[center][h3][i]JACKALOPE[/i][/h3] [img]https://drfhlmcehrc34.cloudfront.net/cache/7a/2e/7a2eca87d796d9fd03a702d75817da61.png[/img] [color=#D6D6D6][b]"Citizen, I'm here to help! ...pfft, sorry, couldn't keep a straight face."[/b][/color][/center][hider][indent][h3][sub][ [color=#0072bc]♦[/color] ] Bio[/sub][/h3][hr][b][color=#000000]♦[/color] Name:[/b] William Varnen [b][color=#000000]♦[/color] Age:[/b] 22 [b][color=#000000]♦[/color] Loyalty:[/b] Nominally independent, loosely associated with PRT [b][color=#000000]♦[/color] Appearance:[/b] The first thing people tend to notice about Will is his build. Despite having passed that awkward pubescent stage of growth, he's still tall and gangly; he walks and stands like broomsticks held together with rubber bands, and while he does have some muscle from his time as a cape, he's just too long and lanky for it to show up much. His pale skin tends to burn and freckle rather than tan, leaving him looking like (in his own words) "a poorly cooked mozzarella pizza." He has curly brown hair, brown-green eyes, and a hawkish nose that only accentuates his bony appearance. He has a small burn mark on his left cheek, and a much larger one on his back - he prefers not to show the full extent of it, but it's visible on his left shoulder if his shirt is pulled down a little. Generally, he wears a printed T-shirt and jeans, maybe adding a brown-green hoodie or some other coat if the temperature drops, or exchanging jeans for cargo shorts if it rises - he doesn't care much for his appearance, other than not looking like a complete disaster. In costume, he wears a fitted sage-green bodysuit, flexible brown boots with black soles, and brown gloves with black pads on the fingers and palm, plus a suit of PRT (or SWAT) standard body armor in brown with white panelling on the chest. He also wears a simple helmet that covers his face from the nose up as a "mask," also kept from his time with the PRT. Rather than limiting his vision with a pair of eyeholes or goggles, the mask has a one-way faceplate in a "band" at eye level, bracketed by the helmet's brow and the mask's "nose" (which also sits over his nose). A pair of decorative, rabbit-like "ears" lay against the sides of his head, angled up and slightly out from the corners of his eyes; a small pair of fake pronghorn "antlers" extend from his brow, laying against his head in line with the rest of his face. [indent][hider= ]Picture: Don't actually have one for him, sorry[/hider][/indent] [b][color=#000000]♦[/color] History:[/b] [indent][hider= ]Will's life was fairly boring pre-trigger - he lived with his mother, his step-father (he doesn't really remember his birth father, nor - from what his mother has told him - does he want to), and his 10-years-younger half-brother in a calm Midwestern suburb with a low cape presence. The local villains had bigger, more interesting places to bother with than anywhere near Will's home, and the PRT outreach program (such as it was) was very much underfunded, so Will never much cared about capes. Then, at 14, his home caught fire, and he triggered trying to carry his baby brother out of the flames when a burning beam blocked his escape. (Yes, there was more to it than that, but a full trigger writeup would be looooong - I'll do that later.) Joining the Wards wasn't really a question for him - going solo would have been too risky, and villainy wasn't going to happen. His parents moved closer to the city after the fire (partially motivated by his enthusiasm), so location wasn't an issue either. Working with other capes was difficult, mostly because there weren't exactly many of them in the relatively small city anyway, and their powers tended towards Brute effects that clashed with his trails; nevertheless, he managed to do fairly well, although not particularly outstandingly. He eventually graduated to the Protectorate, still believing that it was where he could do the most good even with the revelations about Cauldron, and was scheduled to move to another city deemed more at-risk, to his great excitement. Then the world ended. In the revelations following Gold Morning, Will's perspective changed...not all that much, actually. From his point of view, he'd been giving his power just what it wanted, and didn't have much to worry about from it. He could still do his thing, still trap villains and protect those who needed protecting, and his powers would be even more useful with people scattered to different worlds and different places - less risk of collateral damage, AND the ability to get from place to place quickly without needing to worry about the aforementioned collateral damage? What's not to love? Since then, he's been wandering the various worlds colonized by Earth Bet refugees; he usually only briefly visits more well-settled worlds like Samekh or Gimel, but often stops by to deliver messages and restock his supplies. Given the rising troubles of Samekh, though, he may end up staying longer...[/hider][/indent][/indent] [indent][h3][sub][ [color=#0072bc]♦[/color] ] Personality[/sub][/h3][hr][/indent][indent][indent] [b][color=#000000]♦[/color] Motivation:[/b] Will is a fairly simple person, all things considered. He's a strong supporter of the mass "second chance" for villains after Gold Morning, especially given how many of them have tried to go straight, at least in his experience (which may be colored by the fact that many villains who chose to go straight have retreated to the new settlements with fewer people that may know them, and he mostly visits the new setttlements). For those who don't, he tends to give them a warning after throwing a major wrench in whatever their scheme may be, reminding them that they don't get another chance after this one. If that doesn't work...well, he's uncomfortably aware that his powers are either highly lethal or mostly good for crowd control, and his best recourse against someone he's not willing to kill is trapping them in his trail and intimidating them. Usually, he puts a report in to the PRT, and hopes. He extends this policy to any crime he may encounter in Samekh, although it's a lot easier to call in reinforcements here. Overall, there are few things that anger him as much as someone screwing up not only their last chance but the chances of others as well, and he just wants to give the world - all worlds - a chance to grow without villain interference, and to do that, he'll go wherever he's needed. [b][color=#000000]♦[/color] Derangement:[/b] It's hard to tell whether this is his power or just who he is, but he has a tendency to make snap decisions, leaning heavily away from getting caught in overthinking things. Has a minor phobia of fire, due to resiudal trauma from his trigger event.[/indent][/indent] [indent][h3][sub][ [color=#0072bc]♦[/color] ] Parahumanism[/sub][/h3][hr][/indent][indent][indent] [b][color=#000000]♦[/color] Skills:[/b] Oddly enough, he's a practiced handyman, and excells at jury-rigging or minor repairs, from sewing tears in his costume to fixing clogged pipes - picked up from his time "running circuit" and acting as a general problem-solver. Can also hold his own in hand-to-hand combat with a baton or a knife, but it's not his strong suit (especially not the knife). [b][color=#000000]♦[/color] Classification:[/b] Breaker (Mover/Shaker) [b][color=#000000]♦[/color] [u]Mechanics:[/u][/b] Before Jackalope enters his Breaker state, he defines a specific amount of "charge" he has to work with. He can't stay in his Breaker state once he runs out of charge, but he ALSO can't exit his Breaker state early (at least not voluntarily) and can't stop running while in his Breaker state. The Breaker state itself is a sort of Jackalope-shaped blur with a spherical force field around it; the field slowly degrades as he runs, leaving behind a highly visible, sparkling dust trail. In his Breaker state, his top speed is about 100 MPH, and his minimum speed is about 25 MPH. The force field is highly resilient to energy effects - fire, lasers, energy beams, Shaker effects - but relatively vulnerable to physical strikes, and someone with a large hammer could break it with a few good hits (depending on how much charge Jackalope has left). If the field breaks, Jackalope is forced out of Breaker state. Whether he leaves the state voluntarily or not, when he does, the "dust trail" he leaves crystallizes into razor-sharp (but easily breakable) glass-like shards, which disintegrate into dust in 5-10 minutes. The force field also detonates if forcibly broken; the concussive force of the explosion is always fairly weak, but it also sprays those same glass-like shards, with the quantity again being dependent on how much charge was left when the field was broken. [b][color=#000000]♦[/color] Equipment:[/b] [indent][i]ITEM:[/i] A PRT standard-issue hand-to-hand combat baton. [i]ITEM:[/i] A military surplus combat knife/multitool that sees more use as a tool than a knife.[/indent][/indent][/indent] [/hider]