"You gotta burn 'em good and long." The Laborer whispered to himself, drawing an odd look from the woman as she approached with the key and unlocked his cuffs. He gave a quiet thanks, and then returned to the chain. Lot of uses for a chain like that; whoever had put them in here clearly meant for them to get out - the very presence of the key confirmed that - but if they had good intentions then none of them would be here in the first place. Couldn't hurt to have something to defend himself with, if, when, the need arose.
They were very firmly bolted to the wall though, and after watching the old man's attempt to break his, the Laborer didn't much fancy his own chances at this particular juncture.
He'd return to the chains. For now, though, free from his binds, he had the opportunity to pore over the room they were in, especially the entrance.
You know... the more of these apps I take a closer look at, the more I realize that the Malevolence really isn't the juiciest target for the Replicators by an increasingly longer shot. Because the competition? The Blue Typhoon with the Master Emerald. The Hammond and its Asgard computer/transporter. The Stargazer. The Covenant carrier with literally all that Halo tech. From The Spider's Ketch, the Ghost and Destiny Light manipulation tech. From the Ark and Astro Megatimeship, literally anything to do with transformers (sparks and T-cogs) and the Morphing tech of the Rangers.
Compared to all that, the Malevolence just has "all the guns", being "fuck-off huge" and the Ion Cannon. In short, it would make an excellent platform to congeal all the other tech onto if taken, but it doesn't offer too much on its own by comparison. XD
FWIW, while Ghosts are artificial beings (though sentient), Light isn't technology so much as a fundamental cosmic force of the universe through which its wielders can perform great acts of, basically, space-magic, outside the known laws of physics, causality, etc. etc. Light also has to be Given, rather than taken for yourself or simulated. Of course, that's not to say we can't bend the rules here, but the nature of Light and Darkness push Destiny as a setting toward the 'fantasy' end of the 'Sci-fi Fantasy' spectrum it treads.
Edit: I realize after typing, deleting, re-typing, re-deleting, typing again - it may have been naive of me to app something Destiny related and think I can restrain myself appropriately.
In line with much of Eliksni engineering and architecture, the design of a Ketch features sweeping lines and bulbous curves. Often constructed with, and maintained by, scrap and salvage, they are still mighty vessels, serving as multi-purpose flagships, homes, warships, and docks for smaller Eliksni ships and artillery like Skiffs and Walkers, among others.
The Spider's Ketch is the crown jewel of The Spider's (a notorious Eliksni crime boss) collection, a commandeered vessel from a rival Eliksni house from the days of the Eliksni's pirating era; to that effect, it is emblazoned with colours suited to The Spider's brazen, bombastic nature, and bears the sigil of The Spider's Crime Syndicate (to replace the traditional Eliksni House Sigils) on its ornamental sails. It also eschews a traditional command bridge, instead leaving navigation and piloting of the vessel solely to the Ketch's Pilot Servitor (befitting the Ketch's Kell-less nature, aligning with The Spider's abandonment of the Eliksni old-ways), and is fitted with a large open deck on the top of its hull in replacement, which is lined with Cannon Accelerators for bombardment or to assist in boarding enemy vessels.
Following the Vanguard's tactical excursions against the Fallen, in the wake of the Red War what little remained of the once-great Eliksni Houses banded together under a new banner, forming the House of Dusk; an ill-omen for the future of the Eliksni race, heralded by the very creatures who faced extinction. Slowly, certain high-profile Eliksni sought to find new ways of survival that put the Fallen's scavenging and pirating ways behind them, ways that would usher in a new era for the Eliksni reminiscent of their old, honorable culture on Riis.
Through a series of tragedies, missions, and shared threats - slowly, cautiously - the Vanguard came to work with the Spider Crime Syndicate in the Tangled Shore, and eventually also became full-fledged allies with the infant House Light, lead by Misraaks (or Mithrax, in human tongue), Kell of Light, even offering House Light a place in the Last City they could truly call home, as they shored up their strength alongside the Vanguard to face their true, single, shared enemy.
There were, of course, Eliksni unwilling to co-operate with Humanity, with whom they had shared bloodshed for decades. Eramis was one such Eliksni, and she spat on Misraak's attempts to sway her; instead, her mind was poisoned by the Witness, and with new powers of Darkness and Stasis gifted to her, she formed House Salvation, a new house for those Fallen wishing to follow the Witness and reclaim power like they'd enjoyed on Riis under the Traveler, far before the Whirlwind.
Despite defeat, Eramis and House Salvation never rested; upon her return, Eramis sought out the relics of Nezarec's remains, seeking to use the great Darkness the pieces of the long-dead Disciple held to become a new Disciple, of power never-before-seen by the likes of Eliksni or Humanity. Clearly, this could not be allowed; the Vanguard - and House Light - had to act.
Under information provided by The Spider - though not without the agreement of generous split on any so-called 'loot' - the Guardian, the Drifter, and Misraaks went on a covert mission to commandeer one of Eramis' Ketches. The mission was dangerous but ultimately successful, and the fireteam piloted the ship to a secret place on the Tangled Shore, where Spider set his associates to picking it apart and reclaiming the ship, in the process also discovering the whereabouts of the first relic of Nezarec.
Rebranded, repainted, reclaimed, The Spider's Ketch set sail with its new crew, locked in a race to claim the relics and keep them out of Eramis' hands - with the hopes that thwarting this last-ditch grasp for power would ruin House Salvation, once and for all.
While the Spider's Ketch is extremely sparsely-manned, Ketches have capacity up to several thousands - Ketches were built to transport entire Eliksni Houses from the wreckage of Riis, and generations of Eliksni families and clans would live and die entirely within the hull of a single Ketch.
Ketches were so intrinsically weaved into the Eliksni family and House culture and structure that 'Ketch' quickly became synonymous with 'family' and 'kin' in the Eliksni language, and the phrase 'Ketch is Kin, Kin are All' was a well-frequented Eliksni proverb.
Faction/Operator/Owner: House of Light/Spider Crime Syndicate
In line with much of Eliksni engineering and architecture, the design of a Ketch features sweeping lines and bulbous curves. Often constructed with, and maintained by, scrap and salvage, they are still mighty vessels, serving as multi-purpose flagships, homes, warships, and docks for smaller Eliksni ships and artillery like Skiffs and Walkers, among others.
The Spider's Ketch is the crown jewel of The Spider's (a notorious Eliksni crime boss) collection, a commandeered vessel from a rival Eliksni house from the days of the Eliksni's pirating era; to that effect, it is emblazoned with colours suited to The Spider's brazen, bombastic nature, and bears the sigil of The Spider's Crime Syndicate (to replace the traditional Eliksni House Sigils) on its ornamental sails. It also eschews a traditional command bridge, instead leaving navigation and piloting of the vessel solely to the Ketch's Pilot Servitor (befitting the Ketch's Kell-less nature, aligning with The Spider's abandonment of the Eliksni old-ways), and is fitted with a large open deck on the top of its hull in replacement, which is lined with Cannon Accelerators for bombardment or to assist in boarding enemy vessels.
Following the Vanguard's tactical excursions against the Fallen, in the wake of the Red War what little remained of the once-great Eliksni Houses banded together under a new banner, forming the House of Dusk; an ill-omen for the future of the Eliksni race, heralded by the very creatures who faced extinction. Slowly, certain high-profile Eliksni sought to find new ways of survival that put the Fallen's scavenging and pirating ways behind them, ways that would usher in a new era for the Eliksni reminiscent of their old, honorable culture on Riis.
Through a series of tragedies, missions, and shared threats - slowly, cautiously - the Vanguard came to work with the Spider Crime Syndicate in the Tangled Shore, and eventually also became full-fledged allies with the infant House Light, lead by Misraaks (or Mithrax, in human tongue), Kell of Light, even offering House Light a place in the Last City they could truly call home, as they shored up their strength alongside the Vanguard to face their true, single, shared enemy.
There were, of course, Eliksni unwilling to co-operate with Humanity, with whom they had shared bloodshed for decades. Eramis was one such Eliksni, and she spat on Misraak's attempts to sway her; instead, her mind was poisoned by the Witness, and with new powers of Darkness and Stasis gifted to her, she formed House Salvation, a new house for those Fallen wishing to follow the Witness and reclaim power like they'd enjoyed on Riis under the Traveler, far before the Whirlwind.
Despite defeat, Eramis and House Salvation never rested; upon her return, Eramis sought out the relics of Nezarec's remains, seeking to use the great Darkness the pieces of the long-dead Disciple held to become a new Disciple, of power never-before-seen by the likes of Eliksni or Humanity. Clearly, this could not be allowed; the Vanguard - and House Light - had to act.
Under information provided by The Spider - though not without the agreement of generous split on any so-called 'loot' - the Guardian, the Drifter, and Misraaks went on a covert mission to commandeer one of Eramis' Ketches. The mission was dangerous but ultimately successful, and the fireteam piloted the ship to a secret place on the Tangled Shore, where Spider set his associates to picking it apart and reclaiming the ship, in the process also discovering the whereabouts of the first relic of Nezarec.
Rebranded, repainted, reclaimed, The Spider's Ketch set sail with its new crew, locked in a race to claim the relics and keep them out of Eramis' hands - with the hopes that thwarting this last-ditch grasp for power would ruin House Salvation, once and for all.
While the Spider's Ketch is extremely sparsely-manned, Ketches have capacity up to several thousands - Ketches were built to transport entire Eliksni Houses from the wreckage of Riis, and generations of Eliksni families and clans would live and die entirely within the hull of a single Ketch.
Ketches were so intrinsically weaved into the Eliksni family and House culture and structure that 'Ketch' quickly became synonymous with 'family' and 'kin' in the Eliksni language, and the phrase 'Ketch is Kin, Kin are All' was a well-frequented Eliksni proverb.
Faction/Operator/Owner: House of Light/Spider Crime Syndicate
In line with much of Eliksni engineering and architecture, the design of a Ketch features sweeping lines and bulbous curves. Often constructed with, and maintained by, scrap and salvage, they are still mighty vessels, serving as multi-purpose flagships, homes, warships, and docks for smaller Eliksni ships and artillery like Skiffs and Walkers, among others.
The Spider's Ketch is the crown jewel of The Spider's (a notorious Eliksni crime boss) collection, a commandeered vessel from a rival Eliksni house from the days of the Eliksni's pirating era; to that effect, it is emblazoned with colours suited to The Spider's brazen, bombastic nature, and bears the sigil of The Spider's Crime Syndicate (to replace the traditional Eliksni House Sigils) on its ornamental sails. It also eschews a traditional command bridge, instead leaving navigation and piloting of the vessel solely to the Ketch's Pilot Servitor (befitting the Ketch's Kell-less nature, aligning with The Spider's abandonment of the Eliksni old-ways), and is fitted with a large open deck on the top of its hull in replacement, which is lined with Cannon Accelerators for bombardment or to assist in boarding enemy vessels.
Following the Vanguard's tactical excursions against the Fallen, in the wake of the Red War what little remained of the once-great Eliksni Houses banded together under a new banner, forming the House of Dusk; an ill-omen for the future of the Eliksni race, heralded by the very creatures who faced extinction. Slowly, certain high-profile Eliksni sought to find new ways of survival that put the Fallen's scavenging and pirating ways behind them, ways that would usher in a new era for the Eliksni reminiscent of their old, honorable culture on Riis.
Through a series of tragedies, missions, and shared threats - slowly, cautiously - the Vanguard came to work with the Spider Crime Syndicate in the Tangled Shore, and eventually also became full-fledged allies with the infant House Light, lead by Misraaks (or Mithrax, in human tongue), Kell of Light, even offering House Light a place in the Last City they could truly call home, as they shored up their strength alongside the Vanguard to face their true, single, shared enemy.
There were, of course, Eliksni unwilling to co-operate with Humanity, with whom they had shared bloodshed for decades. Eramis was one such Eliksni, and she spat on Misraak's attempts to sway her; instead, her mind was poisoned by the Witness, and with new powers of Darkness and Stasis gifted to her, she formed House Salvation, a new house for those Fallen wishing to follow the Witness and reclaim power like they'd enjoyed on Riis under the Traveler, far before the Whirlwind.
Despite defeat, Eramis and House Salvation never rested; upon her return, Eramis sought out the relics of Nezarec's remains, seeking to use the great Darkness the pieces of the long-dead Disciple held to become a new Disciple, of power never-before-seen by the likes of Eliksni or Humanity. Clearly, this could not be allowed; the Vanguard - and House Light - had to act.
Under information provided by The Spider - though not without the agreement of generous split on any so-called 'loot' - the Guardian, the Drifter, and Misraaks went on a covert mission to commandeer one of Eramis' Ketches. The mission was dangerous but ultimately successful, and the fireteam piloted the ship to a secret place on the Tangled Shore, where Spider set his associates to picking it apart and reclaiming the ship, in the process also discovering the whereabouts of the first relic of Nezarec.
Rebranded, repainted, reclaimed, The Spider's Ketch set sail with its new crew, locked in a race to claim the relics and keep them out of Eramis' hands - with the hopes that thwarting this last-ditch grasp for power would ruin House Salvation, once and for all.
While the Spider's Ketch is extremely sparsely-manned, Ketches have capacity up to several thousands - Ketches were built to transport entire Eliksni Houses from the wreckage of Riis, and generations of Eliksni families and clans would live and die entirely within the hull of a single Ketch.
Ketches were so intrinsically weaved into the Eliksni family and House culture and structure that 'Ketch' quickly became synonymous with 'family' and 'kin' in the Eliksni language, and the phrase 'Ketch is Kin, Kin are All' was a well-frequented Eliksni proverb.
Faction/Operator/Owner: House of Light/Spider Crime Syndicate
In line with much of Eliksni engineering and architecture, the design of a Ketch features sweeping lines and bulbous curves. Often constructed with, and maintained by, scrap and salvage, they are still mighty vessels, serving as multi-purpose flagships, homes, warships, and docks for smaller Eliksni ships and artillery like Skiffs and Walkers, among others.
The Spider's Ketch is the crown jewel of The Spider's (a notorious Eliksni crime boss) collection, a commandeered vessel from a rival Eliksni house from the days of the Eliksni's pirating era; to that effect, it is emblazoned with colours suited to The Spider's brazen, bombastic nature, and bears the sigil of The Spider's Crime Syndicate (to replace the traditional Eliksni House Sigils) on its ornamental sails. It also eschews a traditional command bridge, instead leaving navigation and piloting of the vessel solely to the Ketch's Pilot Servitor (befitting the Ketch's Kell-less nature, aligning with The Spider's abandonment of the Eliksni old-ways), and is fitted with a large open deck on the top of its hull in replacement, which is lined with Cannon Accelerators for bombardment or to assist in boarding enemy vessels.
Following the Vanguard's tactical excursions against the Fallen, in the wake of the Red War what little remained of the once-great Eliksni Houses banded together under a new banner, forming the House of Dusk; an ill-omen for the future of the Eliksni race, heralded by the very creatures who faced extinction. Slowly, certain high-profile Eliksni sought to find new ways of survival that put the Fallen's scavenging and pirating ways behind them, ways that would usher in a new era for the Eliksni reminiscent of their old, honorable culture on Riis.
Through a series of tragedies, missions, and shared threats - slowly, cautiously - the Vanguard came to work with the Spider Crime Syndicate in the Tangled Shore, and eventually also became full-fledged allies with the infant House Light, lead by Misraaks (or Mithrax, in human tongue), Kell of Light, even offering House Light a place in the Last City they could truly call home, as they shored up their strength alongside the Vanguard to face their true, single, shared enemy.
There were, of course, Eliksni unwilling to co-operate with Humanity, with whom they had shared bloodshed for decades. Eramis was one such Eliksni, and she spat on Misraak's attempts to sway her; instead, her mind was poisoned by the Witness, and with new powers of Darkness and Stasis gifted to her, she formed House Salvation, a new house for those Fallen wishing to follow the Witness and reclaim power like they'd enjoyed on Riis under the Traveler, far before the Whirlwind.
Despite defeat, Eramis and House Salvation never rested; upon her return, Eramis sought out the relics of Nezarec's remains, seeking to use the great Darkness the pieces of the long-dead Disciple held to become a new Disciple, of power never-before-seen by the likes of Eliksni or Humanity. Clearly, this could not be allowed; the Vanguard - and House Light - had to act.
Under information provided by The Spider - though not without the agreement of generous split on any so-called 'loot' - the Guardian, the Drifter, and Misraaks went on a covert mission to commandeer one of Eramis' Ketches. The mission was dangerous but ultimately successful, and the fireteam piloted the ship to a secret place on the Tangled Shore, where Spider set his associates to picking it apart and reclaiming the ship, in the process also discovering the whereabouts of the first relic of Nezarec.
Rebranded, repainted, reclaimed, The Spider's Ketch set sail with its new crew, locked in a race to claim the relics and keep them out of Eramis' hands - with the hopes that thwarting this last-ditch grasp for power would ruin House Salvation, once and for all.
While the Spider's Ketch is extremely sparsely-manned, Ketches have capacity up to several thousands - Ketches were built to transport entire Eliksni Houses from the wreckage of Riis, and generations of Eliksni families and clans would live and die entirely within the hull of a single Ketch.
Ketches were so intrinsically weaved into the Eliksni family and House culture and structure that 'Ketch' quickly became synonymous with 'family' and 'kin' in the Eliksni language, and the phrase 'Ketch is Kin, Kin are All' was a well-frequented Eliksni proverb.
Faction/Operator/Owner: House of Light/Spider Crime Syndicate
Slimy, disgusting crap, but better than nothing. The Laborer hefts the Hunk of Knotted Roots in his hand, considering how best to use what amounts to little more than kindling.
The cigarette hangs in his mouth, nearly burnt out, as he watches the old man fail once more to make any proper headway on loosing his chains. He would laugh, were he not tired, his head pounding, drips of blood still trickling down his forehead. Instead he looked over at the woman, who was scrabbling around half-blind with her bare foot. Equally bizarre, but then he'd just been scrabbling in the dirt like some filthy rodent for nothing more than slimy tinder and a rotten relic of modern americana.
Besides, the woman found the single most promising development of their short waking experience thus far; a small key, rusted but solid in its antiquated construction.
Something in seeing that key jostled the Laborer and sparked a new-born zeal for survival in him. He looked at the old man, puffing after his exertion, and then at his own chains; the significant difference in slack between his and his co-convict's chains afforded him more leverage. He wondered if there was a way to heat the chains and weaken the metal. Perhaps then, they may become more amenable to bending and breaking? >Examine
The Laborer watched silently as the old man tried to escape his chains. A futile attempt. βGotta die someday.β He said, sitting as comfortably as the chains would allow to watch the old manβs further attempts to break his bonds. βMay as well be here.β His hands were shaky. He told himself it was fear; it was more likely alcohol withdrawal. He couldnβt remember the last time he drank. He couldnβt remember much of anything at all. Shouldnβt that concern him?
He could remember the act that he surmised lead to this predicament; he cursed that that particular memory remained fresh and verdant when even his own name escaped him.
He lifted a hand to wipe the blood from where it was beginning to trickle past his brow and into his eye; with no towels or tissues or anything except the filthy floors and walls and his fellow prisoners, he opted to wipe his palm on his trousers. In doing so, he brushed his hands over some unexpected items in his pocket; cigarettes and a lighter. Immediately he lifted one of both to his mouth, lighting up and taking a long, smooth drag. The weight of the lighter felt good in his hands and the smoke of the cigarette felt good in his lungs. He pocketed the lighter again, letting the cigarette hang from the corner of his mouth while he puffed on it.
His fingers began walking the edge of the carpeting, looking for a hold. Maybe they could tear the whole thing up. Use it asβ¦something. Fuel? Blanketing? He couldnβt tell what time it was, but it might get cold later. Hell, tearing up carpet would at be something to do, rather than tug fruitlessly at chains. Even if the old man broke his, then what?
The lightbulb hummed steadily away above them, an arbiter of timelessness.
"How vain to sit and write, when you have not stood and lived."
β β β β β
β β β β β β Y E A R B O O K P H O T O β β β β β β β β β β β β Y E A R B O O K P H O T O β β β β β β
β β β β β S T U D E N T S U M M A R Y β β β β β β β β β β S T U D E N T S U M M A R Y β β β β β
Harlan G. N. Callahan Danielewski _________________________________________________________ August 27th, 2000 | 23 | Caucasian _________________________________________________________ Single | Male | Heterosexual _________________________________________________________ New Orleans | Louisiana | Amerca_________________________________________________________ HouseTBD | TeamXX - TBD
β P H Y S I C A L P R O F I L E β P H Y S I C A L P R O F I L E β β β β β β β β
-
P H Y S I C A L T R A I T S βββββββββββββββ βΌ B U I L D || Tall, lean. βΌ H A I R C O L O U R || Colour βΌ E Y E C O L O U R || Colour βΌ H E I G H T || 6'4" βΌ W E I G H T || 190 lbs βΌ S K I N T O N E || Slight natural tan -
β M O T I V A T I O N S & G O A L S β M O T I V A T I O N S & G O A L S β β β β β β
-
M O T I V A T I O N S βββββββββββββββββββββββ Pursue the education he missed the opportunity for while caring for his mother. His love of books and novels sustains and comforts him, but he's reached a point where he's too full of other people's work, and he needs to let himself overflow and spill over with his own stories. Callahan needs time and space to discover who he really is, beyond his mother's caretaker and father's replacement. G O A L S βββββββββββββββββββββββ Graduate higher education and understand - and eventually master- his abilities. Ugly as it may sound, he feels unshackled following the passing of his mother, and now wants to throw himself headlong into a world that has been steadily drifting past him the last six years. -
β N O T E S β N O T E S β β β β β β β β β β β β β β β
-
M I S C E L L A N E O U S βββββββββββββββββββββββ βΊ TBC -
β S T U D E N T S Y N O P S I S β S T U D E N T S Y N O P S I S β β β β β β β β β β β β β β β β β β β β β
Callahan is the eldest of 4; 2 brothers in the middle and his sister, the youngest, all of whom he has watched over carefully, effectively since his first brother could walk. His father meant well, but worked hard - too hard - and while he wasn't abusive when he drank, he was neglectful. His mother was loving and doted on all of them, but there were no funds to spoil them with and no free time to raise them by herself. Callahan stepped in, a silent pact to do the job his father either couldn't or wouldn't, and his mother felt equally guilty and grateful.
And then Callahan's mother got sick, and then she got worse, and then his father - already working himself to death to provide what little finances they had - buckled under the pressure and fled entirely. The brothers and sister did what they could, and to their credit, they rallied valiantly beneath Callahan's soft guidance. The brothers old enough to work - Callahan himself and his first brother - did so, bringing money into the household; his second brother studied, hard, as did his sister, and between the two of them they also maintained the household. Callahan rose to the occasion nobly, and kept the family together while caring for their steadily declining mother, and trying to locate their absent father. Somewhere along the way, Callahan realised he'd lost any sense of individual, his own needs buried beneath those of his family.
Six years later, their mother finally passed. The siblings were devastated, but also prepared. Callahan's abilities had awakened in the interim period, and while he'd thought little of them amidst the unravelling tragedy of their lives, his siblings saw in Callahan someone truly capable of great and beautiful things, and someone who surely deserved the chance to achieve those things.
They were aware of P.R.C.U., aware of H.E.L.P. and H.I.T., aware of the academy and all the potential it held for Callahan. The night after the evening of the wake, his brothers and sister, weeping and smiling in equal measure, presented Callahan with the brochures, the leaflets, the course guides. They also presented him with a letter of invitation, and tickets for the journey.
They held each other close and cried until they could produce no more tears, and then cried some more. A week later, Callahan set off for Dundas Island.
β A B I L I T I E S, L I M I T A T I O N S, & W E A K N E S S E S β A B I L I T I E S, L I M I T A T I O N S, & W E A K N E S S E S β β β β β β β β β
H Y P E R H U M A N A B I L I T Y || SCRIPTOKINESIS // ACTUALISED NARRATIVE __PRIMARY CLASSIFICATION ||EXOTERIC __SECONDARY CLASSIFICATION ||FUNDAMENTAL
Callahan's ability allows him to manipulate the written word, and through it, the world around him.
Fundamental primary use: able to extract singular words from written language, and manifest the meaning or concept represented by that word. For example, 'fire', 'burn', and 'ignite' become flame or sparks to set something alight; 'light',' bright', and 'dazzle' become glowing beacons; 'cut', 'slash', and 'slice' become sharp, inky blades; 'push', 'shove', and 'shunt' become short, forceful nudges. If the word is written, and its meaning straightforward and understood, then Callahan can manifest it for his own purpose.
Mundane secondary uses: able to alter written word by thought; able to automatically transcribe his own thoughts, or the words of anybody speaking aloud within earshot; innate memorization of anything read; able to make written word verbalise itself; able to innately understand the written word of any language.
L I M I T A T I O N S ||
If a word is too complex, or its meaning not understood by Callahan, he cannot manifest it. Manifested words are a one-time use only; you get one shove, one slash, one spark, then it collapses back into its material. Objects manifested from words are made of what the text was formed from - ink, graphite, charcoal etc. - and while are as solid as they need to be for their purpose, are easily distinguishable from their actual counterparts.
Callahan cannot manifest abstract or philosophical concepts like 'death' or 'freedom', and cannot manifest living beings, or directly alter their states - physical, mental, emotional - though a manifested word (e.g. 'angry', 'tired', 'drunk', or 'crippled').
Manifested words do not return to the page they were taken from after use. Only written words can be manifested.
W E A K N E S S E S ||
Callahan requires written word to be accessible to manifest it. He can also 'use up' words too quickly if he's not careful, as used words don't replace themselves, and each manifestation only has a one-time use. Without access to a source of written or printed text, or the means to write his own words, Callahan is completely powerless.
β P E R S O N A L P R O M P T S β P E R S O N A L P R O M P T S β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β β
Y O U A W A K E I N T H E D E A D O F N I G H T, W H A T W O K E Y O U?
Here you write an in-character response to the above prompt.
A D I S H E V E L E D S T R A N G E R A P P R O A C H E S Y O U A S K I N G F O R H E L P, H O W D O Y O U R E S P O N D?
Here you write an in-character response to the above prompt.
A N I N T R U D E R A L A R M H A S B E E N S E T O F F O N C A M P U S, H O W D O Y O U R E A C T?
Here you write an in-character response to the above prompt.
[center][b]Watch out. [/b]
The gap in the door... it's a separate reality.
The only me is me.
[i]Are you sure the only you is you?[/i][/center]
[right][sub][s][i][b]DON'T TOUCH THAT DIAL NOW, WE'RE JUST GETTING STARTED[/b][/i][/s][/sub][/right]
<div style="white-space:pre-wrap;"><div class="bb-center"><span class="bb-b">Watch out. </span><br><br>The gap in the door... it's a separate reality. <br>The only me is me.<br><span class="bb-i">Are you sure the only you is you?</span></div><br><br><div class="bb-right"><sub><span class="bb-s"><span class="bb-i"><span class="bb-b">DON'T TOUCH THAT DIAL NOW, WE'RE JUST GETTING STARTED</span></span></span></sub></div></div>