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Character Notes for "There I See the Kraken Rising" - The Wordsmith's Forge
The Writing & Other Projects of Elizabeth Barrette
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ysabetwordsmith
Character Notes for "There I See the Kraken Rising"
These are the characters appearing in "There I See the Kraken Rising."


Imam Adil Kalinga -- He has tinted skin, brown eyes, and short curly black hair with a full beard and mustache. He wears glasses. He serves as a spiritual advisor to President Latheef. Wise and kind, Imam Kalinga is popular among his people.
Qualities: Master (+6) Imam, Master (+6) Wisdom, Expert (+4) Community Spirit, Expert (+4) Needs Little Food, Expert (+4) Trustworthy, Good (+2) Bookworm, Good (+2) Existential Intelligence, Good (+2) Soothing Voice

Mohammed Dualeh -- He has burnt sienna skin and dark brown eyes. His nappy black hair is buzzed short on top but with a full mustache and beard below. He speaks Arabic, Benaadir (Coastal Somali), Bravanese, English, Italian, Oromo, Somali Sign Language, and Swahili. He is learning Dhivehi and Mandarin Chinese. Mohammed is the last survivor of his birth family, the others killed by the widespread violence in Somalia. He dealt with his losses by moving first to Mogadishu, then the Maldives, to work with refugees. Now married, he devoutly hopes their union will be blessed with many children. But it still hurts when he thinks of his lost relatives.
Origin: Originally, Mohammed worked at a refugee office in Mogadishu, Somalia. He was kidnapped by pirates and forced to work as a translator, but he refused to do anything wicked for them, no matter how much they tortured him, and they didn't want to kill such a valuable asset. When the pirate ship was captured by the Maldivian Navy, Mohammed became a citizen there and went to work as a liaison for superpowered refugees.
Uniform: Muslim men's wear.
Qualities: Master (+6) Imaan, Master (+6) Interpersonal Intelligence, Expert (+4) Office Worker, Expert (+4) Muslim, Expert (+4) Tough, Expert (+4) Unsullied Hero, Good (+2) Drummer, Good (+2) Languages, Good (+2) Water Sports
Poor (-2) Last of His Family
Powers: none
Motivation: "And who is better in speech than one who invites to Allah and does righteousness and says, 'Indeed, I am of the Muslims'."

The languages of Somalia include Arabic, Benaadir, Bravanese, English, Italian, and Somali Sign Language. Ethiopia includes Oromo and Kenya includes Swahili.

"Rasulullah saw (said): 'Imaan is knowledge in the heart, words on the tongue and action with the physical faculties'."
-- Ibn Majah
The concept of imaan is central to Islam, encompassing not just abstract faith but practical action. There are ways to increase it.

"And who is better in speech than one who invites to Allah and does righteousness and says, 'Indeed, I am of the Muslims'."
-- Quran 41:33


Sheck Caperton -- He has fair skin, brown eyes, and short brown hair. He works as a spotter at the Whale & Dolphin Company, helping them find cetaceans for the tourists to watch, and observing them himself. He is currently studying cetacean first aid with a marine veterinarian. Recently he has begun volunteering with Aquariana and the cetacean soups. He's just getting started in life, has a degree but little practical experience. He still gets excited and loses control sometimes.
Qualities: Good (+2) Cetacean Biologist, Good (+2) Endurance, Good (+2) Energetic, Good (+2) Memory
Poor (-2) Just Getting Started

Lorry (Hamish Turner) -- He has pinkish-fair skin, brown eyes, and short brown hair. He is physically fit without being overbuilt. Although his everyday teleporting ability is only average for mass and distance, he is particularly adept at stretching himself in an emergency; it just tends to flatten him afterwards. His heritage is British, but he has traveled around much of Europe.
Origin: He dove on top of a previous client, taking a super-gizmotronic bullet in the process. The bullet was meant to teleport vital organs out of the victim's body, but instead left him able to teleport himself. Later, Lorry was involved in an altercation where his partner was seriously wounded, saved only by Dr. Infanta's timely intervention.
Qualities: Good (+2) Bodyguard, Good (+2) Partnership, Good (+2) Pushing Limits, Good (+2) Tough
Poor (-2) Fanatically Devoted to Dr. Infanta
Powers: Average (0) Teleportation

Captain Left (Marko Agüero) -- He has tinted skin and brown eyes. His hair was blond but is now mostly white and receding. His body is still trim and fit. Marko speaks Argentinian Spanish, Dutch, English, Esperanto, German, Hindi, and Italian. He enjoys Kraken's exercise facilities even though he's not much of a fighter or an athlete.
Marko often finds face-to-face interaction confusing and stressful, but he does great with online interactions. He keeps an eye on BlackSheep (as Capricorn) for young soups in trouble and follows world politics through the nets. He takes an especially dim view of mad scientists, but he likes ethical zeteticists just fine. His personal assistant is a cyborg Super-Gizmologist.
Origin: Marko came out of a secret lab. Genetic engineering gave him Super-Intellect from birth. Further modifications from neurosurgery and super-gizmology made him a Telepath and Technopath. Much of his scalp is netted with tiny scars, and thicker ones trail down his spine.
Uniform: Sometimes Marko wears plain men's street clothes to blend in with local populations. On duty as a Kraken executive, he wears standard business attire. On field duty, he wears a Kraken uniform of dexflan and capery; the jumpsuit is sensibly designed with sleek fit, plenty of pockets and fasteners for equipment. It provides Expert (+4) Camouflage to a designated user, but if worn by anyone else, turns garish neon colors. The utility belt contains a multitude of small gizmos and other tools. When appearing in his titular role, he wears his uniform of state, which is inspired by United States and German naval flag-rank officers' uniforms of the World War I era. The plain dark uniform is largely American, the heavy overcoat and elaborate hat German. Kraken members love The Hat: it makes them feel part of something shiny and important.
Qualities: Master (+6) Kraken Captain, Expert (+4) Stealth, Expert (+4) Friends in Cyberspace, Good (+2) Computer Games, Good (+2) Dexterity, Good (+2) Strategy
Poor (-2) Reading Emotion
2 points
Powers: Good (+2) Super-Intellect, Good (+2) Technopath, Good (+2) Telepathy
Limitation: His telepathy comes from super-gizmology, so it lacks the hint of emotion that often comes with organic telepathy even for someone not counted as a telempath. It's the equivalent of talking on a telephone. Because Marko was raised in artificial conditions, he didn't get a lot of human contact early on, and he's used to thinking of people as flat mechanical voices. Combined, these factors make it hard for him to identify other people's emotions.
Motivation: To spark connections.

Kraken ship captains, base captains, and other commanding officers wear a round white hat like this. It marks the top of the local chain of command.

Most Kraken officers wear a round black hat like this. If the senior officer usually in charge of a location is wearing a black hat, that means Captain Left and/or Captain Right is onsite.

Only Captain Left and Captain Right (or more typically, their stunt doubles) wear these magnificent gold-crested hats.


Captain Right / Sapphirina (Sandra Jaye Blain) -- She has fair skin, blue eyes, and light brown hair starting to go gray. She is tall and sturdy. She exercises regularly, most of it in combat training. Her heritage is American, British, and Russian. Sandra speaks Arabic, English, French, Japanese, Mandarin Chinese, Russian, and Turkish.
Sandra learned Asian games from her mentor including Chinese checkers, mah jongg, and go. That's also where she learned kenpo, which makes her potent in a fight even without using superpowers. Sapphirina can be demanding and perfectionist with her subordinates, implacable and ruthless in pursuing enemies. Sometimes this causes problems.
Origin: Sandra stowed away on a Kraken ship as a teenager, not knowing who it belonged to. They decided that if she was desperate enough to do that, obviously she needed them. So she became a supervillain henchwoman. A few years later, a supervillain with Water Powers tried to drown her by filling her lungs with water. Sandra shapeshifted for the first time. Then her Energy Blast manifested as a UV field, giving everyone a serious sunburn. And then it turned into a laser beam and sliced a big hole in the enemy vessel, which started sinking. And then she turned invisible and her crewmates almost didn't find her in time to scoop her into water so she could breathe in crustacean form. It took a couple of years for Sandra to gain control of her powers because they tended to go haywire when she was frightened, and she had to spend several months on a secluded island with only her mentor for company. However, eventually she learned to use the Energy Blast and Shimmering effects even in human form, so she can become invisible to human sight by reflecting only UV light, or create a dazzling display of refracted colors.
Uniform: Sometimes Sandra wears practical women's street clothes to blend in with local populations. On duty as a Kraken executive, she wears standard business attire. On field duty, she wears a Kraken uniform of dexflan and capery; the jumpsuit is sensibly designed with sleek fit, plenty of pockets and fasteners for equipment. It provides Expert (+4) Camouflage to a designated user, but if worn by anyone else, turns garish neon colors. The utility belt contains a multitude of small gizmos and other tools. When appearing in her titular role, she wears her uniform of state, which is inspired by United States and German naval flag-rank officers' uniforms of the World War I era. The plain dark uniform is largely American, the heavy overcoat and elaborate hat German. Kraken members love The Hat: it makes them feel part of something shiny and important.
Qualities: Master (+6) Kraken Captain, Expert (+4) Kenpo, Expert (+4) Patience, Good (+2) Anticipation, Good (+2) Asian Games, Good (+2) Cooperation, Good (+2) Tactics
Poor (-2) Relentless
Powers: Good (+2) Energy Blast, Good (+2) Shapeshifting: Sapphirina, Good (+2) Shimmering
Her Energy Blast can manifest either as a field effect, a beam, or a bolt.

Cidney "Cid" Brown -- He has tinted skin, brown eyes, and brown hair buzzed very short. He wears a short beard and mustache. His heritage is Portuguese. He belongs to Kraken and serves as a bodyguard for Captain Left. Tough and reliable, Cid provides excellent protection. He understands both small-scale and large-scale considerations in combat. His favorite martial art is Vale Tudo.
Origin: Unhappy in most of his placements, Cid developed a habit of running away from home. One day, he teleported away.
Uniform: On duty, Cid often wears a business suit and sunglasses, although he also has a Kraken uniform of dexflan and capery; the jumpsuit is sensibly designed with sleek fit, plenty of pockets and fasteners for equipment. It provides Expert (+4) Camouflage to a designated user, but if worn by anyone else, turns garish neon colors. The utility belt contains a multitude of small gizmos and other tools. Off duty, he tends toward men's clothes in the smart casual range.
Qualities: Master (+6) Bodyguard, Expert (+4) Reliable, Expert (+4) Tough, Good (+2) Loyal, Good (+2) Strength, Good (+2) Tactics & Strategy
Poor (-2) Aged Out of Foster Care
Powers: Expert (+4) Teleportation
Motivation: To belong.

Vale Tudo is a Portuguese martial art that means "anything goes."


Daiyu Tang -- She has tawny-fair skin, almond-shaped brown eyes, and long straight black hair usually worn in a bun. Petite and easily overlooked, she can move fast in a crisis and has formidable combat skills. She belongs to Kraken and serves as a bodyguard for Captain Right. Her preferred martial art is kung fu.
Origin: She gained her superpowers from the Aegis vaccine base.
Uniform: On duty, Daiyu often wears a business suit and sunglasses, although he also has a Kraken uniform of dexflan and capery; the jumpsuit is sensibly designed with sleek fit, plenty of pockets and fasteners for equipment. It provides Expert (+4) Camouflage to a designated user, but if worn by anyone else, turns garish neon colors. The utility belt contains a multitude of small gizmos and other tools. Even off duty, she favors smart casual or business wear.
Qualities: Master (+6) Bodyguard, Expert (+4) Adaptable, Expert (+4) Fast, Good (+2) Diver, Good (+2) Networking, Good (+2) Observation
Poor (-2) Dislikes Asian Politics
Powers: Expert (+4) Teleportation, Average (0) Super-Immunity
Motivation: To perform with honor.

Kraken -- a supervillain organization consisting of two commanders (Master level), eight generals (Expert level), one hundred lieutenants (Good level), all superpowered; along with thousands of faceless followers, mostly ordinary but some with minor powers (Average). What makes this organization dangerous is that they select for intelligence and stealth, rather than dumb thugs. They recruit primarily from vulnerable young adults, especially those who have been harassed or violated or kicked out of home, but also disgruntled soldiers or veterans. They pass time with strategy games including chess, backgammon, mah jongg, and go; plus they actually invented Negotiation, and Kaverns & Krakens, (the local versions of Diplomacy, and Dungeons & Dragons).
Unlike most evil organizations, Kraken does not have a single charistic leader and a bunch of minions. Instead it has two leaders who work in tandem. Kraken sends out teams to accomplish missions, but the bulk of its personnel and resources always remain hidden. Their motto is, "You can cut off an arm, but you can never reach the body."
They have thirteen major lairs scattered around the world in America, Antarctica, Germany, France, Russia, Italy, Japan, China, Argentina, Egypt, and Australia among others. There are also safe houses and minor lairs elsewhere. Missions traditionally involve forces from two different lairs and leaders. Kraken is not so much diabolical as ruthless. They believe that people left to rule themselves at whim have nearly destroyed the world. (Well, they're not wrong.) So they're trying to take control, quietly, to keep it from running off the rails. They go to extreme lengths to gain power, and they don't care much about personal freedoms. That tends to get them classified as supervillains, although saving the world is a laudable end. They have a whole stack of contingency plans for various situations. Contingency X is from Hans, the German leader during WWII, about a nation making it possible for soups to integrate fully into society -- which is what happens with the Maldives, and eventually causes Kraken to contact them.
Origin: Kraken was founded during World War I by a German U-boat captain and the captain of a U.S. submarine. Their two ships were the only survivors out of a devastating battle which left them beached and dependent on each other for their continued survival. They learned to cooperate, they commiserated on how people in power were destroying the world, and decided that it really needed to be ruled from beneath. They expanded to include recruits from other nations. Kraken always had some Super-Intellects and gizmologists, although not recognized as such at first. When superpowers became more widely known in World War II, Kraken began quietly recruiting them on purpose.
Uniform: The standard uniform consists of dexflan and capery for superpowered members, or chameleon cloth for ordinary members. Jumpsuits are sensibly designed with sleek fit, plenty of pockets and fasteners for equipment. They provide Expert (+4) Camouflage to a designated user, but if worn by anyone else, turn garish neon colors. An assortment of zap guns and other gizmological or Super-Gizmological equipment vary based on an individual's assignment. Most Kraken officers wear a simple black hat in the German style. Ship captains, base captains, and other commanding officers wear a white hat; but if Captain Left and/or Captain Right are present, the local CO switches down to black. Uniforms of State for Captain Left and Captain Right are based on U.S. and German naval uniforms from World War I. The plain black uniform is primarily American, the heavy overcoat and elaborate gold-trimmed German hat. Kraken members love The Hat: it makes them feel like they belong to something shiny and important.
Qualities: Master (+6) Stealth, Master (+6) Strategy, Expert (+4) Cooperation, Expert (+4) Wealth, Good (+2) Combat, Good (+2) Patience
Poor (-2) Working Alone
Powers: Kraken favors subtle abilities such as Super-Intellect, Super-Gizmology, Chameleon Powers, Shapeshifting, Invisibility, Illusion, Precognition, Phase, Luck Control, and Telepathy. However, they accept people with other talents too.
Motivation: To control the surface from the abyss.

Kraken was founded by during World War I by two captains. Hans Löwe commanded a German U-boat. The ship's name is officially UB-57, short for Unterseeboot Siebenundfünfzig, but the crew call her Njörun. See technical information for type UB III. In T-German mythology, Njörun is the goddess of sea life, as her brother Njördr is the god of the sea itself.

Richard Truett commanded the American submarine R-7, nicknamed Apotamkin. Read about the R-class submarines. Apotamkin is the name of a Maliseet-Passamaquoddy Indian sea monster.

The two submarines took part in a massive battle off the coast of Normandy, France. They beached in a secluded smuggling cove among the Chausey Islands.

Kraken offers excellent benefits across a wide range of types and common examples. This includes full health coverage at their own facilities or options on various health nexus and insurance plans outside, fitness programs, fully paid vacations at their facilities and paid or unpaid elsewhere, paid time off for various personal needs, types and amounts of child care varying by location, relocation if needed, professional development and tuition coverage, hazard pay for risky jobs, disability benefits, life insurance, a thorough retirement program including pension, and very generous support for surviving family in case of demise. Slightly different but similarly bountiful packages are offered to outsiders willing to work with or for supervillains, because most people aren't. Among the reasons Kraken can afford this is that they have a ton of money, they have a lot of their own holdings, plenty of connections, and many of their jobs are intermittent rather than constant.

These are among Kraken's holdings separated into fields:

Apparel: Kappa Kimonos, Marianas Trenchcoat Emporium, X Marks the Spot

Architecture & Engineering: Antikythera Construction, Riptide Demolitions, Trident Armored Vehicles

Cultural: Bellipotent Library, Man'o'war Historic Naval Museum

Family Services: Selkie's Harbor, Triton Teen Center

Finance: The Black Pearl, Enterprise Investments

Food: Calypso Bar & Grill, Hydra, Jenny Greenteeth's Teahouse, Neptune's Table, Panthalassic Productions

Leisure & Entertainment: Cecil's Poolhouse Supply, Cyclone Circus and Fair Service, Jörmungandr Strategy Games

Military: Fist of Scylla, Sword of Charybdis

Music: Deep Blues Sea, The Narwhal's Horn, Song of Melusine, Wheelhouse Rock

Publishing: Leviathan Ink, Plesiosaur Press

Sciences: Anahita Hospital Ships, Botany Bay, Cetus Biosciences, Euryale Excursions

Travel: Atlantis Adventures, Hippocampus Transport

Utilities: Lemuria Lighting & Electricity, Maelstrom Utilities, Tiamat Water Treatment, tOrtuga, Trilobyte Computer Care

The Cetus Corporation also appeared in Local-America, connected with Triton Biosciences and Chiron Corporation, before its demise. In Terramange-America, Cetus Biosciences is a thriving megacorp that produces a wide variety of medicines, medical equipment and supplies. Their most popular product is the Aegis vaccine base.

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