Mathew Davison

... and, um...

Name Mathew Davison
Gender Male (female during full moon)
Homeworld Repurposed Earth (enrichment center)
Class Junior
Nut Not
Totem Porcupine +1 Bod, -1 RWP, +3 Luck, -3 Drive, +1 Cool, 30+5kk
Smarts 6
Bod/Feet 9
RWP 2
Luck 7
Drive 1 (more a navigation issue)
Looks 3
Cool 3
Bonk 3
Powers

Gang - leads or is in a powerful gang that will come to their aid once per session/week

M4d 5ki11z - you're so leet it hurts to look at you, all technology is your domain with +3 Knack with any computer equipment

Teleportation - using technology, he can move from one location to another instantly, though this is a mechanical device and must be prepared, powered, and programmed in advance

Clusters

SCIENCE! +3
Guns and Munitions +3

Skills Gadgetry +4
Repair Anything +2
Stealth +1
Knacks Computers and Programs +3
1 Ancient Mayan / Cameron
2 Dimensional Travel / Lane
3 Netiquette / Charybdis
4 Computer Graphics+Animation / Ashigaru
5 Nexus Geohistory / T. Kshau
6 Martial Arts+Stealth Deselection Practicioners / Hart
7 Adv. Biochem / A.Vale
8 Way Off Base-10 / Saiintenella
Dragon Klebb
 

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Dragon

Name: Klebb
Gender: Female
Size/Shoulder/Length: Sport, biped 6' s / 13' l / 25' and 11' ws
Colors: body solid static, tail tip black; face orange zappy markings, black nose, graphite horns/mask; crest yellow; wings black with yellow zaps on lower wings both sides, and the webbing on main wings only; claws white, eyes change with mood
Features: Hathian - Fira hybrid, bipedal, four wing arms, carries quad/2 wings, as shown otherwise
Powers: Winged Flight, Klebb is usually not found flying, being a little ... well, clumsy as hell in the air. She's much more used to manipulating things with her limited quantity of fingers, and if she does have to take to the skies it's usually in a hasty, loud, bat-caught-in-your-chimney manner. She can fly pretty decently if she's got a lot of room to move, but she's basically the flight equivalent of not being able to walk and chew gum at the same time. She can walk just fine.
Teleportation, all that flying aside... Klebb is remarkably great at all forms of teleportation. On-world, she can port up to 100 miles easily several times in a row without tiring, though more than five or six bursts tires her out. She can also move off-world, to locations that she's been to or has unerring and trustworthy mental maps to reach, but this does leave her Vortally weak and unable to port again for about a full day.
Communication, she is telepathic and highly receptive to Vortal or Psionic minds, easily picking out individuals among those who chatter telepathically. She herself is quiet, as most of her siblings, but her mental vocabulary is quite extensive and highly technical. She does have a strong Vortal bond with Mat.
Lightning Control, strongly able to manipulate bolts of lightning, be they tiny ones between her claws and horns, or massive strikes a mile away. Importantly, she's able to mitigate any and all damage within about a 10 meter sphere, so even if you're standing under a strike, next to her, there will not even be a slight tingle, she's nullified it all.
Her Static Field is where that tingly is coming from, pay it no mind unless you're heading into the lab! She can reduce or strengthen her own electrical field, from no field at all (she cannot be detected by devices to do so) to literally enveloping herself in a bright crackling energy. When she gets bright like that, do not mess with her.
Electronics, Klebb can fiddle with fine electronic devices, mechanical and computer systems, data, you name it. While she's not the most genius programmer to come from her nest, she definitely is up there, and Mat relies on her to help with big projects on a regular basis. Using tweaks from her own static field, she can nudge devices into life, but not really power them if they have no source. However during the time she's doing this, she can alter whatever code is present on any chips or memory cards, even hard drives. She can read hard drives when they're powered up, but not if they're completely dead.
Parentage: Amphithorinath and Toko, with numerous siblings around the Rookery
Origin: CHS, Healing Den
Other Info: Quite a few of her siblings enjoy working with the weird fun tools and toys that the Rookery brings. She tinkers constantly, and if anything, she and Mat trade off whether one of them is working and the other assisting.