Post by Wren Averett on Jan 7, 2017 7:31:12 GMT
Wren Ida Averett
FACE CLAIM: Adelaide Kane
♦ THE BASICS ♦
AGE: Sixteen
GENDER: Female
ORIENTATION: Bisexual
POSITION: Student♦ THE ABILITY ♦
POWER: Arachnid Manipulation
To spiders and the like, Wren's mind is like a warm light. When they pass under it, they feel drawn to the source. But rather than the warmth of a lamp, the creatures are being drawn towards a subconscious connection to Wren's mind, as in being "on the same wavelength" with her. This mental beacon is passive and involuntary, and it stretches over a fifteen-foot radius. It can draw in any sort of arachnid, including spiders, ticks, scorpions, and harvestmen ("daddy-long-legs").
At will, Wren can hone in on one specific arachnid and pour the entirety of that connection into that single mind, effectively possessing it. Once tuned-in, she has access to all of its senses. She can see what it sees, taste what it tastes, feel what it feels, and "hear" what it hears. Though typically arachnids--or more specifically, spiders--do not "hear," rather they sense sound vibrations through hairs and tiny slits distributed over their bodies. She is unable to take full control of the creature's mind, but she is able to "convince" it to do what she wants. The mind of an arachnid is a bit simple compared to a human's, and it will usually mistake Wren's thoughts or will for its own. It's kind of like suggestive thinking, but where Wren is imposing her suggestions on her host's thinking.
LIMITATIONS:
- Wren's ability to draw arachnids to her is not always active, but she had no idea how to turn it on or off, or even how to tell when it's on.
- It is usually triggered by a negative emotion like a sense of uneasiness, loneliness, fear, anger, etc.
- The power stays active for about an hour and a half, but then it wears itself out.
- There must at least five hours in-between each use.
- The connection spans over a fifteen-foot radius.
- Wren is NOT immune to the venom of the creatures she draws in, and they do not have any "love" or loyalty towards her. They are drawn to her like they would be drawn to food or light, and if startled there is nothing keeping them from biting her.
- If Wren focuses her energy into one single arachnid, the power runs itself out much faster.
- She can "ride" a host's thoughts for about thirty minutes before being abruptly yanked back into her own senses.
- If she is actively trying to manipulate its actions and choices, she will only have fifteen minutes.
- After honing in on a specific host, Wren's power cannot be tapped for ten hours instead of the original five.
- Wren can only hone in on ONE individual arachnid at a time.
- Once she has honed in on one, Wren is unable to switch to another after pulling out.
- Once she pulls out of an individual host's mind, the power "turns off" and remains dormant for ten hours.
- While tuned-in to a specific host, Wren has a faint awareness of her own body. She still has access to her own senses, but they are drastically reduced.
- The longer she stays in the mind of a host, the "further away" her own senses seem to go, and the harder it is to pull out.
- A sudden stimulus such as a loud noise, someone shoving her or grabbing her, falling, physical pain, or anything startling felt or sensed in her own body can jar her back to her own mind.
- If her host is killed, she will be jarred back into her own mind.
- If an arachnid is killed near her but she wasn't honed in on it, she will not be affected.
- Wren cannot move her body while honed-in on a host. Her body will freeze in place.
SIDE-EFFECTS:
- Once the mental beacon has run itself out, Wren will be left with a headache and a sudden onset of fatigue.
- The side effects' intensity and duration depend on how many arachnids had been drawn near her. An increased number of specimen in her radius will make the side-effects worse.
- For example, if there are less than ten, the side-effects should be pretty mild and should dissipate in less than an hour. Anything close to fifty will result in a migraine and crippling exhaustion, and they will take several hours to dissipate.
- When Wren hones in on one specific host, her body freezes in place.
- If she stays focused in on one specimen for longer than a few minutes, her body will begin to sweat and her breathing will become labored from the strain--this will increase the longer she puts her effort towards the connection.
- If Wren focuses her connection in on one host and pulls out before the full thirty minutes, she will be left with a migraine and intense fatigue that lasts several hours.
- If Wren rides out the full thirty minutes, for several hours after she'll have a migraine, fatigue, and a nosebleed upon being yanked back into her own senses.
- If Wren tries to actively manipulate a creature but does so for less than fifteen minutes, she'll come out of it with a migraine, fatigue, and a nosebleed. The migraine and fatigue last several hours, with the nosebleed lasting a few seconds to a few minutes.
- In addition, Wren occasionally suffers from blurred vision and disorientation upon returning to her body, but this is dependent on how she returned. If she is jarred back or forced back by running out of time, it is highly likely that she will suffer from them. If she intentionally pulls out and eases herself back into her own mind, it is unlikely that she will.
- If Wren manipulates a creature's intentions for the full fifteen minutes, she won't have to worry about a migraine or fatigue at all, being that she'll conveniently pass out upon returning to her senses. It could be a full day before she comes to, and she's highly likely to have suffered a bout of short-term memory loss. As in, she'll have forgotten patches of time in the last forty-eight hours before passing out, and most often those patches include the possession and manipulation itself. She'll almost always wake up with dried blood over her face, indicating that she had a nosebleed while unconscious.
♦ THE CHARACTER ♦
HEIGHT: 5'4''
HAIR COLOR: Brown
EYE COLOR: Her natural eye color is brown, but she likes to play around with colored contacts. You'll most often see her with deep green or purple eyes.
MISC: Wren has several little spider bite scars dotted over her arms, shoulders, legs, and ankles. Most of them are faint, and they're not noticeable unless you are looking for them. She usually has at least one or two fresh spider bites, which can vary in appearance depending on what kind of spider bit her.
Being that she can never tell when her power is going to draw in some eight-legged freaks, Wren likes to wear long sleeves, jeans, and sometimes even gloves. She usually smells like insect repellent.
Wren speaks with a Southern accent that she's made many futile efforts to break herself of.
PERSONALITY: As a very merciful act of the powers that be, Wren happens to have a very acute case of arachnophobia. She finds pretty much all creepy-crawlies to be disgusting, but it's only spiders that she's actually *afraid* of. The very sight of a spider makes her shudder. If one gets too close to her, she'll scream and scramble away. If there's anyone else around, she'll beg for them to kill it for her. But if not, Wren can spend over an hour gripping a shoe and building up the courage to try to kill it. And if it makes any sudden moves, she'll scream and throw things at it.
Wren keeps a full arsenal of insect/spider repellent, spider sprays, and flyswatters in her room, and she usually has about two or three different sprays on her at any given time. She also carries a first aid kit made almost entirely of bug-bite cremes and ointments, some prescription from previous trips to clinics for bites. Her room could be a clinic itself with all the different first-aid or over-the-counter treatments. She keeps her room as cold as she can stand in the hopes that spiders might prefer to be somewhere warmer, and this makes it more comfortable to wear long sleeves all the time. If she gets bit, she'll panic and rush herself to a clinic or ER, whichever is closer.
Wren also has a terrarium with six male geckos, each named after a different insurance company. Her geckos are her secret weapon, an army she releases to mow down the spiders in emergencies. Sometimes at night she'll release one or two to protect her while she sleeps. Since the room is kept so cold, she'll usually find them hanging out by the terrarium heat lamp once they've had their fill.
Wren's power disgusts her, and that's something she's very insecure about. Not the power itself, but the fact that her own power grosses her out. She understands that this power could be useful if she could stand to work with it, but her fear and disgust for spiders makes her want to just shut it off forever, and it's humiliating to be so repelled by her own abilities.
Wren usually strikes people as high-strung. She's always watching out for the next spider to creep up on her, and that can make her very jumpy and quick-to-anger when startled. She has a bit of a complex about her fears that makes her try to overcompensate for it. Wren will look for any opportunity to prove herself at anything. Anything to detract from her inferiority as a mutant. Wren has a hard time making friends for fear of embarrassing herself or being laughed at. So since she doesn't have many people to hang out with, she ususally likes to read, watch TV, and play video games.
SECRET(S): Wren is kind of afraid of the dark. Why? Because spiders are almost always in the dark. She gets around it by choosing terrarium heat lamps that put off at least a little bit of light.♦ THE HISTORY ♦
Wren was born to an upper-class couple in East Tennessee who later moved to a large home in the ritzy part of Nashville shortly before the birth of their second child. Her parents were both mutants. Wren's mother, Karen, was gifted with a power that enhanced her persuasion, making her excel as a criminal defense attorney and later a firm partner. Wren's father, Peter, had the power of probability calculation, which he also put towards a law practice and eventually became a private attorney for high-end corporations. Both parents bring in a six-figure income.
Wren's parents are like ghosts to her. They leave in the morning, and (most of the time) come home at night, but they almost never have the time or patience to interact with each other, much less their kids. She was mostly raised by her paternal grandmother, Marilyn, who moved in with them after she was widowed just after the family moved to Nashville. Wren has a nine-year-old sister named Loralie, and a five-year-old brother named Christopher after their late grandfather.
Wren had been anxiously waiting for her powers to surface since the day she turned eleven. It may sound cliche, but part of her had expected her parents to want to drop everything and celebrate with her. She would finally have something so special about herself that they couldn't overlook it. Years went by and she was almost starting to lose hope when a couple months after her sixteenth birthday, her home started to get overrun with spiders and ticks. The house was fumigated and spray barriers were put up that repelled most of them, but there was always an unnatural amount outside, and a fair number always managed to slip in.
A couple weeks after this started happening, a recruiter approached the family and explained everything to them. It was a shattering disappointment for Wren, having waited her entire life to find out that she was little more than "bug bait," but the recruiters insisted that there were ways she could hone the connection to make use of it. Wren's grandmother thought it was hilarious. Her little siblings thought it was cool. Her parents regarded it with the half-assed mock excitement they would have paid a child losing his or her first tooth.
The night she was packing to leave, Wren found herself cornered by a rather large spider. Remembering what the recruiters had said, she decided to try willing the spider to leave. Before she knew it, she was experiencing the room through the spider's senses, looking at *herself* through its eyes, and was mentally nudging it to walk itself right out of the room. She had no idea how to pull out of the creature's mind, and ended up panicking and struggling until her grandmother came in and grabbed her, jolting her from the experience.
After that experiment, Wren began to realize just how useful her power could be...if she could find the bravery to exercise it, that is.♦ THE PLAYER ♦
USERNAME: raizabluma. Ya'll can call me that, Raiza, or...whatever you like, really.
AGE GROUP: Early twenties.
EXPERIENCE: I've been role-playing since I was in middle school, but didn't really get into forum role-playing until I was in highschool.
WHERE DID YOU FIND US? RPG-D