The Fly

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The Fly
TheFly.png
Muscle

I fear for our oppressors. Their time will come soon enough.

Discord@workplacehazard
Reddit Profile/u/avisionofdoom
MetatypeHuman
Creature TypeChangeling (Fly)
SC / NO / PA0 / 2 / 0
CDPSee spreadsheet
D.O.B.October 1st, 2051
Age34
FolderGoogle Drive
PriorityMetatype - C
Attributes - A
Magic/Resonance - E
Skills - E
Resources - A
Max Ascensions1
Theme Music?

Character Information

Summary

The Fly (He/him) is a pretty regular guy. Or he would be, if he hadn't been cursed by Halley's Comet at the ripe age of 10. He spent a few years as a street rat, before coming under the wing of a noble Morlock, Croak. When he was of age, he joined the gang himself, and has spent the second half of his life serving the gang, and the people of the Ork Underground. Some of his old family still lives in Tacoma, and he tries his best to look after his father and little sister.

Mechanical summary: The Fly is a mundane muscle character, with Wired Reflexes for good initiative, but none of the large soak that cyberlimbs and skin augs offer. He has a maxed Edge stat, and a Skilljack for versatility. After his first few runs, he will become extremely flexible, though still unable to exist in polite society.

Goals

  • Never betray the Morlocks.
    • Prove himself to Lagoon. Find a way to impress her, even.
  • Protect Safa, his little sister.
    • Secure the funds and connections to sand the rough edges of her life, so she can pursue her dreams without obstacles (i.e. connect with SIN forgers, those connected in politics and academia, pursue or create an ethical financial wellspring).
  • Encourage lasting peace between Skraacha and the Morlocks, to better protect the marginalized communities they represent, and forge the OU into a unified front against the bad guys.
  • Walk the line between uncompromised morals, and realistic practices (somehow).
  • Force a big shot corpo or politician to bring him to a fancy dinner, just to be petty and make a scene.

Background

Born in 2051, Kurosh had ten years of regular life before the comet. When his change hit, his life fell apart in an instant. His mother couldn't look at him, his own brother attacked him. Without much of a choice, he moved from his lower class lodgings in Tacoma and headed underground. Life in the OU was hard, and the first few years were mostly spent starving, and eating garbage. Despite his appearance, it wasn't something he came to easily. But it was impossible to beg for change with compound eyes and antennae.

After the first couple years, Kurosh met Croak. At the time, Croak was a heavy, working the toughest jobs for the Morlocks. At first, he gave the kid his leftover pizza and stale groceries. Eventually, Croak found the kid had enough practice sneaking around the Ork Underground to be of some use, and for the next few years, he traded work for food and lodging. Croak taught him to accept himself, while also embracing the possibility of change. Limb replacements seemed a step too far, but Kurosh was all too enthralled by the prospect of 'catching up' with the person he should've been, if he hadn't changed. He should've been faster, stronger, smarter. He should have mastered more than stabbing and skullduggery. Augmentations could bridge that gap.

When he was 16, Kurosh saw his family again. They had long since assumed him dead, and the return was bittersweet. His mother still shunned him. She had worked too hard and too long for the family's image to be so ruined. His brother followed suit. His father was kinder. He could not welcome his son back home, so instead he went to where he was. His little sister Safa, who had been born in his absence, was terrified at his ghastly visage. Still, she would learn to accept him in time.

Now that Kurosh was approaching adulthood, Croak felt it was appropriate to bring him into the gang. Instead of a cool nickname, he just ended up getting called what he always ended up getting called -- "The Fly". Still, he was happy for the work, and the camaraderie, and the chance to do something that mattered. Keep people safe, keep the bad guys out of the OU.

Over time, Kurosh worked his way up in the gang, and eventually started taking outside jobs -- Milk Runs and Hooding and the like. Lagoon, who would go on to become the new leader of the Morlocks, put him in contact with an ever widening network of folks in need. He also worked to build a new relationship with his family. His parents separated, his brother moved downtown, but his father and baby sister stayed close by in Tacoma. Nowadays, with Safa now a young adult herself, and their father's health worsening, Kurosh has taken on more and more of a mentorship role with her. Trying to set her on a good path, but one still of her own design. She is currently enrolled in a local community college, trying to plot out her life in the margins of her homework.

Family

  • Mother - Jazmin (62, bitter, lives in Puyallup City, tailor)
  • Father - Roshan (64, a bit sickly, lives in Tacoma, dock foreman)
  • Older Brother - Darius (38, jaded, lives Downtown, middle manager)
  • Little Sister - Safa (19, whip-smart, lives with dad, student)

Narrative Significant Qualities

Positive

  • Bilingual: Kurosh's father came over to the UCAS as a young man, and encouraged the growth of a tiny community of other immigrants (from Iran or otherwise). Tacoma's own Little Persia is all of three streets and a half-dozen businesses, but it's home. Kurosh grew up speaking Farsi at home, and English at school, but he also speaks a little bit of a few other languages heard around the area.
  • Biocompatibility (Cyberware): When the flesh fails, something better can replace it. Croak taught him to be a transhumanist, and his body complies happily.
  • Candle in the Darkness: Having a code means people can trust you to keep it. Were he a handsomer man, he might be the image of the honorable Street Samurai.
  • Made Man (Morlocks): Kurosh has worked with the Morlocks for half his life, and been working with Lagoon since before she was the crew's leader. He is well respected, but not in a position of authority.

Negative

  • Addiction (Mild, Kamikaze): For a kid who grew up malnourished, extra-strength vitamins are a necessity, if you want to mix it up with corpsec.
  • Code of Honor (Avenging Angel): Only kill "Oppresors and Monsters": Bigots, Corpos, 1%ers, government officials, serial killers, human traffickers, etc. Crime which does not violate human rights is entirely acceptable. Gang/Syndie affiliation is acceptable. Even ex-corpos don't count.
  • Dependent (Nuisance): Little sister Safa. She is an intelligent and independent community college student, but with their father's declining health (not to mention the rest of the family's absence), when she does need help, Kurosh is the one who gets the call.
  • Distinctive Style: When you're The Fly, and a Made Man too, what's the point of trying to hide anymore?
  • Lack of Focus: In a cruel bit of irony, Kurosh was born with some mild untreated ADHD. It has nothing to do with being the 'hyperactive fly', but that's the joke that gets thrown around anyway.

SURGE

The Fly is, unsurprisingly, a Fly-person, though his SURGE also comes with an array of magic-related oddities.

  • Insectoid Features: Kurosh is a fly-person, through and through. He has the antennae and bug-hunter bullet wounds to prove it.
  • Striking Skin Pigmentation: Gray-black skin, with a tiny layer of fly-fuzz.
  • 360-degree Eyesight: Kurosh has full on, bright red compound eyes. They are very off-putting, and not always a boon. Running took a while to get used to.
  • Shiva Arms: With four arms for a nice insect-y six limbed silhouette. In a scrap, this makes room for shields and blades aplenty.
  • Setae: Grippy hands for easy clinging and climbing.
  • Vomeronasal Organ: Sharpened smell lets The Fly pick out every unique scent of pollution in the OU.
  • Thermal Sensitivity: In tune with the heat that most things radiate, Kurosh can catch out sly mages, or just notice people in the dark.
  • Cold-Blooded: To go along with his heat-sensing, The Fly is himself cold and prone to freezing. This leaves his skin clammy and uncomfortable, and slows him down in the wintertime.
  • Critter Spook: Kurosh doesn't just upset metahumans. Mother nature as a whole has rejected him.
  • Symbiosis: His surroundings burrow deep into his skull. With heavy augmentation, this has had its reach lowered to encompass only a few dozen meters, mainly Kurosh's apartment, and the Morlocks hideout next door.
  • Astral Hazing: In line with the theme of being nature's mistake, The Fly is a walking mana static. With low essence, this doesn't usually affect passerby, but still muddles any mana which gets up close and personal.
  • Magic Sense: He's definitely not magic, but mana has a strange way of sticking out. It feels wrong, usually, but the flavors of wrong mean things. Useful!

Run History

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Affiliations

Contacts

Contact Connection Loyalty Archetype Profession Aspects Chips
Lagoon 4 3 Fixer Morlocks Gang Leader Smuggler, Tunnel Dweller, Mutie Militant, Gang Boss, Proud Changeling, Ex-Ancient, Evo-lved, Hard to Reach, Harder to Please Even
Croak 1 6 Custom (G,A,K,N) Street Doc Gettin' Old, Know Where You Live, Bonafides Only, Cannot Abide Idiocy, Binocular Vision, New Evolution, Aposematism, Tadpole Needs, Metamorphosis, In Torpor Even


Organizations

Contact Position Connection Faction Rep Archetype Health Location
Morlocks (Seattle) Made Man 2 1 Gang Maintaining Ork Underground, Seattle

Allies

Enemies

In Character Information

Symbols and Signatures

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Shadow Community Table

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Assensing Table

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SINs

Appearance

Clothing

Matrix Persona

Character Plot Hooks

Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first.

Aspect Information Related Run(s)
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