"I'm addicted to adventure! The adrenaline pumping through your veins, the exhilarating chain of events, the mishaps and close calls entailed, all of it! I may be a bit of a thrill glutton, if I do say so myself."
Anthem of the West Wind
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Full Name:
Zephyr Yukan - "I'm faster than the wind. I make a 'ZOOOOOOOOM' sound when I run. Yeah. I'm that fast."
Code Name:
West Wind - "Well, my name originates from it, so I thought it would stick."
Power:
Umbrakinesis - His ability truly contrasts with his personality. If anything, light manipulation would compliment his ebullience more, but either way he makes it work. Umbrakinesis, or more commonly known as Darkness Manipulation, is the utilization and bending of shadows and darkness itself. In addition, a reserve of dark energy can by compiled from darkness, offering Zephyr a wide array of capabilities. The boy is able to absorb all light in the general vicinity, dissolve himself and others into dark areas, or create solid objects. The last ability is commonly employed in the form of a unique dagger he wields, in addition to manifesting a Glock 39. It also grants Zephyr the ability to see in pitch blackness, but unlike some of the implications listed above, only the angel can be affected by it. Zephyr operates as a scout and insertion unit, given that stealth and speed are his strongest points.
Role:
Field Agent - "I don't mean to brag, but I think I'm in the higher echelons of our posse. Pretty sure I'm... what... sixth in command?"
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Gender:
Male - "D-d-dude. Are you serious? Crap, maybe I do need to get a haircut. Just a trim."
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Age:
16 - "I am sixteen, going onto seventeen, rest of the lyrics to the song...~"
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Sexual Orientation:
Heterosexual - "Other team, other team!"
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Hair Color:
White - "It's natural, I swear! Every adventurer needs a unique hair color!"
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Eye Color:
Maroon - "I don't have a good sense of color, so I can only guess it's maroon. We can just decide on some shade of red."
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Height:
5'7(and a half)" - "Just right, in my opinion."
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Weight:
127 lbs. - "I'm on the leaner side of the spectrum."
Tattoos:
A series of numbers and incomprehensible characters on his back. Albeit the aforementioned characters seemed to have been stenciled out with a steady hand, they are not of any known language. When Zephyr is questioned about the array of design, he quickly dodges the query and changes the topic.
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Piercings:
None - "But that would hurt. A lot. My hat goes off to people who get earrings, must hurt like crazy!"
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Scars:
A scar running vertically up the top portion of his left forearm. Yet again, when questioned about it, Zephyr swiftly evades the inquisition.
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Oddities:
None - "I'm pretty normal."
{Adventurous, Intrepid, Tactful, Amiable, Virtuous}
This boy's heart only knows the thrill of adventure. If a task presents itself as insurmountable, unconquerable, and even nigh impossible, Zephyr would be the first to accept and will undoubtedly try his damn well hardest to succeed. He is always brimming with energy, as if he was a ticking time bomb ready to explode into action. It's a miracle he can even sit down in the same place for a few minutes without finding some secret passage. Although he isn't a believer of misleading things such as treasure maps or rumors, the mere existence of uncharted territory is enough to lure him into a quest for knowledge. He is innocent and moral at heart. If it's unjust, he will use every bone in his body to prevail whatever uncanny force is in effect.
On his own free time, he's actually quite the friendly fellow. A natural comic, with a smiling always on his face and a pun up his sleeve. Zephyr happily obliges to help out his fellow angels any way he can, which sometimes ends up in him solely doing the task in his stead. Luckily, he doesn't really mind when duties are shifted onto his shoulder, just gives him more options to kill time with. He's quite the caring and forgiving person, more than he let's himself off to be. If somebody's mood is on an abrupt decline, this boy'll be the one to send it flying onto a heavenly ascent. Usually with food, company, and solace.
While on the job, Zephyr's personality shifts slightly. He still retains a chirp in his tone and an ethical approach, but the haphazard demeanor he presents is replaced by seriousness. Once in a while he upholds a conversation with a passerby, but Zephyr knows all too well that one slip-up could mean the difference between life and death. Because of that, he discards his jovial nature to keep his comrades and himself in one piece.
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Hobbies:
Target practice | Cooking | Playing MMORPGs | Reading | Listening to music | Venturing into the unknown
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Habits:
Easily blushes | Spends time within shadow-space | Uses on onomatopoeia way too much | 5 AM jogs
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Likes/Loves:
- Music | It's quite calming, really. At least, that's how he finds it. Zephyr doesn't stray into genres such as rap and heavy rock, instead he remains in the voca-based sect of media.
- Gaming | Much like any individual his age, Zephyr is easily influenced by the wide array of options humans have invented to sate their boredom. Although he has a robust physique, the boy isn't much a sports enthusiast, and finds games less tiring.
- Cooking | Now if only Zephyr knew a few spicy French phrases to go along with serving dinner. It's pretty amusing seeing him struggle to pronounce 'Bon Appetit.'
- Daggers | Of course he has a profound admiration for concealable weapons. A compact pistol and a modestly sized blade? Check.
- Taking strolls outside | Well, his version of a stroll is making his way through shrouded regions outside. He tends to leave the apartment more than the rest of the angels mostly because he isn't spotted as easily.
- Adventures | This young lad right here, is the epitomization of daring. He finds it thrilling, to say the least.
- Mac and Cheese | Has a cache of it stored inside of his room's mini-fridge.
Dislikes/Hates:
- Apathy | In a world with so many explorable sights, Zephyr considers it a sin to lie down on one's rear and laze around all day.
- Immorality | Even though he's a member of a group of trained killers, he's strongly guided by morals. This is probably the reason why he is so dedicated to his job, as their purpose is to excise the unjust.
- Light | Although Zephyr is fine with going outside at any time, broad daylight lessens his potential utilities significantly.
- Chocolate | Zephyr sees the delectable substance as imminent, and avoids the stuff like the plague.
- Game Deprivation | It's his life source. A man's gotta do what a man's gotta do. And if it's curse at a pixelated avatar, then so be it!
Strengths:
- Pistols | Zephyr likes handguns in particular because of their compactness and low recoil. Bearing a full-fledged rifle would slow the boy down, and even though he manifests a handgun on the spot, he prefers weapons which compliment and not hinder his melee-based combat style.
- Dual-wielding | Zephyr changes between a G39 and dagger and dual-dagger loadout on the fly, as long as they pertain to the situation.
- Resilience | At some point, the boy simply stops feeling pain. His body circulates an abnormal amount of adrenaline when fight or flight kicks in, allowing some of his senses to dull and others to hone.
- Stealth | With a generally considered petite yet agile physique, in correlation with umbrageous teleportation, Zephyr can disappear and reappear in the blink of an eye.
- Signing | He's decent at it, not an exemplar or anything. Just a perk he picked up back in his old residence.
Weaknesses:
- Lighted Areas | His ability is still applicable in bright areas, it's just that his options whither, depending on the angle of light and how many objects are present.
- Fear | A bit ironic that he was one afraid of the dark as a child. Today, he is only frightened by the notion that is comrades could die on the field. Not to say he doesn't use this as motivation to thwart such a development.
- Ranged Combat | His pistol doesn't have the greatest of range, so after a few meters he's instantly at a disadvantage.
- Mornings | Yes, Zephyr is not much of a morning person. If it's not his turn to make breakfast or do a chore, he'll be glued under his bed sheets in his windowless room.
- Whiplash | In essence, umbrakinesis does have negative effects on the user. The most prominent is presented during shadow-travel, or the traversing of the real plane of existence through Zephyr's shadow space. For the distance which he covers within the form of travel, he feels a fraction of it. Luckily, he has solid tolerance and endurance. An example would be if he was to scale a large building in shadow-travel. When he surfaces, he would most definitely be winded.
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Excelsior!
Zepyr was just at the mere age of five when his economic class made an abrupt decline. Born to an extremely wealthy and prodigious family, the head of a renowned corporation, it was expected that he would take upon his shoulder's the family's fortune and business. It was around this time that DNA research had excelled significantly, and Zephyr's father had a genetic check on his son. It was later found that the man did not bore the child, and the boy's birthright was torn away from his grasp. He was discarded in secret, cast to the side and abandoned in a slum, with only his first name in his possession.
Riches to rags, that's what made up the intregraty of Zephyr's life. But such a decrepit and rundown place was more welcoming to the child than he had expected. Mostly because he was a five year, who would probably not make it even a few days on his own. The economically poor conglomerate of people looked out for one another, and fully understood what was required to stay alive. Selfishness and underhanded ploys were nonexistent in the small bubble of humanity the boy found himself in. Soon enough, he became an accepted member of the enclosed area, which was headed by an amicable gang that protected the turf. Zephyr was placed under the possession of a woman known as 'H'. She seemed far younger than her actual age, but making a comment of any sort would be deemed suicide. The boy didn't dwell on his sudden change in life, as he was and always had been one to look forward. The woman cared for him as if he was his own and continued to spur his growth and life of respite.
Zephyr even found his way into the district's local elevator school. Although he had to keep his homage a secret, the boy managed to make friends and bonds with his fellow classmates. The friendly and easygoing persona which is prominent today began to surface around this time. Not only did his benign nature come into fruition, but also did his adventurous charisma and thirst for exploration. He began to visit other areas of the city more, may it be with his friends in tow or on his own, there was no quenching his endless search for escapades.
As time continued on, it was time for the wingless bird to fly from the coop. Zephyr had intended to live in an apartment of his own with cash he had scrounged up from assorted jobs. But to his surprise, he was instead recruited into a secret organization, which operated as the antibodies of Japan. Weeping Angels, they were righteously dubbed. Although the boy was a bit skeptical at first, after his personal skill was explained on paper and verbally to him, he quickly connected the dots. Throughout his life, he had noted a constant connection to shadows, almost to the point where it was irritating. Now that everything was elucidated to him, he graciously accepted the offer and joined the organization. Chronologically speaking, he was accepted into the custody of the organization before it manifested the Weeping Angels. They assisted him in honing his abilities, and expanded upon the measly foundation which already existed. In addition, parts of his origins were redacted or erased, although it is unknown whether this was done by his former father's company or the organization. When the conception of the Weeping Angels was brought about, he gladly opted to join, and met the individual who was decided to be the leader. He was indeed offered a position as second in command, but graciously turned down the offer. To this day he has been observing the new faces strolling in, fastening bonds and relations with them.