When the Arcs were first discovered and they started to wake those within, there was an emphasis on children who were given to those with money and power. Kyle was one of those children. At ten years old he was pulled from his Framework world and given over to new parents. It was too early, too new, for them to have any inkling of what the genetic flags on his file meant. Or any understanding just who the mutant called ‘Wild Child’ was.
It wasn’t until Kyle was nearly through with High School that his mutant powers started to manifest, in parts and pieces. This was expected, and his high-profile parents tried to work through it but eventually Kyle couldn’t deal with the press of living in a city. Too many buildings. Too many people. And too many tests to try to ‘make him better’. He ran far and fast, disappearing into the Wildlands that make up the spaces between cities these days. Places empty of people.
He’s managed to find some semblance of peace, living on his own with only wild animals for company. Occasionally he makes his way into the Sprawl to trade things he’s found or fresh meat for things he can’t make himself.
His parents are still looking for him, his biometrics flagged should he ever go too far into the city or be caught by law enforcement for one reason or another. They weren’t able to argue for another child from the Arcs, and that leaves him their only heir. Heir to a life he doesn’t want.
Wild Child Hunter
A mutant clone based partially on Kyle Gibney, he roams the wild areas between cities.
Heir Gone Native
The child of powerful corporate execs, Kyle ran away a decade ago and lives away from the press of the city.
While most of the US, outside of the megacities, have been abandoned there is still a great deal out there of value to be found. If you can survive long enough to do it.
Power Suite One: Animal Whisperer
Kyle is able to speak with all types of animals (Zoological Polyglot), though he has a particularly strong bond with canines (Animal Control) and able to touch their minds (Animal Telepathy). They will come at his call (Creature Summoning) and he is able to merge with them and share their bodies when needed (Direct Control). He has gained a measure of their abilities in return, able to grow claws and fangs (Natural Weapon), an enhanced sense of smell (Super Sense) and an eerie ability to sense danger (Precognition).
- Animal Control - Choose a type of favored animal (dogs, birds, rodents, etc). +2 to Rapport with that type of animal and may talk communicate as if they were human.
- Creature Summoning - May call a creature/minion with 1 aspect and one Good (+3) skill. Creature has 2 physical and 2 mental stress boxes, 1 mild and one moderate consequence. During conflict you only have one action for you or your creature, but both may move.
- Natural Weapon - Fight +2 while brawling with natural weapon.
- Precognition - Defend against physical attacks with Notice. Act before anyone who does not have Precognition in conflict.
- Super Senses - Pick a sense. +2 Investigate rolls using that sense. That sense cannot be impeded.
- Alertness - +2 Notice against anything you could identify with your superior sense.
- Area Attack - Attack everyone in a zone
- Extra Action - You can split your shifts between two different yet related actions adding a +1 to each action
- Overwhelming Animal Instincts -Your connection to the minds of animals works both ways: their psyches rub off on you. -
- Direct Control - Your body turns to smoke and pours into the animal, and you gain an aspect with the same name as the animal. The effect lasts until you end it or at the end of the scene. When the effect ends, you return to your original body and lose the animal aspect.
Kyle spends some of the afternoon with Brin.
Brin starts to ask questions about Morlocks in the Sprawl and Kyles car is attacked.
It should have been breakfast. Instead ... it was a prank or was it something more?
Kyle keeps tracking the scent from Jeremiahs apartment ...