Zandra Mitchell

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Zandra Mitchell (Scenesys ID: 4060)
Profile
Name: Alexandra Mitchell
Superalias: None
Gender: Female
Species: Mutant
Occupation: Student
Citizenship: American
Residence: America
Education: High School (in progress)
Theme: Original (OC)
Groups: Mutants
Details
Apparent Age: 16 Actual Age: 16
Date of Birth 25 Jan 2006 Played By Bella Thorne
Height: 5'8" Weight: 123 lb
Hair Color: Brown/aqua Eye Color: Brown
Twitter:
Theme Song: Morcheeba - The Sea


Character Info

Profile

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A suburban girl by birth but a country girl at heart, Alexandra Mitchell was raised in Kennesaw, Georgia, but spent most of her childhood summers visiting family in Arkansas. Homeschooled by overprotective parents, she relished the summer escapes. One summer at the age of fifteen, however, turned especially fateful, and now she's gained the ability to control the flow of water - and turn herself into it. Needless to say, her parents didn't take the development well - and she's now trying to find her own way forward.

Timeline

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Ic Journal:
TBD

Timeline:
* 2006: Born in hospital in Atlanta to Ferrell and Janice Mitchell. Returned home to Kennesaw.
* 2007: First Christmas spent at Grandparents' in Arkansas and becomes annual tradition.
* 2008: Taken to swimming pool for the first time.
* 2010: Learned to swim.
* 2011: Began homeschooling.
* 2021: Annual summer trip to Arkansas ends in accidental mutant expression in questionable water basin, acquired ability to morph into and control water.
* 2022: Parents' attempts to conceal and control mutant abilities result in running away from home.

IC Journal

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{{{ICJournal}}}

Personality

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Adventurous Spirit:
Despite a relatively sheltered upbringing, Zandra is possessed of an adventurous spirit. She's more comfortable than most in unfamiliar surroundings, at home in the outdoors, and always looking to explore - even (maybe especially) where she shouldn't. She's not afraid of climbing trees or creepy crawlies, and (perhaps predictably) she loves nothing more than a freshwater swim. On the other hand, being stuck indoors and sedentary tends to make her restless and distracted by daydreams, which doesn't do her any favours in a classic academic environment.

Good-Natured:
Zandra's sheltered and religious upbringing has brought out and shaped the teen's naturally kind and honest nature. She believes in loving others and always doing her best, even when no one's watching. Even in the midst of teenage rebellion, she's in favour of following rules - with the expectation that the rules are fair.

Unleashed Extravert:
Zandra grew up spending much more time with family than other acquaintances, and tends to treat new friends with the same level of familiarity that most would reserve for kin. She likes meeting new people, and she tends to love company on her adventures. She's also prone to being nosy, playing mischief, roughhousing, and hugging.

Character Sheet

Powers

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Aquatic Camouflage:
While completely at rest in aqueous form, Zandra appears to be an ordinary quantity of the same amount of water. Throw down a 'Wet Floor' sign and she can hide on the floor of any commercial bathroom. She is essentially undetectable to ordinary senses when disguising herself as water, particularly when she's in a larger body of water. She isn't actually invisible, though, and movement, especially unnatural, will likely give away her presence if noticed.

Aqueous Esp:
While in aqueous form, Zandra possesses a mental sixth sense that allows her to perceive her surroundings through moisture in the air without the need for eyes and ears. This sense is more clear and extends further when submerged. She can navigate through pipework or complete darkness with relative clarity, though she may still get lost the same way that someone might get lost when trying to draw a line through a maze. Pollutants can make this more difficult, and she can become essentially blind when maintaining water form in especially arid environments.

Aqueous Regeneration:
Damage suffered to Zandra's human body can be healed through assimilating clean water into her hydro form. Injuries that would normally be permanent or long-term can be healed (if survived in the first place), but more severe injuries would require more time and more pure water to recover.

Aqueous Strength:
When in aqueous form, Zandra can densify her body, allowing her to lift and strike harder depending on her current volume. In her default size, she can essentially lift roughly 300 pounds, while at her limit she might lift 3000, though this might increase in time.

Hydro Form:
Due to her particular genetic peculiarity, Zandra is able to turn her body partially or wholly into water. When she does so, she can control her form through her hydrokinetic abilities, typically retaining her general shape (though constantly flowing top-to-bottom) but with the ability to shift her shape into virtually any form that liquid water can take. In this form, she is no longer dependent on most human life-sustaining processes, making her virtually impervious to lasting damage from kinetic attacks as her liquid body reforms after being displaced (though striking with sufficient force can disperse her body, requiring her to reform over an amount of time dependent on the degree of disruption). She can also pass through any space that water can traverse, allowing her to slip through cracks or travel through plumbing. She can also temporarily assimilate water that she comes into contact with into her form, allowing her to increase her size and effective power, but the more she takes on, the more concentration she needs and the less time she can maintain the effect. She could currently take on roughly 3000 gallons worth of water (a small above-ground pool), but with practice, may be able to take on significantly more.

Taking on a watery form also turns Zandra into an environmental hazard. With sufficient size, she can engulf victims, creating all the problems one would expect, and moving through her is even more difficult than moving through ordinary water, as she can cause her mass to churn or densify to confound those trying to cross her. On the other hand, she can also buoy people through herself in a more helpful manner if she so chooses.

Hydrokinesis:
Zandra has the ability to telekinetically control water with her mind. While she must maintain contact with a body of water in order to retain control over it, she can, by focusing, direct water to flow or spray away with her with a high degree of force before it continues on its own momentum. Currently she can use this to approximate the force of a water cannon, or cause a significant wave in a large body; distance for the wave to travel can cause such waves to increase in strength and height. She can use this ability to cause water to flow in unnatural directions as long as it's supported, allowing her to effectively lift things by buoying them upward with a constant flow of water or push things that her own strength wouldn't normally allow.

Limited Telepathy:
While in aqueous form, Zandra can communicate mentally with anyone who is submerged in a body of water that she's merged with, and can send or receive messages, but only through intent - she can't probe or affect someone's thoughts other than to allow them to hear her, and can be shut out easily. She has only learned to use this to convey simple messages to individuals so far.

Water Travel:
When in her aqueous form, Zandra can flow independently on land at roughly 20 miles per hour, increasing in speed when going downhill and decreasing when going uphill. When travelling through a larger body of water, however, she can move at much greater speeds, especially if she's following an existing current (though more slowly against such a current). She can currently achieve speeds up to roughly 275 knots (~317 mph) when travelling through open ocean, lakes or rivers, though she's usually reduced to 5 miles per hour when travelling through water pipes. Travelling in human form through water creates more resistance, but her hydrokinesis allows her to propel herself at up to ~40mph when doing so.

Skills

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Outdoorsmanship:
Zandra is accustomed to making her way in the wilderness. She's an adept climber, physically fit, and can identify a number of natural hazards specifically and guess at others. She doesn't get lost easily, and can perform basic survival skills such as starting a fire or building a makeshift shelter. She is fairly adept at stealth in a natural environment.

Swimming:
Even before she gained hydrokinetic capabilities, Zandra was a fantastic swimmer. Her powers may make that ability redundant in aqueous form, but in human form it remains relevant.

Resources

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Parents:
Ferrell and Janice are middle-class suburbanites. They have a home in Georgia and enough money to support Zandra. However, their rocky relationship means that Zandra is only likely to access either under dire circumstances.

Weaknesses

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Boundaries:
Zandra has problems with boundaries, whether it's presuming others' boundaries socially or it's boundaries imposed on her that she disagrees with. The flipside of her outgoing nature is that she may delve too deep and too greedily when trying to get to know someone, she might pull a prank that someone isn't prepared for, or she might let her curiousity get the better of her when it comes to 'No Trespassing' signs if she doesn't think she'll get caught.

Electrolysis:
Electricity can have variable effectiveness against Zandra in aqueous form. If she's in the form of pure water, she is relatively resilient to electricity as it's difficult to electrolyse. However, if her aqueous form contains impurities such as salt, she becomes susceptible to it, as electrical currents in impure water cause water molecules to break down into hydrogen and oxygen. This is extremely painful for her and can cause long-term damage.

Honest:
Zandra hates lying to people. She tends to be honest in all situations, even when it could get her in trouble. Her bluntness runs the risk of offending people, though that's almost never her aim. She also tends to be susceptible to people lying to her, since she tends to presume that everyone holds themselves to the same standard that she does.

Hydrokinetics:
When in water form, Zandra becomes susceptible to manipulation by hydrokinetics; as a hydrokineticist herself, this tends to be a contest of wills and capability, where her lack of experience is likely to put her at a disadvantage, especially against dedicated hydrokineticists.

Kind At Heart:
Zandra likes to scuffle for fun and play the occasional prank, but she hates the thought of actually hurting people, physically or emotionally. This can be problematic and cause hesitation in situations where force may be the only solution to a problem, or lead to inner turmoil if she realises that she's caused someone harm. On the other hand, she can't abide witnessing cruelty, either, and will usually take some action if she does.

Leakage:
Zandra is more prone to shedding water than most and requires more water than most. Additionally, she's prone to leaving a trail of water where she goes if she's not being careful, which some might be able to exploit to track her.

Sheltered:
Zandra's parents homeschooled her and carefully curated what she was exposed to while growing up. She's far more likely to get confused by how to operate cell phones or suckered into dodgy websites than the average millennial. She hasn't had to confront a lot of mainstream issues in the modern world and may find herself out of her depth when she does. She has been raised with certain moral values that she considers absolute and is likely to be confused if others don't agree.

Telepathic Susceptibility:
Even in water form, Zandra has a mind and psychic presence that can be interacted with generally like most other human minds, making her susceptible to telepaths, which she has no training in resisting.

Thermodynamics:
Extreme temperatures can cause problems for Zandra in water form. Extreme cold can cause her to solidify into ice; she can still retain mobility to some degree at subzero temperatures, becoming much slower and susceptible to kinetic damage but also more solid, but eventually, when completely solid, she becomes paralyzed until warmed. She is more resistant to such effects when her aqueous body is full of salt.

Temperatures above 100 Celsius cause water-form Zandra to start to boil. This is painful as it disrupts her ability to maintain cohesion when she becomes steam. If her core body becomes steam completely, she loses control of it until enough condenses for her to regain her liquid shape. Extreme enough heat can cause her molecules to separate into oxygen and hydrogen, weakening and potentially even killing her.

Role-Play

Logs

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Zandra Mitchell has 7 finished logs.

Title Date Scene Summary
Mutant Mud Pit June 12th, 2022 Xavier's builds a mud pit for tug of war down by the lake.
Pieces of Mind: Equal Exchange June 6th, 2022 A ball of terrorized, damaged souls erupts into the astral!
Billy, meet Kitchen. Kitchen, Billy. June 5th, 2022 Billy Kaplan's tour of Xavier's, led by everyone's favorite NPC student Wendy Fleeb, is briefly hijacked by Jubilee, who introduces him to Remy, Rogue, and Zandra.
Night Miling May 31st, 2022 The evenings are finally warm enough for Jubilee to break out the Crocodile Mile! Unfortunately, it's just a bit harder to get the students excited about it, this year. Fortunately, Zandra has a solution and it's... her.
Entertaining Angels May 27th, 2022 While catching up on reading for English, Zandra meets a real live Angel and 'the' Emma Frost. The three have a chat about real live legends, school, and business.
Pieces of Mind: Inception May 22nd, 2022 Lost fragments of spirits seek answers... and those at the X-Mansion work to aid them.
Xaviers Graduation Party May 21st, 2022 It is a nice graduation day 2022 at Xaviers School! The Fleebs really are the best!

Cutscenes

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Zandra Mitchell has 7 finished logs.

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Entertainment Credits

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Gallery

Zandra Mitchell/gallery [ edit ]