Post by Bixir on Nov 29, 2023 16:47:58 GMT
“Though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me.”
Psalm 23:4
General Information
Full Name:
K'ur Salm
Codename or Alias:
Pilgrim
Selma
Ul'gri-Shar ("Cosmic Wind")
Shar
Anonymity
Pilgrim is a forgotten anomaly from a distant galaxy. Her only presence lies in her deeds on Earth as a so-called superhero. She is primarily known in the rural parts of New England and the American Midwest. Though she is among the ranks of the Justice League, Pilgrim is often looked over compared to other members, particularly since she often avoids media appearances if it can be helped. For those that have come to know Pilgrim, it is as a quiet defender of the downtrodden.
Gender:
Female
Race:
Vellian
Age:
Seventy-seven human years
Place Of Birth:
Vel, Andromeda Galaxy
Occupation/Status:
Extraterrestrial Nomad
Alignment:
Good
Factions:
The Justice League
Canon Or Original?:
Original
Powers/Abilities:
Vellian Physiology
As a member of the Vellian race, Pilgrim is privy to the characteristics inherent in all of their kind. On a general level, Pilgrim is significantly superior on a physical level to most humans, though with distinct traits that certainly set her apart from those native to Earth.
Enhanced Synesthesia
All Vellians have the phenomenon of synesthesia. This means that their senses are incredibly acute, being able to do things like visually perceive sound or interpret one’s emotional state and demeanor. Though Vellians were trained to use these heightened senses as soldiers on the field of battle, Pilgrim uses them more in line with her empathy for humans.
Enhanced Strength
Though not superhumanly strong, Vellians are capable of much greater physical feats of strength than any human, able to lift at least five tons with some effort, and up to fifteen tons with maximum effort. Needless to say, Vellians can punch through steel, lift and throw cars, and break through most durable substances such as concrete and armored vehicles.
Superhuman Endurance
Vellians are sturdy and resilient as they are strong. They are notably resilient to physical damage, including ballistics and simple bladed weapons. They are not invulnerable to explosives, and higher-grade munitions, such as armor-piercing rounds and certainly artillery shells, are much more likely to injure a Vellian, though not to the same extent as it would a human.
Superhuman Agility
Vellians have incredible senses, not the least of which is their ability to move swiftly and deftly. As all Vellians are trained warriors from an early age, their reflexes are nigh superhuman, able to catch bullets and similarly fast-moving projectiles with focus. Vellians also have a natural affinity with free movement and its applications in urban environments, able to survive falls that would otherwise be fatal to others, and perform acrobatic feats even Olympian acrobats would have difficulty pulling off.
Longevity
Vellians are long-lived, living three times longer than any human. A Vellian reaches maturity at forty human years, and middle-aged at one-hundred eighty years.
Aversion to Water
All Vellians have a deathly fear of water, as their body reacts highly volatilely to the substance upon contact. The effects are similar to how Martians react upon exposure to fire, primarily being overwhelming physical weakness and sudden anxiety, to the point that being completely submerged in water, or heavily soaked, for a couple of consecutive minutes will drive a Vellian unconscious. Up to ten minutes of continued exposure to water will begin to compromise a Vellian’s vitals, and eventually lead to death.
Learned
Though Pilgrim presents herself as a wise, enlightened individual, zen-like and removed from worldly affairs, she is in fact quite intelligent in scholarly and scientific pursuits. Even before leaving Argus she prided herself on her understanding of applied sciences, chemistry, quantum physics and more. Though the rest of the Vellian people were not savages, Pilgrim was an exception in how devoted she was to these sciences, an interest that persisted when she came to Earth, and to this day as well. She can speak on equal footing with many of Earth’s foremost scientists and intellectuals, though only enough to hold a conversation with them. Technology is not Pilgrim’s strong suit in the least, and is not among the first things that come to her mind in conversations.
Aerokinesis
Pilgrim was among the Vellians believed to be blessed by the god Argus himself. Her powers that manifested were among the more powerful of these “blessings”, comprising the element of air itself. Ulgri-Shar, as she was known then, or “Cosmic Wind”, can not only manipulate, direct, and guide wind currents around her at will, but generate air itself with little to no effort, creating boundless potential and power upon a whim. The following techniques encompass a majority of what she is capable of:
Pilgrim can manipulate and affect sound in her vicinity by acting on the wind currents through which sound, and thus, communication, travels. This makes it easy for her to eavesdrop on conversations many yards away from her, even further if there is already a current in the air. She can also use this in the reverse, containing sound within a specific area, circulating the waves within the air in a fixed location to prevent it from traveling elsewhere. This includes dampening her own movements to the extent that she makes virtually no sound at all with her movements. Although, if the noise is too great, such as a large explosion, then obviously it cannot be effectively contained. Pilgrim can also project sounds a far greater distance than they would normally travel, as well as give echoes of sounds that are actually coming from a different direction, or aren’t there at all.
The simplest form of Pilgrim’s gift is to use air telekinesis to project a wide assortment of attacks of condensed air. The most basic of these are concussive blasts meant only to buffet targets, or to send them flying if they are vulnerable enough. More nuanced, dangerous forms entail razor blades of wind, capable of slicing through weak to medium materials, and even light to moderate metal armor if there is enough force behind them. Pilgrim may also use this ability defensively, creating barriers of hypercondensed air to hold someone or something at bay, or lighter, more transient projections to deflect or capture projectiles before letting them drop to the ground. Pilgrim may also use this to emulate telekinesis in general, sending bodies and much smaller objects flying in whatever direction she so chooses. With this in mind, this makes her very difficult to uproot with telekinesis, so firm she can hold herself with her powers over wind.
Pilgrim’s complete affinity for and connection with the air around her allows her to feel and be aware of everything traveling through it at any given moment, and can react accordingly with impeccable timing. This makes it easy for Pilgrim to sense oncoming attacks moving through the air, so long as they leave physical trails as they move (as opposed to energy beams or concentrated magic), and that Pilgrim is not distracted or otherwise caught off-guard. Pilgrim can also sense any residual elements in the air, from smoke in the distance to narcotics or odors emanating from a source. This has honed Pilgrim’s hearing and olfactory senses to be extremely acute.
It goes without saying that as one who has mastery over air, Pilgrim is incredibly agile. She is also very graceful and very quick when she needs to be. On top of being a remarkable physical specimen as all Vellians are, she can move great distances with little effort by generating and / or gliding on bursts of wind current to practically carry her along. This can take place anywhere, on the ground, along the water (so long as she does not make contact with the surface (see Vellian Physiology), and flight through the air. As Pilgrim does not conduct flight with wings or machinery, she can change her direction without any effort, and can soar high through the sky at maximum speeds up to hundreds of miles per hour, hardly more than a blur to the human eye if Pilgrim needs to promptly remove herself from a scene.
Atmospheric control is the most complicated, and arguably the most powerful set of abilities that Pilgrim has at her disposal. She can alter the air around her to enact chemical change, the most common form of this being purifying the air of any hostile elements, as well as dispersing harmful gases. She can also induce rust by heavily oxidizing a metal, provided it is not refined enough to be resilient to extreme rusting. Pilgrim can induce vacuums in an area, completely depriving it of oxygen to suffocate individuals to the point of unconsciousness, or if for some reason she deems necessary, kill them by asphyxiation. This can also be used to cut off forms of communication, giving the airwaves no means to travel to their intended destination. Pilgrim can also pressurize or depressurize environments that she is in, as well as induce these effects on others. For example, trapping a target in a highly pressurized “box”, forcing their body to undergo intense atmospheric forces in an attempt to subdue them. They could also be saved by pressurizing their environment, keeping their “atmosphere” contained from exterior forces that might be causing them harm. Depressurizing an atmosphere for a target or targets would have similar effects and purposes, simply in the reverse.
Weapons/Items:
Vacuum Helmet
When traveling through the vacuum of space and other environments hostile to their physiology, Vellians wear a sealed helmet known as a Vacuum Helmet, or “Vac” for short. Vacs are often elongated in nature, styled around the wearer’s head while presenting a sharp, cone-like aesthetic. The helmet also covers the user’s neck and upper collarbone, also armoring those areas from attack if they aren’t already protected by other armor. The helmet is composed of a high-grade, alien material native to Vel that, while not as strong as adamantium or vibranium, can resist most attacks up to concentrated energy blasts or point-blank explosions.
Vacs are equipped with a highly advanced digital-mesh UI that doubles as an opaque visor, capable of faintly displaying the user’s eyes and mouth should the user desire to do so. The visor can revert to a translucent UI at a mental command, revealing the user’s face while still providing the user with critical mission data and feedback on their surroundings with high-end sensors. The capabilities of a Vac cannot be impacted by an electromagnetic pulse, its hardware protected within insulated Vellian technology.
Appearance
Image:
Physical Appearance:
Pilgrim is an exceedingly tall individual, though not wide or physically imposing aside from her height. She stands about six and a half feet tall, weighing two-hundred pounds. As soon as someone sees Pilgrim’s face, it is immediately clear that she is not of this earth. Namely, Pilgrim holds a striking resemblance to the Turians of the Apien Crest. Her face (along with the rest of her body) is an icy-blue hue, pale and unseemly, though quite durable and more like hide than skin. Cyan warpaint marks the middle of her face, cresting up and towards the back of her head. Her eyes are a cold, sombering blue. Pilgrim’s hands are four-digits, and partially claw-like, though as opposable as any human’s.
Clothing and Armor:
Pilgrim wears the Vellian cosmonaut suit she wore when she first left Vel for the universe at large. It is light and form-fitting as far as Vellian armor goes, jet-black with silver LEDs lining the suit to denote functionality as well as the user’s life signs, dimming when they go to sleep. Pilgrim wears a long-flowing black shroud that drapes her entire body, stopping at her elongated ankles. Wearing her Vacuum Helmet in addition to this shroud conceals Pilgrim’s identity completely, giving the image of an enigmatic wanderer.
Personality
Sexual Orientation:
Pansexual
General Personality:
Pilgrim exudes a foreboding, solemn presence, a far cry from the ferocity Vellians became known for in the Andromeda Galaxy, though no less intimidating to those in her presence. Despite how imposing she may present herself to be (though more often than not this is unintentional), Pilgrim is very reclusive and usually avoids contact with humans whenever possible. On the off chance that she is forced to meet a human face to face, she will offer parting words at the very most before disappearing in a blur with her aerokinesis. Having never had a proper upbringing, Pilgrim does not know how to talk to others, let alone make friends. Though she is awkward and in most cases naive, she means well, and will make sincere efforts to befriend others.
Pilgrim cares a great deal for humanity, despite still understanding very little about them, how they think, or their society as a whole. She is a noble Samaritan, a bleeding heart who refuses to leave anyone to their fate if it means suffering, for others or for themselves. She believes that there is good in all humans, a people that are still able to be redeemed unlike her kind. Pilgrim has taken after religious and philosophical texts, taking them to heart in trying to understand humanity and how they (and through extension, herself) may benefit themselves from following their tenets. This unilateral faith (or longing to have faith) in humanity leads Pilgrim to be incredibly naïve towards humans, always taking their word and actions at face value. Though Pilgrim is not entirely stupid as to believe a criminal or someone that is unpopular among the masses, a perceptively devious or two-faced individual would not find it difficult to earn her trust, so long as they do not do anything to break that trust, or ask anything of Pilgrim that, in her mind, any Earthling, seemingly good-natured as they are, would not do.
Face/Voice: Vanessa Marshall
Anything Else
Anything (for this section or for anywhere else in the profile) that you think aren't covered in the sections of this character sheet can go here.
Character's History
Siblings:
Nearly all Vellians are siblings of one another, born from the countless birthing Cradles that mandate their reproduction. Though Vellians are not all the same or completely identical, differences can be far more difficult to discern among their people, particularly by outsiders. Pilgrim does not consider any members of her race as siblings in the traditional sense, none of them anyone that she would or ever held a lasting relationship with.
Mother:
N/A (see Other Family)
Father:
N/A (see Other Family)
Other Family:
Vellians are reproduced via birthing Cradles that are fed genetic material from the Great Thul, the progenitor and undisputed ruler of the Vellian civilization. All Vellians owe their existence to the Great Thul, and their service for as long as they live.
History:
"You cannot shake hands with a clenched fist."
Gautama Buddha
Vellia
The Vellians were a proud warrior race, settled in the Argus cluster of the Andromeda Galaxy. Dominated by martial culture, war was their life, subjugating entire civilizations in neighboring systems as a means of driving their war machine. They thrived on conquest, pledged to the cause of their enigmatic leader, Great Thul, whom they revered as a deity figure. Their destiny was to the stars and beyond, spreading the divine decree of their leader that they were the chosen children to inherit the universe.
Vellians were not raised in a traditional sense, bred into the martial programming designed for all of their kind. The only Vellian capable of reproducing was Great Thul, from whom the entire species depends on to continue their legacy, and entirely central to the Vellian civilization as a whole. All Vellians were siblings, cut from the same genetic cloth, even if they belonged to separate generations. They had no fathers or mothers; The Great Thul was the only guardian they needed in their lives, caring for his people and giving them life, who in turn lovingly served their Creator without question.
Ul'gri-Shar
K’ur Salm was born in the 12th Legacy of Vellians, one of the more disappointing batches in the eyes of Great Thul, physically inferior as they were to the last two Legacies which had been remarkably endowed with physical prowess and ambition that rivaled their Creator. K’ur was particularly inferior in the eyes of her supervisors, though not for lack of strength. She was hesitant when ordered to maim and kill her prey, and held back when she did. In spite of this moral weakness, K’ur remained steadfast to Great Thul and her programmed destiny, believing these trials were a test of her faith and resolve to the Creator. Whereas for the the other Vellians alongside her, they acted without question to prove themselves as obedient, skilled warriors, as was the actual intent of their training.
The undue attention that K’ur drew to herself for her aberrant behavior led to her handlers discovering that she was carrying the metagene. As far as Vellian scientists could understand, the metagene was a genetic anomaly that seemed to take place in the Great Thul’s reproduction in miraculous circumstances. It altered the subject’s physiology in untold ways, usually culminating in the development of abilities tied specifically to their metagene, the inner workings of which remained an enigma to their understanding of the Great Thul’s already inscrutable reproductive process.
K’ur Salm’s case was hardly the first. Anomalies of the metagene had been emerging ever since the First Legacy, and measures began to be taken to accommodate and even cultivate these “gifted” Vellians. The Great Thul offered no answers on this “metagene” or why it was in his essence, simply insisting that they were a part of his divine plan, and that they were as important, if not more important, than the standard rabble. This led them to be increasingly envied and antagonized, often resulting in them being forced into self-imposed exile, or simply vanishing off of the face of Vel, never to be seen again.
By the 12th Legacy, this process had become less extreme, and the Great Thul’s retribution upon those that dared to defy his command had cowed most of the prejudice out of those that might consider action against the “gifted”. Regardless, K’ur began to realize that the values that she had accepted as her own were not in line with her peers, and certainly not the Great Thul to whom she owed her very existence. As K’ur Salm, or as she had come to be known for her gift, Ul’gri-Shar, the “Cosmic Wind”, reached maturity, she was more and more certain of one thing and one thing only: There was no place in this society for a Vellian who spared life instead of taking it.
Exodus
K’ur’s ship crashed along the Eastern Seaboard, close to the cape of Delaware. She didn’t remain for long, ejecting from the vessel as soon as it had hit the water. Vellia bore no streams that weren’t magma, never mind oceans of chilling foam. K’ur bound for land as quickly as possible, her first experience on this new world making her terrified of what covers 96.5% of the planet’s surface. Half-conscious, she made herself scarce, as what seemed to be the local authorities closed in on her crash site. She was certain that she had been seen, though as she escaped deeper inland, any pursuers she might or might not have had grew less and less, until she was certain that she was alone in a field of corn. This world was her new home… and she was here to stay.
K’ur quickly found the rural community that she had taken refuge nearby, though she made sure to stay away, out of sight until she knew what was going on, or what the people on this planet were like. It took her Vac over a week of constant surveillance of these people, these “humans” before it could translate their language into something she could understand, and hers into what they could understand. However wary K’ur was of these people, so strange and intimidating this unknown was to her, she knew that eventually she would have to enter their society in some form or another. She could not remain an outcast as she had been among her own kind.
K’ur’s first forays into this town involved taking whatever sustenance she could find. The Vellian did not see this as unlawful or stealing (though it was), as in her society everything was provided for the warrior-citizenry, and crime as a concept was nonexistent. She remained undetected for a time, leaving a mystery thief in her wake. Finally, she was discovered by an elderly man of the neighborhood watch. Though the encounter was short-lived, the man’s declarations of K’ur as a “no-good thief” and a “worthless vagabond” haunted her thoughts as she fled the market. There was so little she understood of the world that she lived in, completely unprepared for any kind of life outside of the one that she had left behind. There was only one thing that K’ur Salm knew how to do.
The lost Vellian traveled about, though now on her winds, appreciative that this new journey was without the last vestiges of her civilization. K’ur did not remain in one place for long, though she primarily kept to cities, American cities specifically, drawn to these bastions of human society, places where she was most likely to learn about the human race. Although K’ur continued to scavenge for food and drink, she began to develop a palette for different kinds of terran delicacies, and the value of trade and commerce that human society (and all societies as far as she was aware) relied on. K’ur gradually interacted with humans more, though still under the cover of darkness, and in the guise of an enigma she crudely put together with her Vacuum Helmet and a cloak that she had pawned off of a homeless man. These encounters more and more commonly occurred by way of K’ur stopping a criminal from stealing or hurting the person in question. K’ur was introduced to the criminal element, and unjustness itself. With no interest in making herself known to the public, K’ur saw becoming a “vigilante” as humans were calling her, the most logical thing for her to do in order to fit in this world, where these kinds of people who opposed injustice, albeit outside the law (which she took many years to fully grasp), had begun to propagate themselves in recent years.
Finding Justice
K’ur Salm made a name for herself as the Pilgrim, a mysterious individual with tremendous power that traveled about American cities and towns, disappearing as quickly as she resolves whatever incident she arrives to resolve. Though she had been on Earth for twenty years now, she was just as new to all of this as any fledging vigilante fresh off the streets. That paradox of inexperience was put to the test when the Kree Empire staged attacks across the globe. She did not participate at first, keeping to the small communities that she had defended so far. This changed when she encountered Superman while fending off a Kree battalion in Smallville. She was moved by his words, and soon joined the rest of the superheroes in Manhattan, where the heart of the invasion had taken root. Pilgrim focused on saving as many people as she could, while Superman and other heroes took the fight to the invaders. Never once did Pilgrim consider herself like these would-be conquerors. She was of Earth. It was as simple as that. When the dust eventually cleared, Pilgrim received an invitation from Superman to join a group of people who wanted to help protect the world. Who was the Pilgrim to say no?
Pilgrim got on well with the members of the Justice League. Though she was comforted to be in the company of like-minded protectors, she often skirted their social events, appearing only when she was asked or needed. In that sense, Pilgrim's life did not change that much. However, these new people in her life would not have her remain isolated for too long. She came to know many of her peers in the Justice League, and beyond this circle as well. This came to include the illusive Darkwatch when the wrath of the Enchantress threatened the world. Pilgrim did not understand what was happening, only that the world was in danger and that the threat needed to be stopped. She remained unaware to the tension between the Justice League and Darkwatch until she saw Doctor Strange and Doctor Fate nearly coming to blows. Pilgrim failed to understand how there could be discord within a mutual goal, and one so noble at that. Her questions were largely dismissed. These nuances were apparently beyond the Pilgrim.
Pilgrim has maintained her reputation as a simultaneously mysterious and inoffensive member of the Justice League. She does what she can to remain distant from the so-called "politics" of the superhero profession that she has taken upon herself while striving to do the right thing. She is continuing to learn about the culture she has become so ingrained in. She must. It is her home now. Her only home.
Or so she thinks.
Role Play Sample:
(This is a tentative encounter that may or may not have happened in continuity.)
A soft voice on the wind. It whispered to those who listened, moved past, those who ignored it. The people of this world seldom listened, and when they did, met it with ignorance, or worse. There was only so much that could be done for these people, though better than those who did not listen at all. More often than not it was too late for them, and this world took them away.
But that was not the case tonight.
“Help! Somebody help! Anyone, please!!”
“Where are you going?! We just met!”
A woman scurried deeper and deeper into an alleyway, the walls on either side lined with robust air vents that the fumes and exhaust of the industrial complexes within escaped through, and out into the thick New York air. A crimson monstrosity was in pursuit, seeming to grow larger with every step he took, and all the more terrifying as it drew closer to its prey. With glowing white eyes, and a gaping maw wide enough to swallow several men whole, its pursuit was fast coming to a close.
A low wind passed through, lightly grazing the woman’s face with fleeting sincerity as she stared down this… thing. It reminded her of the sweet summertime of her old home, before she had come to this city. She grasped her coat tightly, unable to retreat further into this trap.
“Time’s up, bitch! Feedin’ time!”
The soft wind became a fierce one. A sudden gale zoomed past the woman, prompting her to hold onto her coat, lest it fly away in this wind. The creature was struck square in the face, sending it bowling backward as if it had been hit by a car. It snarled, howling more from outrage than any pain, though the latter had certainly been delivered.
“The fuck was that?! Show yourself!”
Another blast of concussive wind sent it back, further away from the woman and towards the street. After two more, which the monster could not avoid given the cramped space of the alleyway, it looked up to see a shrouded figure wearing a conical helm, its figure draped in a black cloth that stretched down to its vague boots. It gazed the monster down with a blank stare from its visor. The red reaver cackled with delight.
“There you are, hero! Why don’t you come down and play?”
The monster shot out a long tendril from its horrific mass, up to the figure in question. Before the monster could blink, the figure was no longer there, having shifted itself to the side, completely evading the attack. Not only that, but it glanced towards the tendril that had tried to ensnare it, which was then uprooted from the creature that had sent it in the first place by an invisible force, launching the severed tendril high into the air, out of sight. The creature roared with actual pain now, no longer finding this amusing.
“That hurt! Why don’t we settle this face to face, like rational adults?!”
The red mass of murderous intent clambered forward at a breakneck pace, meaning to slam itself into and absorb its prey before this interloper had anything more to say about it. As it leaped through the air, it was buffeted again, though by all sides. Steaming industrial air engulfed the creature, rapidly developing a searing mist around the writhing form within that screamed like a dying animal. The figure atop the rooftop continued to stand there, its shroud flapping loudly as errant wind spewed forth from the stranger’s position to feed the cloud of industrial gas.
Finally, the figure exhaled with some fatigue, and the cloud opened up, allowing the air within, and what it had been containing, to escape. The monster that had been after this woman was not nearly what it had been before. A significantly smaller, inflamed version of itself emerged, limping away into the shadows, too humiliated and choking on scorching pain to make any parting retorts as it made its exit. The woman stared wide-eyed at the scene that had played out in front of her. She raised a hand to stifle her shrieks and gasps at what she had thought were going to have been her final moments. The vents were damaged beyond repair, the fumes emitted from the complexes now leaking into the atmosphere more rapidly now that it was no longer being filtered or controlled.
The woman heard another blast of air overhead, though it was not like the others she had just experienced. It felt graceful almost, serene like the feeling before her savior had arrived. The individual in question hovered down before her. It gave a quick glance to the damage that had been caused as a result of her actions before facing the woman, who was still shaking. The figure did not speak, simply standing there in the dimly lit alleyway, seeming to wait for the woman to say something.
“You… you’re that… thing. The one that flies around…”
The stranger nodded with a slight bow of its helmet. The woman sighed with relief, for her safety as well as that she hadn’t had a heart attack after what had just transpired.
“Well… you’re something else, that’s for sure. You… you have my thanks. Really… thank you.”
The woman grabbed the figure’s arms from within its cloak, who expressed surprise at this forward gesture, though allowed it all the same. This brought her close to the figure’s visor, the middle-aged woman having a warm, grateful smile that was as genuine as they came. The person behind the helmet paused, forgetting the last time it had witnessed returned sincerity for its actions, in spite of whatever damage to society that it had caused. A life was not taken tonight. They had done their duty.
The stranger stepped away, a gesture the woman understood immediately. “Thank you, again.” She whispered. The shrouded enigma lifted itself up and into the sky, then away to other city blocks, districts, cities, states… taking that whisper and others like it wherever it went. That was all the Pilgrim was after, in the end.
Psalm 23:4
General Information
Full Name:
K'ur Salm
Codename or Alias:
Pilgrim
Selma
Ul'gri-Shar ("Cosmic Wind")
Shar
Anonymity
Pilgrim is a forgotten anomaly from a distant galaxy. Her only presence lies in her deeds on Earth as a so-called superhero. She is primarily known in the rural parts of New England and the American Midwest. Though she is among the ranks of the Justice League, Pilgrim is often looked over compared to other members, particularly since she often avoids media appearances if it can be helped. For those that have come to know Pilgrim, it is as a quiet defender of the downtrodden.
Gender:
Female
Race:
Vellian
Age:
Seventy-seven human years
Place Of Birth:
Vel, Andromeda Galaxy
Occupation/Status:
Extraterrestrial Nomad
Alignment:
Good
Factions:
The Justice League
Canon Or Original?:
Original
Powers/Abilities:
Vellian Physiology
As a member of the Vellian race, Pilgrim is privy to the characteristics inherent in all of their kind. On a general level, Pilgrim is significantly superior on a physical level to most humans, though with distinct traits that certainly set her apart from those native to Earth.
Enhanced Synesthesia
All Vellians have the phenomenon of synesthesia. This means that their senses are incredibly acute, being able to do things like visually perceive sound or interpret one’s emotional state and demeanor. Though Vellians were trained to use these heightened senses as soldiers on the field of battle, Pilgrim uses them more in line with her empathy for humans.
Enhanced Strength
Though not superhumanly strong, Vellians are capable of much greater physical feats of strength than any human, able to lift at least five tons with some effort, and up to fifteen tons with maximum effort. Needless to say, Vellians can punch through steel, lift and throw cars, and break through most durable substances such as concrete and armored vehicles.
Superhuman Endurance
Vellians are sturdy and resilient as they are strong. They are notably resilient to physical damage, including ballistics and simple bladed weapons. They are not invulnerable to explosives, and higher-grade munitions, such as armor-piercing rounds and certainly artillery shells, are much more likely to injure a Vellian, though not to the same extent as it would a human.
Superhuman Agility
Vellians have incredible senses, not the least of which is their ability to move swiftly and deftly. As all Vellians are trained warriors from an early age, their reflexes are nigh superhuman, able to catch bullets and similarly fast-moving projectiles with focus. Vellians also have a natural affinity with free movement and its applications in urban environments, able to survive falls that would otherwise be fatal to others, and perform acrobatic feats even Olympian acrobats would have difficulty pulling off.
Longevity
Vellians are long-lived, living three times longer than any human. A Vellian reaches maturity at forty human years, and middle-aged at one-hundred eighty years.
Aversion to Water
All Vellians have a deathly fear of water, as their body reacts highly volatilely to the substance upon contact. The effects are similar to how Martians react upon exposure to fire, primarily being overwhelming physical weakness and sudden anxiety, to the point that being completely submerged in water, or heavily soaked, for a couple of consecutive minutes will drive a Vellian unconscious. Up to ten minutes of continued exposure to water will begin to compromise a Vellian’s vitals, and eventually lead to death.
Learned
Though Pilgrim presents herself as a wise, enlightened individual, zen-like and removed from worldly affairs, she is in fact quite intelligent in scholarly and scientific pursuits. Even before leaving Argus she prided herself on her understanding of applied sciences, chemistry, quantum physics and more. Though the rest of the Vellian people were not savages, Pilgrim was an exception in how devoted she was to these sciences, an interest that persisted when she came to Earth, and to this day as well. She can speak on equal footing with many of Earth’s foremost scientists and intellectuals, though only enough to hold a conversation with them. Technology is not Pilgrim’s strong suit in the least, and is not among the first things that come to her mind in conversations.
Aerokinesis
Pilgrim was among the Vellians believed to be blessed by the god Argus himself. Her powers that manifested were among the more powerful of these “blessings”, comprising the element of air itself. Ulgri-Shar, as she was known then, or “Cosmic Wind”, can not only manipulate, direct, and guide wind currents around her at will, but generate air itself with little to no effort, creating boundless potential and power upon a whim. The following techniques encompass a majority of what she is capable of:
Pilgrim can manipulate and affect sound in her vicinity by acting on the wind currents through which sound, and thus, communication, travels. This makes it easy for her to eavesdrop on conversations many yards away from her, even further if there is already a current in the air. She can also use this in the reverse, containing sound within a specific area, circulating the waves within the air in a fixed location to prevent it from traveling elsewhere. This includes dampening her own movements to the extent that she makes virtually no sound at all with her movements. Although, if the noise is too great, such as a large explosion, then obviously it cannot be effectively contained. Pilgrim can also project sounds a far greater distance than they would normally travel, as well as give echoes of sounds that are actually coming from a different direction, or aren’t there at all.
The simplest form of Pilgrim’s gift is to use air telekinesis to project a wide assortment of attacks of condensed air. The most basic of these are concussive blasts meant only to buffet targets, or to send them flying if they are vulnerable enough. More nuanced, dangerous forms entail razor blades of wind, capable of slicing through weak to medium materials, and even light to moderate metal armor if there is enough force behind them. Pilgrim may also use this ability defensively, creating barriers of hypercondensed air to hold someone or something at bay, or lighter, more transient projections to deflect or capture projectiles before letting them drop to the ground. Pilgrim may also use this to emulate telekinesis in general, sending bodies and much smaller objects flying in whatever direction she so chooses. With this in mind, this makes her very difficult to uproot with telekinesis, so firm she can hold herself with her powers over wind.
Pilgrim’s complete affinity for and connection with the air around her allows her to feel and be aware of everything traveling through it at any given moment, and can react accordingly with impeccable timing. This makes it easy for Pilgrim to sense oncoming attacks moving through the air, so long as they leave physical trails as they move (as opposed to energy beams or concentrated magic), and that Pilgrim is not distracted or otherwise caught off-guard. Pilgrim can also sense any residual elements in the air, from smoke in the distance to narcotics or odors emanating from a source. This has honed Pilgrim’s hearing and olfactory senses to be extremely acute.
It goes without saying that as one who has mastery over air, Pilgrim is incredibly agile. She is also very graceful and very quick when she needs to be. On top of being a remarkable physical specimen as all Vellians are, she can move great distances with little effort by generating and / or gliding on bursts of wind current to practically carry her along. This can take place anywhere, on the ground, along the water (so long as she does not make contact with the surface (see Vellian Physiology), and flight through the air. As Pilgrim does not conduct flight with wings or machinery, she can change her direction without any effort, and can soar high through the sky at maximum speeds up to hundreds of miles per hour, hardly more than a blur to the human eye if Pilgrim needs to promptly remove herself from a scene.
Atmospheric control is the most complicated, and arguably the most powerful set of abilities that Pilgrim has at her disposal. She can alter the air around her to enact chemical change, the most common form of this being purifying the air of any hostile elements, as well as dispersing harmful gases. She can also induce rust by heavily oxidizing a metal, provided it is not refined enough to be resilient to extreme rusting. Pilgrim can induce vacuums in an area, completely depriving it of oxygen to suffocate individuals to the point of unconsciousness, or if for some reason she deems necessary, kill them by asphyxiation. This can also be used to cut off forms of communication, giving the airwaves no means to travel to their intended destination. Pilgrim can also pressurize or depressurize environments that she is in, as well as induce these effects on others. For example, trapping a target in a highly pressurized “box”, forcing their body to undergo intense atmospheric forces in an attempt to subdue them. They could also be saved by pressurizing their environment, keeping their “atmosphere” contained from exterior forces that might be causing them harm. Depressurizing an atmosphere for a target or targets would have similar effects and purposes, simply in the reverse.
Weapons/Items:
Vacuum Helmet
When traveling through the vacuum of space and other environments hostile to their physiology, Vellians wear a sealed helmet known as a Vacuum Helmet, or “Vac” for short. Vacs are often elongated in nature, styled around the wearer’s head while presenting a sharp, cone-like aesthetic. The helmet also covers the user’s neck and upper collarbone, also armoring those areas from attack if they aren’t already protected by other armor. The helmet is composed of a high-grade, alien material native to Vel that, while not as strong as adamantium or vibranium, can resist most attacks up to concentrated energy blasts or point-blank explosions.
Vacs are equipped with a highly advanced digital-mesh UI that doubles as an opaque visor, capable of faintly displaying the user’s eyes and mouth should the user desire to do so. The visor can revert to a translucent UI at a mental command, revealing the user’s face while still providing the user with critical mission data and feedback on their surroundings with high-end sensors. The capabilities of a Vac cannot be impacted by an electromagnetic pulse, its hardware protected within insulated Vellian technology.
Appearance
Image:
Physical Appearance:
Pilgrim is an exceedingly tall individual, though not wide or physically imposing aside from her height. She stands about six and a half feet tall, weighing two-hundred pounds. As soon as someone sees Pilgrim’s face, it is immediately clear that she is not of this earth. Namely, Pilgrim holds a striking resemblance to the Turians of the Apien Crest. Her face (along with the rest of her body) is an icy-blue hue, pale and unseemly, though quite durable and more like hide than skin. Cyan warpaint marks the middle of her face, cresting up and towards the back of her head. Her eyes are a cold, sombering blue. Pilgrim’s hands are four-digits, and partially claw-like, though as opposable as any human’s.
Clothing and Armor:
Pilgrim wears the Vellian cosmonaut suit she wore when she first left Vel for the universe at large. It is light and form-fitting as far as Vellian armor goes, jet-black with silver LEDs lining the suit to denote functionality as well as the user’s life signs, dimming when they go to sleep. Pilgrim wears a long-flowing black shroud that drapes her entire body, stopping at her elongated ankles. Wearing her Vacuum Helmet in addition to this shroud conceals Pilgrim’s identity completely, giving the image of an enigmatic wanderer.
Personality
Sexual Orientation:
Pansexual
General Personality:
Pilgrim exudes a foreboding, solemn presence, a far cry from the ferocity Vellians became known for in the Andromeda Galaxy, though no less intimidating to those in her presence. Despite how imposing she may present herself to be (though more often than not this is unintentional), Pilgrim is very reclusive and usually avoids contact with humans whenever possible. On the off chance that she is forced to meet a human face to face, she will offer parting words at the very most before disappearing in a blur with her aerokinesis. Having never had a proper upbringing, Pilgrim does not know how to talk to others, let alone make friends. Though she is awkward and in most cases naive, she means well, and will make sincere efforts to befriend others.
Pilgrim cares a great deal for humanity, despite still understanding very little about them, how they think, or their society as a whole. She is a noble Samaritan, a bleeding heart who refuses to leave anyone to their fate if it means suffering, for others or for themselves. She believes that there is good in all humans, a people that are still able to be redeemed unlike her kind. Pilgrim has taken after religious and philosophical texts, taking them to heart in trying to understand humanity and how they (and through extension, herself) may benefit themselves from following their tenets. This unilateral faith (or longing to have faith) in humanity leads Pilgrim to be incredibly naïve towards humans, always taking their word and actions at face value. Though Pilgrim is not entirely stupid as to believe a criminal or someone that is unpopular among the masses, a perceptively devious or two-faced individual would not find it difficult to earn her trust, so long as they do not do anything to break that trust, or ask anything of Pilgrim that, in her mind, any Earthling, seemingly good-natured as they are, would not do.
Face/Voice: Vanessa Marshall
Anything Else
Anything (for this section or for anywhere else in the profile) that you think aren't covered in the sections of this character sheet can go here.
Character's History
Siblings:
Nearly all Vellians are siblings of one another, born from the countless birthing Cradles that mandate their reproduction. Though Vellians are not all the same or completely identical, differences can be far more difficult to discern among their people, particularly by outsiders. Pilgrim does not consider any members of her race as siblings in the traditional sense, none of them anyone that she would or ever held a lasting relationship with.
Mother:
N/A (see Other Family)
Father:
N/A (see Other Family)
Other Family:
Vellians are reproduced via birthing Cradles that are fed genetic material from the Great Thul, the progenitor and undisputed ruler of the Vellian civilization. All Vellians owe their existence to the Great Thul, and their service for as long as they live.
History:
"You cannot shake hands with a clenched fist."
Gautama Buddha
Vellia
The Vellians were a proud warrior race, settled in the Argus cluster of the Andromeda Galaxy. Dominated by martial culture, war was their life, subjugating entire civilizations in neighboring systems as a means of driving their war machine. They thrived on conquest, pledged to the cause of their enigmatic leader, Great Thul, whom they revered as a deity figure. Their destiny was to the stars and beyond, spreading the divine decree of their leader that they were the chosen children to inherit the universe.
Vellians were not raised in a traditional sense, bred into the martial programming designed for all of their kind. The only Vellian capable of reproducing was Great Thul, from whom the entire species depends on to continue their legacy, and entirely central to the Vellian civilization as a whole. All Vellians were siblings, cut from the same genetic cloth, even if they belonged to separate generations. They had no fathers or mothers; The Great Thul was the only guardian they needed in their lives, caring for his people and giving them life, who in turn lovingly served their Creator without question.
Ul'gri-Shar
K’ur Salm was born in the 12th Legacy of Vellians, one of the more disappointing batches in the eyes of Great Thul, physically inferior as they were to the last two Legacies which had been remarkably endowed with physical prowess and ambition that rivaled their Creator. K’ur was particularly inferior in the eyes of her supervisors, though not for lack of strength. She was hesitant when ordered to maim and kill her prey, and held back when she did. In spite of this moral weakness, K’ur remained steadfast to Great Thul and her programmed destiny, believing these trials were a test of her faith and resolve to the Creator. Whereas for the the other Vellians alongside her, they acted without question to prove themselves as obedient, skilled warriors, as was the actual intent of their training.
The undue attention that K’ur drew to herself for her aberrant behavior led to her handlers discovering that she was carrying the metagene. As far as Vellian scientists could understand, the metagene was a genetic anomaly that seemed to take place in the Great Thul’s reproduction in miraculous circumstances. It altered the subject’s physiology in untold ways, usually culminating in the development of abilities tied specifically to their metagene, the inner workings of which remained an enigma to their understanding of the Great Thul’s already inscrutable reproductive process.
K’ur Salm’s case was hardly the first. Anomalies of the metagene had been emerging ever since the First Legacy, and measures began to be taken to accommodate and even cultivate these “gifted” Vellians. The Great Thul offered no answers on this “metagene” or why it was in his essence, simply insisting that they were a part of his divine plan, and that they were as important, if not more important, than the standard rabble. This led them to be increasingly envied and antagonized, often resulting in them being forced into self-imposed exile, or simply vanishing off of the face of Vel, never to be seen again.
By the 12th Legacy, this process had become less extreme, and the Great Thul’s retribution upon those that dared to defy his command had cowed most of the prejudice out of those that might consider action against the “gifted”. Regardless, K’ur began to realize that the values that she had accepted as her own were not in line with her peers, and certainly not the Great Thul to whom she owed her very existence. As K’ur Salm, or as she had come to be known for her gift, Ul’gri-Shar, the “Cosmic Wind”, reached maturity, she was more and more certain of one thing and one thing only: There was no place in this society for a Vellian who spared life instead of taking it.
Exodus
K’ur’s ship crashed along the Eastern Seaboard, close to the cape of Delaware. She didn’t remain for long, ejecting from the vessel as soon as it had hit the water. Vellia bore no streams that weren’t magma, never mind oceans of chilling foam. K’ur bound for land as quickly as possible, her first experience on this new world making her terrified of what covers 96.5% of the planet’s surface. Half-conscious, she made herself scarce, as what seemed to be the local authorities closed in on her crash site. She was certain that she had been seen, though as she escaped deeper inland, any pursuers she might or might not have had grew less and less, until she was certain that she was alone in a field of corn. This world was her new home… and she was here to stay.
K’ur quickly found the rural community that she had taken refuge nearby, though she made sure to stay away, out of sight until she knew what was going on, or what the people on this planet were like. It took her Vac over a week of constant surveillance of these people, these “humans” before it could translate their language into something she could understand, and hers into what they could understand. However wary K’ur was of these people, so strange and intimidating this unknown was to her, she knew that eventually she would have to enter their society in some form or another. She could not remain an outcast as she had been among her own kind.
K’ur’s first forays into this town involved taking whatever sustenance she could find. The Vellian did not see this as unlawful or stealing (though it was), as in her society everything was provided for the warrior-citizenry, and crime as a concept was nonexistent. She remained undetected for a time, leaving a mystery thief in her wake. Finally, she was discovered by an elderly man of the neighborhood watch. Though the encounter was short-lived, the man’s declarations of K’ur as a “no-good thief” and a “worthless vagabond” haunted her thoughts as she fled the market. There was so little she understood of the world that she lived in, completely unprepared for any kind of life outside of the one that she had left behind. There was only one thing that K’ur Salm knew how to do.
The lost Vellian traveled about, though now on her winds, appreciative that this new journey was without the last vestiges of her civilization. K’ur did not remain in one place for long, though she primarily kept to cities, American cities specifically, drawn to these bastions of human society, places where she was most likely to learn about the human race. Although K’ur continued to scavenge for food and drink, she began to develop a palette for different kinds of terran delicacies, and the value of trade and commerce that human society (and all societies as far as she was aware) relied on. K’ur gradually interacted with humans more, though still under the cover of darkness, and in the guise of an enigma she crudely put together with her Vacuum Helmet and a cloak that she had pawned off of a homeless man. These encounters more and more commonly occurred by way of K’ur stopping a criminal from stealing or hurting the person in question. K’ur was introduced to the criminal element, and unjustness itself. With no interest in making herself known to the public, K’ur saw becoming a “vigilante” as humans were calling her, the most logical thing for her to do in order to fit in this world, where these kinds of people who opposed injustice, albeit outside the law (which she took many years to fully grasp), had begun to propagate themselves in recent years.
Finding Justice
K’ur Salm made a name for herself as the Pilgrim, a mysterious individual with tremendous power that traveled about American cities and towns, disappearing as quickly as she resolves whatever incident she arrives to resolve. Though she had been on Earth for twenty years now, she was just as new to all of this as any fledging vigilante fresh off the streets. That paradox of inexperience was put to the test when the Kree Empire staged attacks across the globe. She did not participate at first, keeping to the small communities that she had defended so far. This changed when she encountered Superman while fending off a Kree battalion in Smallville. She was moved by his words, and soon joined the rest of the superheroes in Manhattan, where the heart of the invasion had taken root. Pilgrim focused on saving as many people as she could, while Superman and other heroes took the fight to the invaders. Never once did Pilgrim consider herself like these would-be conquerors. She was of Earth. It was as simple as that. When the dust eventually cleared, Pilgrim received an invitation from Superman to join a group of people who wanted to help protect the world. Who was the Pilgrim to say no?
Pilgrim got on well with the members of the Justice League. Though she was comforted to be in the company of like-minded protectors, she often skirted their social events, appearing only when she was asked or needed. In that sense, Pilgrim's life did not change that much. However, these new people in her life would not have her remain isolated for too long. She came to know many of her peers in the Justice League, and beyond this circle as well. This came to include the illusive Darkwatch when the wrath of the Enchantress threatened the world. Pilgrim did not understand what was happening, only that the world was in danger and that the threat needed to be stopped. She remained unaware to the tension between the Justice League and Darkwatch until she saw Doctor Strange and Doctor Fate nearly coming to blows. Pilgrim failed to understand how there could be discord within a mutual goal, and one so noble at that. Her questions were largely dismissed. These nuances were apparently beyond the Pilgrim.
Pilgrim has maintained her reputation as a simultaneously mysterious and inoffensive member of the Justice League. She does what she can to remain distant from the so-called "politics" of the superhero profession that she has taken upon herself while striving to do the right thing. She is continuing to learn about the culture she has become so ingrained in. She must. It is her home now. Her only home.
Or so she thinks.
Role Play Sample:
(This is a tentative encounter that may or may not have happened in continuity.)
A soft voice on the wind. It whispered to those who listened, moved past, those who ignored it. The people of this world seldom listened, and when they did, met it with ignorance, or worse. There was only so much that could be done for these people, though better than those who did not listen at all. More often than not it was too late for them, and this world took them away.
But that was not the case tonight.
“Help! Somebody help! Anyone, please!!”
“Where are you going?! We just met!”
A woman scurried deeper and deeper into an alleyway, the walls on either side lined with robust air vents that the fumes and exhaust of the industrial complexes within escaped through, and out into the thick New York air. A crimson monstrosity was in pursuit, seeming to grow larger with every step he took, and all the more terrifying as it drew closer to its prey. With glowing white eyes, and a gaping maw wide enough to swallow several men whole, its pursuit was fast coming to a close.
A low wind passed through, lightly grazing the woman’s face with fleeting sincerity as she stared down this… thing. It reminded her of the sweet summertime of her old home, before she had come to this city. She grasped her coat tightly, unable to retreat further into this trap.
“Time’s up, bitch! Feedin’ time!”
The soft wind became a fierce one. A sudden gale zoomed past the woman, prompting her to hold onto her coat, lest it fly away in this wind. The creature was struck square in the face, sending it bowling backward as if it had been hit by a car. It snarled, howling more from outrage than any pain, though the latter had certainly been delivered.
“The fuck was that?! Show yourself!”
Another blast of concussive wind sent it back, further away from the woman and towards the street. After two more, which the monster could not avoid given the cramped space of the alleyway, it looked up to see a shrouded figure wearing a conical helm, its figure draped in a black cloth that stretched down to its vague boots. It gazed the monster down with a blank stare from its visor. The red reaver cackled with delight.
“There you are, hero! Why don’t you come down and play?”
The monster shot out a long tendril from its horrific mass, up to the figure in question. Before the monster could blink, the figure was no longer there, having shifted itself to the side, completely evading the attack. Not only that, but it glanced towards the tendril that had tried to ensnare it, which was then uprooted from the creature that had sent it in the first place by an invisible force, launching the severed tendril high into the air, out of sight. The creature roared with actual pain now, no longer finding this amusing.
“That hurt! Why don’t we settle this face to face, like rational adults?!”
The red mass of murderous intent clambered forward at a breakneck pace, meaning to slam itself into and absorb its prey before this interloper had anything more to say about it. As it leaped through the air, it was buffeted again, though by all sides. Steaming industrial air engulfed the creature, rapidly developing a searing mist around the writhing form within that screamed like a dying animal. The figure atop the rooftop continued to stand there, its shroud flapping loudly as errant wind spewed forth from the stranger’s position to feed the cloud of industrial gas.
Finally, the figure exhaled with some fatigue, and the cloud opened up, allowing the air within, and what it had been containing, to escape. The monster that had been after this woman was not nearly what it had been before. A significantly smaller, inflamed version of itself emerged, limping away into the shadows, too humiliated and choking on scorching pain to make any parting retorts as it made its exit. The woman stared wide-eyed at the scene that had played out in front of her. She raised a hand to stifle her shrieks and gasps at what she had thought were going to have been her final moments. The vents were damaged beyond repair, the fumes emitted from the complexes now leaking into the atmosphere more rapidly now that it was no longer being filtered or controlled.
The woman heard another blast of air overhead, though it was not like the others she had just experienced. It felt graceful almost, serene like the feeling before her savior had arrived. The individual in question hovered down before her. It gave a quick glance to the damage that had been caused as a result of her actions before facing the woman, who was still shaking. The figure did not speak, simply standing there in the dimly lit alleyway, seeming to wait for the woman to say something.
“You… you’re that… thing. The one that flies around…”
The stranger nodded with a slight bow of its helmet. The woman sighed with relief, for her safety as well as that she hadn’t had a heart attack after what had just transpired.
“Well… you’re something else, that’s for sure. You… you have my thanks. Really… thank you.”
The woman grabbed the figure’s arms from within its cloak, who expressed surprise at this forward gesture, though allowed it all the same. This brought her close to the figure’s visor, the middle-aged woman having a warm, grateful smile that was as genuine as they came. The person behind the helmet paused, forgetting the last time it had witnessed returned sincerity for its actions, in spite of whatever damage to society that it had caused. A life was not taken tonight. They had done their duty.
The stranger stepped away, a gesture the woman understood immediately. “Thank you, again.” She whispered. The shrouded enigma lifted itself up and into the sky, then away to other city blocks, districts, cities, states… taking that whisper and others like it wherever it went. That was all the Pilgrim was after, in the end.