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|fullname=Theodore Rabanne
|fullname=Theodore Raeken
|aka=
|aka=
|position=Stand-User
|position=Ne'er-do-well
|age=Young Adult
|age=Teenager
|species={{Cat|Species: Human|Human}}
|species={{Cat|Species: Chimera|Chimera}}
|type={{Cat|Type: OC|OC}}
|type={{Cat|Type: FC|FC}}
|source=
|source= ''{{Cat|Source: Teen Wolf|Teen Wolf}}''
|world={{Cat|Character: Superia|Superia}}
|world={{Cat|Character: Sangria|Sangria}}<br/>{{Visitor|Before the Dawn MUX}}
|music=
|music=
|quote=
|quote=
|quoteby=Himself
|quoteby=Himself
|notes=Theodore Rabanne is one of the many sons of the insidious vampire DIO BRANDO, who murdered countless innocents for their blood with as little care as one might eat a piece of bread, and whose evil lives on through a great deal of minions. Lacking his father's devilish luck, can the much gentler Theo hope to separate himself from his father's bloody legacy once and for all, or will Dio's minions manage to pull him into their schemes?
|notes=The Raeken family were a steady part of Beacon Hills until they moved away around 2009, following the death of their older child, Tara. For his part, Theo was your standard 10 year old kid who played little league, came to birthday parties and got into your typical bouts of trouble. Now, back in Beacon Hills, Theo may not be the boy people remember. He has a ready smile for anyone willing to entertain it, and he can pour on the charm with the best of them, but those that knew him best will tell you...there's just something different about him, even if they can't put their finger on it.
|pers=
|pers=Theo is a textbook case of potential going to waste. His priorities seem to find the farthest point opposite of what would be most constructive to his long term well-being and park themselves firmly there. He's a skilled artist of manipulation, and often manages to squeak by on charm and smooth talking. At the core of his being is a very angry and broken young man who seems to simply embrace that which life has handed him with little ability to evolve beyond it. He's the king of passive resistance, of exalting the achievement of some bare minimum by the narrowest of margins as some heroic virtue. Imaginative, insightful, maybe even clever, he's far from lazy, and at the slightest provocation can be motivated to great effort in pursuit of survival which usually results in destruction of private property and possibly the maiming of those involved. When it comes to himself, Theo is a tightly coiled time bomb of wants, needs and blurry interpretations of right and wrong.
|bg=Olympia Rabanne, on vacation in Aswan, Egypt, was one of the many women who had the misfortune to be targeted by the minions of a vampire by the name of Dio -- for his food. Her fiery temper would save her life, however. As it turned out, Dio had decided two things. One, that he should father as many children as he could, as it could be a way to "heaven" -- that is, a way into heaven that would allow him to control it. And two, that the best mothers for his children would be those women who were wholly the opposite of his sweet, kind mother.
|bg=Theo was born the youngest child to Beacon Hills locals Jonathan and Angelia Raeken on a warm April afternoon. For the most part the Raeken family lived a fairly normal life until the death of their daughter Tara led to the family packing up and leaving Beacon Hills. Up to that point, Theo, then in the fourth grade and a fairly typical ten year old who enjoyed a childhood of friends, birthday parties and little league. Life would however, change dramatically for Theo in the years to come.


No, Dio wanted no saints or "holy women". Dio wanted women who were (by his own literal Victorian standards) "cross, short-tempered", "with no refinement, a foul mouth, and no knowledge of manners". The fiery Olympia Rabanne, who evaded the first of Dio's minions with a kick to his ungentlemanly areas and pelted the pursuer who finally did catch her with insults until she was knocked unconscious, fit that bill handily.
It was the official story that Tara died of exposure after becoming lost in the woods following an injury that left her leg broken and the wounded girl trapped in the freezing waters of a local creek. The reality was much different. Though there are those who would see the situation as a heartless young boy who stood by selfishly and watched his sister die, Theo would argue that he was tricked by three supernatural entities who assured him that his sister in fact wanted him to have her heart. Regardless of the true story, the Dread Doctors did in fact harvest his sister's heart, transplanting it into Theo and beginning his evolution into the first chimera. Though their research tended to far exceed Theo's understanding, and though he was (according to what he was told) a failure, the Doctors did not dispose of him as they did many of those that came after him. Perhaps their use of him was supported by his lack of empathy for their victims, but Theo remained in their company for almost eight years before a sudden choice shifted his story once again.


Olympia escaped with more than her life, though; she found out soon afterwards that she was with child. However, she decided to keep it, for whatever reason -- perhaps she was, in the end, won over by Dio's intense charisma. When he was born she named him Theodore (ironic for a number of reasons). He decided as he grew older that he wanted "Theo" as a nickname, since "Teddy" was too childish for his tastes, and he thought "Ted" made him sound like an accountant.
Not to long ago rumors of a powerful and unique pack in Beacon Hills reached Theo. Additional information on the pack, primarily that it was led by his former classmate, the True Alpha Scott McCall, fueled by Theo's desire to become a real Werewolf (and maybe an Alpha). Likely also due to a subconscious desire to have a pack at his disposal, Theo manipulated his way away from the Dread Doctors (aka, ran) and struck out for Beacon Hills. What exactly he would do once he reached there is anyone's guess. For the most part he has pushed the Doctors to the back of his mind and placed all his focus on surviving.
 
Olympia Rabanne raised the child as best a single mother could. It was a typical childhood for the most part, even if money was tight. Theodore got a job delivering papers as soon as he was old enough, and began to take odd jobs around his neighborhood -- mowing lawns, taking out trash, etc. It wasn't just to help his mother though, it was to better himself. Theo had always had an interest in music and dance, and with the money he made, he was able to sign himself up for both dance and voice lessons at a local studio. At some point in his life he also watched the movie "Labyrinth" and became fascinated with the contact juggling therein, and so he studied that, and developed the great manual dexterity he would come to be known for.
 
Shortly after turning 17, Theo witnessed a car accident. It was what you'd expect of hit-and-run; a pedestrian was crossing and a car ran a stop sign, hitting the pedestrian and didn't stop. Theo tried to render aid, but his Stand manifested. Which was a little freaky for him, since "Spin Doctors" comes out of his mouth. Imagine if you will, a seventeen year old boy freaking out over someone getting possibly killed right in front of him, only to suddenly have golden spiders start coming out of his mouth. He did fix the person's injuries. And then he ran. Not back home -- he couldn't tell his mother that spiders just came out of his mouth and fixed a person's injuries. She'd never believe him. So he just ran away.
 
As it turned out, it was precisely this time that the Speedwagon Foundation (a powerful organization that outwardly focuses on medical research environmental conservation, but secretly concerns itself with supernatural matters) made their way to Theo's house. They asked after him, but Olympia hadn't seen him; she feared that he was in trouble, but was assured that no, her son was in no trouble with them. However, they wanted to wait until he returned to say what they had to say.
 
Of course... Theo never came home. He was too afraid...
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== SKILLS ==
== SKILLS ==
{{Trait|Acute Manual Dexterity|Competent||Theo's hands are dextrous enough to pass a coin back and forth over the backs of his fingers without dropping it, quickly create cat's cradle formations, or contact juggle. This skill encompasses other tasks as well; these are merely some examples of what he can do.}}
{{Trait|Academia|Competent||Theo is a smart guy, but when it comes to the books he can get by without really shining. He graduated, that's about all he can boast about really. He has your standard level of public school-gained academic knowledge.}}
{{Trait|Dance|Competent||Theo is able to follow choreography, either to copy a choreographed dance that others have done, or to make his own by rearranging the steps. Standard stuff, but he picks up this kind of information with surprising quickness. This skill has also given him a reasonably fit body and better than average flexibility. It's still within the scope of human ability, however.}}
{{Trait|Athletics|Competent||Theo is a survivor and for that reason he keeps himself fit and capable. Though he has no real interest in organized sports (not since he played little league at least), Theo is an athletic young man and possesses the skills of a well-oiled machine when it comes to matters like running, jumping, climbing or using his physical strength to move an object.}}
{{Trait|Mental Multitasking|Competent||Whether it's due to his Stand or just a natural ability of his, Theo is able to keep track of several different trains of thought at once. Handy when his Stand needs to patch someone up, while he's "listening" to his webs for approaching danger, and making armor for allies, etc.}}
{{Trait|Charm|Expert||Theo is a charming and cunning expert when it comes to words. He understands what makes people tick and is particularly good at finding buttons and pushing them. He was blessed with a silver tongue and isn't afraid to lay it on thick to get himself where he needs to be, or of course, to get what he wants. It's just one more skill used to survive when all else fails.}}
{{Trait|Singing|Novice||Theo has learned to sing and has been training on and off since he was about ten or so. He's by no means the best in the world, but he has a respectable vocal range and fairly good control over his voice.}}
{{Trait|Fighting|Competent||Just one more (and the most important) skill gleamed from his "unique" situation is a firm understanding that only the strong survive. This means that Theo is not afraid to, and is no stranger to, throwing a punch or two if it comes down to it. He's a fairly skilled fighter, mainly fueled by his drive to /absolutely/ survive to fight another day.}}
{{Trait|Situational Awareness|Competent||Theo's learning how to take stock of his environment and memorize the hazards around him. Through utilizing his Stand, he can map out an area and memorize its basic layout, and form plans based on those environmental features.}}
{{Trait|Supernatural Lore|Competent||Nine years being effectively raised by the Dread Doctors has afforded Theo some knowledge about the more obscure creatures of the supernatural world. He certainly doesn't have the same level of information possessed by the druids, but he does have some knowledge about topics that may be lesser known, even to some small degree. (This is clearly a hook-skill that can be used by STs and Staff. I have no interest in showboating or abusing this skill.)}}
{{Trait|Spatial Awareness|Competent||Theodore has a very keen awareness of where in physical space his body is in relation to other objects and/or people around him. This is handy for a dancer, but it's even more handy for dodging attacks! However, without his Stand's assistance, Theo's limited to normal human response time (average human response time is between 150 milliseconds and 200 milliseconds).}}


== ABILITIES ==
== ABILITIES ==
{{Trait|Scouting|Basic|Power|Theo can use the senses of his Stand when they're scouting. He can only "see" through one spider's eyes at a time, but he may freely "switch" which spider he sees through the eyes of, so long as they're manifested. If he and Spin Doctors move out of range of each other, the Stand disappears.}}
{{Trait|Dominance|Enhanced|Power|Like werewolves, chimera can intimidate those without exceptional willpower, especially normal humans and most animals, simply by making their eyes glow and growling or snarling towards them. They naturally gives off a predatory aura, though this is enhanced and punctuated by any show of dominance, typically when they are agitated or nervous.}}
{{Trait|Stand|Enhanced|Power|Theo's Stand (a manifestation of the fighting spirit, psyche, soul, or some combination thereof -- essentially Theo has the ability to manifest a poltergeist), "Spin Doctors", is a swarm of up to fifty quarter-sized golden metal spiders that manifest into the world via his mouth (note: they're not actually IN his mouth when not in use). They can create strings from psychic energy, bite targets for small amounts of damage, scout for danger, or fulfill other tasks befitting creatures of their tiny stature. Spin Doctors can act to protect Theo from dangers he's unable to physically react to in time, so long as he's aware they're present.}}
{{Trait|Healing|Enhanced|Power|The resiliency allows chimera to endure non-lethal wounds from personal weaponry such as swords, shotguns, or even rifles without significant loss of ability. Minor wounds heal almost instantly, and even more severe wounds will heal within a few days at most.}}
{{Trait|Threads|Enhanced|Power|Spin Doctors can spin threads of psychic energy; they vary from half the thinness of a human hair to the thickness of a soda straw, with strength as high tensile wire of the same thickness. These threads have many uses -- offensive (garroting wires, whips, etc.), defensive (woven latticeworks over people/things), healing (the threads can stitch up wounds and attempt to heal an injury by merging with the tissue), or communication (by putting the string in mouths/on ears). The spiders can spin a web across floors/walls/doorways, to either let him know when someone's passing by (he needs to be in physical contact with the webs) or to bind someone when they walk into the web. These threads are not sticky. If Theo's incapacitated the threads disappear and all effects currently in progress cease.}}
{{Trait|Natural Weapons|Enhanced|Power|In their shifted forms, chimera have sharp fangs and claws. In Theo's case, the same as those of a werewolf or coyote. These are able to carve through stone and steel, and their bite's pressure is able to shatter bone and tear flesh easily.}}
{{Trait|Pain Transfer|Enhanced|Power|Werewolves can alleviate the pain of someone else by transferring it onto themselves. This requires physical contact and significant focus, becoming more difficult depending on the severity of the pain.}}
{{Trait|Physique|Enhanced|Power|Like werewolves, chimera are much tougher, stronger, and more agile than an average human, able even to twist and bend solid metal, smash through most structures short of armored or strongly-reinforced materials, and break through solid walls of cement or brick with moderate effort. They can resist substantial amounts of damage, especially blunt force trauma, and emerge either unscathed or with only minor injuries. Especially when "shifted," and specifically when running on all fours, they can easily outrun most mundane opponents. They also possesses superior agility, able to catch arrows in midair with moderate effort and, with a little luck, even dodge projectiles like bullets. This enables them to leap much higher and farther than an average human, as well as giving them the ability to bounce off walls and tumble like a skilled gymnast.}}
{{Trait|Senses|Enhanced|Power|The senses of a chimera are enhanced far beyond the ability of any average human. They can hear things like a person's heartbeat and tell if they are nervous and possibly lying and clearly hear the murmur of a quiet conversation several rooms away. He can see over long distances and also possesses excellent night vision. Through scent, they can track a person, even if the trail is days old; they can also isolate specific individual scents in a larger group.}}
{{Trait|Wolf Form|Enhanced|Power|Unlike most werewolves Theo's link to his coyote side allows him the rare ability to fully shift into a black wolf.}}


== ADVANTAGES ==
== ADVANTAGES ==
{{Trait|Connected|||Thanks to his Stand's ability to pick up on events via their webs, Theo tends to be scarily aware of things that are going on in his general area. This usually doesn't extend any further than the radius of one neighborhood, and tends to need a few days to kick in.}}
{{Trait|Inheritance|||Being the last living Raeken, Theo is privy to the goods that leaves behind. This includes the bulk of his family's properties, remaining financial means and, of course, insurance payouts. He's no high roller but the benefits keep Theo stocked in microwave dinners, a nice enough truck and all the ridiculously tight t-shirts he can wear.}}
{{Trait|High Willpower|||It takes a strong will to control a Stand; people with low willpower who manifest a Stand tend to end up with "Stand fever", a kind of psychic illness that eventually kills the person. While Theo is not the strongest-willed person on Earth, or even the strongest-willed Stand user, he can withstand assaults to his core beliefs that would leave a normal person questioning themselves, and push past the point of utter physical exhaustion for a normal human being to keep going when those beliefs are at stake.}}
{{Trait|Physical Fitness|||Due to his dancing skills, Theo's body is in near-peak shape for a young man his age. His stamina and flexibility are his greatest assets, though while he's still pretty strong, it's nowhere near the realm of the supernatural.}}
{{Trait|Stand Mechanics|||Stands are generally invisible to people without some heightened awareness of their own -- psychic powers, magical ability, or simply being more enlightened than the typical mortal (i.e., most PCs). Additionally, mundane weapons such as non-magical knives, guns, or the like merely pass through a Stand unharmed. However, energy weapons can affect them, as well as magical weapons and extra-normal powers (eye lasers, supernatural strength, vibranium/adamantium weapons, etc.).}}


== WEAKNESSES ==
== WEAKNESSES ==
{{Trait|Arachnophobics Beware|||While the individual spiders look incredibly derpy and stupid, from a distance *it's still a big honkin' swarm of spiders*. Not to mention that said big honkin' swarm of spiders enters the world by *crawling out of his mouth* (again, note: the spiders are not actually inside his mouth when not in use). While he can generally depend on his Stand's invisibility to hide them from normal people, amongst those who can see it, it's bound to freak out the arachnophobic or the squeamish.}}
{{Trait|Chimera|||Chimeras are by nature fragmented, a melding of the human and the supernatural. This causes them several drawbacks, as compared to full-blooded or "natural" were-creatures. For instance, their bodies are constantly healing at a very low level, just to keep themselves healthy. While natural supernatural possess the ability to heal serious wounds in a matter of minutes, for a Chimera, healing serious wounds may take hours. While this doesn't stop them from healing, it can work against them, especially in situations where being wounded slows them and others down. Furthermore, healing for a chimera requires focus and concentration, which again, hinders them in situations where time is of the essence. Chimera also cannot fully integrate into a pack, as werewolves can. There are no alpha chimera, and chimera cannot receive the usual benefits from working with a pack or being connected to a strong alpha.}}
{{Trait|Close Your Head!|||Like a magic-user's need to use trigger or control words, this is not something Theo can overcome with any kind of force of will. To manifest his Stand, Theo requires that his mouth be allowed to open and be mostly unblocked, because the energy that his Stand forms from does indeed exit his body through his mouth.}}
{{Trait|Inferiority Complex|||Jesus H. Christ, Theo is not a leader! Not only does Theo lack the empathy and compassion to be a leader or alpha, but he lacks the true desire (though if you ask him, he swears that is his ultimate goal). At the end of the day, his true goal is power and survival, and proving to those around him that he IS strong and capable, even if he's not a true werewolf. In fact, Theo's rage and anger problems can easily be traced back to the fact that he is merely a Chimera in a world of supernaturals. That which is his greatest strength, is a very crippling handicap as well, especially considering the impact it has on him psychologically.}}
{{Trait|Dioooooo!|||Theo is a direct descendant of Dio Brando, by way of Jonathan Joestar's hijacked body. Being of direct descent from Dio places him on Dio's followers' radars in a big way. He might be called upon to join their cause, and Theo and/or his family and friends run the risk of being threatened or hurt by those followers to force his cooperation. It also could cause people who would otherwise be his allies (and thus would otherwise be willing to bail his non-combatant behind out of trouble) to distrust him, particularly if those potential allies ran afoul of Dio in the past.}}
{{Trait|Limited Empathy|||Though it's not necessarily a flaw that will leave him twitching on the ground, Theo's life has not afforded him many opportunities to truly learn the concept of empathy for those around him. He is prone to actions fueled by his selfish need to come out on top, or escape without too much harm. For this reason it can be difficult for those who have seen the "true" Theo to trust him. It can also be hard for Theo to understand the actions of his peers or embrace the idea that someone may be truly concerned for his, or someone else's, safety or wellbeing.}}
{{Trait|Lacking in Melee|||Spin Doctors' effectiveness suffers in melee range. When things get up close and personal, Theo can't effectively utilize his powers to their fullest extent. Spinning those threads and weaving them into something useful doesn't happen instantaneously, after all; it definitely doesn't happen fast enough to pre-empt a punch from three feet away.}}
{{Trait|Lunar Cycle|||As with werewolves, werewolf/coyote chimera are closely tied to the phases of the moon. This affects them in various ways, such that they are at their strongest when the moon is full and their weakest during a lunar eclipse. The phase of the moon also strongly affects the character's emotions, such that they can become almost overwhelming near the full moon. The character will find a strong urge to shift during the full moon, as well as on the nights just before and after a full moon. As with most werewolves, Theo eventually learned to control his shifts and to manage his emotions even during the full moon.}}
{{Trait|Range Increment|||Spin Doctors's range is about 65 feet, or 20 meters. That is quite far, but when any part of his Stand is separated from the other (or himself) further, the parts of the Stand outside that range de-manifest, disappearing completely and dropping whatever they were doing.}}
{{Trait|Lunar Eclipse|||During a full lunar eclipse, werewolves of this type are generally powerless and essentially reduced to the status of ordinary, if healthy, humans. If the Bite cured them of any health conditions or injuries, these remain cured. Once the moon becomes visible again, their power is restored. During a partial eclipse they are somewhat weaker than normal, but they do retain their powers at a high-end Basic level.}}
{{Trait|Transmit Damage|||While Theo doesn't take damage if a single one of the swarm is defeated, if the whole swarm of spiders is damaged, he will receive that damage. If the whole swarm is defeated, he can die, depending on how much damage the swarm took.}}
{{Trait|Turn a Blind Eye|||While Theo's looking through the eyes of Spin Doctors, he's unable to use his own body's senses, and may not be able to detect threats near him.}}
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[[Category:Character]]
[[Category:Character]]

Latest revision as of 06:17, 23 May 2021

Character.png

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Full Name:
Theodore Raeken
AKA:
Position:
Ne'er-do-well
Age:
Teenager
Species:
Type:
World:
Music:
The Raeken family were a steady part of Beacon Hills until they moved away around 2009, following the death of their older child, Tara. For his part, Theo was your standard 10 year old kid who played little league, came to birthday parties and got into your typical bouts of trouble. Now, back in Beacon Hills, Theo may not be the boy people remember. He has a ready smile for anyone willing to entertain it, and he can pour on the charm with the best of them, but those that knew him best will tell you...there's just something different about him, even if they can't put their finger on it.

Personality

Theo is a textbook case of potential going to waste. His priorities seem to find the farthest point opposite of what would be most constructive to his long term well-being and park themselves firmly there. He's a skilled artist of manipulation, and often manages to squeak by on charm and smooth talking. At the core of his being is a very angry and broken young man who seems to simply embrace that which life has handed him with little ability to evolve beyond it. He's the king of passive resistance, of exalting the achievement of some bare minimum by the narrowest of margins as some heroic virtue. Imaginative, insightful, maybe even clever, he's far from lazy, and at the slightest provocation can be motivated to great effort in pursuit of survival which usually results in destruction of private property and possibly the maiming of those involved. When it comes to himself, Theo is a tightly coiled time bomb of wants, needs and blurry interpretations of right and wrong.

Background

Theo was born the youngest child to Beacon Hills locals Jonathan and Angelia Raeken on a warm April afternoon. For the most part the Raeken family lived a fairly normal life until the death of their daughter Tara led to the family packing up and leaving Beacon Hills. Up to that point, Theo, then in the fourth grade and a fairly typical ten year old who enjoyed a childhood of friends, birthday parties and little league. Life would however, change dramatically for Theo in the years to come.

It was the official story that Tara died of exposure after becoming lost in the woods following an injury that left her leg broken and the wounded girl trapped in the freezing waters of a local creek. The reality was much different. Though there are those who would see the situation as a heartless young boy who stood by selfishly and watched his sister die, Theo would argue that he was tricked by three supernatural entities who assured him that his sister in fact wanted him to have her heart. Regardless of the true story, the Dread Doctors did in fact harvest his sister's heart, transplanting it into Theo and beginning his evolution into the first chimera. Though their research tended to far exceed Theo's understanding, and though he was (according to what he was told) a failure, the Doctors did not dispose of him as they did many of those that came after him. Perhaps their use of him was supported by his lack of empathy for their victims, but Theo remained in their company for almost eight years before a sudden choice shifted his story once again.

Not to long ago rumors of a powerful and unique pack in Beacon Hills reached Theo. Additional information on the pack, primarily that it was led by his former classmate, the True Alpha Scott McCall, fueled by Theo's desire to become a real Werewolf (and maybe an Alpha). Likely also due to a subconscious desire to have a pack at his disposal, Theo manipulated his way away from the Dread Doctors (aka, ran) and struck out for Beacon Hills. What exactly he would do once he reached there is anyone's guess. For the most part he has pushed the Doctors to the back of his mind and placed all his focus on surviving.

SKILLS

Academia - Competent Level

Theo is a smart guy, but when it comes to the books he can get by without really shining. He graduated, that's about all he can boast about really. He has your standard level of public school-gained academic knowledge.

Athletics - Competent Level

Theo is a survivor and for that reason he keeps himself fit and capable. Though he has no real interest in organized sports (not since he played little league at least), Theo is an athletic young man and possesses the skills of a well-oiled machine when it comes to matters like running, jumping, climbing or using his physical strength to move an object.

Charm - Expert Level

Theo is a charming and cunning expert when it comes to words. He understands what makes people tick and is particularly good at finding buttons and pushing them. He was blessed with a silver tongue and isn't afraid to lay it on thick to get himself where he needs to be, or of course, to get what he wants. It's just one more skill used to survive when all else fails.

Fighting - Competent Level

Just one more (and the most important) skill gleamed from his "unique" situation is a firm understanding that only the strong survive. This means that Theo is not afraid to, and is no stranger to, throwing a punch or two if it comes down to it. He's a fairly skilled fighter, mainly fueled by his drive to /absolutely/ survive to fight another day.

Supernatural Lore - Competent Level

Nine years being effectively raised by the Dread Doctors has afforded Theo some knowledge about the more obscure creatures of the supernatural world. He certainly doesn't have the same level of information possessed by the druids, but he does have some knowledge about topics that may be lesser known, even to some small degree. (This is clearly a hook-skill that can be used by STs and Staff. I have no interest in showboating or abusing this skill.)

ABILITIES

Power: Dominance - Enhanced Level

Like werewolves, chimera can intimidate those without exceptional willpower, especially normal humans and most animals, simply by making their eyes glow and growling or snarling towards them. They naturally gives off a predatory aura, though this is enhanced and punctuated by any show of dominance, typically when they are agitated or nervous.

Power: Healing - Enhanced Level

The resiliency allows chimera to endure non-lethal wounds from personal weaponry such as swords, shotguns, or even rifles without significant loss of ability. Minor wounds heal almost instantly, and even more severe wounds will heal within a few days at most.

Power: Natural Weapons - Enhanced Level

In their shifted forms, chimera have sharp fangs and claws. In Theo's case, the same as those of a werewolf or coyote. These are able to carve through stone and steel, and their bite's pressure is able to shatter bone and tear flesh easily.

Power: Pain Transfer - Enhanced Level

Werewolves can alleviate the pain of someone else by transferring it onto themselves. This requires physical contact and significant focus, becoming more difficult depending on the severity of the pain.

Power: Physique - Enhanced Level

Like werewolves, chimera are much tougher, stronger, and more agile than an average human, able even to twist and bend solid metal, smash through most structures short of armored or strongly-reinforced materials, and break through solid walls of cement or brick with moderate effort. They can resist substantial amounts of damage, especially blunt force trauma, and emerge either unscathed or with only minor injuries. Especially when "shifted," and specifically when running on all fours, they can easily outrun most mundane opponents. They also possesses superior agility, able to catch arrows in midair with moderate effort and, with a little luck, even dodge projectiles like bullets. This enables them to leap much higher and farther than an average human, as well as giving them the ability to bounce off walls and tumble like a skilled gymnast.

Power: Senses - Enhanced Level

The senses of a chimera are enhanced far beyond the ability of any average human. They can hear things like a person's heartbeat and tell if they are nervous and possibly lying and clearly hear the murmur of a quiet conversation several rooms away. He can see over long distances and also possesses excellent night vision. Through scent, they can track a person, even if the trail is days old; they can also isolate specific individual scents in a larger group.

Power: Wolf Form - Enhanced Level

Unlike most werewolves Theo's link to his coyote side allows him the rare ability to fully shift into a black wolf.

ADVANTAGES

Inheritance

Being the last living Raeken, Theo is privy to the goods that leaves behind. This includes the bulk of his family's properties, remaining financial means and, of course, insurance payouts. He's no high roller but the benefits keep Theo stocked in microwave dinners, a nice enough truck and all the ridiculously tight t-shirts he can wear.

WEAKNESSES

Chimera

Chimeras are by nature fragmented, a melding of the human and the supernatural. This causes them several drawbacks, as compared to full-blooded or "natural" were-creatures. For instance, their bodies are constantly healing at a very low level, just to keep themselves healthy. While natural supernatural possess the ability to heal serious wounds in a matter of minutes, for a Chimera, healing serious wounds may take hours. While this doesn't stop them from healing, it can work against them, especially in situations where being wounded slows them and others down. Furthermore, healing for a chimera requires focus and concentration, which again, hinders them in situations where time is of the essence. Chimera also cannot fully integrate into a pack, as werewolves can. There are no alpha chimera, and chimera cannot receive the usual benefits from working with a pack or being connected to a strong alpha.

Inferiority Complex

Jesus H. Christ, Theo is not a leader! Not only does Theo lack the empathy and compassion to be a leader or alpha, but he lacks the true desire (though if you ask him, he swears that is his ultimate goal). At the end of the day, his true goal is power and survival, and proving to those around him that he IS strong and capable, even if he's not a true werewolf. In fact, Theo's rage and anger problems can easily be traced back to the fact that he is merely a Chimera in a world of supernaturals. That which is his greatest strength, is a very crippling handicap as well, especially considering the impact it has on him psychologically.

Limited Empathy

Though it's not necessarily a flaw that will leave him twitching on the ground, Theo's life has not afforded him many opportunities to truly learn the concept of empathy for those around him. He is prone to actions fueled by his selfish need to come out on top, or escape without too much harm. For this reason it can be difficult for those who have seen the "true" Theo to trust him. It can also be hard for Theo to understand the actions of his peers or embrace the idea that someone may be truly concerned for his, or someone else's, safety or wellbeing.

Lunar Cycle

As with werewolves, werewolf/coyote chimera are closely tied to the phases of the moon. This affects them in various ways, such that they are at their strongest when the moon is full and their weakest during a lunar eclipse. The phase of the moon also strongly affects the character's emotions, such that they can become almost overwhelming near the full moon. The character will find a strong urge to shift during the full moon, as well as on the nights just before and after a full moon. As with most werewolves, Theo eventually learned to control his shifts and to manage his emotions even during the full moon.

Lunar Eclipse

During a full lunar eclipse, werewolves of this type are generally powerless and essentially reduced to the status of ordinary, if healthy, humans. If the Bite cured them of any health conditions or injuries, these remain cured. Once the moon becomes visible again, their power is restored. During a partial eclipse they are somewhat weaker than normal, but they do retain their powers at a high-end Basic level.

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