[hider=Drake Vettman “Chatterbox”][center][h1][color=#357302][b]Chatterbox[/b][/color][/h1][hr][img]http://pre00.deviantart.net/7298/th/pre/f/2014/173/5/2/izumo_kusanagi_x_reader_prince_izumo_by_kawaii_joker-d7nityo.jpg[/img][/center][hr][color=#357302][b]Name:[/b][/color] Drake Vettman. [color=#357302][b]Alias:[/b][/color] Chatterbox. [color=#357302][b]Age:[/b][/color] 21. [color=#357302][b]Alignment:[/b][/color] Villain. [color=#357302][b]Loyalty:[/b][/color] Local Villain. [color=#357302][b]Appearance:[/b][/color] 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. [hider=Costume][img]http://i.imgur.com/7Mz7tz0.png[/img][/hider] [color=#357302][b]History:[/b][/color] [hider]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...[i]introduce[/i] them to his [i]fun little power[/i]. After all, what's a grand performance without some skilled [i]actors[/i].[/hider] [center][color=#357302][h3][b]Personality[/b][/h3][/color][/center] [color=#357302][b]Motivations:[/b][/color] 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. [color=#357302][b]Sexuality:[/b][/color] Ladykiller. [color=#357302][b]Likes:[/b][/color] [list][*]Messing with people's heads. [*]Saturday Night Live. [*]Jokes/Comedy. [*]Being amused. [*]Feisty women. [*]Mixed drinks.[/list] [color=#357302][b]Dislikes:[/b][/color] [list][*]Being underestimated. [*]Having his fun ruined. [*]When no one laughs. [*]Boring people. [*]Being Bored. [*]Fish.[/list] [color=#357302][b]Derangement:[/b][/color] 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. [center][color=#357302][h3][b]Parahumanism[/b][/h3][/color][/center] [color=#357302][b]Skills:[/b][/color] 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. [color=#357302][b]Classification:[/b][/color] Master/Trump. [color=#357302][b]Details:[/b][/color] In short, Drake’s power makes his voice capable of tampering with the mental state and--to an extent--physiology of the affected. With it, Drake is capable of using his words and intent to brainwash people on a deep or surface level. Beyond this he possesses a loose awareness of the proximity and direction of affected individuals in relation to his own location--though this has a limited, if vague, range. Variables such as the volume of his voice, the acoustics of the locale, and the length of exposure increase the potency of his ability. With prolonged exposure individuals will move through the three stages of influence severity, which are detailed below. [indent][indent][hider=The Three Stages]The first stage is Psychological Addiction, during which individuals receiving first exposure to his voice--or having received very little exposure prior--have a gradually intensifying desire to listen to him. This desire is both subtle and nigh irresistible, driving individuals to not just heed his words, but subconsciously try to conform to both whatever he says and the intent behind those words explicit or implicit. If he tries to drive you to feel a certain way towards him or even something else, the affected will sway closer to that ideal, all the while unaware of the manipulation. While an individual is at this stage of influence their behavior--from an outsider’s perspective--will infrequently set off red flags. Furthermore, if observed by other individuals also under the influence of Drake’s power, nothing will appear particularly amiss even if their actions are significantly divergent from the norm. It is this insidious property which carries through all three stages, as Drake’s power makes it incredibly difficult--even after exposure has ceased--to tell that one was ever affected at all. Naturally following is the second stage, which transitions the psychological addiction to Drake’s voice into a physiological one, creating in the affected a physical craving and need for his voice. While typically the resultant behavior might be anomalous, individuals in this stage have a more subtle addiction, which is tempered by the insidious nature of Drake’s shard, making them seek out his voice through appropriate mediums. Unlike the first stage, in which influence tends not to decay even over long periods of time, individuals in the second stage can lose their addiction if they are not exposed to the power sufficiently. The period of deprivation can result in irritable behavior, which the affected will almost always attribute to other aspects of their life or environment. Individuals who have been exposed just short of becoming Third Stage risks may actually resort to other addictive substances in an attempt to recreate the physical high caused by hearing CB’s voice. Individuals at this stage of exposure are exceedingly suggestible and will often--almost without question, or with very little need for convincing--follow Drake’s suggestions and orders, thinking nothing strange about doing so. At first requests may be followed simply because more exposure to his voice is promised, but as the severity of their exposure rises, their mental defenses weaken, making them less and less likely to question or resist his demands. At this upper register, individuals become suggestible enough for Drake’s power to begin repurposing them for his ends--though only minor psychological alterations can be made in any reasonable time frame. Those at the upper limit of this stage can receive orders even through non-verbal means, though not without Drake being physically present. Finally, following the above, individuals reach stage three, hitting a critical juncture where they become Enthralled. Individuals at this stage, referred to as ‘Thralls’ will not question or disobey Drake’s orders regardless of their contents so long as they remain possible for them to achieve--short term or long term. Individuals who have reached this level of exposure are so thoroughly under the influence of his power that complex commands, brainwashing, skills, and otherwise psychological programming can be used to reshape them into living extensions of the parahuman’s will. It is at this stage that Drake can give commands even through filters such as phone calls, text messages, or other long range forms of communication. Strangely, despite these filters, Thralls will be far more able to understand Drake’s exact intent and meaning than someone equally equipped might. While the influence of his power can eventually decay all the way back to the first stage, it does so at an incredibly slow rate and would take months without any exposure to Drake’s power for an individual to return largely to ‘normal’. However, while someone who was formerly enthralled might one day regain all of their agency, any alterations to their personality enacted during their time as a thrall would remain...meaning that Drake’s victims are irrevocably altered if they are to reach the third stage of exposure.[/hider][/indent][/indent] Aside from the effect Drake’s power has on his victims it is notable that he can ‘tune’ it, allowing him to affect specific individuals rather than anyone present. Furthermore, he can even lower the potency of his power from its max all the way to zero, allowing him to make it even more subtle as well as grant people a sort of ‘immunity’ by not directing his power at them at all. Additionally, Drake--due to the circumstances of his trigger--is capable of imparting his power to others, though with a rather specific limitation. Namely, he can only impart his power to thralls. The Empowered gain a less potent instance of his ability, which possesses significantly reduced control and roughly 60% potency relative to Drake. Individuals exposed to Empowered Thralls accrue influence in the same way as those exposed to Drake himself and are not only subject to the commands of any Empowered Thrall, but also to the original holder of the power.[list] [*]As a small side effect of his power, Drake’s voice never gets hoarse even from screaming or otherwise strain. [*]Anyone affected by his power is capable of extracting intent and meaning from any sound he makes with his vocal cords even if it is unintelligible. Their ability to discern his intent/meaning becomes more pronounced as their exposure increases.[/list] [indent][indent][hider=Mechanics]Beyond the result of Drake’s power it is worth mentioning that the power works almost entirely by interacting with the neural and endocrine systems of the body. The first stage works almost entirely with the endocrine system, while the second stage begins to affect and alter the peripheral nervous system until finally one reaches the third stage, at which point even the central nervous system is affected. At the third stage (while Drake is currently unaware of this), this power actually allows an individual to actively and intentionally alter the psychology of the victim in addition to inducing intense emotional and physical responses including pleasure, pain, fear, paranoia, and any number of other related or similar phenomena.[/hider][/indent][/indent] [color=#357302][b]Limitations:[/b][/color] Due to his power originating entirely from his voice--at least for the duration of the first two stages--Drake cannot use his power if he cannot make sound with his mouth or vocal cords. Furthermore, the less you can hear his voice, the less effective his power is. Earplugs or excessively loud noise sufficient to overwhelm the sound of his voice are perhaps the most effective countermeasures against him--perhaps excluding not being close enough to hear him in the first place. Furthermore, while Drake can issue commands to the enthralled through non-verbal and technological means, his power does not work through any sort of filter. If recorded, or transmitted, his power will not work, meaning that any non-acoustic/natural amplification of his voice will not work and that he cannot enthrall or otherwise affect individuals through a phone call or a speaker system. Last among his power’s weaknesses is the sheer amount of time that it takes in order to reach its full potency on a given target as typically even getting to the upper limit of stage one requires several minutes of continuous exposure. Stage two on the other hand tends to require ten(10) to thirty(30) minutes to reach. Lastly, Stage Three can even take an hour or more to reach and longer for an individual to be fully enthralled. [hider=Equipment]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 [url=https://upload.wikimedia.org/wikipedia/commons/f/ff/SW_625-JH02.jpg]revolver[/url] 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.[/hider][/hider]