Ampere

A M P E R E 
⚡︎ he / him ▣ vigilante ▣ bi ⚡︎
ampere is a half-blind seawing magician-psychic who can manipulate electricity and water with his mind. this is amplified by the ear-plug looking machines in his ears.
he has to be careful not to overexert his electricity or else his brain short-circuits and he's unable to use his powers or function properly for around an hour. ampere, most commonly referred to as either amp or shox (his vigilante persona), acts as a vigilante in the city of serith. he decided to walk down this path when a hero, hiroikku katachi, saved his life.
inspired to be like him, amp works hard to be just like him and to muster his abilities for good. he's not particularly confident in his abilities as a "superhero," and still struggles to not cause blackouts everywhere he goes. and also not to accidently kill both those he's trying to save and those he's trying to capture with how powerful his magic is.
ampere had humble beginnings in the small yet secluded town of copper valley, the very origins of all magicians and psychics. there he lived for 5 years before moving to the bustling utopia known as serith. though things aren't as carefree as they may seem. after a close-call that almost rendered amp dead, he saw first hand the ugly underbelly of the city. 
inspired by his hero and his commitment to make serith the utopia it says it is, amp decided to become a vigilante. 
Ampere 	Ampere
 	
Art By 	radar
Background Information	Background Information
Creator 	radar
Attribute 	false confidence
Element 	electricity
Animal 	amp eel
Color 	seafoam green
Song 	gator gambol • pedro silva
Stats 	Stats
Stamina 	★★★ (3)
Proficiency 	★★★★★ (5)
Creativity 	★★★★★ (5)
Character Information 	Character Information
Other Names 	amp (nickname), shox, chargebolt, stun gun
Age 	18 (hy)
Gender 	male
Orientation 	heteroromantic bicurious
Occupation 	vigilante, comic book artist, barista, college student
Tribe 	seawing
Residence 	serith; copper valley (birthplace)
Relatives 	ekko (parent), forecast (father)
Allies 	vigilantes, civilians, hiroikku
Enemies 	villains, jerks
Likes 	superheroes, comics, saving people, pulling off cool stunts, hiroikku, admiration, success, praise from his idols, his powers, validation
Dislikes 	cold feet, losing control, short-circuiting, public embarrassment, condescending adults, failure, criminals, death, body horror, insects, school, tests
Powers 	electrokinesis, hydrokinesis, poison barbs
Weapons 	electricity, water, poison
Love Interests 	a few short-term crushes
A P P E A R A N C E
text
P E R S O N A L I T Y
friendly, social, and energetic. has a tendency to over exaggerate when he’s angry, often saying he’s more upset than he really is. isn’t exactly academically gifted, mainly because he’s incredibly disinterested in anything that doesn’t have to do with superheroes. even then, he likes actually doing the things he’s learning about instead of just hearing about it.
because of his disinterest in school, whenever finals, or tests of any kind, approach, he panics and usually just crams for them, only to forget everything he just learned. ampere tries to be a smooth talker around those he has a crush on, but ends up failing miserably. tends to get more aggressive and easily irritated when nervous, especially when his peers aren’t.
despite his short-comings in most categories of school, he has a surprisingly large amount of knowledge when it comes to music, art, and comic books. the latter is only because comics were the thing that motivated him to become a superhero and comic book artist. since superhero comics are his strong suit, he can recall quotes from a disparity of books. ampere is also the first one would look to if you want the name of any sort of 80’s or 90’s pop rock song.
when he’s working as a vigilante, he tries to put on a stoic, cold, and confident facade, acting in a similar fashion to his idol. despite this, you can always see the stress in his eyes, as his anxiety is building up inside of him, ready to explode out. he’s very passionate about becoming a really cool superhero and as such he’s very critical of his own performance.
wishes to get as many style points during his battles against villains, while aware of the importance of actually dealing with villains, he wants to look cool while doing it. ampere often attempts to pull off new and flashy stunts with his own powers and seems to relish in the attention and admiration he gets afterwards. he’s not vain, however, and is willing to give up looking cool if it means saving others.
deathly afraid of dying and insects, tends to overreact whenever he bleeds from anywhere but his nose and always panics when someone attempts to take his life. this triggers his electricity to come out as a self-defense mechanism. insects on the other hand can cause him to have a panic attack or even faint.
when he exceeds his limit, his personality completely changes to that of a giggling moron who walks in a drunken manner. it takes a little while for him to change back to normal, to which he gives a thumbs up.
A B I L I T I E S
electrokinesis: amp is capable of manipulating electricity with his psychic powers. though these said psychic powers only seem to apply to electricity and water and are incapable of manipulating anything else. with his electrokinesis, he can send out shockwaves or jolts of electricity from all parts of his body.
he prefers to just use his forearms when directing it and then shoot it from his talons, specifically his pointers, for precision. he seems to only be able to summon electricity when he's concentrating or when he's experiencing high emotion. amp doesn't seem to have full control over this power and constantly switches between sending out too much electricity in huge shockwaves or too little in small jolts.
the seawing is probably one of the main causes for blackouts in parts of the city as his massive area of effect shockwaves are both deadly and destructive. the little, lightning-shaped earbuds he wears are used to better control his electricity, but he's still getting the hang of them.
amp also needs to make sure he doesn't overexert this power since using too much of it at one time can cause his brain to short-circuit for up to an hour, causing a nose bleed and effectively incapacitating him.
hydrokinesis: amp is also capable of manipulating water to a limited degree with his mind. though not as powerful as his electrokinesis, it is certainly a force to be reckoned with. he's been shown to be able to manipulate fire hydrants into powerful whips, rope, and "punches."
he also seems to be capable of freezing the water he's manipulating, a tactic he mainly uses to incapacitate his enemies and capture them. as part of his hydrokenetic powers, amp is also able to sense where hidden sources of water are located.
much like his electrokinesis, in order to use this power, amp needs to have concentration, though it doesn't seem to trigger when he's experiencing a strong emotion, unlike his electrokinesis.
underwater breathing + vision: being a seawing, amp is able to both breathe and see underwater. his swimming abilities are on par with the average seawing of his age and aren't particularly spectacular. 
poison barbs: the poisonous barbs that are seen on the tips of the large fin on his back contain a weak neurotoxin. symptoms include muscle paralysis, pain, sharp pain or numbness around injection site, and weariness, along with a high risk of infection. while certainly not fatal, the effects of being injected with this poison is not pleasant.
especially because the barbs are hard to remove due to the fact that they’re serrated. when one is unlucky enough to get pricked by one of these, they’ll usually detach themselves from amp’s fin and stick, like painful thorns, into the victim. within 10 minutes or so, the seawing will have regenerated new barbs.
ampere typically utilizes these as a self-defense mechanism, often using them similar to how a porcupine would. oftentimes, he feels bad hurting anyone with his painful poison, which is why he only uses it defensively. because of the placement of the barbs, it also discourages anyone from attacking him from above.
luminous lights: like the rest of his tribe, amp has luminous patterns dotting parts of his body, though it has been excluded to just his underbelly, beneath his eyes, his forelegs, and the two tendrils that protrude from the back of his hindlegs. it's rather self-explanatory, they provide light and that's it.
amp is able to control the brightness of these lights, being able to use them to possibly temporarily disorient someone if he were to fight in a dark area. though this is a double-edged sword, as it can disorient him too. this is why he tends to brighten the lights on his right side to disorient opponents as opposed to his left side because he’s blind on his right.
perhaps the only other thing that can be said about this ability is the fact that it gives him pseudo night-vision, as they help him see in the dark by providing light. this is extremely useful when doing vigilante work at night or in dark areas. 
H I S T O R Y
text
R E L A T I O N S H I P S
please roleplay beforehand
T I R Z O
had the misfortune of being his classmate when he still lived in copper valley. found him to be very sarcastic, angry and rude so he tended to avoid the sandwing hybrid to the best of his abilities and try not to get on his bad side. other than this, amp doesn't have any strong feelings of like or dislike towards this guy, he just found him intimidating.
Neutral
E K K O
text
Positive
F O R E C A S T
amp doesn't often see his father after he moved to serith for college, with him occasionally visiting the seawing for family dinners or events and such. despite their distance, he still has the most memorable keepsake he gave him, a portable forecast radio, as his father is a weather forecaster / reporter and storm-chaser.
from a young age, his father had been fascinated by amp's powers and was the one who helped him control them as a dragonet. in general, he finds forecast's antics to be endearing and his passion to be somewhat interesting, though certainly not his thing.
his father has certainly defined certain parts of the seawing's personality, particularly his taste in music as well as the social and energetic parts of his personality.
Positive
H I R O I K K U
hiroikku is, put it simply, ampere's idol and inspiration. he was the one who inspired him to take up being a superhero, ever since the day the hybrid saved his life from a villain.
Very Positive
T R I V I A
 
*has entomophobia (fear of insects) and is especially afraid of cicadas and cockroaches (and anything that remotely resembles a cockroach). this is due to a bad experience with them, causing him to get hospitalized after falling into shock.
*enjoys his frozen treats melted so he can play with them using his hydrokinesis.
*in his original design, ampere was originally going to have a seafoam blue eye, but due to it blending in with the rest of his body, i decided to make them brown.
**i was also thinking about making them green, but i didn't get to doing that, so they're brown in the final concept.
*his favorite food are hamburgers.
*likes pop rock from the 80’s and 90’s and pop music in general. he listens to them with the lightning earbuds in his ears that assist him with his powers.
*is apart of the heroes and villains au.
G A L L E R Y
Ampere doodle.png
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Ampere & tirzo doodle.png
Ampere doodles 2.png
Ampereradar.png
Category:Characters
Category:Males
Category:SeaWings
Category:Work in Progress
Category:Content (Verglas the IceWing)
Category:LGBT+
Category:Occupation (Other)
Category:Occupation (Student)
Category:Occupation (Artist)
Category:Occupation (Staff)
Category:Disabled