It was more the dragons' doing: they belonged at the ball, they had all the black and white you could shake a stick at. And contrary to the image above, Anima actually did put on a very nice slinky black tango dress for the duration...
A lot of dragons apparently just adored the team of impressive many-limed (or lacking limbed) friends that Anima and Magg brought to this event. Impressively large or sleekly long, it was the team of dragons that introduced their newest companion - Wire'nye, who had selected them based largely on their own patterns.
"I will match you all perfectly," she glanced very very faintly toward Naayab who was definitely not grayscale, "mmmostly..."  Dragon
Name: Wire'nye (WIRE nye, father's naming convention indicates location or clan, in this case 'nye for New Year's Eve/nt; further generations should follow local tradition or family name for this addition; note also that ^markings indicate strength of magic or inherent abilities, following father's line, not all in this clutch are strong enough in those powers to show and this may weaken over generations of mixing; knockoff/pawns do not have this feature but might pair up with another myrsilk which would serve to reinforce the markings)
Gender: Female
Size/Shoulder/Length: medium 9' s (quite large for knockoffs but still less than half the minimum size of a Piece in this clutch!) / 55' l / 75' ws
Colors: Black Pawn 4, body sleek shiny medium grey with mottled scaley belly armor in graphite to medium grey, stockings on legs only in sparkly scaled high white and silver; wingsails backs have incredibly small checkers, undersides medium-small checkers; claws, horns, spikes light grey; eyes pupiled blue
Breed: Pyrrhan/Myrsilk
Features: remarkably long, four legs, two wings with very large ice-cutting claws on all; long head with external ears, sharp back-pointing horns, cheek horns, and paired curved neck spines, end of long skinny tail also has sharp spines; pupiled eyes; scaled hide (found in only some of this clutch), armor, will breed similarly to other types accordingly
Stats:
Strength 3, Speed 5, Endurance 3, Agility 4, Health 2, Intelligence 3
Powers: Winged Flight (5) with added Speed Boost (+4) for short periods, able to lift and soar, and do quite a bit of maneuvering in mid-air provided the space. Prefers flight in wide open skies or the Grid, and can use any breeze to her advantage. Even in tighter spaces such as downtown Crescent City or any given forest, Wire is quite capable of dodging the big stuff and avoids impacts with smaller things as much as she can, but those wings are quite big... With the speed boost active, she can nearly break the sound barrier if going into a fast dive, but should never attempt this while anyone is being carried! Even on the ground she is sleek and quick, and with her wings tucked, can attain the same speed as a typical train - racing along side the cargo train lines but definitely not challenging any local passenger trains or trams, that would frighten the people inside!
Teleportation / Nexus (6) Wire saw things at the Ball through the big strange panes of glass - and through the hunting portals, and in the minds of other dragons from disparate worlds. And she wants to see all of them. She's quite capable of doing so, too, and can easily bring along whoever or whatever is nearby, anything that her wingspan might cover, comes with whether they want to or not, though she can concentrate on merely herself and riders, or herself and other non-travel-worthy dragons in their team. She hardly tires on these long distance or offworld jaunts, and can be very precice about where they wind up. Some of her favorite places include Xen, the Grid (where the Solos perform), Carramba, and that one windy, chill spot on Zekira they called 'Nofa', what a lovely spot for ice fishing! Local Teleport (3) she can also zip between localized space though it wears her out, she can reach up to about 1 mile and do this maybe 3 or 4 times before resting; however she can still carry with her pretty much everything as above, and can do it standing, flying, or even diving in water!
Verbal Speech (6) and Telepathy (3), though her mental connection to the group is not stunning it still gives her a web of reliable minds to reach, and there's hardly a time one of them is outside her modest range (around 10 miles); she can speak very clear English, Vortigese, and has picked up a lot of regional Zekiran (Stetil dialect) thanks to that ice fishing nook... She likes the sing-song cadence of many languages and has a great singing voice, both booming and low, or falsetto chirping comes from her throat
Ice and Cold Adapted (6) can easily tolerate absolutely frigid temperatures, and enjoys swimming in near-frozen waters; she doesn't require this, but definitely complains a little more about the dry heat of Southern California than Ohda does that's for sure! Her massive claws easily grip ice and slick surfaces, and like her mother the Ice-Nightwing hybrid, is able to punch those claws through virtually anything solid just shy of pure crystal or thick metals. She does need to be careful around softer surfaces, however, so she tends to remain on natural ground rather than the nice marble or stone, tile, or other such man-made grounds just so she won't damage them all. (She did leave 'skid marks' in the Ball's floors when scampering around the main biped side, but that's fine, the floors healed up quickly.)
Ice Breath (2) able to force out a fog of super-chilled air, and anything that's got moisture in it will certainly freeze within its coating. This may cause minor frostbite or make brittle things snap, and definitely will kill young fruits on trees as an early frost might. However it won't kill a warm blooded creature even down to mice or moles, and any protected skin won't be harmed - they'll certainly notice the cold, though. She's very good for keeping the beer and soda ice cold on picnics though!
Ice Manipulation (2) Existing ice formations may be carved by her claws, but also molded gently with a bit of magic. She usually is on hand to quick freeze buckets of water with her breath, and then 'shatter' it into cube form for the party, but she also uses it to burrow a nice hole in thick ice floes while fishing, or even packing fresh fish into little football-shaped lozenges and saves them for later
Localized / Recent Prediction (1) though not a practiced power so much as a burst of insight or a sudden shudder down her long spine, Wire has helped the group avoid contact by Vocorr on numerous occasions, as this power will go off whenever those bad guys are nearby. She'd run into one of them who managed to sneak around the Ball, and once he was brought to the attention of the hosts, he was 'escorted' away. Ever since that chance meeting, Wire has served as an early warning system for the team
Parentage: Donor Clutch Smirch and Nekeel
Origin: Checkerboard Ball 2021/2
Art By: Lethe
Other Info: (above)

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