| Powers |
Aquatic Adaptations - though he is definitely a skin-side Human, it is possible via the family's distant magical past that he has bits and pieces of aquatic Kin in there too. His skin is very slightly like a shark's for instance, and his fingers and toes are webbed, his ears likewise. His eyes also have a dark sclera and most of his actual mutations are internal. His skin is also red, not leather-tan as some in his family and line, and he doesn't visibly tan nor burn. You can see very tiny sensor 'pits' sometimes, if you're quite up close.
-- Underwater Breathing; Carlo can breathe equally well in water or air, though he is sensitive to pollutants even if he can tolerate fresh, brackish, and salt water. His sensitivity is mainly under the surface, though he always comments on people smoking in public or when there is a particularly weird or bad chemical on the air above it
-- Pressure Controlled; can remain at depths that would crush most land-dwellers, and even crush diving bells or submersables. This goes both ways though, as he suffers no ill effects from being in high altitudes such as 'in an unpressurized flying device or maybe say on a dragon'. It does take him a moment or two if he's suddenly exposed to this pressure of either high or low value, but if he climbs or dives at a measured pace, he literally doesn't understand what the problem is? Oh wait you have the bends let's get you into a safe place to recover...
-- Darkness Isn't An Issue; his eyes can pick up more than merely light waves - they also are partly how he detects bioelectric signals. The rest is in his skin, which he definitely can use both above and below the surface, but carefully on land because there's a lot more bio to supply electrical... Under the water he can detect life in this manner down to the size of a worm, crab, etc, at distances up to around 5 meters with clarity, and larger creatures such as regular fish, people, sharks or octos up to 25 meters away
-- Echolocation; those ears are sensitive and he often covers them or wears specially designed filters when in public, to avoid being overwhelmed by noises. He can produce a kind of high-frequency chirp similar to a dolphin's and listens for the echoes, though he typically does this to detect overall location shapes rather than fine tuned 'fish over there and a spare snorkle someone dropped' near him. He can get a clear view of the immediate surroundings up to 50 meters in a sphere, but 'clear' is rather like a rough draft rather than a photo. He fleshes out his perception in more shallow and lit waters by just looking around, but also while swimming he can detect where little colonies of fish are, and at closer range with his click he can get extremely well defined details less than 5 meters away from himself - he won't get lost in a dark cavern, he can tell where things go as the water moves
Also, Magic! - the de la Playa family has kept track of numerous generations worth of skilled spell casters, there is usually one strong and several weaker members of every generation that can learn their craft. Carlo and his sister are the 'several weaker' of this generation, their cousin Aliberto is their 'actual mage'. This comes in the form of hand gestures, spoken or sounded (under water it's still effective) phrases or words, and occasionally in the use of items. He has participated in experiments to find the ranges and useful methods of all of these. While he can learn other powers, he's likely to stick with these rather than learn any offensive or strictly defensive 'combat' type casts
-- Still Water; this spell can reduce the amount of motion in a small area of water regardless of what else is going on, providing a 3 meter wide 'cup' or 'bubble' of slower motion and less turbulence even in a hurricane or storm. He can keep this power going for 15 minutes at a time, it doesn't require anything more than a guttural sound and a movement of his hands as if to 'smooth out' the area, so he can refresh this provided he's got room to move
-- Fresh Water; can take around 50 gallons (one of those big drums) of liquid that is *mainly* water, and purify it. This can be a bit weird because it simply loses whatever isn't supposed to be there, so if your 50 gallons is now 5 there was a lot of bad shit in there... It is pure, drinkable, safe water. When poured or added to other liquids it will retain its purity but eventually dilute if it's in a large amount. This can work on much smaller amounts of liquid and he's played a fair few pranks on people expecting that spiked punch to be super potent... turns out it's just water, not even juice O.o. This spell is usually cast on land because doing it in the water is kind of pointless. It requires a short spoken phrase and a gesture as if lifting a glass to your mouth. This is a power that he uses as a very potent demonstration of 'you are polluting your water supply' in classes and rallies
-- Aerated Water; this spell can only be done in a body of water big enough to be immersed, he can try it in a hot tub but a regular bathtub isn't enough volume to cause the spell to work. It will allow non-water-breathers to take full almost-normal breaths and survive while immersed, and this spell follows either Carlo or the person or being that has been indicated by the spell's direct physical touch. It accounts for swiftly moving or turbulent water, pressure, or other such things, as it basically modifies the water as it's going in and out of their breathing aparatus, rather than an actual volume. This spell lasts around half an hour and can be reapplied before expiring. This handily allows non-aquatic beings to dive without equipment, and for rescues of course!
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| Clusters |
A Go-Getter Hero +4 Echo's concentration on how people interact with the ocean and waterways is his highest priority. He does familiarize himself with local laws as well as customs, however, so he doesn't make mistakes in thinking one law applies to everywhere. While he is a little on the arrogant side, he's not stupid and knows that locations differ in their needs and uses. That said, there will never be a time when he hesitates, if he sees something going wrong for a person, a boat, an animal, or an area, he will march (swim) right up to it and make an effort to help
Exploration Is Awesome +2 He is much better adapted for those deep dives, and enjoys escorting tours or patrols into the trench and deeper waters off the shores of his home. He knows more about the deeper stuff, the fish and wildlife, migration routes of large beings, and such, and is helping work with those same companies that his sister has found, to get them space that they aren't interrupting - some 'dead zones' would be perfect for their research centers because they won't bother the existing life, right?
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| Skills |
Surf And Sand And Wind And Waves +4 Though he's pretty far from a 'party hearty' type, since the ocean is the source of a lot of entertainment for people on land, and they tend to be ... let's say 'less adept' than him at swimming in such conditions, he makes it a point to pay attention to the currents and winds, riptides, and on-shore activities. He does know how to surf - body, board, wind-surfing - and enjoys all of those things as much as anyone else. But he also knows how to get a floundering airplane back in the air if it's got a broken pontoon, or a boat that's taking on too much water back to shore, using that water itself more than likely to boost both of them into their proper places
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| Knacks |
Kinda Wants A Nemesis -3 While Echo doesn't actively try rooting out 'the bad guys' he knows they exist. He's just waiting for this to happen so he can brilliantly step in, defeat them, and give a rousing monologue about saving the oceans. He has a wall of artwork he's made of such an event... He's never going to become a villain, absolutely not - but those who know him better are well aware that he could be, turning his actions against the people polluting or damaging the seas... That might be a bad fight, one no one wants
Is Definitely A Leader +3 He will take charge in an emergency and acts with confidence, and is able to keep his own actions focused on defending those in need in such an event. He might be called more of the 'defensive action' leader of the team, since other aspects are not necessarily his best points and he knows it
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