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| Name: Bisimuu V'taou K'vekiruun |
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| Name: Burbemi Kosmochlor Gender: Female Size/Shoulder/Length: medium-small 8'2" s / 28' l / 60' ws Colors: body base mottled black and graphite grey under vibrant neon green markings; talons grey, claws dark; wings marked neon green over black, graphite, and grey, with turquoise and teal tints and accents also found on tail and mane; eyes turquoise Features: Anzu - gryphon-adjacent, four legs with 4-taloned feet; two large feathered wings with very long frills; head has large external ears, leather nose, whiskers; feather crest on head and neck, chest, rump; body fur; tail is semi-feline with added paired feather frills; can breed with dragons/others; social, bond or sponsor, multibond or multisponsor Powers: Winged Flight - graceful but not gifted with endurance, Burbemi can weave among other moving and flying creatures with ease, delicately avoiding hitting anything even with the long trailing plumage. She does tend to then grasp onto a tree or ledge, able to stick to almost sheer rock faces or the inner dome's surface using her telekinesis, to rest up a little between romps. She can carry items in her forepaws easily, and is able to deliver drinks on a large tray wherever they need to be, without spilling a drop! Teleportation - unlike her companion, Burbemi can teleport herself and anything that is nearby with concentration. She doesn't use this haphazardly, must know where she's going, and usually announces 'heading to the third deck' or 'anyone going to the surface needs to gather for transport' before going anywhere. Her range is stunning, she can teleport locally up to 2000 miles, so 'to the surface' from a high orbit isn't out of the question at all! She has been paying close attention to the Caledrus' Improbability Drive, from which she seems to gather enough locational hints that she can estimate where they'll be winding up. She still prefers to know where she's going though, rather than guess, and wind up somewhere entirely wrong... Telepathy - smooth and surprisingly stable mental voice, Burbemi's mind feels like touching cool, slick stone fresh from a summer rain. Her telepathic range can include the entire Flight Dome, but not the whole 6x14km ship. Preferring one on one communication, she can still group-sense and knows which person gets what drink easily Telekinesis - this is her strongest power for sure, it aids in her agility and flight pathing, as well as keeping every drop of those drinks in their glasses for the duration of their trips around the ship. Burbemi can heft her entire weight (don't even guess a girl's weight) in addition to herself, though generally keeps the power working on small items in large quantity. She can pick up those items as long as they're 'not nailed down', so she can remove the broken glass if someone has dropped and shattered one, but not necessarily the liquid that was in the glass now on the floor. She can sense through this power but only marginally, enough to manipulate pieces and go by their texture and heft, as she can tell their balance or stability by how they lift Wind Control and Storm Summoning - though indoors even within the Dome this is possible, she much prefers to cut loose while in the upper atmosphere of a world they're visiting. If there is even a little bit of pressure and atmosphere to be manipulated, Burbemi can mix and match it to her liking, and only while doing this magic is she able to soar and do stunts on a large scale for any length of time. She can use this magic almost without effort, her flight is all but a side effect! Sustained breezes and directed wind help with rescues and distribution of gear, as air drops are common for the landing parties, and she usually nullifies any bad weather as much as she can so that those folks have an easier time of it on the ground. Burbemi is able to cancel out very bad stiff winds or currents, and lessens the effects of harsh rain or sleet Water Breath and Control - able to suspend a large volume of water and shape it into things, she can take rain as it falls, and move it to where it's needed more, or funnel it into a single gout. She doesn't tend to actually 'breathe a gout of water', more that if there's enough moisture to work with around her at the time, she can use her head's direction to focus it. A 2-foot wide stream of water can hit a target up to 200 meters away, but also drench things on the path between as it drops. She can create drizzle and fog, and even to an extent control steam or vapors, though with less effect, best used within 20 meters for those vapors and gasses. She does not typically try controlling or shaping ice, solids usually elude her ability Lightning Breath - only while she is up in the air and already manipulating a stormfront, she can call lightning and focus it through herself. This is more useful to draw attention than impact the ground, since she would never want to harm landing parties or those local to an area! She shoots a brilliant turquoise bolt across the clouds, or below them, or even straight up as a beacon, and can repeat this several times in a minute but after that needs time to recuperate and let her fur and feathers settle down a bit Fire Breath and Control - she has this ability but doesn't use them, they may pass to offspring if she has any, however Parentage: none known, unrelated to others Origin: Spectral Wilds Anzu giveaway December 2023 by Ktrenal Other Info: Name is taken from stone that comes from meteors Burbemi's attention was taken by the presence of a bunch of dragons and people, hanging in the sky improbably, in a huge ship that arrived after a strange meteor shower. She knew that other things were afoot, she'd seen several of her kind tilt their heads, listening to whatever otherworldly voices they heard, and vanish in their own directions. This one seemed to call her! Burbemi is of excellent use in a number of ways on the Caledrus. She aids Bisimuu with delivering drinks and goods across the ship, for one thing, but she also loves to see new places, so when the ship is delivering gear, dropping packages off, or exploring, she is right there with the landing parties. Though she tends to not actually 'land', she may allow someone to use her as a cartography aide, getting readings from the skies and then being delivered back to the ship, or down to a research camp. She isn't as frivolous as her partner in drinks, but then he's not actually frivolous either, he's quite the professional barkeep! |
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| Name: Dieja (DEE jah) Gender: Female Size/Shoulder/Length: little 2'1" shoulder Colors: Red Green Orange Brown Features: Terigon, as shown Genetic Code: Ss E2E4 WW tt Y2Y4 C5C8 Ll X8X8 Uu I3I4 Nn P4P6 R2R4 Aa Ss (average 2') body size E2E4 (short) ears WW (plain) wingtips tt (short bushy) tail Y2Y4 (dark blue) eyes C5C8 (red) body in Ll (medium) value X8X8 (green) furnishings in Uu (medium) value I3I4 (orange) wings in Nn (medium) value P4P6 (mottled pattern) in R2R4 (brown) color in Aa (medium) value Recessive P6: Foundation Wildcard, meant for breeding, pair with other P6 Powers: Winged Flight She's quite small but still energetic in the air, though she's more likely to fly only in open halls or domes, rather than in the club or confined quarters. She doesn't want to bump into anything or smack drinks trays around after all. She can fly in pretty good winds and difficult conditions, including 'smoke filled bistro' atmospheres Teleportation, local and Nexus; she will generally use teleportation between the kitchen and bar and your table at the club, though she has a perch above the bar to make sure that the area is clear before doing so. Oddly, the sound that her teleportation makes isn't a 'pop' so much as a 'clink'! Her local range is pretty much the whole ship, though there are places she hasn't and probably won't go into due to dangerous conditions or just not having any interest (while it's certainly there, the engine room as well as the private quarters across the place are ... well, nope! those aren't her domain unless someone invites her). She has a short list of worlds to visit when they're on tour, Nexus-wide she has as good a memory for places as she does with the menu, so if there's a location that has a specific ingredient, or a place that's known to produce allergens to some visitors, Dieja will warn or remind Verbal Speech and Telepathy; can speak very clearly in a loud and crowded bar, but won't use the 'loud voice' in an inappropriate setting. She can rattle off every ingredient available for those weird cocktails, though not necessarily their amounts or preparation as that's not her job. She instantly telepathically relays orders or at least 'when the order is ready to be made', and Bisimuu appreciates the clarity - and patience - that Dieja shows him Parentage: below Origin: Terigon Pairings by Phe Other Info: That splash of red and orange just means that your table is ready and you should place your order! Yes with Dieja! She has an incredibly good memory, though mostly short-term to keep all those orders of hors d'oeuvres and drink samplers straight from table to table. But if she spots you coming in to the club regularly, she'll definitely commit those orders to a longer-term (and growing) list in her mind. |
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