| Powers |
Aquatic Mutations - More so than her twin, Marisol has a strongly mutated body with numerous adaptations that allow her to reside nearly full-time in water rather than on land. She spends at least as much time in the air as water, though, because most people still are land-walkers... She is more likely to be mistaken for a non-human than her twin, though 'what kind' is heavily up for debate. Many of her physical mutations are echoed (see the pun) in her brother, such as webbed fingers and toes, thicker shark-like skin with odd colorations, and she does have long webbed ears that her hair covers. Her skin does protect her from cold and heat, and is brightly colored to blend in with the shallow waters and kelp forests. That frilly skirt... is a tail, which does make things a little difficult to sit on or dress around, but she manages to incorporate it pretty well don't you think? (everything that's green on her image, is her.)
-- Full Immersion Breathing; she has gills on her body that connect directly to organs around her lungs, yes she has both, which quickly filter oxygen out of water. Whether it's fresh, brackish, fully salty, or even slightly polluted, she can still pull in exactly as much oxygen from it as she can from the surface air. In fact she has a strong advantage above the surface in that her gills can also help filter airborn pollutants allowing her to run around (briefly) in smoke or chemical gasses without actually inhaling them, her gills are definitely filters and she's been working with some local bio-gene researchers to figure out the best way to make them work for other people...
-- Pressure and Atmospheric Adaptation; like her twin, Marisol can withstand both extremes of high and low pressure found from the very bottom of the ocean trenches to the very top of an atmosphere. She doesn't really like going down too far or up too high, but she has been on field trips to other dimensions where it's both high-pressure and thin oxygen, and done very well there. As Carlo she doesn't need to worry about getting the bends and takes very little time to acclimate with sudden changes
-- Water and Plant Senses; unlike Echo, Kelp has actual mutant power over the water and plant life around her in a sphere about 10 meters across with her at the center. This power is strongest with sensing, but she is slowly learning how to manipulate the currents and shape plants, which works best while she is immersed. She can still use this power while on land, sensing the location of water and plants that live in water, and to a degree the plant life condition. Overall she uses this power more than the life control below, because she would use that version only if she's out collecting or dealing directly with samples
-- Plant and Simple Life Control; she is working on specifically addressing the way that plants as well as coral and algae survive and thrive, or fail in different conditions. On Twoarth, most oxygen does come directly from the oceans and their algae, after all - while there are thriving rainforests and plenty of trees on the land, the oceans are considerably bigger than those found on 'other' Earths. Her power to sense these non-plant lifeforms isn't limited to the above, but includes things like amoeba, flatworms, anything that is a non-vertibrate or without a true brain. That said, it's also a bit overwhelming, since the world is absolutely packed with such things. So she's learning to filter the information and feedback she gets from them all, thinking about it like her gills and lungs. There is a lot that just can be ignored, until you need to focus on it! This power can actively detect specific types of life, at up to 50 meters if it's 'large' such as a coral colony, or around 5 meters to a singular creature like a large flatworm or vent worm. Since many tidal areas are protected by coral reefs she figures she'll keep her attention on those, rather than deep-sea creatures. She can summon mobile creatures that might be attracted by chemicals or light, and can move a large volume of them along gently with both her guidance and a little bit of water current, from one part of an enclosure to another, or to another part of the coastline with effort
Low Level Magic Use - as her twin is able to cast some amount of actual spells, Marisol can too, though hers tend to be geared toward communication and command. She and her twin comprise their generation's "weaker couple" of magic users, and their uncle is the 'actual mage', but she has asked Aliberto to help construct some specific spells that she can master. She won't be able to really do much more than these things, and is absolutely fine with that
-- Thought Sending; a fairly obvious and useful power, she can tap her temple to activate a connection to someone that she can envision strongly in her mind - usually her brother Echo while he's out patrolling. This enables a two-way connection for basic speech and a little bit of empathic transfer, so they each know whether there is a stressful situation on the other end. This power can reach Carlo specifically at up to 20 miles, and her other blood relatives to around 10 miles, but other people who are unrelated the range is about 5 miles at most. Any telepath however can easily boost this or speak with her mind much more easily than most 'normal' minds
-- Group Command; if there is a sea monster or a rip tide on the way, she can help clear a beach full of people away from it with several hand gestures and a verbal command (usually 'get out now!'), the magical component of this guides them all into the right direction safely, even if there is a massive crowd, people tend to not rush nor clambor, they move with purpose to safety
-- Animal Command; for creatures that both have a brain and are not entirely sentient or sapient, such as fish or reptiles, this power allows her to effectively tell them what to do, either as a flock / herd / school, or individually such as a shark or water snake. This does not work on insects, and doesn't affect animals that have sapience or self-awareness (so basically 'birds and up' in brain development) and also cannot affect humanoid or 'alien' races at least intelligent ones. While she can 'do tricks' with this ability (throw yourselves into the air! oh look there's a tourist boat they'll pay for pictures) she vastly prefers to use it as both defense and offense if there's something amiss in the waters or beach. A boat with smugglers and someone else's money? I've got a shark for ya'... That shark can also rescue a drowning person but she'd rather not scare the crap out of them and does it herself
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| Skills |
Cartographic Society Member +4 Particularly of the Skinside Pacific Coast, from all the way up in the Alaskan area, to the Panama Junction, and far south to the tip of Chile. The area is quite varied, but she hopes to travel physically the entire distance some day, perhaps piece by piece and state or province and country, collecting things along the way. For now, however, she is an extremely adept guide knowing the ins and outs of the Baja California peninsula, the Gulf of California, and just upwards to the Talon City area. There are plenty of islands and features in this area, so it's not like she's exhausted the possibilities of finding new nooks and crannies!
Heroic Actions And Words +4 Her family is well known for its heroism and duty to the people of Baja, and the twins work with authorities as well as industrial and financial administrations to make sure that everyone and everything including the sea life is healthy for the long term. But she will also help rescue struggling swimmers, tackle injured animal rehabilitation, and overall education of the public on the matters of the sea they all rely on. She knows that producing a healthy and sustainable sea farm is the goal of several companies in the area, so she's working with them to make sure that their floating gardens and netting don't interfere with or damage the deeper sea floor
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