Large black pustules with white circles surrounding them grow on various parts of Joseph's body every day, and when left unpopped, they start leaking a similarly colored liquid that moves slightly and withers after an hour. Additionally, he has white hair.Appearance
Joseph is almost perpetually expressionless, rarely cracking a smile and seemingly moving with autonomous precision. His skin is extremely pale and he dislikes bright lights. While his extremities are slightly cooler than a normal person, the pustules he grows are extremely warm, like a sick animal. His eyes are dark brown, but he usually keeps them somewhat downcast, making it hard to tell. His white hair is an indicator of his status as a mutant, considering he is so young. His teeth and nails are very well manicured and clean despite the time period, a side effect of his compulsive desire for cleanliness. Joseph has a very monotone voice, and he rarely speaks at a loud volume unless it would be most efficient to do so - his voice is clearly that of a younger man, although it can be very hoarse if he uses too much of his blood for his power. Despite the draining nature of his powers, Joseph is suprisingly muscular for someone his age - a result of extended periods of heavy lifting and labor. His typical attire is as utilitarian as humanly possible, lacking any care for style or aesthetic. Typically he wears a large apron and pair of thick gloves, along with a relatively dense and heavy outfit befitting of a metalworker. Personality
Joseph is the very embodiment of a pragmatic survivor. He views things from a lens of efficiency, viewing concepts like honor and aesthetics as a baffling irrelevancy. He treats people with extreme respect, always using proper formalities and usually addressing companions with titles or by their last name. He finds loud and especially social people to be distracting and slightly painful, and thus prefers the company of those who share his interests.
Those interests include metalworking, tailoring, carpentry, and most forms of craftsmanship. He also prefers to be around people who are physically weaker than him, finding it as a safety net against someone assaulting him - although, he finds the musings and instructions of those stronger than him more valuable, considering it allowed them to be more powerful. He prefers to acquire this information through books, however, since it allows him to avoid people who might find him less than pleasurable to be around.
Despite not displaying them often, there are several emotions that Joseph feels frequently. These include frustration, annoyance, dissatisfaction, contentment, and similar emotions. His most common is probably paranoia - Joseph refuses to sleep without at least one of his creations, and always leaves some kind of method for keeping his room more defendable. He is an extremely light sleeper. He also has an almost obsessive desire to keep his environment clean and orderly, with self-hygiene and maintenance/cleaning taking up most of his free time.
Joseph is exceptionally skilled in most forms of craftsmanship, including smithing, tailoring, pottery, and even carpentry. His power has made most forms of his craftsmanship on par with an amateur artisan, but he is especially skilled in these specific fields thanks to a lot of practice. However, he is terrible at aesthetics and creating things like painting and jewelry escape him.
Joseph has almost superhuman patience, capable of performing the same repetitive action for an entire day, and even longer if he can keep himself from falling asleep - he's a fairly good sentry because of this.
Joseph is literate, and while he is not as skilled as a scholar or a person who has been taught to read from a very young age, he has a fairly large vocabulary.Combat Skills
Joseph specializes in evading an enemy. He is somewhat skilled with a crossbow, although it is common for him to miss moving targets. He mostly relies on his specialized equipment, which helps him evade attacks and enable more maneuverability.Equipment
A heavy cloak that is effected by Joseph's power, helping him move more easily.
A fairly light crossbow, also subsumed by Joseph's power - it helps aim and help pull the drawstring back.
Several sets of tools, all of which are used for various types of crafts - the only one he keeps on his person is a simplified 'Sewing Kit' that he affected with his power. It can sew small tears on its own but needs supervision for more pressing fixes.
A somewhat concerning number of chickens. They are kept in a chicken coop that Joseph made in the courtyard, and he uses them as both a source of fuel for his items, as well as a steady source of extra fresh food. However, they are unable to support any especially large items that are affected by Joseph's power, since there are not too many and they are very light.
------PowersSpark of Creation:
Joseph is almost supernaturally gifted when it comes to creating objects - anything from swords to buildings, the schematics and necessary steps come to Joseph's mind with extreme ease. Essentially, a step-by-step guide to creating something is implanted in Joseph's mind when he focuses on something to create, making the process a simple matter of following directions. Autonomous Tumor:
Black and white bumps grow on Josephs's body, at a rate of three every day. Popping them and spreading the liquid on an item will cause the liquid to thicken and wrap around it, which writhes and is almost burning hot to the touch. When placed on an item and well-fed, the tendrils that form from the liquid are capable of manipulating the objects on their own, performing motions that they are instructed to by their designated 'Master.' Their strength and speed are directly proportional to their size (a human-sized object will have roughly human strength, while a cloak might only have the strength of a child or teenager), and they are effectively permanent as long as they are fed. Especially heavy objects that are affected by this power are incapable of movement, but the Tumor's tendrils are capable of manipulating nearby objects if they are close enough. They are only capable of performing actions that Joseph can perform - they can write, but can't perform anything beyond the most basic arithmetic, and can't do anything especially skilled that Joseph can't.Shared Identity:
When within 5 feet of one of his Autonomous Tumors, any mind-affecting or emotional manipulation powers of other mutants used on Joseph instead effect his Creation.WeaknessesCurse of Utility:
Joseph's Spark of Creation ability is exactly like a guidebook - while it gives him step-by-step instructions for making something, it is the same every single time. He can't make any big changes to the design without abandoning his power for the creation process, and his power always chooses to make items ats utilitarian as possible. Selling anything made by his power is hard because of this since they all look mass-produced and basic.To the Letter:
Joseph has to follow his Spark of Creation to the letter if he wants to benefit from it - and while it can create many things, it can't make incredibly intricate or detailed items. Essentially, he can create anything an amateur craftsman can, but could never make a truly impressive item unless he used his actual skills.Dependancy:
While things made from Joseph's Autonomous Tumor are obediant to their 'master,' they are very basic and have extremly limited mental states. They cannot do aanything requiring extended thinking or planning, and while they are capable of performing actions to use the objects they are bonded to, they cannot do advanced actions without direct supervision. For example: A Pen affected by this power would be able to write anything that someone says as long as it is being instructed to do so and is near the person, and could write a single word or short sentence for an extended period of time without supervision. But they wouldn't be able to scribe the text from a book onto a blank book if it is alone and no one is reading the text out to it.Feeding:
Along with being somewhat stupid, Joseph's creations need to regularly consume flesh or blood at regular intervals to keep living. This need not be from Joseph himself, and the amount needed is dependant on size and the complexity of object it is bonded to. A lockpick may need a few drops every couple days, while a large wagon would need 20 pounds of flesh a day. Considering their very poor intellect and dependency on a Master, they can't simply be ordered to hunt for themselves without supervision. However, as long as they're fed well and kept in moderate conditions, they can live for around a year, or maybe two if they're especially large.Sonic Weakness:
A weakness shared between both Joseph and his creations, loud noises are extremely disorientating, and sometimes even blatantly harmful. Shouting could cause one of Joseph's creations to quiver and shake, while noises like an explosion or especially extravagant powers could even kill them prematurely. Joseph can tolerate shouting with slight discomfort, and while an explosion will cause him to stagger and be dazzled for a couple of seconds, he won't be especially injured. Anything louder could cause bleeding from the ears, popped blood vessels, intense skin irritation, vomiting, and temporary deafness. It would take an especially loud noise to outright kill Joseph. Illusionary effects will still harm Joseph and his creations if they involve loud noises, but his Shared Identity power will keep Joseph safe for a brief period.Common Enemy:
While Joseph's Shared Identity ability protects him from things like mind control, it is not the best that it takes control of his Creations. A would-be manipulator could simply order Joseph's creations to directly attack him, which Shared Identity would not protect against.