APPLICATION
PLAYER INFO.
✖ Handle: Rad
✖ Contact:
hovercar or PM
✖ Are You Over 16: Y
✖ Other Characters Played in Consignment: N/A
CHARACTER INFO.
✖ Character Name: Collins, Chase
✖ Canon: The Covenant (Post-Movie)
✖ Character Appearance: gross
✖ Character Age: 18
✖ Pick A Number: 714, 988
✖ Canon Setting:
✖ Character History:
✖ Character Personality:
✖ Character Powers & Skills:
CHARACTER SAMPLES.
✖ First Person POV: Part 1 top level! Tag outs: 1, 2, 3, 4, 5, 6 | Part 2 top level! Tag outs: 1, 2, 3, 4
✖ Third Person POV: It hurt. Not his arm, which he'd landed on, not his chest or his back seared by the flames - just everywhere, all over. And it hurt hurt, too, nothing like the dull rush of skin hard on skin, the off-kilter pleasure of bruising and breaking dulled and magnified so nicely by magic. It is some terrible, searing thing, like he's been taken apart molecule by molecule and slammed haphazardly back together on the other side.
Which he has.
He writhes, gasping: face in the mud, fingers grasping at wet grass, roots and grit catching beneath his nails. He wants to cry, he wants to scream. He'd been so close, and it's not fair. Caleb's Power had almost been added to his own, and then it was denied to him, just like that. He'd fled, dust and essence of witch whipped away on the wind to be flung... how far? Some yards? Some miles? He can't tell, senses dulled by the knowledge that he had lost. That he was afraid of Caleb now, of being evenly matched in sheer raw power, and utterly outclassed in allies. In knowledge, in practice, in hope.
That fear tastes more like dirt than the literal dirt in his mouth.
He sits up and spits, only to find himself face-to-knee with a pair of crisply pressed pants. Startled, he flashes up onto his feet, jumpy and on edge. For a split second he worries that it's Caleb, come to finish the job: come to kill him. That everything he'd thought about Caleb was wrong, that he wasn't just some pushover sap with a hero complex. Only the frame isn't right; there's no scent of ozone and sizzling power on the air. "Who--"
"Chase Collins?" The woman who addresses him looks like she belongs on C-Span, not in some rain-soaked field in Massachusetts. Her hair is tied up, her expression stern and unaffected by her surroundings, a tablet and stylus in hand. She's looking through his file, it seems, deciding on the appropriate way to give her sales pitch. "I'm glad I caught you. You're going to die - soon, as I understand it."
Chase's eyes flash, orange-gold like fire burning out all the color until there's nothing left in them but blackness. He feels like he's been rubbed raw from head to toe with sandpaper, and he wonders if Caleb is looking for him now. He can't stay here, he has to get as far away as he can. He has to regroup. He has to think. He looks back at her, really looks, for the first time: she's here, and that's weird, but nothing else looks very special. Nothing else screams danger quite so much as where he just came from. "Lady, I'd think twice before threatening--"
"If I can be frank, Mr. Collins, the CDC feels that would be a profound waste of resources," she ploughs on, and lowers the tablet, apparently having decided to go with straightforward. When she regards him directly, it's with a pinched smile. "My employers can prolong your life--" he opens his mouth, "--and your youth, should you agree to come work for them."
It's too good to be true. It has to be. He watches her, as though trying to figure out if she's really there, before deciding it doesn't matter. Prolong your life and your youth. If there's a chance, any at all, doesn't he have to take it? "Doing what?"
She shifts on her feet, balancing surprisingly well in her heels in the mud. "The CDC is a Cosmic Demolition Crew. It decommissions planets."
Well, it's not precisely the answer he expected. He looks back, in the direction he guesses the old Putnam barn sits: lightning and thunder roll across the sky, but everything around the two of them is strangely muted. He realizes suddenly that they aren't being pelted by rain, and he runs the pad of his thumb across the corner of his mouth to wipe away the mud and blood. Decommissioning planets, he wonders how that'd look on his resume. In the end, though, what has he really got left to lose? He laughs, a sound that has to scrape its way out of his throat, raw and grating and... relieved.
So he hadn't gotten the revenge he'd promised his father, but who cared? What had his father ever done for him? He left him alone with the Power that was killing him, gave him up to some soft old normal couple that couldn't help him. It's his fault, just as much as anyone in the Covenant's. (But not Chase's... never Chase's.) Not dying, that's what Chase really wants right now. But not being here... anywhere near here, that's starting to sound pretty good, too.
"Well, why didn't you say so in the first place? Where do I sign?"
CHARACTER ITEMS.
✖ Pick a Team: RED: Chase spends the majority of the movie deceiving the main characters in order to get close to them. To that end, he used diversionary tactics and emotional manipulation to divide and conquer the set of close friends so he could get at Caleb privately and, though he failed his overall objective, his preferred tactics would still put him firmly in Red Team territory - if someone took him under their wing and taught him how to be less reckless, he might even be a great asset to the team. Additionally, his illusion-related abilities would make him exceptionally well suited for infiltration, internal or external, even in completely alien settings.
ORANGE: Chase would be able to use his teleportation/flying for scouting, as well as easy gathering of any resources found. As he rarely sleeps, he would view perimeter patrols an excellent outlet for using his magic excessively to protect the CDC's interests from wandering hazards and nefarious space foliage.
✖ Reason for Joining the CDC: Chase will be saying "yes" quickly and enthusiastically because he just failed at his only chance, as he sees it, to avoid turning into a withered husk because of his addiction to magic. As for destroying planets, wiping out life etc, he's too self-absorbed to have too many qualms about any of it as long as he survives and comes out on top. He'll stay in the CDC, and probably excel there, because even if the recruiters were lying about being able or willing to give him what was promised, he will 110% convince himself that it's his salvation (especially after learning just how old some of the Instructors are), and as a result be willing to go above and beyond anything asked of him in order to ensure that his prize is earned. It'll also provide him with convenient excuses to continue using magic excessively and recklessly and not even bothering to try and control his addiction.
✖ Mission Freebie: (Power not currently part of Chase's skill set:) eternal youth! Basically, what Chase wants is a way to keep using magic, but have it be consequence-free. For the promise of not being destroyed by his own power, he would literally blow up any planet the CDC chose to point him at... even his own. One man, woman or child at a time, if necessary.
✖ Personal Item or Weapon: Chase's personal file from Spenser Academy. (Includes these papers.)
✖ Character Inventory:
✖ Handle: Rad
✖ Contact:
✖ Are You Over 16: Y
✖ Other Characters Played in Consignment: N/A
CHARACTER INFO.
✖ Character Name: Collins, Chase
✖ Canon: The Covenant (Post-Movie)
✖ Character Appearance: gross
✖ Character Age: 18
✖ Pick A Number: 714, 988
✖ Canon Setting:
Chase's world is both ordinary and fantastic: The Covenant takes place in a recognizably contemporary Massachusetts, USA. The pop culture, politics and technology all appear to be the same as our own (circa 2006), however magic exists. Unfortunately the lens of The Covenant's focus closes tightly in on Ipswich and the magic there, and no outside look at other supernatural elements worldwide are ever given - though they are alluded to in passing dialog by the main characters (the Sons of Ipswich: namely Caleb Danvers, Pogue Parry, Reid Garwin and Tyler Simms) who grew up studying magic and had access to a library of books written by their ancestors. Chase had no access to either, and can barely even boast familiarity with the magic he himself wields.
What is clear, still, is that magic is a very rare breed in The Covenant's world. In-movie mythos states that magic can only be passed to the firstborn son of a witch - no one can be born with magic when it didn't exist previously in their family line. In all likelihood, whatever naturally occurring supernatural phenomena does exist has been chased out of/banished from the Northeastern United States long ago by the four magical families living in Ipswitch (who called themselves the Covenant), who all aspired to blend in and eke out average (if obscenely wealthy) existences among normal society. Only one magical creature ever appears over the course of the film (a "Darkling", which was essentially the soul or the mental imprint of a teenager that Chase had killed and then harnessed to scare the other witches), and even it wasn't there of its own volition. Its existence does, however, lend credence to the assumption that they aren't alone in the world.
Onto more concrete in-canon mythos: the magic wielded by the movie's characters is called "The Power." The firstborn son of each of the magical family lines is always that generation's recipient of the Power, which is an immense magical birthright. At thirteen, each boy receives the Power at a fraction of its true strength. This is intended to be used as a trial period of sorts, a taste of what's to come, given while it is still relatively harmless to the user in question. For five years the boys learn how to utilize their magic and study the history of it through the books passed down through each family's generations. However, while the books hold a record of previous users, including births and deaths, magic and the Convenant's history, it holds no records of how The Power came to be, or how they were chosen to wield it.
Even early on, the Power is said to be addictive. Excessive use of magic gives each witch a high (comparable to that given by stimulants like cocaine), and visibly fatigues him. Using magic is also incredibly visible, as activating the Power makes the user's eyes flash with a ring of orange light like fire traveling out from the pupil, and more intensive use turns them all black after. If one learns to control himself though, its benefits far outweigh its drawbacks: the movie heavily implies that simply possessing the Power attracts luck, material wealth and social status.
The drawbacks become very clear at the age of 18, though, when each boy "ascends" and unlocks access to the rest of his potential. The Power becomes his life, then: part of the process of ascending is that the body is completely dissolved into magical energy and reformed again. With this, the life-force of each user is connected directly into the ability, making him exponentially more powerful, but also sapping the strength out of his physical form with each use. Excessive use results in the body deteriorating so rapidly that a man in his forties ends up looking well over a hundred and losing most of his faculties, including his ability to use magic.
The Power is implied to be a singular entity of sorts divided up between each member of the Covenant, as characters in the film can sense when enough of the Power is used from any one individual member, like their own Power is being tugged at. Each share can also be transferred onto another individual within the Covenant by speaking the incantation "I will you my Power." Doing so, however, results in death (part of that whole "the Power becomes his life" thing.)
The main part of the movie takes place at Spenser Academy, an old, very prestigious boarding school largely hosting the children old money from all around Massachusetts. There are a small pool of students admitted though scholarship from in-state public schools, but for the most part Spenser is populated by the extravagantly well off. Their social hierarchy reflects this, and at the very top of the pile are the four members of the Covenant currently in attendance, and its this level that Chase has to integrate himself into at the start of the movie. Spenser is known as being a school that feeds primarily into Harvard, and a sizable population of its graduating class each year goes straight on to attend. Regardless of its sterling reputation, Spenser can be a bit of a party school, evidenced by the annual bonfire held every fall which traditionally includes underage drinking, expensive cars, the occasional overdose and a DJ.
In the Covenant, the events of the Salem Witch Trials differ quite a bit from reality. To begin with, there were five families (the Putnams, Danvers, Parrys, Garwins and Simms) in the area that actually did practice magic, though only one of those families was actually targeted by the proceedings. Of the five families, the Putnams were outliers, remembered by the other four families as having been power-hungry and reckless with their magic. They sought to expand their wealth and influence beyond any normal means, and did so until so much suspicion was roused that it kicked off cries of witchcraft throughout the town. When John Putnam was tried and found guilty of practicing magic, the four families stood by and let him and his family be sentenced and killed there for his flouting of their laws. They called it the "Damnation," and thought it over and done with that.
Only, unbeknownst to any of them John Putnam had conceived a child with recently widowed woman called Goodie Pope, who had put forth the accusation that he had come to her as an incubus in her dreams during the trials. She moved out of state when the hunt came to its bloody end to put it all behind her... only when her bastard son Hagen Goodwin-Pope turned thirteen, he received the Power and the Putnam line found its own way to live on.
✖ Character History:
Chase was born Chase Goodwin-Pope on July 14th, 1988, to Gervais Goodwin-Pope and Theresa Buckley, 20 and 18 respectively. It didn't take long for Gervais to start giving in to the magic addiction that had ravaged most of his line before him, and soon Theresa was raising Chase on her own. Shortly after she turned twenty herself, she died in a head-on collision in her car. His father waived parental rights to the then-toddler Chase, either unfit or unwilling (or both) to raise him, and he was put up for adoption.
Luckily for him, he was taken in by Arthur and Gillian Collins, an older, wealthy couple. His upbringing after that was incredibly privileged: his relationship with his adoptive parents was detached and distant, but not outright unpleasant. He attended the best schools money could buy, and he had everything a boy could possibly need... except answers.
When he turned thirteen and received his first taste of the Power, he was totally lost. Nothing around him could explain the fantastical things he could suddenly do, and he never felt he could confide in anybody about them either. He took to practicing with them in private, trying to hone and develop his abilities, to test their limits and try to find a way to define them, completely and utterly unaware of the dangers of doing so. After enough time he began to think of them as the best thing that had ever happened to him: suddenly he wasn't some normal kid with parents who were kindly, but nevertheless married more to the community and their work than to each other or to him. He could do anything. Comic books and movies had nothing on him; he won everything he ever competed in, he got the best grades, he started looking better and feeling better. He even started to garner the attention and pride he'd always craved from his adoptive parents, just when he'd stopped wanting it quite so badly. Everything was good: confusing, still, but very, very good.
Then, he turned eighteen. While riding in the car with his parents during a particularly severe rainstorm, Chase's ascension began. It was terrifying and violent: he was paralyzed first by an outpouring of energy, which only got more and more intense until it culminated in lightning striking straight down into the back seat. His physical form was dissolved into pure energy, and he was spilled out onto the road behind the car. Understandably, Arthur Collins (who was at the wheel at the time) lost control of the vehicle in all the confusion and noise, and veered off the street into a tree. Both of Chase's adoptive parents were killed instantly, and he was left without a single scratch. He panicked, and abandoned them there in the smoking remains of their car for the police to find hours later after the storm had let up.
It was this that finally triggered his real search for answers. He tracked his birth father down using his new, even more powerful magical talents. By the time he finally managed to find Gervais Goodwin-Pope he was completely addicted, which made the truth he discovered at his father's hand just that much harder to swallow: Gervais appeared to be very, very old, having suffered complete bodily breakdown at the hands of the Power, and he told Chase exactly what using it could do to him. At that point, all Gervais wanted was for his own personal suffering to end. He told Chase of the four families still living in Ipswitch that had left their line for dead more than three centuries before, and Chase promised him that he would seek revenge by stealing their Power from them and trying to use it to prolong his own lifespan. Gervais then willed him his own share of the Power and passed.
He found the families and the current generation of witches (Caleb, Pogue, Reid and Tyler) enrolled at Spenser Academy, a prestigious Massachusetts boarding school. Realizing he had an extremely limited time frame to work with before the Sons of Ipswitch began to ascend in turn (which would put him in danger of being outnumbered four-to-one), he donated an obscenely large sum of money to the school to smooth the way in for enrolling at it himself.
It all might have gone off without a hitch, only at this point Chase's addiction to magic was so bad that he couldn't resist using any time the high began to fade away, something that happened now just every few hours. Immediately after moving into the dorms, a new classmate spotted him doing it and began to ask far too many questions. When Chase found that he couldn't deflect the boy's curiosity with words, he arranged to be alone with him by asking for a ride to the annual bonfire held by students. He killed the guy in the front seat of his own car and left it in the woods to be found later by the police.
He still attended the bonfire, bound and determined to meet the Covenant and ingratiate himself with them. He did so by inserting himself bodily into a brewing fight between Caleb and and another student. Whatever progress he might have made there, however, was interrupted when the police showed up and the party (which involved copious amounts of underage drinking) scattered to the winds. He managed to salvage something out of it though by getting a ride back to the dorms from Pogue's girlfriend (Kate) and Caleb's future girlfriend (Sarah.) He immediately began using his flirtatious relationship with Kate as a wedge to drive himself in between the members of the Covenant, establishing a friendly relationship with Caleb and a generally antagonistic one with Pogue at the same time. He continued to hang out with them for a time during and after classes even as he used the spirit of the boy he'd killed to haunt and unnerve them at night, until one day he was racing Caleb during a freestyle swim and used magic in the pool in order to win. Caleb happened to spot it in the color of Chase's eyes, and he and Pogue went snooping through Chase's school files to confirm their suspicions over his possession of the Power.
They connected the circumstances of his adoptive parents' deaths on the date of Chase's 18th birthday to his name from before the adoption (Goodwin-Pope), which had shown up in the historical records kept by the Covenant during the Salem Witch Trials. While they were conferring this information to Tyler and Reid, Chase pushed into motion the plan he'd been setting up to divide and conquer the group. He hospitalized Kate by attacking her through her dreams, which enraged Pogue enough to come after him alone. Then he beat Pogue within an inch of his life and used Sarah as a hostage to ensure Caleb's cooperation. Then he extracted an agreement from Caleb to meet him at the old Putnam barn on the night of his own 18th birthday so he could will Chase his share of the Power in exchange for the promise that Chase would spare his friends and family.
On that night Caleb came to the barn as promised, but he put up a fight rather than meekly giving in. He managed to hold his own long enough after ascending that, unbeknownst to either of them Caleb's father willed him his share of the Power in order to give him a fair chance at beating Chase. With the element of surprise on his side he did just that, though there was no sign of Chase's body after the fight reached its conclusion, leaving his fate ambiguous in the hopes of being able to make a sequel. Which they never did.
✖ Character Personality:
Chase's lifestyle, motivations and goals are ultimately controlled by his addiction to using magic. Since the development of his powers at youth and the addictive nature that builds with his magic's continued use, at the start of the movie Chase's need to keep the high going is at a point that could easily be called beyond repair. Because most of his decisions, emotional highs and lows, and rationality are dependent on how recently he last used magic and how likely he is to use it again in the future, it leads to Chase becoming reckless, sloppy and irrational, even when his goals are nearing fruition and the end is in sight. Despite being highly intelligent and resourceful, this flaw occasionally results in direct self-sabotage. This exemplified during the swimming scene about halfway through the movie when he let Caleb see him using magic, even though it did not directly benefit his plans, and actually allowed the members of the Covenant to group back together after all his work to pull them apart and start attempting to combat him.
Chase has some serious issues with entitlement. He's incredibly aggressive, and if he sees something he wants, nine times out of ten he will leap straight to trying to take or possess it. He thinks being dealt the unfair hand of magical addiction without the proper information network required to survive it completely justifies any and all of his actions. Instead of internalizing any of the anger he felt after discovering just what his fate was, or using it to change the parts of himself that needed changing in order to avoid that fate, he turned every last ounce of his hatred outwards and blamed anyone and everyone he could. Towards the people that he has decided to blame for his issues, he can be undeservedly vicious and vindictive: he showed this by torturing Caleb's girlfriend in front of him, for no real reason other than to tear him down a little more. He also only seeks solutions to his problems that don't require him to actually sacrifice anything (such as limiting himself on magic), despite the fact he didn't have any evidence of his planned methods being effective. Rather than listen when Caleb tried to explain why his plan wouldn't work, he only further rationalized why he needed to continue feeding into his addiction. He utterly lacks regard for the suffering of others because he's too laser focused on his own suffering, and he doesn't care how many people he has to harm in order to alleviate it. He's basically the sort of guy that would break a toy just so nobody else could have it, if he wasn't allowed to keep it.
He doesn't work to gain people's trust, instead he prefers to trick or manipulate people into liking him. This is partially because he is a catty high school student for whom all things are still popularity contests, and partially because having magic and no idea where it came from or what it was was a profoundly isolating experience during his early teens. As such he feels like he's on an entirely different level of existence than anyone else around him, and has some fears that trying to connect with anyone on a more sincere level will only serve to confirm for him how alone he actually is. Due to the nature of the CDC and being forced to work with people rather than allowed to walk all over them, this behavioral pattern will obviously need to change, and doing it will be a real struggle for Chase.
He delights in pushing people's boundaries and making them uncomfortable, and provoking reactions out of people is usually his go-to method of introducing himself or finding out what he wants to know about them. He doesn't tend to care what people think about him, so long as they do think about him... unless he wants something out of them, and then he becomes visibly frustrated and angry whenever his attempts at manipulation don't work out the way he meant them to. He is intensely competitive, and he hates losing at anything. The main problem that this causes for him is that he takes even the unimportant, insignificant contests and assigns them more weight and meaning in the heat of the moment than they deserve, occasionally to the detriment of his bigger picture or goal. In this vein he is highly self-destructive, even though what he wants more than anything else is the preservation of self. For someone who is actually very, very smart, he can be pretty dumb.
That's his contradictory nature all over, though. Chase basically has a functioning train-wreck for a brain, because his wants and needs are at irreconcilable odds with his addiction to the magic that he knows for a fact is killing him but still refuses to even try to give up. Magic is the one single thing he has built his sense of self around, and when it finally started down the track of completely ruining his life instead of enhancing it as it always had before, some of his basic abilities to cope with his own life just shattered.
As an escape from any and all existential thought, he is very heavily into sensation in general and exhibits both sadistic and masochistic tendencies - during one scene he lets another boy punch him across the face and then choke him, both of which he seems to enjoy immensely, and in another (in multiple others) he was very, very enthusiastic about hurting Caleb even when he posed no threat at all, seemingly just for the sake of doing so. While his actual sexuality is never directly referenced in the material, he did once pin a boy to the bathroom floor and kiss him right on the mouth, and also he ogled other boys after showering in the locker room openly enough that one picked a fight with him over it, so I would put him firmly in the camp of not straight. The rest of his personality lends itself to a very selfish do literally anything as long as it feels good method of approaching people and situations and his particular brand of nihilism makes bisexual leanings seem more likely than anything else.
He doesn't take himself seriously at all. While he believes all of his actions are justified by the things he's suffered, he also purposefully paints himself into a villain role and has a lot of fun doing it. Though the death he caused his adoptive parents was accidental, he takes credit for it when speaking with other characters as though he'd done it on purpose. This stops him from feeling too guilty, or too deeply at all about it, and allows him to make the situation something laughable for him. He also makes stupid villain speeches the second he corners someone alone and they've seen past whatever facade he put up to get close to them in the first place. These speeches are always, always terrible, because he thinks he's a whole lot funnier than he actually is. As a side effect of this lack of taking just about anything seriously, he treats very dark situations with a good deal of flippancy, and occasionally seems surprised that that attitude puts other people off.
He has a very real lack of empathy which stems from both his selfishness and from the isolation he experienced growing up like he did, not helped by the more recently developed bitterness that he started nursing towards his situation in general and the envy he feels now over other people's more normal and boring, but also more fulfilled and happy lives. He displayed this most obviously with Caleb when he sought to punish him for actually being able to form close bonds with people by threatening to take those people away, a sort of twisted revenge because he feels like he was never given the opportunity to form his own relationships because he had no other witches around to normalize his experiences. He does absolutely want a level of human connection, some affection from literally anyone, a person who will sympathize with how fucked up his life is... but he neither wants to admit that to himself, nor does he want people to see him as weak for needing something like it. He also doesn't want to have to earn it by offering something genuine of himself in return. These are all basically symptoms of his entitlement and lack of willingness to shoulder any of the blame for his lot in life, as well as how the addiction gets between him and finding any real way to try and control it with a support system.
Basically, Chase is a genuinely awful person and there's no excuse, but there are very real underlying reasons for it anyway.
✖ Character Powers & Skills:
(Power) Magic: Chase has an incredible amount of raw power from possessing both his own and his father's shares of the Power.Creation: Chase can create anything out of nothing, including inanimate objects and living creatures to do his bidding. (Nerfed down to the creation of spiders, no inanimate objects.)(Skill) Intellect: Chase was noted as having a "brilliant academic record." He was at the top of his class in one of the highly competitive, obscenely pricey boarding schools that are touted as being feeder schools into the Ivy League colleges.
Elemental Manipulation: He can generate and control fire, as well as manipulate wind and water in order to create foggy/stormy conditions. (Nerfed down to affecting only 100 yards around himself.)
Energy Manipulation: Able to generate and throw amorphous blobs of energy that can also explode violently on impact. (Will only create small, hand grenade-sized explosions. Nothing large enough to level buildings or anything.)
Teleportation: Able to move himself, other people and objects around willy nilly. (Nerfed down to a 3km radius.)
Telekinesis: Able to do things as complex as dismantling a car and putting it back together at 50mph in order to avoid a head-on collision (by floating the disconnected pieces around the oncoming semi.) Able to lift, push, pull and throw things.
Restoration: Can repair damaged objects, such as putting all the shards of a mirror back together and having it form an unblemished whole again. Also used on a stalled car engine to make it turn over again, without prior mechanical expertise. (Works on inanimate objects only.)
Illusion: Able to create illusions that are auditory, visual and even physical. Able to disguise himself as other people, or make it appear as though people or things are there when they aren't. (Nerfed down to only affecting things within 100 yards of himself. Can now also be punctured by distracting him sufficiently.)
Dream Manipulation: Able to invade people's dreams and interact with them. He does this by creating small spiders that burrow into a person's ear to get at their brain, instantly inducing vivid, realistic nightmares. Effects of dreams/nightmares may manifest when waking: as an example, in canon a child conceived during a dream was born in real life. Chase specifically was shown causing hundreds of insect bites to manifest on a girl dreaming of being bitten by insects. (Will create an opt-in permissions post, and will consult players individually before he ever tries anything with this. There will definitely be no dream babies ever born in the CDC.)
Bodily Control: He can render a person sedate or paralyzed, and invoke a pleasure or pain response from the brain. Can't actually puppet anyone into doing anything, though. (Nerfed to requiring him to be close enough to touch for this to work, and to stay within 100 yards of the victim for the paralysis to remain effective. Will also require opt-in permission from players.)
Induced Death: Similar to the induced sedation/paralysis, but he can cause death without involving any physical struggle and thereby leaving no physical evidence, aside from turning the victim's eyes completely white. (Nerfed out.)
Enhanced Physicality: Displays above average strength, stamina, and ability to withstand trauma: as an example, being able to stand back up after being chucked out of a second story window, and not developing any bruising after being punched directly in the face. Definitely not able to withstand bullets or anything, though. (Note: this is not a healing factor. All wounds actually sustained heal at the average human rate, possibly slightly slower due to Chase's habit of not sleeping for more than an hour or three a night.)
Personal Density Manipulation: Chase can use this to avoid collision with solid objects by simply going through them, as well as to take on a ghost or fog-like form to spy on things/people. Can also make the skin too dense to be cut by flying metal objects and therefore deflect them barehanded. (Again, nothing that could deflect bullets or anything.)
Channeling: Chase was shown manipulating the ghost/spirit/mental imprint of a boy he killed, sending it to scare members of the Covenant over the course of the film. (Nerfed out.)
***Totally down for limiting any of these further in any way the mods would prefer!
(Skill) Swimming: Chase engaged in competitive swimming, notably excelling in freestyle.
CHARACTER SAMPLES.
✖ First Person POV: Part 1 top level! Tag outs: 1, 2, 3, 4, 5, 6 | Part 2 top level! Tag outs: 1, 2, 3, 4
✖ Third Person POV: It hurt. Not his arm, which he'd landed on, not his chest or his back seared by the flames - just everywhere, all over. And it hurt hurt, too, nothing like the dull rush of skin hard on skin, the off-kilter pleasure of bruising and breaking dulled and magnified so nicely by magic. It is some terrible, searing thing, like he's been taken apart molecule by molecule and slammed haphazardly back together on the other side.
Which he has.
He writhes, gasping: face in the mud, fingers grasping at wet grass, roots and grit catching beneath his nails. He wants to cry, he wants to scream. He'd been so close, and it's not fair. Caleb's Power had almost been added to his own, and then it was denied to him, just like that. He'd fled, dust and essence of witch whipped away on the wind to be flung... how far? Some yards? Some miles? He can't tell, senses dulled by the knowledge that he had lost. That he was afraid of Caleb now, of being evenly matched in sheer raw power, and utterly outclassed in allies. In knowledge, in practice, in hope.
That fear tastes more like dirt than the literal dirt in his mouth.
He sits up and spits, only to find himself face-to-knee with a pair of crisply pressed pants. Startled, he flashes up onto his feet, jumpy and on edge. For a split second he worries that it's Caleb, come to finish the job: come to kill him. That everything he'd thought about Caleb was wrong, that he wasn't just some pushover sap with a hero complex. Only the frame isn't right; there's no scent of ozone and sizzling power on the air. "Who--"
"Chase Collins?" The woman who addresses him looks like she belongs on C-Span, not in some rain-soaked field in Massachusetts. Her hair is tied up, her expression stern and unaffected by her surroundings, a tablet and stylus in hand. She's looking through his file, it seems, deciding on the appropriate way to give her sales pitch. "I'm glad I caught you. You're going to die - soon, as I understand it."
Chase's eyes flash, orange-gold like fire burning out all the color until there's nothing left in them but blackness. He feels like he's been rubbed raw from head to toe with sandpaper, and he wonders if Caleb is looking for him now. He can't stay here, he has to get as far away as he can. He has to regroup. He has to think. He looks back at her, really looks, for the first time: she's here, and that's weird, but nothing else looks very special. Nothing else screams danger quite so much as where he just came from. "Lady, I'd think twice before threatening--"
"If I can be frank, Mr. Collins, the CDC feels that would be a profound waste of resources," she ploughs on, and lowers the tablet, apparently having decided to go with straightforward. When she regards him directly, it's with a pinched smile. "My employers can prolong your life--" he opens his mouth, "--and your youth, should you agree to come work for them."
It's too good to be true. It has to be. He watches her, as though trying to figure out if she's really there, before deciding it doesn't matter. Prolong your life and your youth. If there's a chance, any at all, doesn't he have to take it? "Doing what?"
She shifts on her feet, balancing surprisingly well in her heels in the mud. "The CDC is a Cosmic Demolition Crew. It decommissions planets."
Well, it's not precisely the answer he expected. He looks back, in the direction he guesses the old Putnam barn sits: lightning and thunder roll across the sky, but everything around the two of them is strangely muted. He realizes suddenly that they aren't being pelted by rain, and he runs the pad of his thumb across the corner of his mouth to wipe away the mud and blood. Decommissioning planets, he wonders how that'd look on his resume. In the end, though, what has he really got left to lose? He laughs, a sound that has to scrape its way out of his throat, raw and grating and... relieved.
So he hadn't gotten the revenge he'd promised his father, but who cared? What had his father ever done for him? He left him alone with the Power that was killing him, gave him up to some soft old normal couple that couldn't help him. It's his fault, just as much as anyone in the Covenant's. (But not Chase's... never Chase's.) Not dying, that's what Chase really wants right now. But not being here... anywhere near here, that's starting to sound pretty good, too.
"Well, why didn't you say so in the first place? Where do I sign?"
CHARACTER ITEMS.
✖ Pick a Team: RED: Chase spends the majority of the movie deceiving the main characters in order to get close to them. To that end, he used diversionary tactics and emotional manipulation to divide and conquer the set of close friends so he could get at Caleb privately and, though he failed his overall objective, his preferred tactics would still put him firmly in Red Team territory - if someone took him under their wing and taught him how to be less reckless, he might even be a great asset to the team. Additionally, his illusion-related abilities would make him exceptionally well suited for infiltration, internal or external, even in completely alien settings.
ORANGE: Chase would be able to use his teleportation/flying for scouting, as well as easy gathering of any resources found. As he rarely sleeps, he would view perimeter patrols an excellent outlet for using his magic excessively to protect the CDC's interests from wandering hazards and nefarious space foliage.
✖ Reason for Joining the CDC: Chase will be saying "yes" quickly and enthusiastically because he just failed at his only chance, as he sees it, to avoid turning into a withered husk because of his addiction to magic. As for destroying planets, wiping out life etc, he's too self-absorbed to have too many qualms about any of it as long as he survives and comes out on top. He'll stay in the CDC, and probably excel there, because even if the recruiters were lying about being able or willing to give him what was promised, he will 110% convince himself that it's his salvation (especially after learning just how old some of the Instructors are), and as a result be willing to go above and beyond anything asked of him in order to ensure that his prize is earned. It'll also provide him with convenient excuses to continue using magic excessively and recklessly and not even bothering to try and control his addiction.
✖ Mission Freebie: (Power not currently part of Chase's skill set:) eternal youth! Basically, what Chase wants is a way to keep using magic, but have it be consequence-free. For the promise of not being destroyed by his own power, he would literally blow up any planet the CDC chose to point him at... even his own. One man, woman or child at a time, if necessary.
✖ Personal Item or Weapon: Chase's personal file from Spenser Academy. (Includes these papers.)
✖ Character Inventory:
( 1 ) Set of clothes (black button-down, pressed slacks, dress shoes and a suit jacket.)
( 1 ) Wallet (with driver's license, fake ID, school ID, credit cards, bank cards and an hefty amount of cash.) [Confiscated.]
( 1 ) Cellphone. [Confiscated.]
( 1 ) Keyring with car & dorm keys. [Confiscated.]