~The Wanderer~
~The Wanderer~'s last update: "This multiverse has natural defenses none of you could have imagined. No one %$%$ with the judge of all evil."
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Nov. 21, 2009
Author's Note:  This biography is under reconstruction!
Also, if you're going to move my character in a canon RPG/fanfic, you should 1) ask for permission (if it's a non-canon RPG or fanfic, you shouldn't need to ask, but I'd appreciate if you told me about it) and 2) read my guidelines.  The guidelines may not apply at the same level if the RPG/fanfic is non-canon.
 




The Wanderer


  • Name:  Izaac Alexander Drake (Terran), Hadrian Atarxia (Xantroan).
  • Code Name:  The Wanderer.
  • Aliases:  The Scion, The Man of Twilight, The Planetary Doctor, etc.
  • Hadrian Atarxia!
    Hadrian Atarxia!
    Nicknames:  Izaac, ID, TM, TW, Wando, Doc, "Taxi".
  • Age:  16.
  • Date of Birth:  March 4th, 1993.
  • Nationality:  Born US citizen, although he personally resents the concepts of nationalism and nationality.
  • Height:  5'9" (175.3 cm).
  • Weight:  140 lbs (63.5 kg).
  • Hair:  Dark Brown.
  • Eyes:  Green. (Flashes in red when using telepathy or deceiphering a language, shining blue during usage of other power.)
  • Skin Tone:  Caucasian.
  • Unusual Features:  "Wadjet", a cryptic-looking mark around one of his eyes (which one, depends on the occasion) that shines during use of non-subtle power; otherwise it's just a barely visible outline.  On left shoulder, he has a tattoo of the Indigo Tribe symbol.
  • Theme Song Sleeping Sun (by Nightwish).


Origins.


As of 09/06/12, everything up to the point where the 15-year old Izaac Drake joined We Are Legend in Los Angeles, everything about his life has been classified.  Full origin is to be shown later.

Becoming an adventurer.


Together with We Are Legend, Izaac (now as The Wanderer), went on several different missions and adventures.  Most of his free time though, he's hanging around in the WAL HQ, or visiting various places in time and space. Not soon after, he joined the Kick-Ass Squad, and rendered a number of rogue Sentinels useless in the process.
 Something that could have been Wanderer's final act was joining the team Veritas Inc, lead by Kurrent.  On the first mission, Wanderer closed an interdimensional portal, and contributed to one of the many deaths of Gambler, but in the process, it seemed like his own life had been lost due to lethal exhaust of energy as well as telepathic feedback.

The Return.


We Are Legend!
We Are Legend!
About a month after what seemed to be Wanderer's death, one of his latent Xantroan genes kicked in, and his body would evolve into a new state, a new "regeneration", if you will.  In this form, the energy auras that used to supply him with great power, restructured themselves to fit the new generations personality, hence, his powers and appearance changed slightly.  But other side effects was him being mute...and having almost total amnesia about his life.  Not long after he woke up in a dark and closed space, after regenerating, it seemed like he was teleported to Egypt, into an oddly familiar pyramid.  There, he met Anubis, who gave some cryptic hints about Wanderer's life, including the hint to go to the We Are Legend Headquarters to get some answers.
 Going to the WAL HQ as suggested, he was met by Obi Wan Kenobi, Cly, and Uchiha NeVann. Before long, Izaac accidentially activated his ice generation power, and had to be hypnotized into unconsciousness by NeVann. He woke up the day after in the WAL infirmary, and would regain some of his lost memories sooner than expected.  How he ever truly attained his powers was not something he would remember for a long time, however. 
 
Shortly afterwards, The Wanderer would meet one of his new teammates, Precise, a reformed assassin.  Wando decided to put his suspicions aside for this time, and even had him agree to a excercise battle.  While no winner could be determined from the fight, both were massively injured, still didn't blame each other for it, though.

Test of Will.


While Izaac was going through a training simulation in the WAL training facility, practicing fire use, the so-called Vice bomb was detonated in France.  The bomb caused a strange gas to spread all over the world, and only superhumans were affected by the gas, causing them to obtain a disability at random.  Wanderer's disability was the inability to feel pain, although he could still be injured.  In the WAL infirmary he found out that this was a world-wide phenomena, and he decided to look into...whatever this was about.  Going to New York City, he found certain Veritas Inc members fighting the alien creature known as Kado.  While Kado had gone on a rampage through the city, he had also let loose phantom-like replications of himself, that couldn't be stopped without making them to replicate again.  Veritas and Izaac managed to keep a number of phantoms at bay while the Kado himself went to Washington to find a way to recall them from there.  When finished, he had to bring his Veritas ally The Wandering Spider to a place where he could get medical attention, helped by Sammy Holland.

The Storm.


Not too long after the effects of the bomb gas ceased, a series of plans were set in motion.  Egan the Vile 1 set free the criminals of Arkham Asylum in Gotham City, wreaking havoc over the town.  In the meantime, Veritas members were blamed by the government for the recent destructive events, and were hunted down.  As if that was not enough, the Guardians of the Universe ordered Renegade Lantern to find suitable human hosts for seven power rings, all powered by a different emotion.  Also, in an Egyptian pyramid, Apocalypse had been plotting with the Vine Villains and Mr. Sinister to create a clone army from the DNA of Doomsday.  When the secret organization called Wolf Pack were investigating the pyramid, Doomsday was accidentially set free, and the pyramid blown to pieces.  Before it exploded, however, the WAL and Wolf Pack member Ferro Vida managed to send a warning message to all WAL members, and the Wolf Pack and Apocalypse were teleported away to safety.

 WAL and Ice Dragons had been ordered to take care of bringing in the escaped criminals of Gotham City. After Wanderer and Precise had fought Poison Ivy, Izaac received Ferro Vida's transmission and immediately headed to Egypt (and unknown to him, Feral Nova did the same) and was in time to see the pyramid explode.  He was also just in time to rescue Feral Nova from being buried alive in sand.

Eternity's Crossroads.


At some point after Izaac turned 16, a rather unusual event occured right in the WAL headquarters.  A portal through time had opened in the fire twins' room, and through the gate went none other than a future incarnation of the Wanderer.  He attempted to murder Uchiha Hotaru, the 10-year old cloned daughter of Feral Nova and Uchiha NeVann, but luckily for Hotaru, the present-time version of Izaac had trouble sleeping and was able to stop the murder attempt just in time.  NeVann appeared quickly as well, and it turned out that this "Supreme" Wanderer was from a future where Hotaru had gained power beyond belief, and killed most of WAL's present day members.  The day after, elder Wanderer was offered to bring some help from the present into their future, among them, his younger counterpart.
Author's Note:  I have yet to finish this section. >_>

The War of Light.


About a month after the events of Eternity's Crossroads, more power rings were spread out over the world, at some places leading to catastrophic events.  On a brighter side, a formerly missing teammate of Wanderer, Ferro Vida, returned from space after having received a Green Lantern ring.  He left again soon though, since he had new GL duties.  Short thereafter, Feral Nova received the leading power ring of the Indigo light of Compassion.  While a green ring, symbolizing strength in will might have been more fitting for the Planetary Shaman, he was given another Indigo Ring along with a lot of other WAL members.  The Ring had two apparent effects on Wando, he lost his light manipulation abilites permanently, but his voice was temorarily regained.  A month after receiving the ring, virtually all power rings were deactivated.

The Light Wars began for real after another month, when the rings were activated once again.  The War raged on in space, soon outside the planet known as New Oa.  Indigo Lantern Tribe appeared late on the scene, but were still able to heal and rescue an unknown but high number of lantern corpsmen in space (although at some costs, as Wanderer was quite beaten up when he returned from space).

PERSONALITY.


Izaac is not your typical 16-year-old.  He's not very social for the simple reason that it's hard for him to hold up a lasting conversation.  Hence why he only talks to people he knows or absolutely have to talk to.  His interests include things like astronomy, history, graphic design, photography, (ancient?) cultures, fantasy, comics, and if you critizise any of these without apologizing, then you've burned your bridges.  Izaac doesn't like following orders, but will follow them either way if they're from an authority he respects (such as the WAL captains, Bio Guyver, Kurrent, his own parents, etc) and don't contradict his own values and rules.  He's also somewhat hesitant to use his powers, since he's afraid someone can get hurt from them.  On that note, though, he will rather use his powers to save lifes than not to.  Killing an enemy isn't acceptable to him, if anything it would be a last resort.  But that's not saying that permanently or gravely injuring an enemy is something he won't do. 

Once finding out about his alien heritage, Hadrian keeps this a secret above all else.  So as far as anyone (except for his parents and sister) knows, he's entirely human, although with heightened abilities.  Having to keep this a secret is something that annoys him to great lengths.

POWERS & WEAKNESSES.


(For reference in currently ongoing RPGs: Look here for old powers/weaknesses.)

Powers


The Wanderer's powers are linked to the collective life of whatever Solar System he's located in.  If he was to be outside any solar system his powers would cease after about two hours.  His powers are also sentient (for a lack of better word for it) to some degree, although most of the time, they just cooperate with Wanderer's will.  The sentience has a name, Zaron.
Displaying telepathy and telekinesis.
Displaying telepathy and telekinesis.
  • Psychic Senses:  Ability to read minds and transmit psychic messages, and at times influence the thoughts of others.  In theory, Wanderer can reach out to any unshielded mind in the world.  He has also learned how to combine this sense with his sight, allowing him to see psionic forces that would otherwise be invisible (hollows, chakra, auras, etc etc).  Another psychic ability is to instinctively sense if he is any kind of potential danger (basically, he subconsciously taps into a vision of the potential near future. If the space he occupies in the present is occupied by something else in the near future, this sense alerts him in an in-direct way), and whenever that ability is activated, Wanderer's reaction time is slightly enhanced.  A side effect of said ability is the occasional nightmare, that can often accurately predict future events, though in a manner that is hard to deceipher.
    Since Wando is mute, the majority of what he says is telepathic transmissions.  Normally, these transmissions will be heard by anyone within earshot, to which they usually respond by ordinary speech.  However, he can narrow down his telepathic focus to a certain person or a certain group (and at the same time listening to these people thinking their answers), preventing others from eavesdropping.
  • Psionic Field:  A variant of ordinary telekinesis with a quite limited range.  At a time, Izaac can with ease lift/move/other a single object (or himself), provided that it doesn't crumble under its own weight (although, the telekinetic field usually prevents that) or doesn't have an overwhelmingly large mass.  More things than one can be controlled within the telekinetic field, but it normally has to be a group of objects.  For instance, Wanderer would not be able to fly by this power and at the same time control other things that he's not in contact with.  On the other hand, if he were to use telekinesis on himself, then his strength and durability would be increased, since everything he would lift would just extend the telekinetic field (and be included in it as well).  By default, there's normally a force shield covering his entire body, in particular when his danger sense is alerted.
  • Jumping through time!
    Jumping through time!
    Instant Transportation:  Normally, this is just seen as ability to teleport or travel through time and space itself.  At other times, he is able to open portals so others can pass through to the same destination.  Having been at the destination before, or having at least seen a photo (or alike) of it, helps a lot when using this ability.  In other words, Wanderer can teleport to different places and/or times in an instant, and even shift between different parallel universes.  Bringing other people with him in teleportations is possible, but puts some strain on him.
     Wanderer's ability to teleport is heavily anchored to his other ability to sense gravity and energy signatures, and not so much about astronomical locations (since planets, stars, etc. are constantly moving through space).  Through this, he can sense distant stars and planets, and instinctively know whether or not life exists on said world.  Energy signatures are subconsciously memorized on all teleport sites, allowing him to instantly travel to a site by remembering it (on the downside however, this tracking power can be deceived).
  • Universal Shift:  When travelling in other eras or universes, Izaac can choose to not be seen/heard or detected in any way (to avoid changing history), by staying outside the realm but still be able to view into it.  However, using this ability can be very exhausting, especially if the time is anywhere even remotely close to Wanderer's 'present time'.
  • Linguistic knowledge.
    Linguistic knowledge.
    Omnilinguism:  Ability to instinctively learn languages as he's exposed to them.  Reading a text in a foreign language will give him the ability to read and write it, while hearing it will teach him to understand and speak it.  Exceptions to this ability would be names (they tend to appear as anomalies) and languages too complex to understand immediately (such as Xantronese; which conveniently enough is hidden behind a mental block in Hadrian's mind, forcing him to learn said language at the same rate of any non-omnilingual person).
  • Extended Lifespan:  Thanks to his alien heritage and some of the powers given to him, The Wanderer's aging process will slow down at 18, and from that point he can live for an unknown number of milennia without apparent aging, unless killed or depowered.  It is believed that from turning approximately 18, his physical aging will reach 27 eventually (when the aging process will most likely stop), although in a much longer span of time than for a human.
    If he would gain an injury or otherwise, that would cause death for any human, Izaac will go into a comatose state that is very similar to death for anyone on the outside.  Actually, his systems would work on the minimum required to function for some time (could be anything between a day and a year).  But after some time, he will have unconsciously gathered up enough energy to completely regenerate and wake up, although he might change in several ways when that happens.  In the process, he will have gained a heightened immunity to whatever semi-killed him, making it unlikely for him to be killed by the exact same thing twice.
    A subcategory of this ability is healing.  While his injuries do not heal at once, they tend to heal relatively fast once he gets some rest.  A broken bone can realign itself and heal within about two days, although it might not have healed perfectly until a month has passed from gaining the injury, for instance.  Losing an arm or alike can result in a semi-regeneration (not unlike the ones triggered by deadly wounds, just not as massive) that regrows the limb quickly, but causes him to lapse into a coma to compensate for the energy loss.
  • Immunity:  The Wanderer can adapt to various environments (such as airless space, underwater, etc) and survive without ill effects for about two hours.  He is also immune by default to the effects of whichever power he uses at a given moment.  For instance, if attacked by fire whenever he's using Pyrokinesis himself, he won't be harmed by it.  Same usually goes for his clothes or things/people nearby, they're rarely affected by his power usage either.
  • Pyrokinesis:  Ability to psionically generate and manipulate fire, upper limit (in temperature) has yet to be reached.  The flames he generates are by default inside a subconscious containment field, burning only things he intends to burn.  Though, Hadrian's Pyrokinesis does not function in airless environments, places with high levels of moisture, or in temperatures below -40°C/F.  Fire usage has also a corrupting influence on Wanderer's mind, this has lead to him trying to use this ability to a minimum.  Pyrokinesis cancels out his command of water.
    Fire generation and manipulation.
    Fire generation and manipulation.
    Water Manipulation:  The Wanderer has also the polar opposite of fire control, the ability to psionically command water and cold.  Through this, he can generate more water if needed, animate constructs of it, freeze, and animate ice to an extent as well.  Usage of this ability has no negative effects on his mind (more like the opposite, it often helps him achieve a level of inner peace), but will negate his control of fire.

Abilities


  • Fighting Ability:  Izaac never really acquired any fighting skill before he received his powers.  Since then he has been trained in close-range combat with WAL, but still that's not his preferred way of fighting.  Lately he has figured out that reading a person's immediate thoughts as he/she is fighting and/or making complicated movements, it is easier to duplicate the move, assuming it's physically possible for him to do that.  When his natural agility and strength aren't enough to support his acquired fighting skill, he complements it with telekinesis/flight.
  • Intellect/Learning:  Wanderer is unusually smart for his age, and his telepathy along with omnilinguism helps him to even faster process or obtain new knowledge.  This is based on the assumption that he is motivated to learn.  If something isn't interesting enough, chances are he won't give it any thought, or put any effort into learning about it.
  • Enhanced Sight:  Under the red sun of Xantro, the human population has better eye sight than Earth's people, especially as Xantronians can see infrared light whenever in darkness.  As the Wanderer is a human/Xantronian hybrid, he is neither as light sensitive as a Xantronian nor as blind in darkness as a human.  While his sight is clearly sharper than that of an average human, it is not strong or efficient enough to be listed as "power".

Weaknesses/Limitations


  • Water manipulation.
    Water manipulation.
    Mute:  Wanderer cannot communicate by normal, vocal means; requiring him to have an interpreter if he was to speak to a crowd of people, on TV, or otherwise (although this has recently been overridden by his Xantroan ring, which enables him to transmit signal to a sound recorder that renders his voice in a rather realistic manner).  But if he was to speak directly to one or few people, he will use telepathy to accomplish that.  As long as he wears his newly obtained Indigo Lantern Ring, it will render him able to speak freely, although it goes away whenever he takes it off or when it's deactivated.
  • Knowledge/Sense Limit:  He has to know or see whatever he controls with his powers.  If something is outside his line of sight, chances are he won't be able to manipulate it.
  • Psionic Feedback:  When using either telepathy or telekinesis, the Wanderer is quite sensitive to certain kinds of 'disruption', i.e. like if a person dies as Izaac reads their mind, or if something within his telekinetic field is destroyed (which also means that he can't destroy anything by direct telekinetic force, without being hurt himself).  This also makes him sensitive to reading insane (or alike) minds.
  • Lack of Durability:  Except for when he's inside his telekinetic field, Izaac is about as durable (or vulnerable) as any human of his build and age.
  • Toxins:  Certain types of toxins, drugs, poisonous radiation (and otherwise) not only affects him the way it would to any human, but it also supresses his powers.  Even a small amount of, let's say alcohol, would render him powerless until the effects wear off.
  • Brain & Heart Damage:  His brain and heart are the two things required for him to regenerate from an otherwise lethal injury, but if either of the two are too damaged to function, he won't be able to regenerate.
  • Sight and Hearing:  ...Are two of his senses that can be overloaded (by, for instance, bright lights, loud noises, certain sound frequencies), and render him unable to think clearly enough to use a power.
  • First time of perceiving the entirety of all terrestial life.
    First time of perceiving the entirety of all terrestial life.
    Detailed Thinking:  To accomplish an effect with any of his powers, the Wanderer has to think very clearly and picture EXACTLY what he wants to happen, in a very detailed and almost poetic manner.  If he would be distracted or interrupted, his powers could be rendered useless.  However, this has the strange effect on his powers that it's sometimes easier to achieve advanced results than what otherwise would seem to be easy.
  • Earth Connection:  Since his powers are somewhat sentient, and connected to Earth, it is much harder to use/aim them to affect things in eco systems (such as plants, animals, etc).  If he was to override that difficulty, it would take considerably more effort to accomplish the effect he wants, and he might receive painful feedback from it if the eco-system would be hurt for something he did.  Also, if a large part of Earth's nature would be ruined or otherwise destroyed (like, if a rain forest was burned to the ground), the Wanderer would feel it happening as if a part of himself died.


POSSESSIONS.


Zaron (Disregard this completely, this will be revised as soon as I get around to rewrite Wando's origin properly. >_<)

As a planetary shaman, the Wanderer's powers are connected to a kind of crystal that can also work as a direct weapon.  The crystal is the base of Izaac's powers themselves, and can also work as a sentience of itself (although just because it's sentient, doesn't mean that it thinks like a human).  Its name is Zaron, and if the sentience was to ever be separated from Izaac, he would be left completely powerless, and possibly scarred.  Occasionally, the sentience will give its own opinion on a situation, but most of the time stay dormant and let Wanderer control it (as a weapon).
  • The weapon can be summoned (i.e. caused to spontaneously appear out of thin air) at will, as well as caused to dissappear.  If someone else than Wanderer would try to wield Zaron's weapon form, it would dissappear instantly (unless the individual is trusted and "approved").
  • Zaron provides a type of balance that can heal Wanderer's injuries, although at the cost of some of his energy or time.  Grazes (and alike) can be healed easily without much effort, but any larger and it will take conscious (and time-demanding) effort to heal the wound/injury, often leaving him exhausted or with powers somewhat drained.  He can also use this ability to heal other people, although that is exhausting as well, and will only be used in situations where that is the only option.
  • In its first (and most common) state, Zaron takes the form of a melee weapon, most often a katana-like sword (but at times just a dagger, or a sword-like construct).  The handle is always solid, although the blade is only solid when Wanderer wants it to be.  When the blade is solid, it is light, but still strong/dense enough to cut through materials less compact than adamantium, intertron, vibranium, etc (provided enough momentum/force).  When it's not solid, the blade is intangible and can pass through anything, but everything it passes through will freeze.
  • Zaron's second state won't appear any different from the first...if you're a bystander that is not attacked.  The attacked individual(s) will be overwhelmed by a giant etheral image of Zaron's visual manifestations, at times a falcon, but most of the time, a snow leopard.  Wherever the ethereal image goes, things freeze.  Victims who can't resist the attack, will be frozen and/or pass out from hypothermia (to not mention the fear sensation).
  • Zaron's third state is a dragon.  Whenever activated, an intangible (but fully visible) manifestation of Zaron will emerge from the sword and take the form of an asian, serpent-like dragon.  The dragon is quite large (although its size depends on the situation) and intangible, but has the same properties as the sword when it is in an intangible mode, as well as the second state: it will freeze anything it passes through, and will induce overwhelming fear on its victims.
  • It can be assumed that Zaron is capable of reaching higher states, but the Wanderer has yet to discover how that work.

WAL Communicator

Every member of We Are Legend has a communicator.  Main function is self-explanatory.  (Not in use since Wanderer started using his Xantroan Ring.)

Headband

A black headband (suspiciously similar to a typical ninja headband) made in a very durable type of fabric.  The front of the band is covered by a metal plate (of same platinum/steel alloy that is mentioned earlier) with an eye symbol in the middle; this to protect his forehead.
Indigo Lantern Ring.
Indigo Lantern Ring.

Indigo Lantern Ring

A power ring, fueled by compassion.  It gives the bearer a variety of abilities, including the ability to heal (not only themselves, but others as well), fly, create energy constructs, and induce anesthesia on other beings.  As long as the Wanderer is wearing the ring (assuming it's activated), he can speak in a normal sense without having to use telepathy.  It is currently inactivated, although Wando believes there's a way to reactive it.

Xantroan Ring

An omni-functional device of Xantronian origin, it takes the form of a platinum ring with a cryptic inscription.  While its nano-technology has been programmed to accomplish virtually anything, Wando has yet to figure out any advanced uses for it, since it requires input in Xantronese (the one language he has not been able to deceipher at once).  Despite that, he has managed to program a few simple uses for it:
  • Effortless flight, activated and guided by thought, and controlled by will.  (Accomplished by duplicating the natural force field mechanism surrounding his body whenever he uses telekinesis to fly.  Would in theory work for anyone else, even those without natural flight abilities; however, it cannot seem to duplicate the natural flight for those capable of it, the ring merely triggers said ability.)
  • Instant costume switch, activated by will.  (The first function he managed to activate.)
  • Sending and receiving transmissions on the WAL communicator frequency (basically, rendering the communicator useless).  Also, accurately converting Wanderer's telepathy to sound that can be transmitted.
  • Healing of simple things like broken bones, grazes and alike.  However, since the medical science programmed into the device is optimized for Xantronian biology, it may not always work correctly on humans.
  • Attaching his symbol/signature/autograph on things he needs/wants to sign.  Or, just projecting his symbol onto a flat surface.
 
Since the ring is coded to Wanderer's DNA and finger prints, it cannot be used by anyone else, unless he has personally approved the person attempting to use it (assuming said person knows Xantronese).

RPG:s


Author's Note
:  These are the RPG's I've been participating in, paranthesis are used to mark which ones where either 1) I used another character/account than this one, or 2) I used more than one character, or 3) it was posted on another site entirely, but still relates here to some degree.
 
Author's Note:  Following links are RPG:s or Fan Fics where the author(s) had permission to use my character.

OFFICIAL LOOK.


Author's Note:  These are characters whose pictures are accurate enough to display The Wanderer's likeness, but still, this doesn't mean that they're identical.
 
Abandoned looks:
Added by ~The Wanderer~ on Nov. 14, 2009

...or in a fanfic or whatever, here are some guidelines. 

 If the post you writes takes place before Whatever it Takes (where Wando dies, sort of), DO:
  • have him speak. If the situation compels it.  After all, he's not mute yet.
  • use psionic powers (you could make up new powers for him on the spot, I didn't really have THAT clearly-defined powers for Wando back then), mostly ones connected to the elements of fire, water, air, earth and time..they're pretty much all short-range though, except for teleportation and telepathy.  No large scale moving buildings or anything, especially if they're on the other side of the planet.  >.>
  • have him be sarcastic, and make hilariously bad puns.  Tends to use big words, yet tries to not sound obnoxiously formal.  Do not, under any circumstance, have him use the word "fool" or ANY such cliche, unless he's obviously mocking the ones that do use them.
  • have him be followed by a linked animal spirit (or whatever) called Zaron.  She's a part of Wando's subconsciousness that has a physical form (that shapeshifts though), as either a falcon/peregrine or a snow leopard.  She speaks telepathically to Wando, but is quiet to everybody else (except if Wando's knocked out and the EXTREMELY severe situation requires it).  If Zaron happens to not be present in a post, it can be handwaved as "she's at the WAL headquarters or elsewhere as this is happening", or whatever.  Note that Zaron is no longer a visible entity after Whatever it Takes.
  • have his eyes glow during power usage.  This isn't a major requirement though, unless you're turning it into a plot point.
  • NOT have him kill.  When extreme measures to take down an enemy is required, seriously injuring them will be enough.  There are exceptions to the non-killing rule, but that's normally limited to reality-warper-level threats with no possible ways of otherwise being contained, rehabilitated or stopped.
  • NOT have him mention his background.  So far, he remembers it, but is keeping it secret.
 
Current Wando who has been killed and revived (in When Clones Attack; "evolved" in his own opinion), DO:
  • have him object to orders he's given that a good guy would normally object to.  Despite moderately respecting authorities, he's now confident enough to question other people's judgement(s) and may not follow a certain order if it's in conflict with his opinion(s).
  • have him avoid the subject of politics in any form.  Also if you have any other character tell him to "serve/stand up to your country", have Wando complain about the other character's close-mindedness :P.
  • have him point out random things or trivia that have very little to do with the situation.
  • have his eyes glow when using powers (blue-ish glow, mainly).  A marking around the eye, as well [link].  Or feel free to ignore this, seeing as how this doesn't have THAT much plot value for most of the time.
  • NOT have him speak, other than in telepathy.  Still sarcastic and snarky (expect a lot of Deadpan Snarking despite not being as cynical as he may appear), but makes less puns.  Note that his sarcasm/snark is more intended for comedic effect than to offend/insult people.  Still uses big words.  The more he knows a person, the less formal he'll be to said person.
  • NOT have him reference Xantro, his origins or anything.  Depending on when the post takes place, he's either amnesiac about all that, or keeps it secret.
  • NOT have him use more pyrokinesis at the same time as water or ice manipulation...using those two at the same time wouldn't be unlike dividing with zero.
  • NOT have him destroy things with telekinesis DIRECTLY.  It can work in theory, but it hurts him somewhat so he's most likely gonna avoid it if possible.  Destroying things indirectly (like controlling a metal stick or whatever, and then smash something up with it) works fine though, without ill effects.
  • NOT have him telekinetically control several things simultaneously, UNLESS 1) they're all connected and are being telekinetically moved in the same pattern or 2) Wando's moving randomly chosen objects REEAAL quick and letting go of them immediately afterwards.  The general rules of his telekinesis are 1) use it only at one thing (or a group of things) at the same time, and 2) don't destroy stuff directly with the telekinetic force.  Since Wando's flight is an effect of his telekinesis, he can't be in mid-flight and simultaneously move an object on the other side of the street.  On the other hand, if he's holding on to something/someone while flying, it/they will automatically be subject to his telekinetic power.  Wonder if anything of that made sense? >.>
  • NOT make him receive an easily predictable attack as if he had no idea what's happening.  His danger sense predicts a lot of things...but unpredictable or very random attacks could catch him off-guard, and are more likely to have any effect.  On the other hand if he's faced with a predictable attack but don't have a logical way of avoiding it is another thing.
 
I think that's all...I might edit this later.


Added by ~The Wanderer~ on May 1, 2009

As some of you know, I'm in process of rewriting my bio.  Since I'm doing that, I thought I should revamp my powerset a bit (not too much though, most is still there, although I got rid of light manipulation), and since that is already finished I figured I might put them up already.  Also, you may tell me what you think but you don't have to xD.

New Powers/Weaknesses


Powers


The Wanderer's powers are linked to the planet Earth itself, or whichever planet he's at.  Planetary energy is what he draws his power from, if he was to be outside any solar system (or just too far away from any astronomical object) his powers would cease after about two hours.  His powers are also sentient (for a lack of better word for it) to some degree, although most of the time, they cooperate with Wanderer's will.
  • Psychic Senses:  Ability to read minds and transmit psychic messages, and at times influence the thoughts of others.  In theory, Wanderer can reach out to any unshielded mind in the world.  He has fairly recently learned how to combine this sense with his sight, allowing him to see psionic forces that would otherwise be invisible (hollows, chakra, auras, etc etc).  Another psychic ability is to instinctively sense if he is any kind of potential danger (basically, he subconsciously taps into a vision of the potential near future. If the space he occupies in the present is occupied by something else in the near future, this sense alerts him in an in-direct way), and whenever that ability is activated, Wanderer's reaction time is slightly enhanced.
  • Psionic Field:  A variant of ordinary telekinesis with a quite limited range.  At a time, Izaac can with ease lift/move/other a single object, provided that it doesn't crumble under its own weight or doesn't have an overwhelmingly large mass.  More things than one can be controlled within the telekinetic field, but it normally has to be a group of objects.  For instance, Wanderer would not be able to fly by this power and independently control other things.  On the other hand, if he were to use telekinesis on himself, then his strength would be increased, since everything he would lift would just extend the telekinetic field (and be included in it as well).
  • Instant Transportation:  Normally, this is just seen as ability to teleport or travel through time and space itself.  At other times, he is able to open portals so others can pass through to the same destination.  Having been at the destination before, or having at least seen a photo (or alike) of it, helps a lot when using this ability.
  • Omnilinguism:  Ability to instinctively understand virtually all languages, needing very little exposure to it.  Also, he can also "speak" (by telepathy, since he is mute) whichever language he has learned, quite fluently (although he may have a heavy accent).
  • Extended Lifespan:  Thanks to his alien heritage and some of the powers given to him, The Wanderer's aging process will stop at 18, and from that point he can live for an unknown number of milennia without aging, unless killed or depowered.
    If he would gain an injury or otherwise, that would cause death for any human, Izaac will go into a comatose state that is very similar to death for anyone on the outside.  Actually, his systems would work on the minimum required to function for some time (could be anything between a day and a year).  But after some time, he will have unconsciously gathered up enough energy to completely regenerate and wake up, although he might change in several ways when that happens.
  • Immunity:  The Wanderer can adapt to various environments (such as airless space, underwater, etc) and survive without ill effects for about two hours.  He is also immune by default to the effects of whichever power he uses at a given moment.  For instance, if attacked by fire whenever he's using Pyrokinesis himself, he won't be harmed by it.  Same usually goes for his clothes or things/people nearby, they're rarely affected by his power usage either.
  • Pyrokinesis:  Ability to psionically generate and manipulate fire, upper limit (in temperature) has yet to be reached.  Though, this does not function in airless environments, places with high levels of moisture, or in temperatures below -40°C/F.  Fire usage has also a corrupting influence on Wanderer's mind, this has lead to him trying to use this ability to a minimum.  Pyrokinesis cancels out his command of water.
    Water Manipulation:  The Wanderer has also the polar opposite of fire control, the ability to psionically command water and cold.  Through this, he can generate more water if needed, animate constructs of it, freeze, and animate ice to an extent as well.  Usage of this ability has no negative effects on his mind, but will negate his control of fire.

Abilities


  • Fighting Ability:  Izaac never really acquired any fighting skill before he received his powers.  Since then he has been trained in close-range combat with WAL, but still that's not his preferred way of fighting.  Lately he has figured out that reading a person's immediate thoughts as he/she is fighting and/or making complicated movements, it is easier to duplicate the move, assuming it's physically possible for him to do that.  When his natural agility and strength aren't enough to support his acquired fighting skill, he complements it with telekinesis/flight.
  • Intellect/Learning:  Wanderer is unusually smart for his age, and his telepathy along with omnilinguism helps him to even faster process or obtain new knowledge.  This is based on the assumption that he is motivated to learn.  If something isn't interesting enough, chances are he won't give it any thought, or put any effort into learning about it.

Weaknesses/Limitations


  • Mute:  Wanderer cannot communicate by normal, vocal means; requiring him to have an interpreter if he was to speak to a crowd of people, on TV, or otherwise.  But if he was to speak directly to one or few people, he will use telepathy to accomplish that.  As long as he wears his newly obtained Indigo Lantern Ring, it will render him able to speak freely, although it goes away whenever he takes it off or when it's deactivated.
  • Knowledge/Sense Limit:  He has to know or see whatever he controls with his powers.  If something is outside his line of sight, chances are he won't be able to manipulate it.
  • Psionic Feedback:  When using either telepathy or telekinesis, the Wanderer is quite sensitive to certain kinds of 'disruption', i.e. like if a person dies as Izaac reads his/her mind, or if something within his telekinetic field is destroyed (which also means that he can't destroy anything by direct telekinetic force, without being hurt himself).  This also makes him sensitive to reading insane (or alike) minds.
  • Lack of Durability:  Except for when he's inside his telekinetic field, Izaac is about as durable (or vulnerable) as any human of his build and age.
  • Toxins:  Certain types of toxins, drugs, poisonous radiation (and otherwise) not only affects him the way it would to any human, but it also supresses his powers.  Even a small amount of, let's say alcohol, would render him powerless until the effects wear off.
  • Brain & Heart Damage:  His brain and heart are the two things required for him to regenerate from an otherwise lethal injury, but if either of the two are too damaged to function, he won't be able to regenerate.
  • Sight and Hearing:  ...Are two of his senses that can be overloaded (by, for instance, bright lights, loud noises, certain sound frequencies), and render him unable to think clearly enough to use a power.
  • Detailed Thinking:  To accomplish an effect with any of his powers, the Wanderer has to think very clearly and picture EXACTLY what he wants to happen, in a very detailed and almost poetic manner.  If he was to be distracted or interrupted, his powers could be useless.
  • Earth Connection:  Since his powers are somewhat sentient, and connected to Earth, it is much harder to use/aim them to affect things in eco systems (such as plants, animals, etc).  If he was to override that difficulty, it would take considerably more effort to accomplish the effect he wants, and he might receive painful feedback from it if the eco-system would be hurt for something he did.  Also, if a large part of Earth's nature would be ruined or otherwise destroyed (like, if a rain forest was burned to the ground), the Wanderer would feel it happening as if a part of himself died.



Old Powers/Weaknesses


(Used for reference to RPGs that are still in process.)

Powers

These powers are the basic ones Wanderer has.
  • Telepathy: Ability to read thoughts and communicate using only his mind. He can, in theory, reach out to any individual in the World. Telepathic sight is another aspect of this power, it allows Wanderer to see telepathic auras, like, minds, psychic shields, psionic energy, magic, the force, chakra (although chakra points aren't visible) and alike.
  • Telekinesis: Ability to manipulate and levitate matter with his mind. This works through imagining he himself is the object he manipulates.
  • Teleportation: Ability to move through time and space without occupying the space in-between. Knowing where he is going to helps a lot.
  • Elemental Magic: Manipulation of different types of elements; this power does not always work, depending on Wanderer's mood/emotional state. When angered or deeply upset, he gains the power to control fire and heat (this may get to his head and cloud his judgement). When relaxed or carefree, he gets the ability to manipulate water and cold/ice. When feeling philosophic or thoughtful, he gets the ability to manipulate light to the extent of forming it into solid constructs (similar to constructs greated by Green Lantern rings) or powerful energy blasts. A light construct (for instance a forcefield) that is 1 centimeter thick can withstand a gunshot. Typical uses of Light: Shields, blades, and daggers that explodes after being thrown away. Also, there is a "dagger sphere" attack, where light daggers emerge from his fist and dissipate the second later, hence only affecting things in immediate proximity.
  • Self-Sustenance: While being in space or underwater, Wanderer can survive without ill effects for about two hours. Any longer than that, and he will lose his resistance to those elements.
  • Protection Aura: Wanderer has a subconscious aura to protect him from the effects of his own powers. For instance, if he would teleport into a solid object, the other object will break (though Wanderer might get stuck anyways), or when he manipulates fire the aura makes him immune to fire and extreme heat (though the aura generally just protects him from himself, if he's not using his fire powers he's vulnerable to fire; however if he's manipulating fire and is attacked from elsewhere with fire, then the attack will simply not have any effect). When using elemental magic, this aura goes down on a cellular level. The effect of the aura over skin cells aren't only immunity, but also a certain light effect that gives Wanderer's skin an ice-like tone.
  • Immortality & Regeneration: Wanderer cannot die by "natural causes" like diseases or old age. He would stay young forever. Wanderer can, if killed by an unnatural cause, regenerate completely. Though this will only take place after a long time (like a month), and he may get amnesia from it as well. A regeneration can change Wanderer's appearance and/or personality drastically, the new appearance and/or state being a new so-called "generation". Wanderer can regenerate an unknown number of times before dying permanently, but he's not eager to find out where the limit is. If Wanderer is to be injured somehow within the 16 first hours after a regeneration, the injury will heal completely within seconds.
  • Omnilinguism: Ability to understand any type of language or code upon reading or hearing it.
  • Danger Sense: Ability to sense potential dangers around him. While this sense is active, Wanderer's reactions and reflexes are somewhat faster than otherwise.

Abilites

  • Fighting ability: Izaac never really acquired any fighting skill before he received his powers. Since then he has been trained in close-range combat with WAL, but still that's not his preferred way of fighting. Lately he has figured out that reading a person's immediate thoughts as he/she is fighting and/or making complicated movements, it is easier to duplicate the move, assuming it's physically possible for him to do that. When his own agility isn't enough to support his acquired fighting skill he completes it with telekinesis/flight.
  • Intelligence/Learning: Wanderer is unusually smart for his age, and his telepathy along with omnilinguism helps him to even faster process or obtain new knowledge. This is based on the assumption that he is motivated to learn. If something isn't interesting enough, chances are he won't think about it at all, or put any effort into learning about it.


Weaknesses/Limitations

  • Muteness: Wanderer can in no way to communicate vocally. This requires him to use his Telepathy to a great extent.
  • Knowledge Limit: Most of Wanderer's powers can't be used if he does not know how it works or what to use them for. For instance, he can't control an object telekinetically if he can't see it or interpret it any way with his powers.
  • Physical Injury: Wanderer's physical resistance is not higher than that of an average human, and he also heals wounds as slowly.
  • Telepathic Feedback: Wanderer can be very sensitive to telepathic feedback from people around him if his telepathic ability is used for too long. It can, for instance, be extremely dangerous for him to be close to a person dying by an unnatural cause, as this would give Wanderer the person's feelings and emotions as he/she dies. If he has not used his telepathy for more than a about half an hour, this doesn't have the same impact.
  • Toxic Radiation: Radiation like X-rays or radioactive radiation can render Wanderer's powers useless. Meaning, if Wanderer were to die from radiation poisoning, he would die permanently.
  • Neuron Disruption: If Wanderer gets a brain injury that disrupts his neurons, he won't be able to use his powers, hence, this can be deadly for him.
  • Heart or Brain Injury: If Wanderer's heart and/or brain were to be too damaged to function (or separated from each other), he would die permanently, since the regeneration process requires both to function.
  • Sight & Hearing: If those senses are overloaded (for instance, too bright lights or too loud environment), Wanderer's powers may not work like they should.

Yeah, like I said, tell me what you think if you want to ^^'


Added by ~The Wanderer~ on March 14, 2009

Well, I'm rewriting my bio somewhat (not because I think it's bad, but because I want it to be even better; and don't worry, it won't mess up any RPGs or continuity)...and I already got a pretty clear idea of what I want in it. But I figured I should ask anyway...what do you people think are good and bad things with my current bio? What do you think I should keep and what should I change/get rid off? Anything specifically I could do better than it is? Thanks in advance.


Added by ~The Wanderer~ on Feb. 22, 2009

...since spandex isn't a requirement for looking (or being) bad@ss, so why bother. I can imagine it would get uncomfortable too -.- ...Proof that you don't need spandex to look cool ahead:


Jack Knight
Jack Knight
Itachi Uchiha
Itachi Uchiha
Jace Beleren
Jace Beleren
Iceman
Iceman
Ulquiorra Schiffer
Ulquiorra Schiffer
Kon-El
Kon-El







Rukia Kuchiki
Rukia Kuchiki




The Doctor
The Doctor















Toshiro Hitsugaya
Toshiro Hitsugaya
Death
Death

















Hope I got my point across now. xP


Added by ~The Wanderer~ on Jan. 25, 2009

Since everybody's doing it xP

  


~The Wanderer~'s Reviews
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Date Joined: Sept. 6, 2008
City:
Gender: Male
Alignment: Good
Points: 3,507 Points
Ranked: Ranked #324 of 51,820
SuperPowers:
  • Psionic Field and Senses
  • Teleportation/Time Travel
  • Extended Lifespan
  • Pyrokinesis
  • Manipulation of Water and Ice
My Weaknesses:
  • Human Weaknesses
  • Toxins
  • Psionic Feedback/Overload
  • Distractions
  • Muteness
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Babs 15 minutes ago
Guess what @jamessime? @andrewgapen and I found you this! http://twitpic.com/qfvgf
PRIMAV3RA 3 hours, 1 minute ago
"im no saint" ;)
Dane 4 hours, 29 minutes ago
Staying awake for 32 hours for no reason at all. Is it kinda weird that I'm more productive than ever?
Slight 5 hours, 50 minutes ago
likes the new format of the site... PRECIOUS
Elian Allen 8 hours, 44 minutes ago
Is ready to kick some ass while still looking good
xxCellPhoneGirlxx 10 hours, 38 minutes ago
why am i so upset...
Animal Kid 22 hours, 13 minutes ago
Is working on his bio fixing it up and its coming out pretty good
Morpheus_ 1 day, 14 hours ago
Avengers, ASSEMBLE !