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!
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!
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.
- 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!
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.
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.
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.
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.
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
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: