Chatterbox
Name: Drake Vettman.
Alias: Chatterbox.
Age: 21.
Alignment: Villain.
Loyalty: Local Villain.
Appearance: The short and simple of Drake's appearance is that he's a 5'9 pretty boy with a a devilish mischief in his eyes and a charming smirk tpyically plastered over his well sculpted face. He's got eyes so strikingly blue that they almost look silver under most light, and short blonde hair framing his face. While he gives of a cocky vibe in costume, he's a bit more tame out of it, though he walks through the world with a certain swagger in his naturally slim and toned build. Really he's all around a well framed case of good genetics, though he'd rather call his looks 'god given,' if only to get on people's nerves.
In regards to his cape identity, Chatterbox, Drake wears a rather simple costume, consisting of a crimson dress shirt and pants, the shirt with green buttons and the pants with green decals on the sides and near the belt. For his costume he quick dies several locks of his hair a stark green and dons what amount to goggles with reinforced material, which act as shades as well so as not to be easily blinded. To add more mystery to his face, Drake has made his costume include two crimson plates of relatively thin metal to conceal the shape of his jawline as well as a single green plate at his chin to conceal his chin slightly. These plates are actually part of a small modified chingaurd which has been painted to skin tone. He wears this along his jawline where it fastens in his hair behind his head.
History:
Drake, despite appearances, was a quiet child, growing up to an Alicia and John Vettman in the suburbs of Denver. He had a a childhood as quiet as him, playing with some kids in his neighborhood, though he read alone or watched TV more often than not. School was full of studies and loud children playing tag and calling names, but Drake went through it all in relative peace, ignored or treated relatively well by his classmates. As he moved into middle school he became the token “quiet guy,” in the class, with some making fun of him for it, and others trying to figure him out, while very few every really tried to approach him. As he transitioned into highschool and thus adolescence the loneliness finally started to gnaw at him, though only slightly. He wanted friends, if only a few, so he tried to make some, but his generally soft spoken nature and awkwardness in social situations made it...more than a little difficult. Even those who shared his problem eventually drifted away from him, leaving him on his lonesome once again. So he tried a different approach, practicing jokes and studying comedy in his free time
Then in his senior year he entered a talent show at his school, a decision he'd sorely regret as none of his jokes came out as he succumbed to stage fright and ended up running of the stage. Still, even with the embarrassment he didn't give up and started going to comedy clubs on nights where the stage was free and the customer count low. Gradually he learned to make people laugh and his confidence grew until one night when he decided to go to a new club. During his performance not a soul laughed eventually even booing him off stage, throwing paper and food at him.
He ran out of the building...only to run into something worse, a mugging in process, and not just any mugging, one being committed by parahumans. Getting caught up in it, robbed both at gunpoint, he tried to—reflexively--joke to maybe reduce his chances of death by amusing the criminals. Instead, it got him pinned up against a wall by one of the parahumans, that is...pinned with a telekinetic power. It was at this point that he lost his composure and started calling out for help, but alas...no one came and in that moment he felt truly alone and the fear, shame, and loneliness caused his trigger. With the parahumans stunned from the sudden trigger event, as they often were, Drake came to on his knees, having been dropped by the telekinetic.
Angry and confused he shouted at the parahumans and in response the cowered away, listening as he berated them and told them what shitty people they were. It lasted for only several minutes, but they nodded attentively at every word, enraptured. Realizing that something was off, Drake told one of them to punch their ally and in response...she did. A fight was incited in moments and, despite himself, Drake found a grin slipping across his face. Before he could get too caught up in the feeling he called the cops, told the victim of the mugging to forget him, a command that was obeyed without thought, and fled.
In the ensuing months and years, he practiced his ability, continuing to go to comedy clubs, now with his reception becoming significantly improved with each successive act. More often than not he found that smirk plastered across his face and so he began his slide down a slope that he didn't even know he was descending. Drake devises his first outfit and heads out in his new cape identity, Chatterbox. While he doesn't encounter any capes he manages to rob some couples senseless before heading back home in a roundabout way.
With each theft and each comedy act and his introduction to other villains, his behavior, and his crimes, would deepen leading him to the present day. Now, Drake is anything but quiet spoken. He's manipulative, he's conniving and he's turned his exceptional intelligence towards darker, more selfish ends. Now, with the offer from a mysterious cape named Broker, he's decided to join a new team.
A team of villains. Luckily for him, the heroes haven't caught wind of him just yet...so he expects to put on a grand performance to...introduce them to his fun little power. After all, what's a grand performance without some skilled actors.
Then in his senior year he entered a talent show at his school, a decision he'd sorely regret as none of his jokes came out as he succumbed to stage fright and ended up running of the stage. Still, even with the embarrassment he didn't give up and started going to comedy clubs on nights where the stage was free and the customer count low. Gradually he learned to make people laugh and his confidence grew until one night when he decided to go to a new club. During his performance not a soul laughed eventually even booing him off stage, throwing paper and food at him.
He ran out of the building...only to run into something worse, a mugging in process, and not just any mugging, one being committed by parahumans. Getting caught up in it, robbed both at gunpoint, he tried to—reflexively--joke to maybe reduce his chances of death by amusing the criminals. Instead, it got him pinned up against a wall by one of the parahumans, that is...pinned with a telekinetic power. It was at this point that he lost his composure and started calling out for help, but alas...no one came and in that moment he felt truly alone and the fear, shame, and loneliness caused his trigger. With the parahumans stunned from the sudden trigger event, as they often were, Drake came to on his knees, having been dropped by the telekinetic.
Angry and confused he shouted at the parahumans and in response the cowered away, listening as he berated them and told them what shitty people they were. It lasted for only several minutes, but they nodded attentively at every word, enraptured. Realizing that something was off, Drake told one of them to punch their ally and in response...she did. A fight was incited in moments and, despite himself, Drake found a grin slipping across his face. Before he could get too caught up in the feeling he called the cops, told the victim of the mugging to forget him, a command that was obeyed without thought, and fled.
In the ensuing months and years, he practiced his ability, continuing to go to comedy clubs, now with his reception becoming significantly improved with each successive act. More often than not he found that smirk plastered across his face and so he began his slide down a slope that he didn't even know he was descending. Drake devises his first outfit and heads out in his new cape identity, Chatterbox. While he doesn't encounter any capes he manages to rob some couples senseless before heading back home in a roundabout way.
With each theft and each comedy act and his introduction to other villains, his behavior, and his crimes, would deepen leading him to the present day. Now, Drake is anything but quiet spoken. He's manipulative, he's conniving and he's turned his exceptional intelligence towards darker, more selfish ends. Now, with the offer from a mysterious cape named Broker, he's decided to join a new team.
A team of villains. Luckily for him, the heroes haven't caught wind of him just yet...so he expects to put on a grand performance to...introduce them to his fun little power. After all, what's a grand performance without some skilled actors.
Personality
Motivations: In short, Drake is motivated by three things, money, attention, and feeling powerful. As a result these are the things he wants to achieve using his power and he'll go to almost any length to achieve them.
Sexuality: Ladykiller.
Likes:
- Messing with people's heads.
- Saturday Night Live.
- Jokes/Comedy.
- Being amused.
- Feisty women.
- Mixed drinks.
Dislikes:
- Being underestimated.
- Having his fun ruined.
- When no one laughs.
- Boring people.
- Being Bored.
- Fish.
Derangement: As odd and likely silly as it may sound, Drake's power has actually made him prone to nihilism, sadism, and power trips as such personality alterations will drive him to use his power more and more, compounding the alterations to his personality, and so improving the likelihood of him using his power—something his shard wants a lot. Additionally, it makes him less mindful of the moral code and his societal responsibility to uphold it to a degree making his morality decidedly gray...at best.
Parahumanism
Skills: While not a seasoned individual, Drake has been going to the shooting range a fair amount within the last few months. He's skilled with card tricks, good at running, and has a pretty good grasp of psychology—having taken some and studied it in highschool and in recent years. He's also a comedian as his day job, which was going fairly well even before he got his power.
Classification: Master/Trump.
Details: One could say that Drake's power gives him a magnetic personality, except rather than being naturally drawn to him, you might be pulled against your will. Essentially, Drake's shard has altered his voice, making it psychologically addictive, at first, before—over time—making it physically addictive as well, triggering the release of endorphins in the body. While not so bad at first, causing only a sort of pull or weak compulsion to listen to him this quickly becomes a hypnotic lure to listen to his every word and, for many victims, carry out his commands without question. If this wasn't bad enough, Drake's power, once his victims are thoroughly addicted, gives him the power to manipulate their nervous system, more specifically allowing him to trigger other hormones in the body, causing physiological responses that trigger psychological changes. This basically allows him to trigger a fight or flight response, cause anger via adrenaline, or even intense pain by triggering other hormones in the body or causing neural feedback, overloading neural cells—not that he knows that.
While this is most of his power it does come with several other less notable capabilities, these being an intuitive and largely subconscious understanding of how his voice is affecting people around him as well as the ability to 'tune' his power. Basically, Drake is capable of tuning his power so that it doesn't effect everyone or so that it is specifically directed at a given target or targets—often amplifying its effects as the amount of targets decreases. Additionally, Drake is capable of outright 'gifting' his power to people via physical contact, though it takes some energy out of him unless they are already thoroughly addicted. He can revoke this 'gift' at any time, just as he can alter the 'tuning' of his voice to again affect people who were previously 'immune,' though he prefers to make people think that giving immunity or taking it away require physical contact, when the reality is that neither reaction does.
Limitations: While perhaps not the biggest downfall to a parahuman ability ever, Drake's power is limited to sound, meaning that being unable to hear him, or even less able to hear him will directly effect how well his power works on a given individual. Essentially, if he cannot talk or someone cannot hear him, he will be unable to influence them, even subtly, with his voice. Conversely, if he is being partially drowned out by ambient noise his power is only dampened so long as that noise originates from inanimate objects or people who are not addicted to him already. Additionally, Drake's power does not work properly unless he is in person, provided the intended target is not already addicted. So yeah folks, better get you some ear plugs.
Drake, when I the guise of Chatterbox carries several things of note, including a deck of modified cards, which have metal edges and are reinforced to be stiff and resilient. On his person are also smoke pellets—that act as effectively as smoke grenades or bombs. Additionally he carries a revolver armed with blanks and a single real bullet as well as additional ammo, which he refers to affectionately as Roulette. He also carries around what amount to amplified pop rocks, which he calls blast rocks as upon hitting the ground at sufficient speed burst into a bright sparks capable of blinding for a second or two or just throwing unsuspecting people off. Drake's costume also includes a bulletproof vest beneath his dress shirt as well as knee and elbow guards.