and they have a trim of even brighter white along the wing tips. His clothing choices are not typically form fitting, often consisting of worn, ripped, or faded articles that are too small or too large, but he hordes bright colors and trendy accessories, like earrings and bandanas.
Other:
Dizzy’s name is well earned, he was often confused and not quite ‘all there’ as a kid. “What?” is still his catch phrase even years after he overcame his ‘dizzy spells.’ Combining this and his easily distracted mind with his uncomfortably precise hearing and tendency to be blinded by even mediocre lighting and Dizzy did indeed spend quite a lot of time being dizzy.
His unusual attributes, the ones outside the norm for the Flock, include weaknesses as well as strengths; such as his supernaturally advanced hearing, and the drawback of being overly sensitive to loud noises and easily distracted by faraway sounds. Similarly his night vision is better than most humans can see in the day, but even average day-time or artificial light levels can blind him. Dizzy also has a not so subtle vampire’s bite, with many of his teeth being unusually pointed, specifically his canines and first premolars, and his saliva is full of powerful anticoagulants which make his bite likely to make his opponent bleed out if they aren’t careful. Dizzy’s fangs aren’t the only sharp weapon in his body’s repertoire though, he also has a set of mean claws, unassuming at first glance, but subtly hooked and thick, strong and sharp enough to tear skin, if only to make shallow cuts. Of his more relative to the Flock skills, Dizzy has taken to flying and strength with great talent, but flounders when made to apply too much grace or agility, however he does have an impressive sprint, and a positively predatory leap.
History:
At his youngest the scientists neglected Dizzy, leaving him to his own devices apart from the few times they attempted to make him pay attention to lectures or get concrete answers on his tests out of him, but usually he was simply subjected to basic scans and assessments before being left in his cage to amuse himself- which he did, listening to everything going on rooms away and playing with his food and generally avoiding the other children. Finally he was deemed old enough to be given proper medication for his inattention, and after a slew of vomit- and fever-inducing drug trials, they worked out a specially tailored attention-boosting drug just for him. Eventually he outgrew the ‘dizzy spells’ and no longer needed it, culminating in a nasty bout of withdrawal when they stopped giving it to him, but for the majority of his childhood he needed aids and special treatment the other children didn’t- and was constantly reprimanded and made to pay for it.
He was sensitive to light, he could see all the right colors- mostly, sometimes purple was iffy - but his eyes couldn’t process the excess brightness and resulted in copious amounts of squinting and shielding his eyes before finally someone bought him a cheap pair of sunglasses from the supermarket, and then eventually a pair of tinted pool goggles from the same place when the glasses kept falling off during physical training. Alarms and too-loud simulations quickly overwhelmed him, causing him such pain as to collapse screaming and clutching at his ears, the persistent ringing staying with him for days afterward, and so the scientists gave him ear plugs, which he constantly lost, resulting in the Flock finding a lone misplaced earbud in their personal space on a regular basis no matter where they went or what they were doing.
About the time puberty struck Dizzy began to make great strides in overcoming his ‘disabilities’, building up a resistance to louder and louder noises, and maintaining some sense of sight in most well-lit rooms, though both situations left him extremely uncomfortable and often with the dull throb of constant pain behind his eyes and in his ear drums. Other changes came to him, his adult teeth had been coming in oddly shaped for a while then, but the last of them pushed through as a set of questionably unsubtle fangs, and his tests revealed unique properties in his saliva. It was then that he stopped being the failure runt of the litter, setting off to training and exams with something to prove; and for his efforts he began excelling in class and on the mat, mostly on par with the rest of Flock for once, sometimes even managing to edge out the others and make the top score.
Going on seventeen Dizzy has both settled into his skin, and not. He feels awkward and estranged from the others, having taken much longer to tie that familial bond, and then saddled with the need to prove he was just as good as them he’d stepped on more than one set of toes, and fended off more than one kind gesture. He’s much less moody these days, not as standoffish, but distant all the same. He’s as invested in this gamble for freedom as any of them, but if anyone’s most likely to wander off without a word and never be heard from again, it would be Dizzy. An unlikely scenario, he’d be lonely, and for all his eye-rolling and hasty retreats for a moment of solitude, he does care for his kin... he just maybe also cares for going to the cinema by himself, without telling anyone. And the beach. And maybe that flashy distracting concert down the street. Also, those cats are cute and he may spend a few hours following them around town if left unsupervised, and really who needs supervision? Not Dizzy, that’s for sure. (Dizzy. Dizzy needs supervision.)
Occupation: Exo-Planetary Journalist with Distant Homes Magazine, hired to write articles about everything from colonial culture on newly settled worlds to alien wildlife on freshly discovered planets.
Appearance:
Height:
Weight:
Hair: Black, short, curly.
Eyes: Hazel.
Skin: Light skin.
Features: Thick eyebrows, short sideburns, reflective eyes.
Personality: Jack is usually quiet and contemplative, often finding himself overthinking everything. He’s independent and cautious, keeping to himself and finding little reason to clue others into his thoughts. He’s open minded, and quick to become emotionally invested, and not very good at hiding it- or hiding anything at all. He is also innovative and rebellious, and he can and will bend the rules to reach success.
Abilities, Talents, Traits, Powers:
With a background in exo-planetary work, Jack has picked up a variety of tips and tricks regarding xenobiology, alien geology, modern architecture, and a great range of complicated technologies. As a journalist, he’s become quite adept at digging up information and getting straight to the point.
He was a part-time musician in high-school and part way through college, and has notable skills as a singer and guitarist. He’s kept in practice still due to his love of music, though he never made it big enough to consider a full time career.
Jack’s home is nearly self-sufficient, supplying much of its own power through solar panels and growing his own food, giving him an eclectic mix of middling skill in both gardening and electrical maintenance.
Augs: Cybernetic Lenses: Correct bad vision, minimally improve eyesight at range, in low light, and underwater.
History:
Jack was born in Melbourne, but later moved to San Francisco with his parents who became teachers at local universities. He spent much of his early years like any other kid, ignoring the fast approaching day that would come when he needed to pick a career. He muddled his way through college, switching majors often, before finally deciding that he could travel to distant planets and write articles about them, that such a job would be both doable and enjoyable.
After graduation he returned to Melbourne and began his career, hopping back and forth from Earth so another distant world and learning more about each one. His articles covered a wide variety of subjects, first starting simply with how a new colony was progressing, but then switching into increasingly complicated and dangerous subjects, such as new scientific discoveries and hostile alien species.
Jack best describes himself as a jack of all trades, knowing a lot about many different things, but not too much about any one subject.
Personality: Zash is a generous and sincere soul, with a somewhat unapproachable mien. He means well, but is shyly awkward and envious of others, especially of the ease with which they interact, frequently marring his outward expressions with frustration and discontent. He has a dry wit and can be described as mild mannered, as well as descreet and careful, never causing offense or attracting much attention. Earnestly supportive and observant, Zash is a good friend to have with his easygoing lifestyle and enthusiastic positivity.
Religion: Kitalohiya, or just Kital, is a loosely structured belief system centered on the core concepts of self-invention and an evolving world. The religion is a blend of spiritual and technical, faith and fact. Priests are called savants, beneath them are students, taught one-on-one in the style of a master and an apprentice, though sometimes a savant will have more than one student. Students become adepts before savants, defined as knowledgeable but untested.
Skills: - Fluent in Komunaj, Tralian, and Esperanto. - Swimming, free diving. - Waterworld life skills. - Proficient ability in carpentry, pottery, and metallurgy. - Proficient understanding of mathematics, biology, and engineering.
Weapons: Zash has a collection of sharp and pointy bits from his various attempts at weaponsmithing, and aside from a sturdy harpoon most are short swords with asymmetric blades, but his weapon of choice is a crossbow made for him by his former teacher.
Description: - 173 cm, 5'8 ft. - 73 kg, 161 lbs. - Black hair, naturally curly but usually slicked back. - Athletic build, light brown skin tone. - Bar code tattoo on the right side of his neck. - Loose clothes in light colors. - Various wire bracelets, cord necklaces.
Background: Zash's mother, Rama, was born in Tamzin. She grew up there with seven siblings and no parents, but she was intelligent and clever. When her family lost everything in a fire, she made a plan to leave it all behind and forge a new life for herself. Her first stop was Bogorta chasing rumors of the Domini, and there she found a Scholar of the Musaeum who was hoping to meet up with the Syans. She told him of her wish and he took her on as a student, and together they found passage to Kilimazia where the Syans was meant to dock next. It was a few years before the Dominus ship came, but by then she had refined her plan to be foolproof.
Zash spent his first year of life aboard the Syans, but his mother wasn't fit to join them and soon they sent the two back into the world. They took his fingerprints and recorded his information in case they heard from him again, and upon his mother's request they granted him an identification card. Later she would arrange to have the ID's bar code tattooed on the right side of his neck, a mark of pride that her child was special. It was all part of his mother's plan; to acquire a child that would be healthy and smart, and then use that promised potential to secure a place on a less restricted Dominus. Rama, Zash, and Dean, their Scholar friend, left to seek out the next step in their voyage; the Jackal.
Let off at Sigarmyth, they settled in to wait for the ship's arrival. Dean took over a local school, tutoring both Zash and his mother on the side, while Rama became a sort of handywoman, fixing and repairing everything from furniture to air tanks to jewelry. The Jackal came when Zash was four, he and Rama said their farewells and bartered their way aboard. In exchange for a place on the Dominus ship itself she would trade the honey preserves she'd been saving, and her Syborn son would become an apprentice to someone of rank and status. It was not as smooth a deal as she had thought it would be, the Dominus ships were exclusive for a reason, but she made it work. For a while.
Zash found himself apprenticed to Rado Bladić, a savant of Kitalohiya, a technologists' religion. For fifteen years they made their living on the Jackal. Rama's plan had worked, for the most part; her son was a talented and integral member of a Dominus' community, and the more he improved and the more they invested in him, the more irreplaceable they both became. Until Chulyin of Unala arrived and brought with them news from Tamzin; Rama was the last of her siblings, her nephew Taanir was newly orphaned only months ago, with a much younger sister to take care of. Rama was not exactly living it up in the lap of luxury, but her home was safe, secure, stable, all the things she'd dreamed of and dared to hope for when growing up, but there was one thing she overlooked; she was a mother now. She always knew she'd grow attached to her son, even when she was just coming up with her grand plan, but she never expected how much it would affect her.
To her own surprise and dismay, Rama gave it all up to return to the dinky shithole of her birth to comfort and care for a family that didn't know her. Zash agreed to join her, having finished his apprenticeship and halfway to savant himself, but promised Rado he'd return. They boarded Chulyin of Unala's boat, a small steam bus, and cast off for home. Unfortunately for them, Unala was a codename that stood for West Wind, a clan of pirate mercenaries. Chulyin waited until they were well out of sight of the Jackal before making their move; mother and son woke to find themselves in chains, because you see, Chulyin had not lied to them, Taanir and his sister Jada really were newly orphaned kin of theirs, but Taanir was about to become the Governor. West Wind had dealings with his competition, and while they'd not known Zash and Rama even existed, Chulyin wasn't about to let the opportunity pass.
Their captivity lasted only three days before Zash unscrewed the bindings and cut the pirate down from behind. They nearly returned to the Jackal then and there, but decided to forge on and warn their lost family of the West Wind's alliance with their competition. A whirlwind adventure then ensued, complete with drama, politics, revelations, a fair bit of murder, and even a dash of romance. Rama reunited with Dean, the Scholar she'd left behind in Bogorta, as well as met and all but adopted her sister's children. Taanir became the Governor with a landslide victory after his opponent was revealed to have consorted with pirates, and Jada was saved from the fate of slavery. Zash kept Chulyin's steam bus, and spent the next few years helping secure his family and practicing his skills.
In time though, Zash followed in his mother's footsteps and made a grand plan of his own; the Musaeum was rumored to be headed for Sigarmyth, and when it got there he would be waiting.