Age: 14
Height: 4'11"
Alignment: True Neutral
Sexuality: Queer
Voice Claim: Roger Craig Smith (Sonic, Sonic Boom)
Age: 14
Height: 4'11"
Alignment: True Neutral
Sexuality: Queer
Voice Claim: Roger Craig Smith (Sonic, Sonic Boom)
Zeke is a Frankensteinian being created by a scientist obsessed with the idea of making the fastest being in the universe. After several failed experiments and the realization that there already is a fastest being in the universe who can move at the speed of light, they gave up on this endeavor and abandoned their creation. Now, Zeke wanders the universe, struggling with their patchwork anatomy, but they somehow manage to find someone to look up to as their role model (who happens to be a familiar speedster~).
(The speedster is another O.C of mine., named Joules A.K.A. Zippy.)
Overly cautious
Independent & slow to trust
Tough at first, but shy towards those they trust
Athleic & agile
Sympathetic
Likes:
Cute puppies
Exploring cities & rooftops at night
Collecting trinkets (might accidentally steal stuff they really like)
Dislikes:
Socializing, even with people they trust
Tight spaces; claustrophobic
Physical touch
Fun Facts:
Doesn’t talk with people they don’t know.
Always hides in the corner of a room when there are too many people around.
Has trouble sleeping (too much energy, wings and tail get in the way).
Sometimes squeaks or chirps when anxious or frightened.
Each Curse (which goes off at random and usually one at a time) is a malfunction in their anatomy that they must learn to work around.
1-X: A Dance of Fire and Ice "But the z-bend and the s-bend are really the z-bend and the s-bend"
Overexaggerated Turns
“Bends are exaggerated; instead of neat right angles, they’re fluid snakelike turns.”
“Every sharp pivot overextends.”
Instead of ↲, it's ⤶
Maybe unable to turn on the spot; has to take steps in order to face a different direction.
2-X: Offbeats "But 180 degrees away increases BPM by the number of degrees away from the previous 180 degrees "
Speed Boost
Stores kinetic energy as long as the character moves in a straight line (Based on time and not by distance). When they finally veer off-course, all the stored energy gets dumped at once, resulting in an unpredictable burst of speed.
“The energy is stored as long as the movement is voluntarily straight.”
3-X: THE WIND-UP "But at the end of a 3-point turn, add a swirl"
Unwanted Flourish
“Every time the character performs a complex movement* or action, they automatically follow it up with an uncontrollable flourish.”
“After complex maneuvers, their momentum doesn’t stop cleanly” and they continue the spin for a moment.
4-X: Love Letters "But repeat the track one more time and double the BPM"
Autopilot Loop
“Body ‘records’ movement patterns and then glitches into looping them faster than intended.”
Not a time-loop sort of thing; their position doesn’t change, but they do the same movement/motion again at double speed.
*”A ‘motion’ is defined by a start and stop of active intent.” Reflexes don’t count.
5-X: The Midnight Train "But the track continues going even when the song should have stopped"
Too Much Momentum!
Has a hard time stopping/knowing when to stop.
Often overshoots movements and stops far past where they should.
Imagine they’re in a race, and they’ve already passed the finish line, but they’re only able to stop a few meters away.
6-X: PULSE "But it becomes a hexagon"
Speed Blindness
“Their perception of ‘how fast they should be going’ overrules their actual needs.”
“They lurch between fast and slow while desperately trying to stay on-beat.”
“They might sprint full-speed one moment, then jolt into a crawl for the next.”
7-X: Spin 2 Win "But the track is upside down/reversed"
Disorientation
“Instincts for up and down are reversed.”
Probably only applies in water or other areas with “ambiguous orientation”; they have a Black Marlin’s tail and sail, but none of a fish’s awareness that helps them keep balanced.
8-X: Jungle City "But it's squashed"
Stiffness
Translates to claustrophobia and/or inflexibility.
(Maybe their wings don’t stretch all the way, or their limbs can’t bend properly sometimes.)
9-X: Heracles "But no angle greater than 180 degrees "
Inertia
Translates to an inability to turn sharply when in motion.
10-X: Butterfly Planet "But if the current trajectory is not straight ahead or straight behind, repeats the trajectory once and judge again"
Hesitation
“Stutters or double-steps when moving in certain directions, like they’re unsure of their own angle”.
Not indecision – “misguided calibration”.
12-X: Artificial Chariot "But the difficulty of the level is changing"
Speed Inconsistancy
Level difficulty → Body performance.
“They can’t trust their own consistency” “Sometimes they’re too fast, too slow, or perfectly normal.”
PA-X: Distance "But midspins always point directly left"
Rotation Lock
Only able to turn clockwise or counterclockwise; unable to make quick turns.
T1-X: NEW LIFE "But holds to move to the next tile"
Input Lag
Any action that involves continuity/sustained effort comes with a second or two of delay.
Imagine like a mini buffer; the character gets ready to do something, but there’s a tiny pause. They can still do micro actions within this pause, and it isn’t like they’re frozen in time; the action just happens a bit later than expected.
T2-X: Sing Sing Red Indigo "But the special midspins will exist together"
Symmetrical Reflex
Any time they try to do something, they must do its opposite shortly after.
Only applies to extremes; things that have clear opposites.
Left ⇔ right, up ⇔ down, push ⇔ pull, forward ⇔ back, outward ⇔ inward, clockwise ⇔ counterclockwise, etc.
“Strong directional motions will rebound, quick or one-off moves don’t.”
T4-X: Third Sun: "But every closed figure must contain a right angle"
Angular Lock
Whenever the character intentionally plans to move in a loop pattern (ie, circling an enemy, pacing in a circle, running a race track, etc.), their trajectory snaps to 90˚ angles.
What does each curse mean for them?
1 - Has a hard time turning on the spot
2 - Probably very anxious when moving in one direction for too long
3 - Often gets dizzy doing complex movements like dodging, dashing, any sort of dancing, etc.
4 - Often repeats movements and gets caught in odd loops
5 - Has a hard time stopping; like trying to stop on slippery ice
6 - Constantly speeding up or slowing down to match what they think is the proper rhythm
7 - Easily disoriented, especially in water. Has a hard time understanding which way is “up” in certain scenarios
8 - Claustrophobic & inflexible
9 - Has a hard time turning on the spot/has a hard time turning quickly when in motion
10 - Unsure of their own movements sometimes; hesitant to make their own choices
12 - Varies between hyperactivity, fatigue, and normal performance
PA - Not able to turn in two opposite directions consecutively (eg. left one second, then right quickly after.)
T1-X - Like a video buffering in real life; annoying, but not life-threatening, and they don’t think it’s too big of a deal
T2-X - Their movements often contradict their actions. They do something, and immediately follow up with the exact opposite of that action
T4-X: Doesn’t apply often, but in cases like pacing in a circle, the sudden snapping movement is very jarring for them