trafficreport: +trans am (★ don t worry if you are not computer)
𝐣𝐞𝐭 ★ 𝐬𝐭𝐚𝐫 ([personal profile] trafficreport) wrote2020-02-25 09:12 pm
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★ stats


JET STAR
i'll tell you all how the story ends
where the good guys die
and the bad guys win

STATISTICS
NAME: Jet Star
AGE: Unknown
DOB: Unknown

HEIGHT: 6'01"
BUILD: Tall, lean
HAIR: Brown, wavy
EYES: Dark brown

IN-GAME
ARRIVAL: 02/16/2020
HOUSING: None
JOB: Sentinel, Scout
APPEARANCE
About 6'1". Dark skin. Long, curly hair that falls just short of being shoulder length. Usually has a fair amount of stubble. Has a plain black eyepatch over his right eye. Primarily wears dark clothing - black shirt, black pants, black fingerless gloves, mostly black jacket with red highlights. The back of his jacket has a distinctive spider symbol over an American flag and the shoulder has a patch resembling an ace of spades card with a skull and scythe. Often seen wearing a black bandana with pink polka dots. Wears two sets of bad luck beads. Carries a bright blue ray gun and a matching domino mask.
HISTORY
Primarily unknown. Member of the killjoy quartet known as the Fabulous Four, consisting of himself, Party Poison, the Kobra Kid, and Fun Ghoul. Sworn to raise and protect the child known only as the Girl.

Died in 2019 rescuing her from Better Living Industries.
ABILITIES & SKILLS
All characters begin at Level One. Your ability to use magic is finite. You can only use your god powers a certain amount each day before your "battery" is considered drained, at which point you will feel physically weak and exhausted. Pushing yourself past this point will result in death. The amount of energy expended each time you use your power decreases as you level up. At first level, consider yourselves capable of using your god power roughly five times a day at most. The more you have to focus on maintaining the effects of a spell, the faster your "battery" will drain.
LEVEL ONE: ALARM
Casting this spell sets an alarm against unwanted intrusion. Choose one door, window, or area within visual range that is no larger than a 20-foot cube. For the next 8 hours, an alarm alerts you whenever a creature of humanoid size or smaller touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible; an audible alarm can take any sound of your choosing and can be heard for up to 60 feet, and a mental alarm can be felt up to 1 mile away from the designated area. The mental alarm will rouse you from sleep.
LEVEL TWO: WARDING BOND
This spell wards a willing creature you touch and creates a mystic connection between you and the target for four hours. While the target is within 60 feet of you, they are harder to hit and do not take as much damage from attacks. However, each time the affected creature is injured, you are injured in the same way. The spell ends if you are killed or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell at will.
LEVEL THREE: BARRIER
A shimmering barrier extends out from you in a 30-foot radius and moves with you, remaining centered on you. No creatures, objects or spells can pass through the barrier in either direction. The barrier lasts for up to 4 hours and can protect up to 10 other creatures of your choice within range, as long as they are no larger than the average humanoid. All others are pushed out of the barrier and cannot physically pass or reach through for the duration of the spell. If you fall unconscious, the spell will end early.

PERSONALITY
Generally stoic and withdrawn. Flat, deadpan features. Only prone to emoting more animatedly around those he trusts. Not very talkative. When he speaks, it's generally to say very little in as few words as possible. Tends to speak in a low, quiet voice.

Like any longtime resident of the Zones, capable of doing what it takes to survive. Threats against Jet's family are not tolerated. He can and will open fire on someone who might be a threat with very little provocation, and he will do it smoothly and without breaking a sweat. He carries out a great deal of his tasks with a certain level of stoicism. He does what it takes, and he does it exceptionally well. A little too comfortable with the idea of death. The morality of killing and maiming someone just to get by doesn't bother him overmuch; he's entirely too accustomed to every day being a high-stakes endeavor, where it's going to be an "us or them" situation. Intensely and unapologetically devoted to his crew. While not innately hostile to anyone he doesn't consider trustworthy, he finds it easy to draw the lines between his crew and everyone else. Prioritizes his own crew first and foremost, and does not mind it if others become collateral damage in the process.

Possessed of mild superstition and religious belief in the local deities of the Zones. Prone to paranoia and distrust due to harsh lifestyle. Relatively dutiful and stoic, but capable of a good time around trusted friends. Capable of compartmentalizing complicated and distressing stimulus, such as grief or panic, for the sake of getting the job done.

In short: patient, vigilant, and unwaveringly loyal.