Player Info
Name TrissAge 21+
Timezone EST
OOC Dropbox
CDJ Dropbox
Discord ShrugDealer#3730
PB Phoebe Tonkin
Cressida Wolfram
"She turned her narrow-eyed gaze on him, making me glad once more that Antimony's comic books got it wrong, and telepaths can't actually kill you with their brains. Give you a whopping headache and earworm you with annoying jingles, yes; kill you, no. Although sometimes, when she's managed to stick "The Happy Banana Song" in my head for a week, I sort of wish she could kill people with her brain. It would be kinder."
― Seanan McGuire, Discount Armageddon
Appearance
Built like a bird, Cressida is far from physically imposing. Her complexion is pale and clear, her hair a high contrast black-brown left to hang long, naturally textured. On most days she wears a heavy black cat eye, either just the top eyelid like a pinup, or a thoroughly lived-in smudge that somehow still manages to look acceptably put together on her. Her eyebrows are thick and well shaped, framing hazel eyes which turn a surreal, owl-like pale gold when she's actively using her abilities. She's all legs, even a bit gangly, but wears it with the panache of a 20s flapper girl proud of her gamine curve. Her style is dependent on mood and activity, but whenever she can swing it, she's wearing black. Because her psychometry is constant, she wears gloves at all times, unless needed for a mission.She palms a 'comfort cig' once every month or so, more out of a crutch for her nervous fidgeting than addiction; the habit has added a faint sultry earthiness to the vibrato in her Mezzo singing voice. Considerable stress is signaled by half-moon bruises inside her palms, courtesy of digging fingernails. Her ears are pierced twice on the right, four on the left. When she can get hold of polish, her nails are painted black. A truncated F. Scott Fitzgerald quote is tattooed on the inside of her right wrist, reading "And I hope she'll be a fool."
Personality
In short; an introvert managing involuntary social distancing masquerades as an abrasive, ice queen extrovert. Cress is the sort of person who likes people more in theory than she does in practice, until she decides they're 'her people.' She's fascinated by them, yes, but that doesn't mean she wants to spend quality time with most. She's bothered by a troubling trifecta of high IQ, an acute knowledge of how horrible people can really be as a result of her abilities, and the experience of being quite 'other,' even among metas, which often leaves her feeling isolated regardless of want and need. She's uncomfortable in crowds, gets anxious speaking to large groups, is awkward by default, and hides her discomfort with sarcasm and unapproachable chill. Over the last decade, she's gotten used to being treated like a multi-outlet USB port for the psyches of her teammates. Perhaps that de-personalization got under her skin, as well. She certainly acts the part with those who don't know her, contrary to a deep well of feeling she safeguards like a Pit Bull. This is both an asset and a problem in operational environments. She'll go the extra mile (read: ten) to pull through for the few people she likes, or for whom she feels responsible, sometimes at dire expense to her safety or mental state. She doesn't figure the cost of life into any cold calculations when it involves her team. This also means that those linked to her are strapped to a high powered tool that -though this is very rare- could backfire and hurt them, should things go terribly wrong.Her inaccurate rep is mostly fine with her; she's good at keeping her own company and it keeps expectation low. She still flouts convention when engaging new folk one-on-one. Instead of the expected "Hi, pleased to meet you, tell me about your 9-to-5," Cress dives right in to asking Person X if they really thought that collection of 400+ TY Beanie Babies was going to be worth something, or if they just have a weird fetish or a Hoarding Origin Story - because (sorry) she just saw the inside of their house via an accidental touch. Although she enjoys throwing people for a loop, she's also genuinely interested in oddities, ugly truths, and the things that make individuals unique - what she normally only sees via her psychometry. If someone voluntarily opens themselves this way without her prompting? She's hooked. She's charmed. It's napalm on her icy armor. Failing that, she doesn't consider asking rude. She's just rejecting the cultural norm of pretending not to have flaws. Everyone's a little shitty. What's the point of pretending otherwise? Besides, she'd rather put a campfire out with her face than make small talk.
Never touch her unless she invites it, or she knows you extraordinarily well. She'll suck it up enough to ask (sort of) nicely the first time, but doesn't give second warnings. Next time, she'll hit you with the nearest inanimate object if you don't keep your hands to yourself. Although she abhors violence and physical aggression, to her, even the gentlest of uninvited touch by a stranger can feel like a brutal attack.
It might not sound it, but she's capable of having raucous levels of fun. While she's careful to safeguard her sensitivities (the migraines are excruciating), she does want to have a good time, loves to laugh, isn't afraid to make an ass of herself, and doesn't want her time with Operation Midnight to be an exercise in humdrum caution. The more novel the activity, the more likely it is to catch her interest. The blacker the comedy, the more she'll laugh. Anyone with a clever sense of humor which steers clear of slapstick gets brownie points with her. Those trusted few whom she allows close will see a very different side of her; warm, playfully snarky, deeply empathetic despite how critical she is of herself, openly affectionate, and very physical. 'Links' with these individuals and significant sharing of memory makes this even more dramatic. She's a hugger, a 'walk down the hallway' hand-holder, a snuggler; the sort to play with a friend's hair until they fall asleep just because it makes them feel cared for, and because they might let her. Given the invasive nature of her abilities, she never takes this for granted. Because her access to the tactile world is so limited, the few people she can touch get a lot of it. She'd prefer that not be spread around. Reps, and all. Everything in its place, though. Concerning work, she's a consummate professional, fairly blind to favoritism.
Lastly, while none at Tartarus may ever learn of this, Cress is paranoid about her mental health. Watching her psychic Grandmother's decline as a child was more than enough to terrify her, but she's also found that each time she overworks her abilities to the point of exhaustion or blackout, recovery time gets longer and leaves her feeling weaker than it did before the MAPs experimentation.
Abilities, Skills
***While any of the below are actively being used, Cressida's irises turn a pale yellow-gold. While a fun party trick, it flags her as a Meta, and tips people off that she may be reading them. Sunglasses are a frequent accessory to avoid detection. Identification is dangerous for her publicly; although a small psychic powerhouse, she has zero direct offensive or defensive abilities to benefit her, and a rather delicate constitution to match.[Altered by MAPs] Tactile Psychometry:
Though she was only able to use this with intention before MAPs, this ability is now permanently 'on.' Incessant, it requires the wearing of long gloves, full sleeves and pants to prevent overstimulation. Unexpected touch is only tolerable in the company of people she trusts, with histories which no longer surprise her. Cress obtains historical visions, memory and sensory data concerning an object or being which she contacts with an uncovered part of her body, generally her hands. If she does this intentionally, she can seek specific data. Otherwise, what she receives is random.
NOTE: With strangers and new acquaintances, touch shows her the most outstanding events of a person's life first, which often includes any injury or significant trauma a person may have endured. This is extremely stressful, and painful for her to undergo. However, it's also a useful screening mechanism. Ex: if a subject is a criminal and sustained injury during a violent B&E, she learns this quickly, and will steer clear. Without red flags, and with time and patience, these extremes mellow. Unless she chooses to, she never experiences a memory twice. If she focuses while maintaining contact, she can trigger memory in the host, forcing, or allowing them to relive a memory in vivid detail.
With objects, she may gain an assortment of information, including the item's usage history, origin, previous locations, events that have transpired around the object, etc. With living beings, she relives memory as the target recalls it (so this may be inaccurate with damaged minds) from a first person vantage point, complete with all sensory data. She does not gain insight into the thoughts, feelings or emotions of the subject unless she has a Link with them (below), which leads to a far more intense psychic 'retelling' of what it felt to be the subject within that specific memory. If unprepared, visions can shock or stun her temporarily, as can particularly strong sensation, even when she's prepared. For example, if she receives a memory wherein the originator was stabbed and fell unconscious, she would experience the same pain, and likely the subsequent unconsciousness. She jokingly calls this 'Seers' Woe.'
[Altered by MAPs] Telepathic Hive Mind:
Considered an anomalous subcategory of telepathy, she can form Telepathic Links between herself, and up to twenty subjects simultaneously. She acts as a relay for real-time sharing of speech, thoughts, emotions, and feelings to all to whom she's linked, or between a selected group, regardless of distance. Though other sensory input could be shared this way, she intentionally blocks it while working, unless there is benefit. This isn't a recreational bond for her. Once established, an asset has constant access to her both in and off mission, should they wish, and vice versa. It takes ten minutes of sustained contact to gently establish the initial Link, and a great deal of focus and effort; she ferrets around in a subject's consciousness until she finds a psychic 'IP Address' which she can remember and retain, unique to each individual. She can establish a Link instantly, but it causes great pain and an instant, roaring headache for both parties. Links can be sustained indefinitely, as long as each individual is in physical proximity to her (100M) a few times monthly. Additional subjects beyond the twenty will negate her access to the subject seen least recently. Renewing an expired Link is far easier than starting from scratch.
Like a network walkie talkie, the Hive function can be turned on and off. It can be used for up to four hours consistently without overstraining her. Without thirty minutes of rest between sessions, she'll start a slow functional decline, resulting in other sensory input leaking into the shared feed. If pushed to over twelve hours, this may lead to confusion, sensory overlap (touch, taste, smell), synesthesia, shared pain, disorientation, double vision, and hallucinations (these are actually random memories, broadcast from linked individuals).
If she herself comes under enough strain or injury to shake her mental control, linked individuals may experience her pain or distress. Alternately, Cress is constantly in danger while linked assets are in the field. For example, if a Linked asset was captured and tortured, the extremes of pain and emotional disturbance would likely break through her mental firewalls after a certain amount of resistance, at which point she'd feel the whole experience as though it were happening to her. This happened once, three years ago. She had to be kept in an induced coma for a week while the asset was rescued, to prevent her from sustaining brain and nerve damage.
Lastly, while the Hive function is of most interest to OM, this also functions as traditional telepathy. It allows her to read or sense the thoughts of others within 100M, and communicate back and forth, regardless of whether or not she is Linked to them. Neither emotions nor feelings are exchanged with the unlinked. A subject with specific resistances to psychic abilities will be exempt to this, and appear as a blank spot in her mental landscape. Like her psychometry, this is active by default and needs to be suppressed, or it will tire and disorient her, but not injure. Migraines, physical pain, poor sleep and excessive work hours make it difficult to do so.
[Triggered by MAPs] Vocal Time-Space Synesthesia:
A precognitive ability induced and determined by the use of sound, Cress can tap into the future -up to 12 hours from the present hour- by singing or humming at a base C Major. It seems to be an odd reversal of her psychometric abilities, linked to a beloved hobby she relied on to get her through some of the most difficult nights at MAPs. This is a true synesthesia; the sound she makes changes shape in her mental landscape; forming color, pattern and complex geometries which she understands as the design of things to come. Although rarely needed for missions, it does sometimes come in handy when other means of knowing which action to take next, fail. She can keep the synesthesia from her linked teammates when rested, and operating normally. Odd color, sound and interference will sometimes start to leak through to them, as described above, when she's overworked or injured. If her first two abilities have seen recent, heavy use, this ability either fails entirely, or starts to show her terrifying slim probabilities or falsehoods, which can be differently problematic.
A few conditions: She must be in contact with something relevant to the future she wishes to view. IE - if she wants to see a specific person's probability of surviving a mission, she has to be touching them, or something which belongs to them, while using this ability. If she wants to view a specific location, she must either be present in it, or contacting something from, or related to that place. Her synesthesia will only show her the 'prime future.' If she should do something to change the outcome, she won't be able to see the changes she affects. IE - if someone is meant to be fatally shot and she warns them to spare them, she won't be able to see the immediate or longerterm repercussions. This opens a host of ethical and practical problems, especially in the field, over which she sometimes has to make tough calls, balancing a difficult future over the possibility of creating something worse via intervention.
Viral Hive Consciousness:
This is a 'last resort,' caution-to-the-wind tossing of the gauntlet which she has successfully applied to humans less than ten times in her career. Unless in dire straits approaching a 'no win' situation, she'll do all she can to avoid use. It's volatile, functions as a biological virus and is therefore a hellish nightmare to control, and is extremely dangerous for her should she be overtaken by it - potentially lethal. However, in a scenario where either she or the team may be overwhelmed, facing capture or imminent harm, this can be a great help.
Cress can override the thoughts and consciousness of fauna, humans and metahumans within 100M of her with a neural psychic virus. This allies said individuals to her cause and mindset without question. They become thralls, while still in possession of their full thinking, feeling and physical capability. This makes an effected target an extension of her will, but she doesn't control how individuals go about meeting her objectives. She can only communicate with them telepathically and hope to direct them in ideal ways. Beyond her suggestion, they'll work to meet her (and now their) goals in whichever ways they normally would. This can be useful (an infected mind may think around a problem in a novel way) or it can get very ugly. (Ex: if she infects a mass murderer with the goal of getting her out of building, he may thoughtlessly slaughter his way out.) Seven humans (metahumans count as three for one) can be allied. The smaller and simpler the fauna, the more may be infected. Increasing with each up to seven, each 'thrall' augments the potency of her other abilities (this can either be a blessing, or a problem). Beyond seven, all abilities -including her control over enthralled individuals- weaken progressively.
It's vital that she monitors this like an overlord; each thrall transmits the virus to new individuals via touch unless she continually blocks their ability to do so. The virus wants to spread, to propagate to new hosts. If an enthralled subject were to rush through a crowd and touch a few dozen people without oversight, she'd be immediately smothered. Mirroring her Hive Mind, if more than twenty individuals share the virus, this ability breaks down and causes significant backlash. The collected strength of the enthralled consciousness would turn on her. She'd be forced to dispel the virus. This causes severe pain, a brutal headache and possible cerebral bleeding. At worst, she'd be knocked out or rendered catatonic for a few hours, to a week. The only time she was hospitalized for this, Camelot's Med staff suggested that a viral spread of more than thirty-five would almost surely kill her.
While she can apply the virus telepathically given time and a lower stress environment, it's most effectively transmitted through skin-to-skin contact. At first, the effected individual is confused, will continue to be hostile (if they were already) but calms and becomes compliant within five seconds. The effect lasts as long as the individual remains in range, until Cress dispels the virus, or is too injured or exhausted to maintain it.
Weird complications!:
On very few occasions, Cress has read a single person so extensively via her psychometry that no major memories exist, unviewed, to surprise or overwhelm her if she were to touch, or was touched by them, or their belongings. While her psychometry is always subtly active, even with these people, this state allows her to function around them with fair normalcy. Also consequently, the link between herself and these people is much, much stronger than those casually linked with a single viewed memory. The link takes seven to eight weeks to decay without proximity, sensory and memory sharing is stronger, telepathy is clearer, and a loose sense of communion or synchronicity exists between them, likely related to her Hive Mind. If she were separated from one of these people for a long time, during which the other person experienced major life events, those memories would need to be read to re-enstate this once reunited. Other Relevant Skills:Extremely limited hand to hand combat experience. Basic marksmanship and maintenance of a pistol and SMG. Speaks Fluent Russian and conversationally capable French. Literary, copy and editing skills. Three years in modern and ballet in flats, ten on pointe. A strong sense of direction and urban navigation. Very fine, classically trained Mezzo Soprano singing voice. Can recite a large percentage of Through the Looking Glass from memory. Accidental comedy inaccurate meme references. Weirdly, a crack shot with a slingshot (childhood gag). Note: cannot drive an automobile, but can make do with a golf cart well enough.
Personal History
Born to well-to-do human parents in Greenwich Village, NYC, Cress is the youngest of the two Wolfram children, after her brother, Elijah, four years her senior. Her father would have preferred a second son (the heir and the spare) but appreciated her well enough, provided she comported herself as a proper young lady. A perpetually sullen UN Ambassador with the misfortune of having been assigned a distasteful post amongst Americans, thoroughly blue-blooded Thomas liked to remind his children that they descended from the noble house De Vere of Normandy whenever they made the mistake of acting out emotionally, or audibly whimpering over scraped knees. Eventually, it was a joke between she and her brother, accompanied by crude faces behind their father's back. Their mother, Helena, not only tolerated it, but sometimes encouraged the petty means of their miniature rebellions. A soft-spoken Russian woman with a considerable fortune to her family name, she and Thomas were married more out of political and socio-economic maneuvering than affection. Helena's mother Vasilisa ('Vanya') -a clandestine and unregistered Metahuman psychic- lived with them in their lavish brownstone. She contributed more to raising the children than their father ever did. Thomas paid an exorbitant annual fee to enroll both children in the private K-12 Trinity School, and considered his parental duties fulfilled. Their education and moulding was seen to by patronizing nuns and morally questionable fathers who laid firm groundwork for Cress' disdain for both authority and organized dogma. Truthfully, that paints a complete picture of her pre-Meta life.Her powers manifested at eleven. There was no terrible or traumatizing reveal, relative to what so many go through. The family had been sitting at the dining table on a Sunday morning. Cress worked on the New York Times crossword puzzle. 16 Down: 6 letters: "Troublesome, distressing." She thought 'father!' (the answer was 'bother') and had a quiet giggle at her own cleverness. Everyone at the table looked up. They gawked at her. She thought she must have something on her face. 'Oh noooo. The noble house De Vere is wearing strawberry jam instead of a fake smile,' she thought, wiping at her cheeks. Red-faced, her father jumped back from the table, admonishing her rudeness. Vanya understood what was happening, and sacrificed her own long-kept secret to settle the scene before it got out of hand.
In the course of a day, the way her parents looked at her changed irrevocably. She believes her mother was scared, uncertain how to react. Her father, however, minced no words. She was a freak - a stain on the noble, normal family legacy. She would have to be... managed. Refusing to admit the family shame publicly, Thomas wouldn't register her. Instead, Cress was pulled from Trinity to be home-schooled. Vanya did everything she could in the two months that followed to try to help her granddaughter learn how to control her emerging abilities. It quickly became obvious that gloves were necessary; anything she touched both within and outside the house while her abilities stabilized would send her into a fit, a mental spiral of imagery, sensation and faulty synchronicity. Touching people was worse still. Experiencing how frightened her brother had become of her -hearing how he'd started thinking of her less as a sister, and more as a feral thing to be avoided- still stings some twenty years later.
Despite valiant effort, Vanya was out of her depth. Dealing with early symptoms of dementia, Cress pushed the poor woman too hard one evening with a graceless attempt at practicing telepathy. Disoriented, her Grandmother psychically lashed at Elijah when he rushed to help, like a drowning person pulls down their rescuer. Elijah was hospitalized for mild cerebral hemorrhaging, and suffered some permanent hearing loss. Furious, Thomas forced Vanya from the home, sending her back to St. Petersburg and an uncertain future. Deaf to her pleas, he sent Cressida to a boarding school for difficult children in upstate New York. Helena never fought for her daughter. Contact from the family was scarce after that.
Her new student file disguised her 'condition' with claims that she had severe ADHD with deviant tendencies, required the wearing of gloves for a crippling case of Germaphobia, an aversion to touch, and a host of other 'problematic behaviors' for which teachers and dormitory chaperones should be on the lookout. The adjustment was brutal and lonely. By the time she'd taught herself to function normally (read: ignore what she was) through an obstacle course of trial and error well enough to pass for semi-normal, she'd earned a school-wide reputation as a freak among freaks. It wasn't all bad. She made a few friends whom she remembers fondly. There was even a boy who... well, probably remembers her less fondly.
Junior and Senior year meant Friday night town passes for good behavior. On a warm spring evening in 2007, she was 'out driving' (which nervous teenager actually says they're dating?) with Zach Wylie, a senior boy with a new license and a clunky old orange Kia, whom she'd had a crush on since her Freshman year. They were smoking pot and singing 80s songs (badly) with the windows down, headed to a lake a few miles from school when a patrol car lit up behind them. The smell unmistakable, both were asked to exit the vehicle. She hadn't been wearing her gloves; a delightful benefit of having known Zach for several years. However, the officer intending to arrest them for underage possession, she didn't know.
She panicked when he secured her wrists. Struck by a flood of the man's memories, she twisted and cried. Zach thought she was being hurt, and resisted the officer's stubby partner with an obvious Napoleon Complex. Napoleon kneed Zach in the gut to subdue him, claiming the boy had been 'reaching for his weapon.' Cressida's panic worsened. She could hardly distinguish reality from her psychometry. Her control slipped. Unbeknownst to her, at some point in recent years she'd formed an accidental mental bond with Zach. Via the contact at her wrists, she formed another -instant, and highly painful- bond with the arresting officer. Still unintentionally, she then 'shared' the gut punch with the officer. Believing he was being attacked, the cop struck her upside the head with a billy club.
She woke in a cell hours later. The police knew what she was. After a conversation with Zach and a phone call to the school, they had also worked out that she was unregistered. Two days later, she was transferred to a Metahuman detention center. She never had a chance to say goodbye to her friends.
To say nothing of the traumatic upheaval, this was also a strangely positive move. For the first time in her life, she wasn't required to hide her abilities. Perhaps it would have been wiser if she had. The uniqueness and identified potential of her ability set netted her attention that 'volunteered' her for Operation Midnight when she turned 18. There weren't many alternatives. It was 2008. Forced incarceration wouldn't be overturned for another seven years. Though still unpracticed compared to her similarly aged fellows, Cress quickly excelled at the Camelot facility as a telepath with a gifted tactical mind. She didn't believe in 'the cause,' but worked hard as a point of pride, and a means to prove she had value. At the time, her ability to link minds was neither stable, nor truly vetted, but the potential identified via both her telepathic and viral mental mutations made the probability of Gestalt high. On some occasions it was accessible, others, not at all. Her handler and OM administrative puffed chests made it clear that this was a desired skill, to which she should dedicate special time and attention. They gave her a year, during which a friend and fellow telepath, Emily, was sent on ahead to MAPs as the first fabricated Gestalt attempt. When Cressida made no progress on her own, her path was chosen for her.
In no uncertain terms, it was made clear that volunteering for the program was her only choice. People like her who did not, often found themselves in off-duty detention centers. For life. Looking out of small, barred windows. So, being rational, and valuing what little of her freedom remained, Cressida signed herself over to MAPs just days before Emily was returned to Camelot, a coldly unfeeling shell of the bright star of a human being she'd once been.
Terrified, Cress spent eight months in the R&D Center at Tartarus, making no contact with any of the assets outside the experimental and detention facilities. Daily, she received a barrage of gene treatments that would either cause sickness and excruciating pain before killing her, or would turn her into more of a freak. At 19, to say the ordeal furthered her default bitterness is a colossal understatement.
Cressida returned to Camelot alive, and much more of a freak by her estimation. Her tolerance for touch had circled the drain. Her psychometry, once capable of being suppressed, had been augmented and was now frighteningly precise, but constant and overwhelming. The program had gotten what they wanted out of the endeavor; a verified Gestalt. Strangely, she'd also discovered a fourth ability. Like a quirky reversal to her psychometry, she now had limited access to the future by way of sonic tones. It suited well, despite the strangeness. Not only was she able to link the minds of her teammates, but in a bind, she learned to hum over comms to divine which course of action or direction would best suit the team's needs, and keep them from danger.
Thoroughly vetted by her active time with Camelot for over a decade, Cressida was transferred to Tartarus as of March 2020 to fill the role of their lead operational squad's recently deceased telepath.
Operational Summary
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