Name: Lance Nelson

Gender: Male, hetero

Age/DOB: ~16, aged, RY6

Origin: Rookery Earth, to mixed dimension parents

Family: Mother Lavender, father Zonie, half-sister Valeria, likely other relatives among Pantheon

Other: though he is certainly interested in family life, a lot of ladies know that he's... a bit weird, those powers are intimidating

Height: 5'8"

Weight: ~120* Icarus treatments inherited strongly, he's much lighter than he seems, and is also considerably stronger than he looks

Hair: pale honey brown, golden in the sun, loose and fluffy, slightly wavy, kept short but it grows fast and is usually longer in front than back

Eyes: vibrantly teal green, though anyone seeing his Vortal aura will say it's violet, which is weird; large, under heavy and expressive brows

Appearance: creamy skin, no injuries can scar, freckles in sun but also tans into a shiny bronze; he tends to wear simple clothing, occasionally layering scrubs or a lab coat, or riding gear if he's going somewhere more distant than a Rookery-based combat area for work. He has a genial sounding voice, laughs loud, and talks to himself almost constantly about the things he's sensing around him, so if you hear him perking up about something dangerous, it's time to run

Icarus Processing: no, but since Zonie's were also aided over time by his ingestion of all sorts of chemicals including those intended for use with Pythagoras as well as other programs (or just... he found pills on the ground and ate them, the goddamn gremlin) they seem to have almost as profound effect on Lance as if he'd been treated himself. It mainly lightened his weight and strengthened his frame, he's around 2x stronger than normal, and heals at over 4x speed, is immune to basically all forms of sickness or disease, and parasites have never bothered him. He was aged from a toddler at age 2, into a young-teen, and at that time given downloaded skills to aid his work at the Rookery. Notably he cannot carry diseases at all, they are simply absorbed and destroyed if needed

Image Credits: Doll Divine / Azalea's Arabian

Genetic Abilities: Because his parents are quite strong in terms of biological sensing and alteration it follows that their son is suited to healing, of himself and others. He has a strong Psychic suite of empathy (very strong with groups, but can isolate individuals with ease at 20 meters), telepathy (strongest with other Vortal minds, but can read surface thoughts of non-Vortal minds within 10 meters, communicate outward to Vortal people at up to 1 mile easily), and aura sight, which he uses more frequently on the battlefield to sense where his empathy can't, because his sight is keen at up to 500 meters. Where his father is centered on chemical detection and component knowledge, Lance is able to lay his hands on a person or creature and determine its overall state of health, locate even minute wounds such as come from shrapnel or fibers (or even parasites), and purge bodies of toxins and poisons almost instantly. The flip side of this, is that he can then inflict injuries on other living things, somehow Vortally 'transferring' wounds, toxins, damage, and even illnesses into other flesh. He is of use on the battlefield for this reason, because he can move between injured riders 'gathering' their illnesses and wounds, and then fly out to inflict those same injuries on their enemies! He must physically touch someone to heal them fully, and this only takes about five minutes even for a very bad wound such as a lost limb - he cannot regrow a limb but can reattach it completely, and he cannot bring anyone back from death if they're 'gone' (but he has tried, and succeeded, to bring someone from the brink of death). Healing leaves him a little tired. He can 'carry' wounds and sickness with him for around 20 minutes, after which the Vortal energy simply fades away. As a kid he did accidentally injure someone without realizing that he still had someone else's wounds in that storage 'bank', so he has made the effort to always know just how much he could hurt something, before walking away. To inflict a wound he only needs to be within about 10 meters of something, though this has taken years of practice. Thus, he is able to either walk out or ride into battles, perhaps being deposited behind enemy lines if there are few Combine left, and fearlessly approaches soldiers. No amount of armor can protect anything from this power, it strikes biological substances and can either re-inflict the same wounds, or also as he's practiced, can simply obliterate the brain with parasites, toxins, poison, or sheer cellular damage. He prefers to get it over with, and return to his more 'proper' state of healer, rather than walk around being a harbinger of death. But he certainly is both.
Skills or Profession: Because he was absolutely going to be a combat medic, just based on his parent's powers, when he was aged those downloads included a vast array of biology, anatomy, surgical skills and tool recognition, as well as disease control, chemical recognition, and the like. He isn't the 'molecular biologist' type, however, he's more the 'general surgeon', with a large side of triage and quick-decision health care. He has also gotten a little more in the way of field-ready duties, so he can help someone gear up for going into combat, while he himself wears no armor he can absolutely help others get into theirs, as well as some amount of dragon gear and weaponry recognition. He carries his own actual surgical tools (yes, he's been known to use tools for things he doesn't feel warrant a healer's hands) and has spares of a lot of commonly needed items such as bandages and the like in a satchel carried on Darzalas' neck. He can assist in surgery as well as with forensics, it only takes a touch of a handprint-sized bloody ... handprint, to determine why there's blood in that volume outside of someone's body. All of this is Vortal, echoes left by dying or injured creatures tend to be strong for a short period, though they dwindle after time. He has never ever entered the examination rooms where Melissa or Jill gave birth (with great difficulty) in the Repurposed Black Mesa. Even the Rookery's versions of those rooms have echoes of those births.
Personality: His bedside manner leaves a little to be desired, if not in combat settings, because he is rather abrupt and simply goes right up to someone and touches them, whether they've asked for it or not. He is aptly named, after all, as a lancet can be used to draw blood for science, or a lance that plunges into a heart in combat. He's friendly enough, but word certainly gets around of his exploits so a number of folks just don't want to deal with him. However it doesn't seem to have affected him terribly much, he knows he's young and the Rookery needs to win this war before most of them will really be allowed or able to settle down comfortably.

Events or History: A number of 'extra' dragons were around for some of the Hallowed Silk flights, and Anira's rider hooked up with one of those who belonged to said spare. Melissa had little tweaking to do when he was aged, there was no engineering needed, but she did help him figure out some tricks to apply his downloaded skills. Lance was mainly raised by Zonie and his peers in the Rookery itself, and he didn't go to Carramba like many in his generation. But once they got going in his 'teenage' years, he knew he wasn't going to just hang out in the health lab or visit the Enrichment Center to help refugees out - he was fast on his feet and responsive due to his Vortal sight. He can spot the weak members of an enemy squad easily, and starts with those that can be put down quickest when he's doling out his damage.

It wasn't long after his aging process that he bonded Darzalas, as the dragon had waited around as a fledge in the Healing Den for this moment. Then, when Darzalas was old enough they started heading into the combat wings, at first to observe, and later as full fledged combat medics. Darzalas is a scary looking dragon with a strong protective streak, and with the two of them running across the combat arenas they can alleviate the need for more precious healers or medics who cannot also fight to be there. The fewer people on the battlefield, they figure, the better, and since they can both attack as well as heal, they've become an invaluable pair for City or Outland fights.

Dragon

Name: Darzalas ve Vanwanar of the line of Perun (abundance and vitality)
Gender: Male
Size/Shoulder/Length: Medium-large 12'2" s
Colors: body purple with black zap markings; wings red with white zap markings on both sides; horns and claws brightly white; mane silvery white; eyes foggy pale grey
Features: as shown *may carry other features which mix with partnered genes differently; four legs with 4 digits having short thick claws; two wings with one visible arm and 3 internal fingers, prominent wrist claw only; scaled skin; boxy head with forward single horn, two jaw horns and two slender back-pointing horns; fluffy tendril-based mane; body is thick and strong; tail is bare with a flexible curled end that can be used as manipulator
Powers: Winged Flight, strong and fast, though not very durable in long-distance flights, Darzalas is good for about 2 hours of intensive combat flight, and then must rest up. At a more leisurely pace, or where he does not have to be dodging gunfire or using other powers, he can still fly a few hours worth of travel with 3 or 4 human-sized weights easily. Since he is pretty broad, they have specially constructed harnesses for riders or injured combatants. He tends not to fly with medically-necessary goods, rather he uses his teleportation as it's much swifter and safer in the long run.
Teleportation 6, the reason he often gets tired out in combat settings, while flying, is teleportation. Though he's fine with one or the other, combining flying and teleportation is not his strongest suit. He prefers to be stable and in a clear spot when he decides where to go, but once that teleport is settled, he can reach more than 200 miles in one shot. He knows a good number of specific landing locations, and relies on others to make sure that those places have room for him if they're out. He can teleport everything his wings can cover, so two school busses, or tanker trucks, anything of that size, anything riding him, or he's holding on to. From ground to ground points, he can move up to ten times in a row without tiring, though distance or complexity of the landing area will reduce that number. Flying and teleporting, however, he can only manage a short (500 meter or less) burst every few minutes at most. Spirit Plane Portal 4, for very long distances or for teleporting living things without going anywhere himself, he can open a portal through the Spirit Realm - a Void that is surprisingly bright and filled with energy, rather than the dark and scary between. At least: his spirit realm portal is nice and light, some of his siblings' is downright terrifying. He can open a portal about 10 feet across, so anything alive that moves through it shows up wherever it needs to be, within 100 miles. This portal is a lot more draining on his abilities, and Dar is only able to open it once a day at most. He can keep it open for around 10 minutes, however, so as a conduit for escapees it's really good. Their travel is brief, and most normal people do not notice the Spirit Plane itself, but anyone with magic, psionics, psychic, or Vortal energies will certainly detect that they're not in normal space.
Communication, Telepathy 1, Verbal Speech 5; though he can telepathically link to his rider with ease, at any distance, Dar is not very talented with telepathic communication. He can be detected and sent to, by other minds, but his range is shit for projecting thoughts. Therefore, he relies much more on verbal speech, and is adept with English and Latin, some amount of spell-magic phrases though he only understands them and cannot cast spells (he knows what is going on around him in a complex battle), and highly technical medical terms. He has a deep and rumbling voice, but is easily understood by anyone around.
Healing Magic 5, his grasp on medicine doesn't end with human terms, he is as good at healing his fellow dragons as his rider is with humans. He can cast protective and warding spells on individuals, any living thing is capable of being healed but he does concentrate on dragons in combat situations. He can also do checkups in down time, and quite frequently before a battle, they're going to be responsible for making sure that both riders and mounts are in tip-top shape. He has been known to heal entire missing wings, provided the wound is fresh, and specializes in burns and projectile damage.
Holy Magic 2, Where his healing fails, sometimes he can boost morale or even put fear into enemies with this power. It works only at very close range, less than 50 meters, but he can make a dramatic entrance visibly glowing - using that spirit realm as backup. Even Combine soldiers and troops might fall to their knees, particularly if they're surprised. However, the effects are short-lived, so he will go into combat mode very quickly after doing so. He can inspire anyone within that range as well, so at times he's been called upon to lead a charge and then fall back into the ranks, or boost the stragglers into more fever-pitch.
Parentage: mother Anira ve Eidelyn of the line Vanwanar, father Perun; numerous siblings in the Rookery including Modgud, Svetiburvju, Aegeria, Weles, Louhi, Tarhunz, Tesshup
Origin: Hallowed Silk clutch, Healing Den / Carramba born
Other Info: Anira is proud that her rider's son has paired up with one of her own offspring. Darzalas fiercely defends his human friend, and all that they stand for.