Name: C2-31 aka Cabi (or Cabby)

Gender: Male, straight, possibly fertile?

Age/DOB: Appears around 25 / Created about 3 years ago in Institute's new lab

Origin: Vault Earth, Commonwealth, Institute created, currently residing at Far Harbor's Gulper Island

Family: Is a Synth but is also a Child of Atom, has two extremely disparate 'families'

Other: Unlike many prior to the current 'dragon era' of Vault Earth, C2-31 and his 'sister' C-231 are known even by the Children to be Synths, and due to the efforts of Leviathan and others to unify the area, this has benefitted everyone

Height: 6'1", stands tall; Build: lean but wiry muscle

Hair: dishwater blond, thin and stringy, flopped over forehead and kept reasonably short, also has a light colored beard he keeps well trimmed

Eyes: brightly green, under reddish brows

Appearance: lightly tanned skin with a tattoo from the Children of Atom on his forehead, Cabby is a handsome man, and he does know it. He carries himself with confidence, and has adopted a more 'walking friendly' CoA brown shirt and pants (as opposed to the robes that some wear, and also without the armor of more formal guards). Each pouch and pocket on his walking gear does have something interesting in it, but please don't shake him down to find out where the live grenade is. You will find it. oh yes. He has a slightly twangy speech pattern unlike any Bostonian or local of Maine that marks him as a Mainlander, but really only the Far Harbor settlers who encounter him would care that he's not 'local'. He also has a necklace with some odd found-coin or 'something' like a key on it, and while he doesn't overtly treasure it, he will make sure that it is in good condition and still around his neck after any given trade or fight encounter. His hands have the only sign that he works hard every day, with calloused palms and small scars from gripping and moving heavy weights and holding Brahmin leads.

Icarus Processing: None, though as he is a Synth his overall genetic makeup is highly refined and bearing specific markers for features such as a strong sense of balance and speed, very efficient intestinal tract, and hair trigger senses. Also yes he's a Synth and yes he is in fact able to sire children, post-Levi Institute Synths often are!

Weaponry: keeps a well-balanced revolver (not pipe) on hand, but not displayed; also has several knives for various uses, and fish hooks for that rare moment of peaceful down time
Armor: none, though the leathers he's wearing do protect a bit against the elements and a little bit of energy

Image Credits: Rinmaru Post Apoc Pair

Genetic Abilities: As most Synths he is able to go without food or water for lengthy periods but he honestly prefers a nice meal and fresh water daily to keep himself ready for anything on the trail. He also doesn't need too much sleep, and if you do find him sleeping please leave him be, it is because he's actually exhausted.

SPECIAL:
Strength: 9 he is very strong indeed, particularly for a man of his slender appearance
Perception: 7 also yes he's able to detect movement and discern scents as well as noises with ease
Endurance: 9 he walks constantly, and can keep plodding forward an entire day though he will want a full meal and a night's sleep after!
Charisma: 7 a charming and handsome man, he has his druthers about who he is most apt to chat with, but he's never going to turn a discussion down
Intelligence: 6 he was meant as a bridge between cultures, so he's not going to concentrate on book-learning that much
Agility: 7 very flexible and can aim and shoot with fine accuracy
Luck: 5 he's still a Synth, does luck count? Of course it does! He likes playing cards and winning but he's never going to begrudge a loss

Skills or Profession: As mentioned, he is specifically created by the Institute Synths (yes, they are in control over their home) to be peaceable with everyone possible in the Far Harbor area. In particular though he was given a full download of skills for trade and bartering, threat detection and diplomatic solutions, and knowledge of local flora and fauna, and the maps of the areas he's patrolling for his trade route. Cabby has a good knowledge of gear, found items and scraps, and can barter with virtually anyone who expresses a desire to trade. While he's not the type of person to scam anyone, he does know how to get the best value for any of that trading, but he also has the skill to make sure that his trade partners feel like they haven't been ripped off either. Can create a temporary shelter out of local materials, read maps and signs that have been put up by locals, and knows how to use stealthy tactics if needed. He can shoot that revolver with deadly precision but also uses small knives to inflict painful but nonlethal wounds
Personality: Genial and friendly to those who want to trade, slightly on the snarky side to anyone that will diss him due to one or more factors - maybe they don't like the Children of Atom that's fine with him they don't like you either buddy. Maybe they find out he's a Synth, that's fine too, but you better get used to us being around because we're not going anywhere. Or maybe in his case, it's 'you're just a Mainlander why are you here'... To trade, Lee, you asshole, here to trade. You are a trader. A merchant. I have gear and goods. To trade. A mercantile, if you would. Yes, that is an entire conversation he has had with one of the Far Harbor residents. He is otherwise easy going and a very good travel partner, as long as you know that he'll probably keep walking when you're ready to sleep

Events or History: Post-Dragonry Commonwealth is certainly an interesting place these days! Basically fresh off the assembly line and awakened from his artificial download slumber implanting all those bits and bobs of knowledge, C2-31 took to his duties with gusto. He was introduced not only to the Gulper Island facility and people, but then brought over to the center of the Island to be fully integrated with the Children of Atom. Because [reasons], the Children are now much more accepting of the Synth population, and though C2-31 and his 'sister' unit C-231 were 'intended' for this use, they both also still had to go through the process of declaring their dedication to Atom. They are full members of the cult, but because [reasons] the violence of that cult has been reduced to a trickle, and the pair are known at both facilities equally. The Nucleus shares weapons, power cells charged up by the ancient submarine they live in, and other such gear with the traders, and meats and scrap are brought into the Gulper location to be processed and sent to a variety of settlements.

The Children's methods are tempered somewhat by the addition of the Synths, and while some folk call them abominations, calmer heads usually prevail.

People were anything but calm when the dragons started showing up, but this particular one is more than welcome! Since he's about the same size and definitely the same purpose of a Brahmin, that long body and strong walking ability has endeared him to many of the settlers on their route around the Island. Brahmin flee at the presence of a Fog Crawler - but Twos? Oh, it's on.

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Dragon Info

Tuseysk Dehnlahlee Name: Tuseysk Dehnlahlee "Twos"
Gender: Male
Size/Shoulder/Length: small 7' s / 34' l / 20' ws flightless
Colors: Melanistic Spectrum Carnelian Opal Sinhalite
Features: Mutt Wher, liberally combined with Skala, Pernese, and Prismbeasts!
Powers: Long-Term Walking, Tuseysk is able to walk, march, pull, scrabble, gallop, climb, and move over or around virtually any kind of terrain. He is surprisingly well balanced and uses his wings to break falls or get just enough lift if mired and in need of freeing himself from the grip of any given creature, and his tail can be of use for power slides and extreme turns or odd balance tricks. He's been known to dangle over a ledge with just his hind feet, but that tail is able to counterbalance the weight. He can carry a massive amount and still move at a reasonable pace, and if needed he can gallop along without anything but Cabby on his back though it is a weird and undulating ride indeed. The faster he goes, the more 'wobbly wavelength' his entire body gets...
Telepathy, Twos is quite smart, and uses many words to convey complex ideas. He also likes to pry into other people's memories, but all that means to the person involved is 'why do I have a weird colorful aura do I have a migraine?'
Enhanced Hearing, those ears can pick up tiny noises as well as distant events directionally, and to a degree act as an amplifier when focused on something in one particular direction
Light Manipulation and Aura Creation, because the Fog is so pervasive around the Island sometimes it gets to be very, very difficult to see your way through it. He can create a gentle light that moves in front of the caravan or group directly on the ground, he's smart enough not to try and put light onto the fog itself, that's dumb that'll just make it harder to see! But that glow can guide and even show terrain issues. With the aura creation ability however, this happens when he hears something - a Supermutant or a Raider, a Fog Crawler or other dangers, usually - and casts upon it a visible outline that is only really visible 'from his side' rather than 'by everyone near that thing'. This glow is usually a yellowish color similar to his own gem opals, but he can focus and change the color to be blues (friends), greens (people in need), or red (enemy!). So in this way, he can detect dangers of most kinds well before they become a problem for the caravan
Assisted Firebreath, no 'coal' is available anywhere near this area, and as such Twos is not a fire-breather. He understands the concept but there's just no presence of the substances needed to chew and ignite, so eh, it is what it is
Parentage: Radyncohth Dehnlahlee + Nipitusk Auradance (ancestry linked there)
Origin: White River Weyr? RBGZ by Ktrenal 2026
Other Info: Described as Single-minded, loquacious, nomadic, courageous. He knows his way around the Island and their trade routes, and he will want to stick to that route as much as possible, get this gear where it's going! But there will never be a time when a creature is going to interrupt that route, whether it be fought off or avoided he knows what to do in a pinch. He truly loves the lifestyle they have, and takes in the sights, sounds, and smells (and wild foods) of each settlement that the caravan travels to
   

Lineage

Anza Dehnlahlee
Lhysey Dehnlahlee
Morahpith Dehnlahlee
Norahth Dehnlahlee
Noro Dehnlahlee
Pipi Dehnlahlee
Pira Dehnlahlee
Rahantuth Dehnlahlee
Rahtuth Dehnlahlee
Rarath Dehnlahlee
Rarono Dehnlahlee
Rorah Dehnlahlee
Seylhycohsk Dehnlahlee
Seypi Dehnlahlee
Seyrahrosk Dehnlahlee
Sicohth Dehnlahlee
Tupith Dehnlahlee
Tuseysk Dehnlahlee

Radyncohth Dehnlahlee
Lantessama/Skala
Cohrah D
GGd
GGGd
Tripaldi
Star City
Starburst
Dawn Watch
GGGs
GGs
GGGd
GGGs
Zaramoth
Lhyanpith
Dynnysath
Bandilier
Ileancureth
GGGd
GGGs
Nipitusk Auradance
Wher/Prismbeast
Seysk
Yahavask
GGGd
GGGs
Himask
GGGd
GGGs
Sinoro A
GGd
GGGd
GGGs
GGs
GGGd
GGGs

Mates and Descendants

Location / Date Partner Offspring Notes