The Kid

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The Kid (Scenesys ID: 798)
Quote
“The Pantheon challenges us, so we may show our true worth. But this... Calamity. I wonder if I may have met my match.”
Profile
Full Name: The Kid
Gender: Male
Species: Cael
Theme: (FC) Bastion-1
Function: The Survivor
Status: Active
Factional Information
Faction: Unaffiliated (N/A)
Groups:
Other Information
Physical Age: 17 Actual Age: 17
Still Aging? Yes Voice Actor: Steve McQueen
Height: 5'9" Weight: 135kg
Hair Color: White Eye Color: Brown
Theme Song: In Case of Trouble

Profile

The Kid is one of the few survivors of the Calamity, a mysterious disaster that tore up his world, the remaining pieces now suspended in the sky. Having evacuated to The Bastion, he is now being sent out by a man known as Rucks to collect the Cores that powered Caelondia to complete it. Though the world has become more threating, The Kid faces this danger with a variety of weapons used by the guilds of Caelondia and a myriad of strength-enhancing tonics and spirits. He is taciturn and stubborn but bears a deep well of compassion for others, even if he doesn’t show it in overt ways. The Kid is also a firm believer in The Pantheon, ten dual-natured gods. In his time, he has served Caelondia loyally, working with multiple branches of its military despite his young age. However, his history is a painful one, and in the wake of the Calamity, he feels intense guilt over surviving when so many have died.

Advantages

Powers

None

Skills

LEARNED TO BUILD, LEARNED TO BREAK: During his second term on the Rippling Walls, The Kid had to venture out further into the Wilds beyond. In this time, he had to learn to survive and fend for himself, becoming proficient in a variety of weapons used by Caelondia's guilds, as well as becoming skilled at construction and basic engineering.

RIDE THE WIND: In Caelondia, people would travel from place to place with Skyways, paths of strong wind high in the air. As a native, The Kid has become skilled in floating and moving through the air through most means, but he tends to have trouble with landings.

Assets

THE BASTION: The Bastion is the evacuation point for The City, where everyone was to go in case of trouble. It was not complete at the time of the Calamity, but its true capabilities can be awakened with Cores. At present, it has an Arsenal, a Distillery and a Forge. It also has a Skyway access panel so The Kid can venture beyond it.

THE ARSENAL: While The Kid is capable with all the weapons of Caelondia’s military, he does not own them all yet. Any he finds on his journey, he stores here.

THE DISTILLERY: Up on the Rippling Walls, the only spirits permitted were those that made you work harder. In addition to making these empowering spirits, The Distillery also dispenses Health Tonics, which promotes rapid blood clotting and dulls the sensation of pain. The drinks can have a variety of effects, from boosting strength to sharpening senses.

THE FORGE: While it bears fires and anvils, there is more to The Forge than that. By using Fragments from the Old World, The Forge can somehow draw out the greatest capabilities from a piece of equipment. However, raw materials are still needed.

NPCs

THE STRANGER: This mysterious old man who goes by the name of RUCKS was already at The Bastion when The Kid arrived. He seems to know a lot about it, as well as Caelondias history and lore. He is the one ordering The Kid to retrieve Cores so The Bastion can be completed. However, he is not exactly accommodating with the reason why this must be done. His age and bad leg prevents him from aiding The Kid directly, but he helps with keeping The Bastion working, finding new Cores and re-charting the Skyways.

Disadvantages

CAELONDIA, RIGHT OR WRONG: The Kid is a patriot, through and through. While he has ventured out of The City several times, his contact with other cultures is limited. Thus, Caelondia was the greatest civilisation to him by default. Insulting or belittling it is a surefire way to anger The Kid and sour any relationship one may have with him. In addition, this leaves him reluctant to accept things that go against what Caelondia believed, or things that were impossible there.

SURVIVOR’S GUILT: The Kid had a rough life, even before The Calamity. Now, having seen the horrors that The Calamity has wrought on his home and people, The Kid is plagued with the idea that he should have died with them. This gives him recurring nightmares, resulting in troubled sleep and crankiness.

THE PANTHEON: The gods of Caelondia are not ones to hand out blessings lightly. Believers know that the gods will challenge you, to ensure that you are worthy of their aid. The Kid is a fervent believer in the Pantheon, and as one of the only worshippers left, their eyes are on him. Bad things tend to try and happen to The Kid, new challenges constantly springing up to make his life – and the lives of those near him - a little harder. Such challenges may include foes becoming empowered, sudden events not accounted for in a plan or The Kid or his allies suddenly succumbing to old wounds or sickness. (Note: this Disadvantage would require consent from scene runners before coming into effect in any way.)

FUNCTIONAL ALCOHOLIC: The Kid has served ten years on the Rippling Walls, five more than anyone else in history. Up on the Wall, powerful spirits are served to keep the workers going. After ten years of this, The Kid has become reliant on drink to keep going. After a long period without it, he will exhibit classical withdrawal symptoms.

Logs

[Expand]LOGS, CLICK TO EXPAND

Cutscenes

[Expand]CUTSCENES, CLICK TO EXPAND

Weapons

CAEL HAMMER: The weapon of the Masons, builders and architects of Caelondia. Heavy-duty hammers such as these constructed Caelondia's famous Rippling Walls, and protected from elements and foes alike.

FANG REPEATER: The weapon of the Trappers, hunters and farmers of Caelondia. A munition chamber fashioned from an unlucky beast gives a distinct silhouette to these silent repeating rifles, once favored by Ura hunters.

BULLHEAD SHIELD: The shield of the Menders, medics and repairmen of Caelondia. A tower shield made in the image of Pyth, Menders would use these to protect themselves and the wounded.

BREAKER'S BOW: The weapon of the Breakers, couriers and messengers of Caelondia. With these durable lightweight bows, Caelondian Breaker divisions reconnoitered the farthest reaches of the land in the name of their City.

WAR MACHETE: The weapon of the Gravers, spies and executioners of Caelondia. The Ura once nearly sacked the City with these savage blades, which gave the City's missionaries a healthy respect for them.

TRIP MINES: These mines are a product of the ingenuity of the Mancers and the incendiary knowledge of the Cinders. A complex booby trap rigged to blow as soon as any foes draw near. A spring-loaded triggering mechanism ensures the user's safety.

HAND GRENADES: Another product of the Mancers and the Cinders. A portable explosive that detonates on impact when thrown. The Caelondian army rarely depended on these, for their sheer force drew controversy.