Journey Blaze
From Unofficial Handbook of the Virtue Universe
Journey posing for her Hero License | |
Character Build | |
Player: | @DarkDiva |
Origin & AT: | Mutaion Scrapper |
Primary Set: | Dual Blades |
Secondary Set: | Willpower |
Level: | 26 |
Biographical Info | |
Full Name: | Journey Blaze |
Identity: | Public |
Known Aliases: | Unknown |
Occupation: | Full Time Hero |
Education: | Unknown |
Citizenship: | Unknown |
Legal Status: | In Paragon on a Hero Visa |
Marital Status: | Single/Involved |
Known Relatives: | Unknown |
Age: | Unknown |
Place of Birth: | Unknown |
Base of Operations: | Jadewire Base |
Group Affiliations: | The Jadewire |
Physical Characteristics | |
Gender: | Female |
Species: | Human with Mutation |
Ethnicity: | Scottish/Dominican Republic |
Eye Color: | Ice Blue |
Hair Color: | Red |
Complexion: | Olive |
Height: | 5'2" |
Weight: | 118 lbs |
Build: | Slender/Athletic |
"Heroes Down to the Wire" |
Contents |
A History
Journey Blaze is an amnesiac. Her first real memory is waking up in the Atlas hospital coma ward. She was found in a back alley of Atlas Park with the remnants of black clothing covered in blood with a vicious stab wound in her stomach and the back part of her skull crushed in. The PPD officer who stumbled upon her during his patrol thought at first glance she was a corpse and was shocked to find the woman lying at his feet was still breathing. He quickly called an ambulance and Journey was rushed to the hospital.
It quickly became apparent that Journey was a mutant with regenerative abilities. After surgery to repair her skull and internal damage it was diagnosed she would be in a vegetative state for the rest of her life due to severe brain trauma. This quickly changed when doctors noted that her body healed the stab wound and refused the bone of her skull at a phenomenal rate. After about a week and a half Journey woke up; the only problem being that she had no idea who or where she was. Her name was supplied by dog tags found around her neck, her only other possession besides her ruined clothes.
Because it was evident that Journey was not fully human the hospital staff suggested she go talk to Freedom Corps and see about registering as a Hero. Having nothing better to do and no where to go Journey checked it out. When it was revealed that a paycheck was involved Journey signed up. She quickly realized that she was well suited to the role of one of Paragon’s heroes. Journey has extensive training in not only hand to hand combat, melee weapon combat and firearms but also has a wealth of knowledge about tactics and battle strategy; though she had no idea where she got it.
Journey also found that she enjoyed not just the battle part of being a hero but also the ‘heroics.’ There was something innately right to her about going into a hostile situation and taking out the bad guy or rescuing the hostage. She also has a habit of collecting trophies from her mission in weapons and ammo. She is registered as wielding blades since they were the first weapon she could get a hold of. When Journey tried to get licensed to carry a firearm she found the amount of paperwork and bureaucracy frustrating and eventually gave up. She has a decent collection of pistols and a few rifles but is only able to use them for target practice.
Life in Paragon
After setting herself up as a hero Journey drifted around a bit lending a hand when she was asked by either other heroes or officials of the city. A kind soul offered her a place to stay in Dark Astoria and she lived in an apartment complex for a brief time with one other woman, a reformed villain nick-named Freddy. Journey ended up being recruited into the Paragonian Knights. She never really connected with more than a few and as was her habit she ended up pulling away from any who tried to form a personal relationship with her. Packing what she could carry from her small apartment Journey left the apartment building and the Paragonian Knights without a word.After her break with the Knights Journey hit the streets solo for awhile. In paradox to her aversion to forming any ties however she also grew a bit lonely. She was currently living in one of the many abandoned buildings in Kings Row left over from the first Rikti attack. Going on Ops when she felt like it she spent most of the rest of her time going to clubs engaging in one night stands; always leaving before anything more could happen.
Still Journey’s solitary life gnawed at her. Busting some minor villains one day she came across some poorly designed plans to attack an unfamiliar super-group called The Jadewire. Curious, Journey started doing some digging. The Jadewire wasn’t a public super-group per se and it took awhile for her to find any real evidence on it. Finally she tracked down a contact and arranged for an interview. Journey was now a Jade.
The Jadewire
Journey was absorbed into the Jadewire fairly quickly. They offered her a place in the massive underground base that housed the group. Journey found that she wasn’t the only new recruit, two members named Valor Frost and Star Spangled Nova had also recently been accepted into the fold a few weeks prior. The three ended up banding together due to common circumstances but quickly grew into friends.
In typical Journey fashion her first night relaxing in the base she ended up challenging the biggest person there to a drinking contest. The regeneration allows Journey to absorb alcohol before it can affect her cognitive functions, in a sense it is impossible for Journey to become intoxicated. While she didn’t feel she really won Colossus of Roads generously conceded as it was impossible for him to get drunk as well. The third party in the contest was James Kross, a member of the elite Jade Knights
Journey seemed to bump into James everywhere in the base. While most prospective ‘dates’ only drew a passing interest she felt herself drawn to James. On their second meeting he even provided her a way to experience the sensation of being drunk through Jade technology. The two quickly grew close and ended up in a romantic relationship. The relationships she has formed not only with James but with other members of the Jadewire both fulfill and terrify Journey at the same time and she is currently trying to fight her instinct to flee.
Sister Psyche of the Freedom Phalanx has recently begun assisting Journey in the attempt to repair her almost non-existent memory. Through medical and portal technology installed in the Jadewire’s super computer the medics were able to determine that Journey is not from this Earth. She bears the sub atomic markers of an alternate dimension, one that is currently unknown in any Portal Corp files. Even if Journey could remember who she was before Paragon, there’s no way for her to access her home dimension.
Personality
Journey’s personality is a force of nature. She’s outspoken, opinionated and often a pain. Her vocabulary is quite colorful and she usually only edits it around children, and even then with great effort on her part. She drinks copious amounts of alcohol without affect as her system absorbs it so rapidly. She smokes occasionally, usually at a bar or a club. Often Journey hides behind teasing and her bawdy humor, using it as a shield especially if a subject makes her uncomfortable. Personal connections frighten Journey for a reason she can’t name but Sister Psyche believes it is subconscious mental trauma from her past.
She enjoys music and dancing, often winding away her downtime in the many clubs of Paragon. Rock, hip hop, techno, metal, pop and even country; as long as you can dance to it Journey has frequented them all. Along with the escapism of clubbing Journey has tended until recently to engage in a constant string of one night stands with random people she meets in her down time adventures. She only goes to the other party’s residence and always leaves before morning. Journey is bisexual and has had both male and female partners, and is attracted to either sex.
Despite Journey’s irrational aversion to personal attachments she is fiercely loyal and protective, especially of people that she cares for. While she may have a tendency to sever ties paradoxically she would drop everything at a moment’s notice to help someone she cares about. She also believes in the value of a tight knit and cohesive squad unit, believing it makes them work better as a team.
Abilities
Journey’s mutation is regeneration. She is almost impossible to kill. Most likely only decapitation or dismemberment would eradicate her. There are no scars on her body and she hasn’t physically altered a day since coming to Paragon, except her hair has grown out.
All other abilities Journey possesses are the result of rigorous training. That and the dog tags found on her person has lead her to the conclusion that she must have received extensive military training from wherever she came from. After doing some research Journey believes that must have been her home dimension’s version of Special Ops. This comes out usually in combat situations and when dealing with superiors in an official capacity. Off duty she isn’t above telling a superior to ‘shove it’ but on duty she usually follows the chain on command unless she feels there’s a serious flaw in a commanding officer’s logic. Journey has a knack for detecting a group’s command structure and will follow a leader if they appear or take the reins herself if she feels leadership is needed.
Journey is extremely tough and capable but except for her phenomenal healing she has no special mutations or abilities. Because of this she can and often does find herself in compromising situations. Luckily through her training and intelligence she’s also usually able to get herself out of them.A Murky Past
Very few facts about Journey’s past have surfaced. She knows she is from an alternate version of Earth, the dimension’s exact coordinates are unknown to Paragon’s Portal Corp. She knows she has a military background and was probably in the military up to her transplant to Paragon
While Journey often has dreams about what she assumes is her past most of them are fragmented and hazy like most dreams. The most vivid to surface so far takes place in an underground facility with others in military armor. While the details are still unknown she does know that a member of her squad that she trusted implicitly betrayed them leading the enemy to Journey’s squad. She watched helpless as the rest of her team was killed by enemy fire. The betrayer then stabbed Journey in the stomach. At this point the dream ends abruptly and she surmises this may be where her skull was crushed. Journey doesn’t know exactly who or what the man who betrayed them was to her but there’s a definite sense of deep attachment that she doesn’t like to dwell on, though Sister Psyche has encouraged it as she thinks this memory may be the key to unlocking Journey’s memory.
A few other tidbits Journey has managed to recollect are incidents of forced sterilization for mutants though the details of how she has the knowledge are unclear. She also discovered that most of California was bombed with nuclear weapons in her own world and exists as a radioactive wasteland, though the why eludes her.
((OOC Note: I'm not a big fan of themesongs but Pink's "Bad Influence" just seems to fit Journey. You can hear the song here: http://www.youtube.com/watch?v=5Ba7OMbA0Uc Just paste it into your browser. I did NOT make this video but I think it's great and somehow captures Journey perfectly... just with blonde hair instead of red.))