Name: Alexandria Svet-Yulia
Age: 20
Appeared Age: Late teens (16-19)
Height: 5'2
Weight: 100lbs est.
Eye Color: Completely White
Hair Color: Platinum White
Physical Identifiers:
- Two parallel scars encircling her neck, about 2 1/2 inches in width.
- Multiple scars crisscrossing her back, varying between 1-2 inches in width.
Appearance: Alexandria isn't the kind of girl one would usually look twice at; unless concerned about her overall general size. A petite oval face, framed by long and haphazardly placed platinum white hair giving her kind of an eccentric look about her as she always hides her eyes behind goggles. Goggles that are usually reflective, or host to a one-way lens, which sit atop a proportionate bulb nose. Small, pert lips which are often set in a pressed line of determination, or puckered, and slightly askew in concentration.
Alexandria, herself, doesn't figure she's very attractive; despite having an average bust; the rest of her completes the picture of her miniatureness which narrow hips, a slender frame, and an almost non existent rump. Though there is evidence of some toned muscle wrapped about her body, she is hardly the picture of the ferocity that lies behind her goggles.
Background
Residence: The village of Isolone.
Profession: Scavenger
Aligned Faction: Neutral
Relatives: Unknown
Gear
Weapons:
- 9mm Pistol: Alexandria has come across a number of weapons in her travels, her 9mm pistol is the only one she ever kept, and keeps on her.
- Twin Tactical Daggers: Alexandria carries two twin daggers, with 17 inch blades, and 7 in handles. These daggers can attach at the hilt, which will extend out slightly when done so, to become a 5 1/2 foot double ended sword staff.
Ammunition:
- Dirty Rounds: 30: contained in three, 10 bullet clips.
- High Grade Rounds: 10: contained in one, 10 bullet clip.
- Heavy Ammunition: N/A
Hiking Backpack:
- Medkit, Rope, Spare clothes and footwear, Sewing Kit, Water supply, Food, Burglary Kit, Small toolkit, Expandible crowbar, Spare shoelaces, Tape, Spare goggles, Flashlight, Fire starter, Water purifying tablets, Sunscreen, Waterproof bags, Thermal blanket, Sleeping bag, Pan, Utensils, Binoculars, Tarp.
Belt Pouches:
- Ammunition, Pistol, Canteen, Headlamp, Compass, Map, Fire starter, Matches, Lighter.
Immortalis Information
Manifested Phenomena: Electricity And Lightning
Unique Abilities:
- Battery: Alexandria's affinity for electricity has made her something of a living battery, meaning she can store electricity within herself by feeding off of pre existing electrical currents.
- Dispersion: For a short period Alexandria can turn specific locations of her body, like a hand, into static electrical form, allowing her to manipulate electronics. This can also be performed on small, conductive items allowing Alexandria to move them as energy, rather than mass. This can only be performed by touching the object.
Strengths:
- Oo' Shiny: Alexandria's main profession is scavenging, which she is quite good at. She has a keen eye for useful items in piles of junk, and is quite creative when repurposing the intended use of things.
- Agility: Years of scavenging and running, have honed Alexandria's body to the point of being able to reach higher than average speeds and maintain them longer. This also allows her to perform acrobatic activities with relative ease; such as parkour.
Weaknesses:
- Conduit: Alexandria is a living electrical node, contact with water will begin to short circuit her and disperse any electrical energy she has into the water. This causes an arcing effect when caught in the rain.
- Conductivity: Anything that isn't metal is nearly non-conductive meaning her power is ineffective against such surfaces, or armors. This excludes the heat x impact factor of her power.
- Manipulator: Alexandria cannot manifest electricity or lightning, and can only use that which is available to her.
Awakened State
Spark Name: Aeshma "The Hunter"
Innate Awakened Abilities:
- Armor of the Spark: Every spark surrounds their host in a black, chitin like shell, or armor. Their host resides within the armor, typically in the fetal position as they do not control their armored state through direct physical movement. Rather, the spark intercepts the neural commands for movement, and manipulates the armor that way. The spark or the host may be in control, but not both. If a spark is only partially awakened, the host will be stuck in whatever partial state they enter, until they are able to fully awaken. Only then may they revert back to their normal self at will. Additionally, heavy damage to the armor will cause it to break and fall off, reverting back to the normal state of the host.
- Voice of the Spark: Once awakened, the host and the spark may converse mentally. The Spark can share its knowledge, though since the phenomena is not innate to the spark itself, it can only give ideas and tips for power useage; The spark cannot teach its host mastery over their abilities. The spark can retain memories gathered from their host, recalling things they forget, or even noticing things the host themselves failed to, but only through the host's eyes. Many sparks may know each other, and may recognize other awakened forms. The awakened armor is unique to the spark, which is how sparks may recognize each other, even if the differences between two armor sets are very subtle.
Additional Abilities:
- Heavy Draw: Aeshma can detect and draw electricity to himself. He can do this with a very large current of energy from nearly a mile away. The smaller the electrical current, the closer he has to be. This ability maxes out at just under a mile, no matter the potential strength of the electricity he detects.
- Full Dispersion: Aeshma's awakened state gives Alex the power to become flash of lightning for about two seconds, but letting her move incredibly fast. This allows her to pass through her foes and electrocute them, and to travel along a conductive surface. This is a powerful ability, and its use is quite infrequent.
Additional Strengths:
- I Can Smell Your Fear: Aeshma isn't called "The Hunter" for nothing. He has a great sense of tracking, akin to a predatory animal. It's very difficult for somebody to escape him by fleeing or hiding.
- Sharp Wit, Sharp Claws: Aeshma is not a creature of strength, or of great endurance, but swiftness and precision. What he lacks in physical prowess, he makes up for quick reflexes and speed. Along with his instincts and razor sharp claws, he makes an incredibly deadly foe.
Additional Weaknesses:
- Time Bomb: The more power that Aeshma uses, the more he charges the atmosphere around him. Negative and Positive Ions separate as a result of the static charge he gives off from using his power, causing dust to rise into the air. Over a short period of time the dust will gather and draw moisture, forming rainclouds. This effect can only occur outside.
- Do Not Operate When Wet: Contact with water will short circuit Aeshma's stored power. Continuous contact will drain him until the Awakened State dissipates completely, removing Aeshma from control and leaving Alex with no power.