@Blizz Haven't made a character in a while so this is a bit overboard - made it in the style of an official file since I love that shit. I'll try to go through and edit/trim the fat sometime after Thanksgiving. Let me know what I should adjust/remove if anything!
Appearance: Keystone is an African-American male, standing at 5'6 and weighing 145 lbs. He has amber eyes and lacks any discernable markings or scars. Has a burgeoning athletic build, presumably from the running and weight-lifting routine that he developed after triggering.
Ethan favors t-shirts, shorts, cargo pants, and other casual attire. Most formalwear agitates his power by being too impractical and constricting, though the PR department has discussed having a suit custom-made for him to be more accommodating. Has a similar disdain for accessories and jewelry, only wearing his ear piercings and necklace because they are gifts from his parents.
His costume took almost as long as some Tinkers to design, as it was a constant battle between Ethan, the PR department, and the engineering department on what the final product would look like. It is comprised of a black cloak that has been thermally treated and is resistant to cutting, along with a gas mask, cargo pants, steel-toed boots, and a vest. Ethan also carries a wide assortment of tools and weapons, most of which he is unfamiliar with - this includes pepper spray, a baton, a small first aid kit, a lockpick, and several other lightweight items that would not encumber him such as his phone. The knives and the crossbow were especially contentious points, for the PR department and the engineering department respectively.
PR Department: It's generic and boring, and doesn't match his name at all. If we weren't so desperate for Wards right now, this kid's merchandise career would be dead in the water. If we're lucky, he'll drop the knives and crossbow in exchange for the hammer and chisel gimmick we worked out.
Engineering Department: Thirty-three drafts! If this ███████ brat wants to play tinker, he can do it without flooding us with work! HE DOESN'T EVEN KNOW HOW TO USE A CROSSBOW - WHY HAVE US MAKE A WRIST-MOUNTED ONE!? Tell him never to come to this workshop again talking ████ about my designs, I'll kick his a-
I made a lot of concessions - I mean, glowing eyes? Tacky as hell and ruins stealth. Gonna talk with Axiom or some other tinker about working in an intensity dial for that later.
Personality: Ethan has an abrasive and confrontational personality that has made integration into the Wards difficult, to say the least. He relentlessly harasses those around him, primarily through verbal means or general disrespect, and doesn't seem to consider how his actions affect others. He is especially aggressive towards individuals who trigger his power, and rarely accepts apologies for repeated 'offenses'. Authority figures are very hit-or-miss, walking a fine line of being respected for their control or despised for not listening to Ethan's advice.
Here's a freebie for anyone reading - my least favorite type of people are idiots who act without thinking first. Good intentions mean jack shit when you're making things worse for everyone else.
He has significant trust issues, presumably fuck you stop assuming things about me. These are most prevalent with peers around his age, and while not usually important for daily life, it is important to correct this as soon as possible. Trust is a vital component of working in the Wards, and Ethan's inability to rely on others can easily cost lives.
Ethan also seems to suffer a fate that many parahumans seem to share - a mental disorder inflicted as a result of his power. In Ethan's case, he suffers from acute Obsessive Compulsive Personality Disorder (OCPD), which has caused him to become very controlling and hold a high standard for everything he does. When faced with flaws and disorder, he naturally feels compelled to either fix and correct them, or destroy the source of his irritation - failure to do so appears to cause significant stress and anxiety in Ethan, and he visits PRT psychologists on a weekly basis to help find better coping strategies.
While initially cold, Ethan appears to be extremely loyal to those who earn his trust and grows close to him - this can be seen most evidently in his relationship with his father. Most of the fights Ethan has participated in pre-trigger were a result of people insulting his parents, and Ethan uses a large percentage of his income from the Wards to supplement the household income and enable his father to work fewer hours. It is hoped that he can foster a similar relationship with his peers in the Wards (unlikely).
Ethan holds himself to the same standards he holds others to - when he makes mistakes he is quick to correct himself, and he is genuinely apologetic when he (unintentionally) inconveniences those around him. He seems to be better behaved for a few days after a substantial error.
It is believed that Ethan's struggle to difficulty in forming interpersonal relationships ori- Yeah I don't like editing this stuff since I can get in trouble and you guys have backups anyways, but I'm just gonna delete the rest of this part. Don't psychoanalyze me bitch, that's the shrink's job.
Power Classification: Thinker 5 / Tinker 0
Power Description: Keystone is a Thinker who possesses an exceptional ability to detect and analyze weaknesses in any observed entity or system. This allows him to easily identify the most easily exploitable points to target, such as the central support in a building, or the optimal areas to attack an opponent.
The weaknesses that Keystone can identify are not limited to the physical - anything that makes a system vulnerable can be analyzed. This includes identifying passwords to locks and computer systems, finding which individuals in a group are vulnerable to intimidation or bribery, the ways to break an opponent's strategy in chess, and even identifying personal trauma and issues in team dynamics.
Additionally, Keystone's ability to detect weaknesses also seems to grant an understanding of why the vulnerability exists and the consequences of targeting it. In one test, Keystone was able to identify that a PRT guard had a blood clot in his leg, which could have potentially proven fatal had the guard suffered a serious injury. In addition to being an exceptional diagnostic tool for medical purposes, it proves invaluable for dealing with Tinkers - both to support Protectorate tinkers and help them refine their creations, as well as to exploit and destroy the tinkertech used by villains.
Keystone's ability to work with Tinkers to help improve the designs of their work, as well as refine the designs and construction of mundane equipment that the PRT uses, has warranted a 'Tinker 0' designation.
I bug them with requests pretty frequently, so it's really only fair I return the favor and help them with quality assurance.
While exceptionally powerful, Keystone's ability does come with several notable limitations. The most prominent of these, at least in Keystone's perspective, is his inability to turn his power off. He claims that he sees the weaknesses and flaws in everything he looks at, incapable of tuning them out - something that Protectorate psychologists believe is a contribution to his pessimistic and antisocial demeanor.
Additionally, his power takes longer to identify weakpoints the more complex a system becomes. While identifying a password or finding the proper place to hit an opponent is nigh-instant, untangling the interpersonal conflicts in a large group or gaining entry into tinker-encrypted networks can take hours or even days of effort. It will also reveal more obvious flaws first, which can lead to 'tunnel vision' and cause more inconspicuous vulnerabilities to go unnoticed.
This doesn't do it justice. Imagine an itch you can't reach, deep in the back of your mind. Every wound you see, every hidden trauma or petty little insecurity in the people around you, it's all lit up like a neon sign and making that itch more intense. You can see how to take advantage of every little thing, even if you don't want to. It builds up until you feel like your skull is on fire, until you can't help but lash out - tear open that fresh wound, expose that self-doubt and trauma, hit them where it really hurts.
Anything to make that itch go away.
Countermeasures: In the event Keystone goes rogue (either willingly or via a Master effect), his ratings will be upped to Thinker 7 / Tinker 0 due to his intricate understanding of PRT / Protectorate systems and personnel - and more importantly, their vulnerabilities.
Countermeasures include standard Thinker procedures - Sensory disruption via smoke grenades and flashbangs, blocking off communication for the thinker, contacting PRT thinkers to assist in countering strategies, etc. Additionally, all PRT and Protectorate databases that Wards have access to will be immediately replaced with prepared duplicates, containing falsified information and Tinker malware.
Do not engage in direct combat - surprise attacks are most effective, followed by mid-long ranged combat. Arrests/containment should involve several redundancies including (but not limited to): liberal usage of Containment Foam, tinker-made handcuffs/restraints, a mouth gag to prevent communication, and as many forms of sensory deprivation as can reasonably be applied (blindfold, earplugs, etc).
PR Note: Avoid causing too much direct harm, as the PRT injuring minors is a very bad look. He's a little kid, how much trouble can he be?
I'd say you are taking things way too seriously, but I am altering confidential files right now. Maybe go light on the containment foam though? That stuff looks like a claustrophobic nightmare.
Strengths: Hacking: Hacking any kind of computer network or system is exceptionally easy for Ethan, as he is capable of identifying access points and passwords without any effort via his power. The only systems that are especially challenging are Tinker-encrypted networks, which can occasionally prove too difficult to bypass without another Tinker's help.
First Aid: Ethan had received CPR and basic first aid training a year earlier, but has become far more interested in the topic after his father passed away. In combination with his power, Ethan is exceptionally talented when it comes to identifying and treating injuries on the field.
Unarmed Combat: While he was never trained to fight, Ethan displays significant skill in direct combat, even discounting the use of his power. He is capable of enduring significant injury and pain, and is very willing to fight dirty and use everything at his disposal to hurt an opponent. This is most likely a result of fights he's been in pre-trigger, which were presumably one-sided and targeted.
I don't see it mentioned here, but I am very good at puzzle and strategy games. Tetris is my favorite - it barely aggravates my power and is addicting. Probably the closest thing there is to a 'flawless' game. Chess and Risk are nice too, but games against opponents are far less relaxing. Especially if they are novices that make too many mistakes.
Weaknesses: Neurotic: Due to his power constantly being active, Keystone is exposed to every failure that happens around him. Despite only triggering a month ago this has already had a significant impact on his personality, with Keystone having frequent outbursts against teammates for relatively minor mistakes. Additionally, he has been observed spending hours refining work that is perfectly fine as a result of his neurotic and obsessive tendencies. This has made working in a group setting like the Wards difficult.
Socially Stunted: More a result of his upbringing, which has only been exacerbated since Triggering. Ethan is socially underdeveloped, lacking the emotional maturity and intelligence of other teenagers his age. He is abrasive and struggles to look at things from another person's point of view, and his inability to understand social cues without the use of his power has made forming interpersonal relationships difficult to say the least. Has gotten better since triggering due to his power pointing out flaws in his speech and mannerisms, though you can only improve so much in such a short time frame.
Methodical: Keystone is incredibly averse to acting out without analyzing every possible option. As a result, situations that require snap judgments are completely out of his depth - an aspect that turns him from a potentially top-tier combat thinker to a subpar one, with more focus on supporting teammates rather than direct fighting. While he can act quickly in life-and-death situations, he will be far less confident in his capabilities and can trip himself up much more easily.
I also am not very physically capable - I only started working out after triggering, and my routine has been fairly mild. I wouldn't be surprised if most of the other Wards are stronger than me. If you left this out to spare my feelings or reputation, know that I prefer accurate documentation.
History: Ethan Pierce was raised in foster care for the first seven years of his life, before eventually being adopted by Steven and Michael Pierce. He appears to have had a relatively normal upbringing from that point onwards - no indicators of domestic abuse, above-average academic performance, and few reported incidents from his school. It appears that Ethan had a close bond with his adoptive fathers, and held them in very high regard, somewhat of a rarity amongst younger capes.
Ethan faced substantial discrimination and bullying at his school, though details are difficult to discern due to a lack of official records. Ethan claims he was primarily harassed over being adopted and his parents' sexual orientation, which has caused significant friction with his peers and numerous fights. Pressing charges has proven difficult due to a complete lack of record-keeping on part of the school - the PRT has contacted the Department of Education to investigate the school for their inability to address the situation, while Ethan has since been moved to a different school after joining the Wards.
Very little is on record beyond this. Teachers have commented on his lack of engagement in classes, neighbors mentioned that he mows lawns during the summer for spending money, but he lacks any major accomplishments or incidents.
Keystone triggered shortly after the death of Michael Pierce, one of his fathers, who passed away from undiagnosed Leukemia. PRT Psychologists are under the impression that Keystone blames himself for his father's death - he appears to believe that if he had noticed the signs earlier, he could have pushed for treatment despite the financial cost, and his father might have survived a few years longer.
Fits in line with the working viewpoint on Trigger Event mechanics - his Thinker power derived from guilt and self-hatred, with the primary catalyst being the inability to see things deteriorating around him. Further details on the trigger are presumably known by PRT psychologists, but this is covered under patient confidentiality.
PR Note: Great opportunity for a publicity stunt with local health officials - maybe have him give a lesson on CPR to some high schoolers, or have him talk about detecting the early signs of addiction? He'll probably agree given his background.
Fuck you.
Ethan revealed his parahuman status within days of triggering due to the irritation he suffered from his power, causing his father Steven Pierce to contact the local Protectorate. Several treatments were proposed, from isolation to chemical cocktails, though Ethan rejected all of them, claiming they were 'fucking stupid ideas'.
Due to his exceptionally useful power and the extreme need for parahumans that Bridgewater is facing, Ethan was offered a position in the recently re-established Wards team. He agreed - though only on the condition that Protectorate officials keep on the lookout for Tinkers and Trumps that could help shut his power down outside of combat.
As of writing this report, Ethan is currently seeing a PRT psychologist on a weekly basis, which is believed to have had some positive impact on his mood and self-control.
Consistent with other members of her cluster (see Bank Cluster) Ashley expresses a primary ability (see Instancing) alongside a secondary ability bearing aspects of her cluster mates primary abilities (see Inventory). As with 'Simulacrum' – and in all likelihood 'Collateral', Ashley is a Noctis Cape.
Primary Ability: 'Instancing'
'Tandem’s' primary power involves the creation of clones which are identical to the instance of her from which they were copied at the moment of creation, but which may diverge from there. Clones have been observed to share proprioception and awareness of each other’s thoughts and have not demonstrated notable difficulty with coordinating with one another.
'Tandem' may freely create or dismiss her clones anywhere within 24 ft. of an existing clone, up to a maximum of 3 or down to a minimum of 2. If a clone ends up further than 24 ft. from all other existing clones, it is dismissed, in the case that multiple clones would end up too far apart a random clone is dismissed. If dismissal of a clone would result in 'Tandem’s' number of active clones dropping to 1, a new clone is instantly created in a random unoccupied space within 12 ft. of 'Tandem'.
Objects weighing up to 68kg, that 'Tandem' is wearing or holding at the time she creates a clone may be duplicated with that clone – the new instance of the object is considered tied to the new clone, while the original becomes tied to the clone that was used as a template. When a clone is dismissed, objects tied to that clone disappear with them, unless that object is the last remaining instance of itself in which case it is considered 'the original' and remains. (Note: Do not have an instance of 'Tandem' consume something and then dismiss itself without first creating another clone).
It is of note that this ability is significantly morbidity limited, though unable to effect living matter other than 'Tandem' herself. In particular, 'Tandem’s' ability to clone herself, does not replicate her microbiome causing a number of Gastro-intestinal issues unless specific dietary protocol is maintained (see Tandem Diet).
Secondary Ability: 'Inventory'
'Tandem’s' secondary power involves the storage and retrieval of objects fitting within a 2.3ft radius sphere. Storage of objects requires 'Tandem' to be in physical contact with the object, however once stored an object can be returned to any location within 14 ft and in any configuration that the object in question may freely assume. Objects stored do not seem to observe the passage of time. 'Tandem' passively builds up an idea of how to use objects she has stored over time.
It is worth noting, that while 'Tandem' can attempt to retrieve items via vague parameters, she possesses no intrinsic knowledge as to the objects she is storing, making it possible for her to lose items should she forget she has stored them.
While the exact method/location by which 'Tandem' stores matter remains unidentified, it has been confirmed that 'Tandem’s' storage is shared across her various instances without duplication. Objects stored by 'Tandem’ do not seem to be notably affected by the passage of time. While this ability is morbidity limited, it does not seem to have as stringent limitations at 'Tandem’s' primary ability – objects stored by 'Tandem' appear to maintain their microbiomes.
Cross Power Interactions
Both of 'Tandem’s' abilities deal with the intersection of objects by instantaneously displacing the less massive object into the nearest available space; if this would cause a new intersection the same effect occurs, which may result in a cascading effect, though this effect always resolves to place Tandem within range of her other clones and move the least amount of matter possible.
While 'Tandem’s' Instancing and Inventory abilities bare a superficial resemblance to one another and in fact bear a number of similarities in the mechanics underlying their use, it should be noted that based on current speculation – corroborated by tinker and thinker observation – it is believed that both power utilise entirely different physics in their operation – matter replication and dimensional spaces respectively.
Power Notes
Note 1: As 'Tandem’s' power results in her constantly possessing multiple bodies in close proximity to one another, attempts to develop a civilian identity for the Ward have proven largely unsuccessful, even ignoring the continuing online circulation of images of 'Tandem' out of costume.
Note 2: When questioned as to the potential presence of unauthorised materials in her 'inventory' 'Tandem' routinely dodges the question or else claims that most items can be used as weapons, only denying accusations when pressed on the matter. It is subsequently, believed that 'Tandem' is carrying a number of deadly weapons in direct violation of her probation – potentially including IEDs and firearms, based on past interactions. As no evidence currently exists to prove 'Tandem’s' guilt and she has shown no intentions of using any such devices, the matter has be designated a low priority issue.
Note 3: Ashley has indicated that her instancing ability can be used to perform chemistry that would not be possible within conventional physics (see Instanced Chemistry). Ashley has been instructed not to experiment with this ability without professional oversight. Investigation into the utility of this interaction pending.
Personality: ####
Strengths:
Experienced: Ashley has far more experience as a cape than is common for a ward. While Ashley has only been a parahuman for 5 years, the nature of her ability and lack of a civilian identity, have resulted in her gaining far more experience in that time than would be usual.
Power Application: Ashley has demonstrated somewhat of an obsession with the mechanics and application of parahuman abilities. In particular, Ashley has shown herself to be skilled at figuring out ways powers could theoretically be used and applying such techniques.
Weaknesses:
Disregard for Authority: Ashley has demonstrated a strong distaste for being told what to do by authority figures and has a tendency to disregard orders outright. Tends to respond more favourably when included in planning or after having orders explained, though this risks reinforcing negative behaviours and should be avoided unless compliance is paramount.
Paranoia: Ashley has displayed a somewhat concerning degree of paranoia. By her own admission she is near constantly trying to identify potential obstacles or threats and develop means to counteract them. Ashley has been observed brainstorming hazards.
As similar 'Simulacrum' was documented to exhibit similar behavioural patterns, it is possible that this behaviour is the result of personality bleed from their shared trigger or a side effect of the thinker aspect of their secondary abilities. Furthermore, based on 'Simulacrum’s' psychological profile, it is possible that Ashley fundamentally lacks the capacity to feel safe.
Disrupted Education: Did failed to attend school during the 5 years between her trigger event and joining the wards program. Ashley has significant educational deficits.
Ashley seems to have somewhat of a complex against being perceived as stupid and tends to avoid situations where such scenarios might arise.
Power Reliance: Ashley has developed somewhat of a reliance on using her powers. Solution Ashley employs almost always involve applying her abilities, even when mundane means would be standard or superior.
July 11, 2016, 2:15pm: A mass hostage situation broke out during a failed bank robbery orchestrated by MSM gang members (see Main Street Maniacs). At 4:02pm, after a protracted standoff with PRT officers, civilians Adam Witt, Alice Witt, and ███████████ were murdered by the villain 'Migraine' (see Migraine), resulting in three simultaneous civilian trigger events (see Bank Cluster). Following the trigger events, PRT trooper were able to move in and arrest the MSM capes without suffering further civilian casualties.
July 13, 2016: A recently triggered parahuman approached PRT looking for help. Parahuman was successfully inducted as a Ward and given the codename 'Simulacrum' (see Simulacrum). Later confirmed to be a member of the Bank Cluster.
July 15, 2016: PRT agents were called in to deal with a homeless parahuman child attempting to pull off a string of petty thefts. Suspect identified themselves 'Duplicate' (see Tandem) and displayed obvious parahuman abilities but made no attempt to hide their identity. Comparison with surveillance footage confirmed 'Duplicate’s' identity as the second member of the Bank Cluster, having triggered after her parents were murdered. 'Duplicate' seemed initially receptive to the idea of joining the wards but declined when informed one of her cluster mates had joined. As her crimes have consisted solely of petty misdemeanours and she has shown an aversion to violent crime, 'Duplicate' has been assessed as a low threat and recruitment is to be prioritised.
August 2, 2016: An as of yet unknown villain attacked a PRT transport vehicle transporting the villains 'Jackle Lantern' (see Jackle Lantern) and 'Migraine', resulting in the deaths of both captured villains and the transporting staff onboard. The attacking villain later identified themselves as 'Collateral' (see Collateral), during a string of violent crime. Strongly suspected to be the third member of the Bank Cluster. No attempt at recruitment made.
March 3, 2017, 1:30pm: An altercation broke out between parahumans 'Simulacrum', 'Collateral', and 'Duplicate'. The fight is believed to have been orchestrated by 'Collateral' and incurred significant damage to civilian infrastructure and resulted in the death of Ward 'Simulacrum' at the hands of 'Duplicate'. Following the incident 'Collateral' is confirmed to have fled the city, while 'Duplicate' is believed to have gone into hiding. (See Rook Street Incident)
Confessor Incident (2020): 'Duplicate' noted to have taken an active role in assisting civilians during and after the Confessor Incident.
April 26, 2021: 'Duplicate' approached 'Axom' with intentions of joining the Wards program, apparently concerned by increasing pressure from other villains to join a gang. In light of her role in assisting during the Collateral Incident, and due to her relatively clean criminal record – barring the Rook Street Incident, which has been determined to have been complicated by Kiss/Kill dynamic between involved capes.
May 1, 2021: 'Duplicate' was officially brought on as a probationary member of the Bridgewater Wards. Following this, 'Duplicate' has been provided with a costume and rebranded as 'Tandem' and reintroduced to the public.
Appearance: Jessica has a slim and athletic build and is tall for a girl her age at 5’ 8” tall. Her arms and legs are long and slender, but also visibly toned. She has a naturally pale complexion, along with auburn hair and light green eyes; her pale skin makes the rather prominent scar along her cheek even more noticeable, a long and wide line reaching from just below her left eye to just above her jawline. Smaller scars that are less visible can also be seen on her chin and along the left side of her jaw.
Her hair is about medium length, reaching down to her shoulders, and is straight. Jessica tends to keep it tucked behind her ears, leaving strands to often fall down cross her face; it has been too long since she has had it cut. Aside from the scar, her most prominent feature are her wide green eyes; she has a button nose, a small mouth with thin lips and a rounded chin on an overall oval-shaped face.
She tends not to wear much make-up beyond some basic concealer and lip gloss and have never bothered with covering up her scars. Not a fashionable person, in her own opinion, Jessica favour plain clothes in solid colours; she prefers whites and blacks over bright colours and long sleeves over short.
The costume that Jessica wears when she is working as Hornet is made up of yellow and black, with the under layer being the latter and her mask and other pieces being the former. She wears a black body suit under armoured sections of Kevlar and ceramic which are painted a bright yellow with lines of black to break up the solid shapes. These armoured pieces are mostly found on her upper body and on her forearms and shins; a chest plate that covers her upper chest and back, gauntlets on her arms and boots with incorporated shin guards. They are there to provide additional protection for situations where her invulnerability wears out or isn’t active, but are designed to be light enough not to be restrictive. Her mask is similarly protective; a full face helmet that also covers the top of her head over a black cowl that hides her hair. It is the same yellow colour and her armour and is similarly broken up by black lines and black eye lenses.
It is a little garish, but the bright colours are intended to be eye-catching for the purpose of drawing attention towards her, especially when she appears suddenly, to aid in her role as an ambush fighter and distraction.
Personality: Jessica is a person imbued with a lot of self-confidence in herself; a trait which has been an asset to her, but which is also the source of her biggest flaws and weaknesses. She feels at ease in social situations, finding it easy to approach people and be sociable in new environments, but can be a little forward and pushy in how she approaches people; as such her integration into the Ward team has been mixed, making easy friendships with some and souring early interactions with others.
She can be brash at times, hasty in her approach, which can be both a positive and a negative depending on the situation. On the one hand it means minor situations and things that are in her capabilities get solved quickly, but it also means that more delicate situations are not handled with the care that they should be. Jessica is at her best when matched with someone who can temper her impulse to dive right into the mix. Although this can be difficult to achieve, as Jessica is also something of a busy body who has a hard time keeping her nose out of problems, regardless of if they concern her or not.
Additionally, Jessica is a person who finds it easy to be passionate about things, whether that is a new hobby, a cause, a piece of media or a friend. If something catches her attention she can quickly become invested in something and start to dedicate a lot of her energy towards it. This passion can also give her something of a temper problem; though she rarely gets angry on her own behalf, Jessica has a tendency to quickly become angry on behalf of others.
Power Classification: Mover/Brute
Power Description: A Mover/Brute with the ability to teleport, but only if the destination is within a set distance of another person, roughly 1.5 to 2 meters, and also within a 100 degree cone within that person’s line of sight. This essentially limits them to only being able to teleport directly in front of people, relative to the direction they are looking at the time.
For a brief window following this teleportation, somewhere between 3 and 5 seconds, they are granted temporary invincibility and enhance strength. The obvious use of this power-up is to utilise it offensively, to teleport directly to a target and attack them while immune to retaliation, but it can also be used defensively, to teleport in front of an ally and use the invulnerability to shield them from harm.
Strengths: Athletic: Jessica is on the track and field team in her high school. She competes in multiple events, but is only a starter in one of them, which is the high jump. The other events she competes in are the 400m and 800m races. Since gaining her powers, Jessica has also been taking kick boxing lessons to improve her ability to fight. Observant: In most cases Jessica has a good awareness of her surroundings and the movements of people around her. Weaknesses: Conflict resolution: Jessica has a tendency to be quick to anger and can be overly aggressive when confronted; in general she has a hard time keeping her cool and backing down from a situation in which she thinks she is in the right. Jumps to conclusions and to action: Favouring a hasty approach to most situations, Jessica has a problem of jumping to conclusion and acting on those conclusions. This can be an asset, but only if the conclusion she jumps to is the right one, which is less often than she thinks.
History: Originally from Chicago, Illinois, Jessica’s family moved to Bridgewater when she was ten years old when her father, who is a PRT trooper, received a promotion to sergeant and was transferred to a new posting in the city. At the time this was a difficult for her, having to transfer to a new school in a completely new city in the middle of the school year and she initially had a hard time fitting in; she was not bullied, nor mistreated, just isolated. She did not have the confidence to approach anyone and no one made an effort to approach her either. This didn’t change until middle school when Jessica made an effort to reach out by trying out for the track team of her school and found that she both enjoyed it and was good at it. Having found something that she could do well and with teammates that she had made friends with, Jessica became much more confident in herself and more outgoing as a result. She is now fairly popular at her high school, a well-known individual within its halls, and tries to reach out to people who are quiet or alone; she wants to be the type of person that she wished she met when she was alone.
A year ago, when Confessor unleashed his ghosts on the city, Jessica’s mother left the city to return to Chicago and stay with family at the urging or Jessica’s father, who cited that the city was going to be too dangerous for the next few days. He stayed, because it was his job to stay, and Jessica also decided to stay, both because she didn’t want to be away from school for an unknown amount of time and also because she was underestimating the severity of the situation. Both Jessica and her father made it through the Confessor incident with no harm coming to them and it wasn’t actually until some days later in the aftermath of the attack that something happened.
Jessica and a friend of hers from school were caught up in an attack by a local gang as part of a burgeoning war with another group in the city. It was sudden, they were outdoors, in public, then suddenly people around them were panicking, running from something up ahead, Jessica heard gunshots and then there was an explosion. When Jessica came to she was on the ground next to a wall, having been thrown around by something; either the blast or a power or just knocked aside by the fleeing crowd, she didn’t know. Her head was spinning, the left side of her face felt numb and was burning at the same time; blood was on the ground below her and more from falling as she watched, but she couldn’t process that she had been injured. She heard her friend screaming and tried to stand, looking around for her, but someone pushed her to the ground. Jessica tried to stand again and again and it wasn’t the third time that she realised there were people around her who were stopping her from getting up, hitting her, pushing her, laughing at her.
She sobered up then as the gravity of the situation settled in. She’d been hurt, she was surrounded by a few members of some gang she didn’t know, there was smoke and rubble and people running around and she could still hear her friend screaming. She tried to get up again, more urgently this time, and someone kicked her in the ribs, hard. Every time she tried to move they would do the same, hit her, shove her down, getting closer, hemming her in, still laughing, having fun with her mounting distress. She could still hear her friend screaming. She had to get away, she had to get away, she had to get to her friend, she had to get them both away.
Jessica triggered.
Jessica was able to escape, but her friend did not. From what she was told later, her friend most likely died in the initial explosion and it wasn’t even her she had been hearing while she was on the ground; it was unlikely she’d have been able to pick out one voice from everything that was going on anyway. Jessica still isn’t sure if she should believe that or not.
Appearance: Landon has a slight and unathletic build, the slimness of which is only further punctuated by his notable height of 5'11, making his lanky stature blatantly obvious. His skin tone is quite pale, and lacks any discernable features to speak of.
Due to his strict upbringing, Landon seems to have a preference for formalwear, particularly when it is quite covering, as if to shield him from the gaze of others. Similarly, due to his upbringing, he does not wear anything extraneous such as piercings, necklaces, etc., though in his short time of freedom from said upbringing, he has shown an interest in trying these sorts of things.
When it comes to a costume, his Parahuman abilities cause too many complications for it to be practical to design one for him. As such, due to the nature of his abilities, they effectively act as his costume.
Personality: Landon has been, and still is to a degree, a people-pleaser, even before his imposed lifestyle forced that mindset upon him. He is rather timid, and prefers cooperation over conflict in nearly any scenario, though his Trigger event has 'helped' him to be able to have a touch more backbone when it comes to putting himself before others. However, his nature makes him an ideal Ward, since he will typically listen to and obey authority figures unless they give him significant cause for doubt. Fortunately, he himself is also quite easy to please. Landon appreciates when others are willing to hear him out and quite simply interact with him, starved for positive interactions, especially with peers his age.
Beyond that, in no small part due to the nature of his Parahuman abilities, Landon seems to be naturally nervous and more than a touch high-strung, and will commonly seek affirmation in moments of vulnerability (which, at least from his perspective, are quite common). This has been especially true for him joining the Wards, evidently fearful of his own ability to perform alongside his fellow teammates and concerned over the repercussions of potentially not being adequate for the team. In hopes of helping to reaffirm his position as a Ward in spite of his own self-doubts, he has been given weekly sessions with a PRT-mandated therapist.
Additionally, while Landon has (up until recently) had very little personal time to pursue his own passions or hobbies, he always dreamed of being a pilot, and discussion of the topic (or even just flight in general) seems to quickly break him out of his shell; for a time, at least. When he is around people he's comfortable with, which is a sadly short list for the young man, he's still as soft-spoken as ever, but his general meekness turns more into a gentle calmness, and he becomes much more amicable and animated in comparison to his extremely reserved nature. He's also a great listener, which some people certainly appreciate, whereas some just find him annoyingly quiet.
Power Classification: Changer 3/Mover 5/Stranger 3 (Brute, Thinker)
Power Description: Despite what the Power Classification might make you think, Landon's Parahuman ability is deceptively simple. Simply put, with enough focus (or more commonly, a drastic shift in his emotional state or sheer stress), Landon bursts out into a mass of feathers, quickly emerging as a humanoid entity roughly twice his height, with similarly lanky proportions (though still notably more muscle mass underneath his feathery exterior). His arms and legs are covered in tough, leathery green skin and a scattering of scales of the same shade up until his elbows/knees, where fur begins overtaking his form. Instead of fingers and toes, he now possesses sharpened talons akin to a bird of prey. The rest of his body is covered in greyish-black fur, making the only discernable features his white ovular eyes and strange ears that seem more akin to a fox or other canid than what an avian form such as his should possess. Speaking of avian, well...
The most discerning feature of his Changer Power are the two sets of wings his new body possesses; a much larger set that sprouts closer to his shoulder line, with their maximum width nearing twice his own height, and a much smaller set of wings nearing the end of his backside, used to streamline his aerial maneuvers and otherwise serve as support for his main wings. With these, he is capable of exceptional feats of flight, even in areas where his main wingset cannot stretch to full width. Additionally, both his fur and feathers seem to possess a muffling quality about them, making his flight completely silent, much like an owl. The soles of his feet and hands are also lined with this fur, allowing him to move in silence even when not in flight. Much more minor than his other features, he does also seem to possess a more sensitive hearing in this form, as well as a form of night vision.
While the form can look physically imposing, the truth of the matter is this form is only barely able to obtain a Sub-Classification for Brute. Compared to a normal human, he may seem strong, certainly, but most Brutes outmatch his capabilities in terms of raw strength, and almost certainly in durability. To be able to maintain flight in this form, he has hollow bones like a bird, and while still more durable than the average human, is still quite vulnerable to most conventional forms of harm, especially when it involves blunt force trauma.
Strengths:
Patient: A gift all too uncommon amongst many Parahumans (much less people), Landon is a very patient and naturally cautious individual. While this does have its problems, it means that in spite of his shaky mental state (especially on the field in his Changer form), he can be trusted to think things through and not act out rashly, and even more importantly, be willing and able to follow orders. Natural Aptitude: In spite of having Triggered recently, Landon seems to have an astonishingly solid grasp on his Changer powerset, especially the flight aspect. This can in part be attributed to the relative simplicity his ability seems to embody, but it still does little to undermine his shocking level of skill with it in such a short amount of time...As long as he doesn't get in his own head, at least.
Weaknesses:
Anti-Conflict: While becoming a Parahuman has lessened this to a degree, Landon struggles with conflict, especially of the physical sort, and finds it difficult to mount a defense. He much prefers doing work that involves helping indirectly, even when the preferred solution is a direct assault. This extends to social conflicts as well, perhaps even moreso, as he usually does little to defend himself against verbal abuse, much to his own detriment, especially given his... Low Self-Esteem: Even before he Triggered, Landon never had a good opinion of himself, but now, lumped with all the stress and responsibility of being a Ward on top of everything that's happened within the last year for the poor guy, he's a bundle of nerves waiting to go off, and has next to zero faith in himself. His fragile ego makes him especially vulnerable to mental and emotional assault and manipulation. Combat Experience: Even beyond his unwillingness to even be involved in conflict, Landon has little to no experience defending himself or others with his ability, or God forbid, just his normal self. In other words, combat-wise, despite his Power potentially being well-suited to it in the right circumstances, he can likely be dead weight.
History:
Landon is Bridgewater, born and raised, the only child of Elias and Penelope Mandel, and the proprietors of Mandel International, an exceptionally capable shipping company that brought the family into millionaire status. Due to this, growing up, Landon never wanted for anything...At least, in the physical sense. He could practically have anything material he wanted, but yet, that meant little when what the young boy wanted most was connections with others. His parents were always distant to him, more concerned with the company and its profit margins than their own child, and for most of his life, he was homeschooled extensively by the best of the best...Which meant he had unbelievable pressures placed upon him. Landon never had a say in what he wanted to do with himself, it was always what his parents wanted for him. They had him taught to be able to inherit their empire, raised with all the social noblesse they could afford, and had him constantly accompany them to events and celebrations amongst the upper-class, to which he had no choice but to humbly accept. Most of his life was spent surrounded by strangers, who talked about him as if he weren't even there.
Things changed in an unexpected and potentially exciting direction for the young man when his parents told him he would be attending a public high school. Something about making the family seem more 'approachable' or something. He didn't care about their ulterior motives. Finally, for the first time in his life, he'd be among people his age! Maybe he could finally grasp some sense of normality, and do something he wanted to do for a change! However...That was not meant to be. At first, all seemed well. From his stunted perspective, he seemed to be exceptionally popular when he made landfall in high school, but he soon learned what was actually going on. People didn't care about Landon; they cared about his family...And their wealth. Yet again, he was being ignored. No, even worse, this time, it felt as if he was some kind of penalty strapped onto something his fellow students actually wanted. An aggravation and an obstacle; worse than nothing. Once he learned this, well, he at the very least was less willing to simply shower those so-called 'friends' with everything they wanted, but that just meant that everyone turned on him as if he were some kind of monster, forced into the role of the outcast. At the very least, it was a comfortable role. One that held a sense of familiarity; this was how it had always been, with nobody to lean on or call to. Just himself, suffering quietly for those around him.
Eventually, enough was enough. With what little backbone Landon possessed, he was finally going to speak out. If anything, he at the very least wanted to get out of that wretched school, and at most...Maybe, if they could listen to him, he could make them understand his point of view. How he'd never wanted for any of the things they'd shunted onto him, and how he wanted to be someone other than just 'the Mandel boy'. And so, at his earliest convenience, he talked to his parents at the dinner table. Only to be talked over, again, of course, and with news that would crush his tiny little soul even further.
There was going to be an arranged marriage. What? What? Landon barely knew anyone his own age, much less girls! How could this be happening?! It was way too sudden, it- his parents didn't care for his mounting anxiety as they spoke onward, telling of the benefits of the arrangement and that it would be officially settled within the next month or so. Yet again, his voice had been shut out. Expectations even heavier than the last dropped upon his fragile back, crushing him further into the ground, so far away from freedom. Shoved right back into the birdcage that was his life. With a mounting sickness growing in his stomach, he excused himself from the table, rushing to his room. It was there, sweating profusely and convulsing on the ground, that everything landed on him. All this time, he'd let others decide what he was going to be, no matter how draining or ruinous it was for him, like a puppet on their strings, letting their expectations for him outweigh his own self-worth, or his own dreams. It was then he'd realized that the one called 'Landon', who he claimed had ambitions and hopes of his own...Had never even truly been allowed to exist.
He Triggered.
It was a flash of feathers and fur, a blur of pitch-black overtaking his vision as he felt agony pass through his body; his skin felt as if it hardened and ripped apart, over and over. His nails burst forward like knives coming through his fingers. His muscles screamed as they contorted and expanded over and over again, and his bones creaked under the intense warping sensation. But for however horrible it had been, it was over in barely a second as Landon stood up once more, looking over himself...Some part of him was horrified by what had occurred, in abject terror over what he had become...But most of him was numbed over by the wave of emotions taking him over, and perhaps in a surge of adrenaline as he took in his inhuman visage, glancing over his vicious claws, a horrid, wicked thought plagued his newly-addled mind. "If there was no one to marry, then the marriage cannot occur."
It was then something clicked. He actually remembered the lady they were mentioning back at the dinner table; Landon had only met her once, but that may be enough. Lucky for him, all the rich of Bridgewater effectively congregated near the harbor with their high-end homes and the occasional manse, so it would only take so much trial and error for him to find the right house. Under normal circumstances, Landon would've never even humored such an idea, but he was far from thinking straight, and so he reached out for his bedroom window, pulling it up to feel a crisp breeze on the air. And he jumped.
There, flying in the air in the cool night...Landon truly felt free. But sadly, such a revelation wasn't enough to shake him from his delirium as he scouted the surrounding houses for any sense of familiarity, and eventually found it. Wasting no time, he smashed through the young lady's window, talons prepped to rip and tear, and yet...What he saw was not a young lady shaking in fear from a monster come bursting into her room, but a girl whose gaze was detached from the goings-on around her, looking as if she was utterly drained mentally and emotionally, as she looked towards Landon's imposing figure...Or, at least to him, it felt more as if she was looking right through him. It made him hesitate, but only briefly, as he lunged towards her, grasping her arms and hoisting her into the air, as if threatening to smash her into the ground. Still, she barely offered more than a small grunt of resistance. It was then, as they shared a glance, that Landon understood something. That look she had...Underneath all the fur and feathers, something told him it was the same one he was wearing right now.
Landon couldn't begin to tell you why he put her down. Maybe that moment of clarify robbed him of his impromptu aggression. Perhaps Claire (that was her name, as he was reminding himself in the moment) had used her own ability, as he soon would learn of. Regardless, his blind fury at someone as innocent as he was in this situation had ebbed out, and not knowing what else to do, he awkwardly took a seat on her floor, now roughly level to her standing height. What followed next was an...Unusual experience for the both of them. After a near-homicide was committed, the two merely sat down and just...Talked. Something neither of them had much of the luxury to do in their day-to-day lives. They talked to each other about almost everything, not least of which their latest mishaps that had led to their shared changes. Claire admitted to having some kind of ability like Landon, which she only learned about because she had somehow influenced her parents. She didn't know exactly how, or what she'd specifically done to them, but they were...Mellowed out, for lack of better term from either of them. Even when they walked in on their daughter and a giant bird-man, they didn't have much of a reaction beyond the fact that they were apparently going to make some tea and head to bed. From that day on, their lives became...Interesting.
Since then, Landon, far from eager to return home, had effectively started squatting in Claire's room. Luckily, she didn't mind, and honestly appreciated the positive company, of which she'd had little in her own life. They figured out exactly what she was doing; Claire was able to numb out the emotions of others, and eventually, it could even desensitize people's whole brains, which is exactly what she'd accidentally done to her parents. They weren't sure how long it'd last, or if it might cause permanent damage, but it at least made her parents very agreeable people, which according to her, they certainly were not beforehand. Of course, despite how much the pair actually enjoyed each other's company, they understood that their situation wasn't exactly sustainable. However, it was Claire who offered a solution; in her eyes, Landon was a quite wholesome and good man, and so, she suggested that he might look into the new Wards program starting up. He questioned if she would be joining it, too, but she declined, simply stating "Honestly, between the both of us, even with you becoming a giant bird monster...You have the far more agreeable power, as far as the public would see it." Honestly, it mortified him, the idea of doing all this...But it hurt even more to even possibly feel like a burden to the one person he'd become even remotely close to in the past 15 years of his life. So he agreed with her assessment. And who knows? Maybe being a hero was exactly what he needed, and he might even be able to make friends with the other Wards. The possibilities were endless!
...The recruitment process was quite awkward, however, given that he had to explain his whole absurdly drastic situation while attempting to dodge any mention of Claire herself being a Parahuman, not wishing to endanger her in any way. Still, though, eventually the PRT accepted his angle of the story (at least, as far as he was aware), and Landon was accepted into the Wards, desperately hoping that this would also serve as an effective smokescreen from his family for at least a while longer.
Appearance: Valentine Sydney is a teenage boy standing roughly 1.67 metres (or 5'7) tall with a relatively pale complexion. He has a toned and athletic, if somewhat rugged, build developed from an overly active lifestyle. A multitude of scars dot his forearms and knuckles, usually covered by white bandages. He has messy black hair that fades into dark brown, bright rose-red eyes and a mark underneath his left eye. Val has sharp canines and he likes to use them.
Val usually wears whatever he has in his "closet", not favouring any particular style over any other. He generally doesn't care for dirt, blood or stains on his clothing and he is often described as unkempt, but clean. A silver chain necklace with a shark tooth attached to it is his only true belonging/accessory. In the past, he rarely wore it lest it be used against him, though his power makes that worry now unnecessary.
Richter's costume is simple in design and function, in that it really only has some of the latter and the former was mostly an afterthought.
His current costume consists of a dark short-sleeved shirt with brown leather straps across the front, camo pants and a tattered hood along with dark combat boots. It has a utility belt with multiple pouches containing various tools and first aid supplies. Val also wears leather wraps with metal guards for his shins and forearms. A black mask with two circular lenses for his eyes, complete with various visual enhancements, hides Val's features entirely. Despite its relative simplicity, the costume is more durable than it appears, made to withstand any impacts that make it through his "shield".
Personality: Uncaring. That's the main word people think of whenever Val is mentioned, and for good reason. He rarely seems to take anything seriously and tends to avoid people when they try talking to him, often changing a conversation's subject to better suit his own interest. Val is generally indifferent to the plight of others, though not because of ignorance and likely not due to malice either. As far as has been observed, this is less of a conscious choice and more of an instinctive response. Val doesn't show respect to anyone, regardless of status, unless they earn it. Very few do. This attitude has made his integration into the Wards difficult.
Despite these issues, Val considers himself something of a pragmatist. He is more than willing to work with others when necessary and is actually quite good at it, as long as no one tries to tell him what to do. However, his pragmatism does not typically extend beyond simple necessity. Presumably due to his background, he appears to be somewhat emotionally stunted.
Ever since triggering, Val seemingly suffers from a severe form of insomnia, though without any apparent ill effects. This, combined with his excessive amounts of energy, appears to indicate ADHD, though his lack of other discernable symptoms makes this diagnosis unlikely. Val gets somewhat irritable at night since he has a strict curfew and can't do anything after hours. He also lies a lot, though usually innocuously and he is brutally honest just as often.
Though outwardly apathetic, Val is more thoughtful than one would think. He regularly goes out of his way to help people and solve problems whenever he can, though mostly out of boredom and not any true sense of empathy. A distinct lack of positive relationships in his past means gaining his trust is unlikely, but once someone earns his respect, he can be an invaluable ally.
Val has a tendency to bite people he finds annoying.
Power Classification: Striker 7/Brute 5/Shaker 3
Power Description: Richter is a Striker who possesses the ability to induce and manipulate vibrations at will. His power is primarily touch-based and doesn't seem to extend very far beyond his skin, though he is able to extend its range by making it propagate through any of the three states of matter, with varying levels of difficulty. Richter can vibrate his own body directly, though doing so leaves him nauseous and faint. Further testing is required.
Richter describes his ability as being able to "turn stone into dust, water into vapour, air into fire and flesh into [REDACTED]".
Richter's body is constantly surrounded by a "field" of vibrations that violently twists and dismantles anything it makes contact with, granting him a form of nigh-invulnerability, though an object hitting him with sufficient force is able to bypass his defence, as it cannot block kinetic energy entirely. This weakness becomes less of an issue if Richter merely changes the frequency of the vibrations to better block kinetic (and other) impacts, but that is easier said than done. Further testing is required.
The biggest limitation to Richter's power seems to be knowledge and experience.
Note 1: Richter's ability does not seem to be limited to interacting with inanimate objects, as observed with [REDACTED].
Note 2: Richter's protective "field" appears to work based off a whitelist of what it allows to pass through and what it doesn't. As of now, he possesses little control over it.
Note 3: Richter's power seems to have somehow altered his body in such a way that he no longer requires any sleep in order to function. In his own words, since his power doesn't have an "off-switch", neither does he.
Note 4: It is believed that Richter may be hiding the full extent of his abilities.
Strengths: Observation: Val is always paying attention, even when it doesn't seem like it. He excels at reading people based on minute changes in facial expressions and body language, a skill he developed in order to predict when a situation is about to escalate or when a fight is about to break out.
Parkour: Val is a traceur. While his skills are still somewhat unrefined, he is nonetheless capable of traversing difficult urban terrain with some ease.
Combat: A highly proficient combatant, despite having no professional training, Val's rough upbringing often forced him to rely on violence to get what he wanted. He has even faced off against people with weapons and come out on top, usually by staying away from them and using the environment to his advantage, though he wasn't always successful.
First Aid: Like most of his skills, Val learnt how to administer first aid out of necessity. As a street orphan, he didn't have anyone to patch him up after he got into a fight. So he learned how to do it himself.
Weaknesses: Hyper-active: Since his power is always active and has since removed the need for him to sleep, Val tends to be full of energy at almost all times, energy which he often struggles to keep under control. While usually not a problem when he has something to occupy himself with, once the object of his attention is removed or otherwise tampered with, he eventually turns to more disruptive, and self-destructive, behaviours to cope. Being around other people in this state almost always leads to violence.
Education: As far as records show, Val has never attended any educational institutions, though he is literate and does at least possess a basic level of education, which he likely received prior to arriving in Bridgewater in 2015. Regardless, there are multiple severe gaps in his overall knowledge that need to be addressed in order for him to become a functional citizen.
History: The big events that shaped who your character is up to this point. Be sure to write about how they got their powers. If you aren’t sure how to do that, don’t be afraid to ask.