[b]Name:[/b] Johnathan K. Fitzgerald [b]Age:[/b] 41 [b]Gender:[/b] Male [b]Appearance:[/b] Born on the edge-world Enki in a small mining town called Anbar, Johnathan is tall for his native world, though at four foot six he obviously is not the tallest human around. His hair is jet black, kept short for practical reasons. His left eye is a light brown with black, green and gold flecks, while his right is a dull black and silver bionic implant. He moves lightly, almost as if he's afraid of making noise, and muscled like a gymnast- lithe and strong, but not bulging. He is rarely seen without his rakish smile. [b]World of Origin:[/b] John is from an alternate universe that some may call a generic spacefuture... buuut with some magic mixed in? Wait, hold on hold on, let me set the stage... Past the realms of the imagination, through the mists of time, and over the inter-dimensional bridge that is the Authours Realm, lies a world which appears to the eye as a delicate marble of blue and white glass, transfused with the rarest of greens. Behold, the Earth, two thousand years hence. This is an Earth on which history as we know it has been altered. Magic's existence is known as a fact, and though its power was small its influence echoed throughout mankind's achievements. Science and magic, working in concert, brought wonders. The first flight into space was accomplished by a group of three hundred mages by the name of Dorinthus. It lasted a total of one hour, two minutes and thirty four seconds, setting a height record for magical flight and bringing with it the discovery that a purely magical journey to the heavens was unfeasible; the amount of power needed for survival in the void deemed unsustainable by even the greatest mages working in tandem. With ferocity humanity attacked the problem and created a vessel of both science and magic and journeyed forth. There was great forward thinking in this, and that first vessel was simply a junction, a portion of a much larger thing, a station on which space farers could live, and also a place where they could construct and launch ever larger and more advanced vessels. Yadda yadda yadda, you get the picture- humans venture into space, they overcome challenges, meet interesting new lifeforms, all that good stuff. Tech is fairly constrained considering it's space futureyness- they've got wound sealants and recently started using medical nanobots. Their weapons are mostly railguns, but chemical firearms and lasers aren't unheard of. Spaceships travel from planet to planet with a Jump drive- a bit of phlebotinum that punches holes in spacetime. Most civilian transports just have a jump drive and some maneuvering thrusters (they lack the ability to land on or take off from planets, or even fly between planets normally) and just hook up with space elevators to bring the passengers planet side. Of course, this is just humans. Aliens can have more or less advanced tech, though usually not for long (technology trading is a profitable business after all) Magic is very limited- there's no throwing of fireballs here, and even lifting more than your own weight is considered impressive. People usually use it for utility purposes, like healing minor abrasions or doing the dishes without having to get their hands wet. [b]Abilities and Skills:[/b] John heavily relied on the advanced technology from his universe, meaning that many of his skills are either useless or reduced in usefulness on this side of the rift. Johnathan is skilled with both projectile and energy weaponry at extreme distances- however, he is used to a fairly high level of technology being packed into his weapons, and without having his bionic eye linked with his weapons to aid in aiming, his aim will most probably suffer. He has experience with close quarter's combat, but many of his tactics rely on his combat suit and the weapons embedded in it; without it he is just a relatively skilled martial artist, and due to his stature he is at a disadvantage against most opponents. Johnathan has been trained in emergency medical treatments, but the medical tools of his time automated much of the processes, and without them he can do little more than do triage and apply the most basic of techniques. John is a passable cook and a wonderful brewer- his specialty is a peach brandy that was highly popular in his hometown. John's an indefatigable prankster, and whenever he's in a place he sees as safe he will inevitably try to engage in shenanigans. He does try to only target people who are willing and able to engage in a prank war though- it's no fun to only be the purveyor of pranks, after all. John possesses a magic that allows him to return an object to the condition or form intended by its maker so long as most of the object is still in the vicinity (it can't be too big either- generally, if it weighs more than twice what he does it's outside his range)- old rusted parts become clean and new, cracked lenses are mended, clothing is cleaned and tears disappear. He cannot just generate a sword blade out of a hilt or anything drastic like that though- he would need the blade in order to reattach it. Thanks to this and just a general knack for machines he is a great mechanic and can usually work his way around how a device works and how to fix it if given enough time to examine it. John's got a cybernetic eye. It's not a big deal. Its main function is to replace his right eye after it was dug out by space pirates, so if depth perception is a skill then that's one he has. His eye can also zoom in and possesses an omni interface that lets him interact with most wireless networks, mostly for the purpose of viewing things through cameras- this feature is meant to be used in conjunction with firearms that have a digital targeting system (a rare occurence in the 21st century). Oh, and it allows him to play back anything he's seen in the last two hours. It was supposed to have an in-built AI, but budget cuts meant the software was never completed. Last, and possibly most importantly, John is good at finding things out. He roots around in people's business, chats to most everyone, and makes a record of most everything- something that makes him a good information broker and office gossip, but is of little use otherwise. [b]Strengths:[/b] Cosmospolitan- John has seen a great deal of folks, from strange humans to normal aliens, during his travels through the cosmos; he can generally dismiss odd looks or customs in the people he meets... so long as they're not hostile. Military Mindset- When he's surprised and not sure what to do, John can usually fall back on his training. Amiable- John tries to get along with people, and is usually pretty good at it. The trick is in not insulting people, really. Good with technology- John's good with technology! He's spent a lot of time looking at tech from all sorts of planets and species, so he's no stranger to working on or with machines, engines, computers and doodads that he's seen for the first time five minutes ago. He's also mastered the use of stepladders! Short- He's a small target, so he's hard to hit! Outrageous Liar- John lies about his past a lot. He's gotten pretty good at it. [b]Weaknesses:[/b] Claustrophobia, especially underground- he feels uncomfortable in buildings, worried in closets, and becomes almost entirely incapable of anything but trying to escape when in caves. Short- his relatively small stature puts him at a disadvantage in straight combat due to reduced reach and poor leverage Technological Reliance- Seeing as he came through the rift without most of the gadgets he is used to having at hand, John lacks the necessary tools to put most of his skills to use. Prankster- John's pranks can sometimes irritate people. It's not on purpose, honest! Military Mindset- At times an asset, at times a hindrance, John tends to default to his training when surprised. Sometimes this can cause complications. Chivalrous- John has a soft spot for damsels in distress. Well, anyone in distress, really, but especially damsels. This can get him into trouble in many ways... like insulting people that don't appreciate being treated like a damsel. [b]Equipment:[/b] John would obviously have his eye, and he'd be wearing black combat boots and cargo pants, a lightweight black flack vest emblazoned with a silver bird in flight (small logo over the left breast), worn over a stab-resistant body hugging black shirt. -A palm stunner tucked into his right breast pocket- basically a taser- which would have four charges, each of which could incapacitate a normal human for around 15 minutes. -6 doses of his anti-anxiety medication in case of PTSD or a panic attack brought on by claustophobia- they're multi purpose! -Oh, and the access cards to his bank account, hotel room and transport shuttle, none of which will exist for thousands of years, and maybe not even then. (how useful!) [b] Personality:[/b] To most acquainted with him, the idea of John being sad or depressed is a foreign and not easily imagined concept. He is the kind of person whose natural state of being seems to be a kind of quiet good humour, often cracking jokes and telling anecdotes to lighten the situation, and he loves to chat up interesting looking people just for the hell of it. Despite this, he rarely talks about himself, and any stories he tells say almost nothing about him. He's fairly intelligent, but he'd rather trust his gut than his brain when dealing with people. While he loves the discipline and professional sheen of the military, he has always seen results as more important than orders and has never shirked away from colourful interpretations of his instructions. He has a chivalrous streak to him, and strong opinions of justice. [b]History:[/b] John grew up with his parents and three brothers on the mineral-rich Enki in a little town called Anbar. His life up until the age of seven was fairly unremarkable. His mother and father where small business owners who made a tidy profit despite his father's mild gambling problem, living rather uneventfully except for Johnathan's very specific breed of claustrophobia, which was bred of the obituaries being chock full of miners dieing in cave ins. At the age of seven his older brother, snuck out of the house late at night to meet up with a few friends and explore a sealed off mine. They had been talking about it for weeks, but hadn't told anyone that they where going. John was awake at the time they left and was sworn to secrecy under the threat of being brought along if he didn't. In a state of tears, John promised to not tell his parents and stayed up all night waiting for his brother's return. When the mine collapsed early the next morning, it killed every last one of them, crushing most of them instantly, and suffocating the rest. Johnathan's father took it hard, and turned to alcohol and even more gambling to bury his woes, but was faced with more when the money dried up and took the booze with it. It didn't take long for child services to take John and the twins away and his mother to file for divorce, eventually leaving his father to find solace at the end of a rope. John was put in a government boarding school for a little while. It was there that he developed his optimism, though he couldn't really say how it came about. He graduated and joined a military academy, excelling in hand to hand combat and marksmanship, becoming a sniper in the Legion. Ten years after, he received an honourable discharge due to post traumatic stress disorder after a particularly bloody campaign and spent seven years in rigorous therapy sessions. Mostly recovered, he now makes a living as a security consultant, odd job man and procurer of goods and information that is... difficult to find.