Carl Fox

Last Updated : 25 July 2005 -- change in Guardian role.

Full Name : Carlton Victor Fox. He very rarely uses his full name, preferring to be called "Carl Fox", or simply "Carl".

Age : 32 years old, Earth reckoning.

Gender : Male

Species/Race : Anthropormorphic red fox / grey fox mix.

Height : Six feet even (about 1.83 metres) to the tips of his ears.

Build : Solid. Carl is in excellent shape, having toned up a bit from all of his travelling and adventuring, but is not overly muscular.

Fur Colour : Dark orange-red fur, becoming a even tan from the bottom of his muzzle down his chest, and on the tip of his tail; his "gloves" and "socks", and the tips of his ears, are a dark brown with traces of silver mixed in. His hair is also dark brown, and the silver streaks are more noticeable here. He wears his hair long (to mid-back), and usually has it in a ponytail.

Eye Colour : Brown. He wears pierce-nez glasses designed to rest on his muzzle comfortably while staying put when he's moving; the lenses have a slight grey tint.

Clothing : Carl's dress sense is very casual - t-shirts and jeans are the usual order of the day. His wardrobe varies with consideration for the setting he finds himself in, the level of formality, and the weather. He usually wears black high-top sneakers, although he has been thinking about investing in a good, solid pair of hiking boots.

One piece of clothing is a constant -- his vest. He actually has two vests, one black and one slate grey; he tends to wear the former with lighter colours, and the latter with darker colours. The vest is often covered in interesting buttons (see "Vest of Many Buttons", below).

He wears a Celtic knot pendant around his neck, and has an engraved gold wedding band on his left hand.

Occupation : Back home, Carl was a technical jack-of-all-trades, although master of none. His favourite hobby is writing and telling stories, usually drawing on his love of fantasy and science-fiction.

In the Dream, Carl is an adventurer and explorer. When he isn't travelling, he helps keep the peace in his adopted hometown of Dreamsend, as well as helping to protect the secret that lies beneath it.

Allies and Affiliations : Carl is a member of the Gaming Guardians, and is one of their primary agents active in the Dream. He holds the rank of Guardian Staff Sergeant, and was rated for field team leadership early in his Guardian career.

Currently, Carl has moved into more of an Intel capacity, focusing on the Dream and its inhabitants; the unique nature of the Dream, as well as the recent mass influx of new avatars, makes it a place of specific concern for the Guardians. He also remains in command of the Dream Outpost, and in turn, the Public Relations office located at the Welcome Center.

A note on NCD/GG crossovers : The versions of Carl Fox that appear in the Dream and the Guardians forum are the same character, and react as such. The fox has learned to verify which version of an avatar he's interacting with, in case there are differences between their Dream and Guardian versions (e.g. Rhiann, Nyu).

Carl has volunteered with First Alert on occasion, and served as an "irregular" in the United Northern Peacekeepers during the D'Twenty invasion. He is also a frequent member of the second Mapping Cat Team.

One of the first contacts Carl made in the Dream was Ceera Darkwynde, who lent him the use of a cavern off of the Pool of Dreams to test his talismans (see "Buttons/Talismans", below). Later, Carl promised Ceera his help at a later time in return for her assistance in finding the Guardian known as Lurker.

Accessories :

Abilities and Skills :

Weaknesses :

Buttons / Talismans : Carl tends to use the terms "buttons" and "talismans" interchangeably.

To a casual viewer, these colourful discs have various witty sayings on them - they're the sort of button one might pick up at science fiction and fantasy conventions. (If you'd like to see some examples of what they might say, visit Nancy's Buttons, where Carl's PG has obtained a number of his RL pins.)

That form, however, is an illusion. When it is lifted, talismans made of various substances are revealed. Each of them have Celtic knotwork around the edge, and, with the exception of the Dark talisman, each has a symbol in the middle revealing to the knowledgeable what they do.

The buttons magically attach themselves to the Vest, although Carl usually follows through on the illusion and "pins" them on. He can pop them off at will, but others cannot under normal circumstances. ((Successes on Salen Stormwing's part to do so are, 99.9% of the time, for comedic purposes. :) ))

The talismans will not work for anyone except Carl, as they are a focus for his own internal magic. He has been able to "activate" a talisman and hand it to another avatar for their use, basically passing the spell on to them temporarily. An "inactive" button, however, will not work for another avatar, even one with similar magical abilities.

If any of the buttons are destroyed by outside forces (e.g. superior magics), or are out of Carl's possession for a long enough time, they will dissipate and reappear in the Bag O' Buttons. The same applies to used elemental talismans (see below). There are always 144 buttons, in one manner or another - twelve each of the twelve types listed below.

Description format : Name of talisman - colour, symbol in middle. What the talisman allows Carl to do.

Elemental Talismans : These talismans dissipate once the spell cast with them is completed. Carl believes this is because of the type of energy being controlled by the talisman, but has not been able to verify this. He has to be careful not to use up a needed elemental talisman type without the Bag O' Buttons close at hand.

Silver Talismans : Carl's psionic abilities are his best-honed powers, since they're all he can rely on (for now) in most places outside the Dream. These talismans help focus and magnify the power of his mind.

Utility Talismans : Light and Dark, Sound and Silence...these talismans are effective tools for Carl to use.

Using Multiple Talismans : Carl can combine talismans to boost their effect. This applies mainly to the elemental talismans, although he can increase the power of the others, if necessary.

The power Carl can generate increases by the factorial of the number of talismans he's using (x!, where x=the number of talismans in use. For those not familiar with factorials, that means the power goes up by 1*2*3...*x times.)

For example, if Carl uses four talismans for one spell, the power level of the spell is 24 times greater than if he use one talisman alone (1*2*3*4). He can, potentially, use all 12 talismans of one type to cast a spell that is 12!, or 479,001,600 times as powerful as using one talisman alone. Whether or not he would survive such a massive burst of power, of course, is extremely questionable.

Special Effects : His buttons glow when they are being used. Occasionally, certain buttons will glow to alert Carl of their location in certain circumstances (most likely tied into Carl's feelings - for example, if he feels he's about to be attacked, talismans of a more defensive nature may glow). They always maintain the illusion of being just pin-back buttons, unless Carl needs to know what a particular button does.

Carl's hands glow a faint silver when using his psionics, especially his TK. The glow is intensified when he's using a silver talisman.

Description of Personality : "Mellow" has been used to describe Carl. He's slow to anger, although he has a low tolerance for the ninnies and the twits. The fox is courteous, curious, helpful, and loyal to his friends. He tends to be the quiet type until words or deeds are called for, and then he acts accordingly. Carl is always willing to do his best.

Brief History : Carl is a fox far from home. It is a home he has not been able to find, despite all of his searching, and the resources available to him. Sooner or later, however, he is convinced that he will find the way back, and return to the realm of his birth...and more importantly, to a wife he loves more than life itself.

In the meantime, the storyteller within him yearns to explore, to travel. If he can aid those in need while he does so, so much the better. Possessing abilities he never knew he had, with friends and allies of similar mind and ability, every day for Carl Fox is an adventure.

Inside, a young cub, weaned on tales of fantasy and swashbuckling, is just loving this. Outside, Carl's demeanour is more laid back...but never disinterested. There's a story to be told...and SuLin'll never believe him when he eventually tells it to her!

Other Adventures :

A brief and character revealing answer to the question, "What is your ambition?" : "To journey to distant lands, meet new and interesting people, and tell stories about them...assuming I survive the experience."