The Dream (Story's Dawning)
The Judgement of the Spectre - robbing almost all super-powered beings on Earth of their extraordinary gifts - hit the Indigenous communities of Outback Australia hard (just like everywhere else). The shamans (most commonly known as "Clever Men") that used pure magic to guide and serve their people found themselves cut off from their spiritual source - the Dream Time.
It was into this vacuum of power that Matari Yarraman was born.
He was the son of Aboriginal Australian mother, Apanie Yarraman, and an American father, Walter Fess. Fess was a conservationist working in the Northern Territory when he met Apanie. They fell in love, married, and had Matari (whom his friends all called Mat) soon afterward. The marriage did not last, however, and Fess returned to the States. Apanie raised Matari herself, believing he needed the spiritual guidance of their tribal Elders.
She did not know how right she was.
Yarraman was born with what would have been a strong connection to the Dream Time, had the Spectre's judgement not prevented such powers from manifesting. The Elders told Yarraman that he was descendent from the Koobor-Spirit (koala), his totem - which would influence how his mystical aptitude would manifest in his life. The koala-totem represented the protection of dreams and memory, the ability to calm and engender trust in others - those born "of the Koobor" usually became Karadji: healers, medicine men, etc… (assuming they became shamans at all). Of course, all of this… was "all theory" to young Matari, as the majority of Clever Men (perhaps, as far as he knew, ALL of them) had no powers to speak of.
And then he met Waiwera.
The Lie (Story's Turning)
If Matari had paid more attention to the stories his mother (and Elders) had told, he would have known not to trust anyone calling himself "Waiwera" - named for the trickster-spirit that kidnapped a beautiful girl, turning her into a bird so he could keep her for himself, in the heavens - but Matari (still only a boy), had been a poor student. Waiwera (claiming to be a wandering Clever Man, a Kgun'diri - one who offered spiritual guidance), told the boy that he had great potential within him, and that (with Waiwera's help), Matari could ensure that when his powers awoke, they would be… incredible.
Matari, impressionable as he was, believed the man - and soon found himself participating in a ritual that was meant to unlock his greatness. Waiwera called upon the Koobor-spirit, speaking in a dialect Matari had never heard before - in fact, looking back, it was likely that everything Waiwera told him about what he did… was a LIE. Still, the boy dreamed of the days when his people could reshape the land, call upon their ancestors and the Wandjina (sky-beings - spirits). Filled with pride and ambition, he went through with the ritual.
Nothing happened. Well, nothing right away (how could it? The Spectre's Judgement reigned supreme).
Matari returned to his life, and did not see "Waiwera" again for many years. Had Waiwera really been a Kgun'diri? Had he been a man at all? Did he really have powers, despite the Spectre's Judgement? Or had it all been a sham to impress a nave youth? None of these questions would be answered until the day the Spectre lifted his Judgement, and power and knowledge once coursed through the Earth's veins as it had of old.
The Nightmare (Story's Curse)
Matari's time divided between his studies in Darwin, and his training with the tribal elders (and, of course, carousing with his friends in between). He was a daredevil, a thrillseeker - taking just about any dare, no matter how ridiculous (sky-diving, cliff-jumping…). He was fearless. Spiritual training consisted of intense exercises of endurance, memory and intuition and resourcefulness - he might have quit were it not for the encouragement of his mother, and the whisperings of Waiwera, echoing in his mind.
Shortly after Matari turned 18 in 1998, his mother fell victim to a hate-crime, and was killed by a racist who threw a heavy glass bottle at her, hitting her hard in the skull. She died in hospital three days later. Matari, not coping with the loss (and much to the disapproval of most of his tribe), quit his studies and disappeared.
He was gone for four weeks, during which time the man who had murdered Apanie mysteriously turned up dead (a fall and a broken neck - an accident, apparently). Matari resurfaced soon afterward, and enlisted straight away in the Australian Defense Force to eventually become Special Forces (TAG - Tactical Assault Group). He continued serving in the armed forces, making friends, protecting his homeland, being promoted to Sergeant… for the next eleven years.
Everything changed - again - for him, when in 2009 the Spectre lifted his Judgement upon the Earth, and super-powers began returning or awakening for people all over the world (Matari included).
Yarraman's… "awakening" came in the form of nightmares - the mystical energies that had lain dormant all these years suddenly kindled into a veritable bushfire of understanding… and it was not pleasant. The worst of it, however, were the dreams of… "becoming something" - a monster. A hideous monster. The awakening experience was so mentally and emotionally debilitating that he suffered PTSD, and was honourably discharged. He returned immediately to his ancestral home in Arnhem Land (along the North-eastern coast of the Northern Territory), to consult the Elders.
The Truth (Story's Revealing)
With the onset of Matari's powers (and the returning powers of many others), the three Clever Men of his tribe - the Karadji (healer), the Kgun'diri (guide), and the Kgai'dai'chi (arbiter) - began his training in earnest. Now, at long last, his previous training had proper context - and "practical" use to go with the theory. The Karadji and Kgun'diri both agreed that something had… interfered with Matari's connection to the Dream Time, corrupting it. Instead of imbuing him with the healing and calming powers of his totem (the Koobor, or koala), Matari found himself causing people PAIN if he tried to heal them. Several other mystical abilities of his proved to be stunted as well… so the Kgun'diri proposed a rite of summoning, to join Yarraman with the Koobor-spirit and (hopefully) unlock his potential.
What happened shocked and dismayed everyone - especially Yarraman.
Instead of embodying the gentle spirit of the Koobor, Matari underwent a horrific transformation - into a creature that appeared part man, part Koobor, and all monster. The change was excruciating, and proved to be irreversible. Some of Matari's friends took to calling him a "dropbear", after the predatory breed of koala rumoured to prey upon unsuspecting tourists. The Elders, however, called him "Bunyip" (demon) and immediately set about trying to exorcise the evil spirit that had apparently taken hold of Matari. For WEEKS, spell after spell was cast to try and restore Matari's humanity and rid him of his horrifying bestial form.
Nothing worked.
Then, that same year, Waiwera returned.
The Awakening (Story's Proving)
Chaos among the Elders ensued, for "Waiwera" was an outcast, a pariah - an arbiter-turned-sorcerer who practiced forbidden arts - and the fact that MATARI had had dealings with him (and not told anyone), meant that HE, too, was an accessory to such awful crimes. The Elders blamed Waiwera for "corrupting" Matari when he was young - thus explaining (for themselves) how Matari could become such a hideous beast as a Bunyip or "dropbear". Waiwera blamed Matari himself - stating that he had had NO powers when he and the boy had met, and it was MATARI'S own ambition that had led to his downfall. Of course, he did not call it a "downfall" - Waiwera saw the manifestation of Matari's powers as a TRIUMPH.
Waiwera had done the "ritual" just to see how deep the darkness in Matari really was.
This left Matari in a serious predicament. Sorcery was a crime punishable by DEATH, according to ancient law. His Elders might have called for his death, but reprisal from the government (not to mention the Australian Defense Force), for such an act, would have been certain. In the end, Matari Yarraman was EXILED. He travelled with Waiwera for a while, learning to ACCEPT (and USE) his animalistic abilities, as well as Dust Magic (healing, scrying, mind-tricking) to HIDE his true form. Waiwera also repeatedly insisted he had not corrupted his new protg, but that Matari had always been "destined" to mete out judgement (as a Kgai'dai'chi) rather than healing (as a Karadji or Kgun'diri).
Hence, the pair of them became "itinerant arbiters and executioners" all across the Australian Outback.
It did not sit well with Yarraman. The listless wandering with Waiwera, punishing (often killing) those whom the sorcerer deemed "criminal" seemed too much like reckless murder, and too little like justice. After about a year of this, in 2010, Yarraman's disagreements with Waiwera came to a head and resulted in a fight that left Yarraman severely wounded, and Waiwera… apparently dead. Yarraman called upon his "dust magic" (magic of the land) to heal himself, despite the agony, and journeyed toward the nearest town…
…he never made it there.
The Redeeming (Story's Gift)
En route, men and women identifying themselves as S.H.I.E.L.D. agents intercepted the morose and broken Matari Yarraman, stating they had been watching him for some time. Yarraman even recognised two of the agents present - they had been in his TAG-unit. Covert recruiters. The agents explained they had known about Yarraman's transformation (despite his Illusion-spell), AND his…activities since then - the good, the bad, and the criminal. They offered him a deal: join S.H.I.E.L.D., protect the world - in return for a clean slate.
Yarraman accepted.
From 2010 onwards he trained with S.H.I.E.L.D. until achieving Field Agent status (Level 3), and earning the official callsign "Dropbear". Given the mystical nature of his abilities (and the obvious ferocity of his dropbear-form), Yarraman was often assigned to operations involving the paranormal and/or "assault support". He enjoyed the work, the cause, and the camaraderie - and showed it in his seemingly unflappable, carefree manner and incessant jokes.
But, at night, the nightmares would always be waiting. Yarraman could never go back to his people again (they would never again even SPEAK HIS NAME, by tribal law). He could never see his friends or his old haunts again. He could never undo the things he did on his own, or the things that Waiwera convinced him to do - knowing full well the consequences. Nevertheless, life had given him another chance, and he took it with both hand (or paws).
And every chance is a gift.
Adventurer
Since his earliest memories, Yarraman has been something of a daredevil. No dare was too great, too dangerous, too strange. He has more than a few tales to tell of the crazy things he did as a kid - and as an adult.
With everything he has going on in his life, he is still a very outgoing person - frequently grinning, joking, laughing - and not afraid of meeting people (hiding in plain sight, so to speak).
Aussie
If Yarraman did not have to hide his "true form" he would be as uncomplicated as a man can be - thoroughly down-to-earth. He doesn't care much for politics. He's a man of action, a man of determination. He does not have many friends (now), but those he has… he values highly.
- He speaks his mind.
- He stands up for the "little bloke"
- Rather than lie, he is more likely to just not say anything.
- A grin and a cold beer will get you anywhere.
- He likes football (Aussie Rules) and cricket.
Spiritual
Yarraman may be an outcast from his tribe, but his connection to the land (and its people) remains. He never did officially complete his training to become a shaman, but his entire upbringing has shaped his perspective of the universe, so that he sees almost everything "through a mystic's eyes".
- He is Aboriginal, an Indigenous Australian.
- Aboriginal spirituality is as tangible as the rocks and sand.
- No one "owns" the land - they BELONG to it.
Soldier
The eleven years spent in the Australian Defense Force have left their mark upon Yarraman. TAG (Tactical Assault Group) soldiers generally do not speak of "being TAG" - but the bond remains. It is part of who Yarraman is, no matter how much (or how little) he speaks of it.
Nocturnal
Partly due to his spiritual connection with his corrupted totem (koala), and partly due to his nightmares, Yarraman tends to work better at night, and sleep better by day (assuming he really sleeps at all).
Angry
Matari Yarraman has a lot to be angry about - from the murder of his mother, to the betrayal of his "mentor", and the mistake he himself as made that left him trapped in the form of a monster. Perhaps it was his own anger that corrupted the bond with his totem-spirit? He will likely never know for sure, although something tells him it might be…
Motivation
Redemption. Fun. Redemption. Revenge. Fun. Practicality. Redemption. Fun. A way to remove the curse… Yarraman is still something of a thrillseeker, and using his abilities to fight villains and save innocents, well…it is an obvious outlet for his personality as well as his gifts. As for redemption, he knows he has a lot for which to atone - and there are plenty of others like Waiwera out in the world…
Goals
To atone. To de-curse himself. To lift the black mark on his name, among his fellow tribesmen. To work his way up through the ranks of S.H.I.E.L.D.. To experience as many new things as possible. To overcome as many challenges/dares as possible. To save the world. To drink beer, eat barbecue, romance women and maybe, some day, settle down.
Drop-Bear Form
"Yarraman's Curse". When Yarraman attempted to merge his soul with the benevolent koala-spirit that instils hope, calm and trust in others, he instead became a hideous, man-sized monster that people have come to call a 'dropbear'. In this form, several of Yarraman's abilities are enhanced, along with his more primal nature. He can still think and function like a man, but with concentration.
- Agility - Superhuman leaping (several storeys), falling from great heights, "rebounding".
- Speed - 85mph. Leaping, running on all fours, or curling into a ball.
- Reflexes - Superhuman (but no "Matrix moves").
- Equilibrium - Superhuman. Multidextrous (hands and feet - not as good as Hank McCoy).
- Strength - 2 tons.
- Stamina - Superhuman. Capable of running, leaping, fighting for several hours.
- Durability - Enhanced leather skin and musculature - knife, small-arms and impact (fall/rebound) resisting.
- Senses - Superhuman (especially hearing). Nocturnal.
- Teeth & Claws - Can crush bone, tear steel.
- Visage - Horrifying. Think: "the lovechild of a giant koala, and a troll."
Dust-Magic
Yarraman is basically "a monster with a bit of magic". "Dust Magic" is a blanket term for the "magic of the land" (just as "Spirit Magic" is magic of the mind and soul), and refers to a variety of spells and incantations that require a reagent to use - namely, dust (or sand - must be Australian soil), and usually about a handful or so per spell. Some spells require long and intricate incantations, and others do not. Some even require the use of his own blood.
- Yarraman only knows a handful of spells, and these will be listed as individual powers.
- It may be possible for Yarraman to learn more magic, providing he can clear his name and lift his curse.
Dust-Illusion
This is the most common spell that Yarraman casts. By speaking sacred words and throwing dust over himself, he is able to magically conceal his hideous appearance - and look like just about anyone (the spell will work on other people as well). Each illusion is highly detailed, and influences most forms of sensory perception (sight, sound, and touch), but there are several limitations:
- Time: No illusion will last beyond the setting of the sun (one day).
- Reagent: Each illusion requires sand taken from Australian land.
- Smell: No illusion will thwart the sense of smell.
- Water: Mirrors will not show the truth; WATER, however, will.
- Other Mystics: Telepaths, Empaths, Homo Magi, people with some form of "True-Sight"
- Battle/Rage: If Yarraman falls into a rage, or engages in battle - his true form will be revealed.
- Cast-Time: a minute or so of chanting.
Dust-Healing
Although Yarraman is capable of healing a number of ailments, injuries, poisons, curses etc… each time he does, there is a "price" - for him and for his patient. Yarraman SHARES the pain of the victim, but his curse amplifies it, for BOTH of them. Even minor injuries cause intense pain, like the sensation of burning blood. Healing someone requires time, reagents, focus and incantation - and leaves Yarraman greatly weakened.
- Rage: Yarraman cannot heal someone when in a bloodrage.
- Power: There are many things beyond his power (severe illness, near- death/mortal injuries).
Dust-Sleep
Using dust-magic to put someone to sleep is a common practice among shamans, but if Yarraman does it (and it works), it invariably gives the person severe nightmares. Generally, Yarraman throws a handful of sand at the target, and speaks the incantation. There are several limitations:
- Willpower: strong-willed people cannot be put to sleep.
- Cybertech: Cyborgs/robots cannot be put to sleep.
- Time: Depending on the victim's willpower - up to an hour.
- Nightmares: The Dropbear takes the place of someone in a dream.
- Battle: Yarraman cannot cast this spell when he is in battle, or a rage.
Dust-Fugue
Very similar to sleep- and illusion-spells (but easier to cast, and often more likely to work), Yarraman can use his magic to "help" a person… "not notice", or "forget" him (or him and his company). This spell is easier to cast than an Illusion and often helps Yarraman make a quick escape if he needs to. The details of this spell are almost identical to Dust-Sleep.
- Willpower: strong-willed people are immune.
- Cybertech: those with cybernetic enhancements are immune.
- Easily Cast: the spell only requires a moment to cast.
- Easily Broken: A sudden noise, a sudden movement, a reminder…
- Short-Term Memory: Yarraman can only influence a single, recent memory (i.e. "forget you saw me today").
Dust-Sight
By mixing dust with water and placing it on his eyes (with an incantation), Yarraman can grant himself (or someone else) the gift of "true-seeing" - i.e. seeing through illusions. There are a number of limitations here:
- Time: the spell only last a few minutes.
- Power: strong illusions will thwart him.
- Reagent: this spell requires both water AND sand.
- Cast-Time: about a minute of focus and chanting
- Not Always Necessary: Yarraman is already attuned to mystical energies - this spell is for specific illusions.
Blood-Tracking
Yarraman can track a person (usually a friend) by marking them with HIS blood, and marking HIMSELF with theirs (and speaking the proper incantation). The details are as follows:
- Range: anywhere across the country.
- Time: 7 days, then the spell fades.
- Water: if a body of water lies between Yarraman and his "mark", he cannot track them.
- Two-Ways: the other person can track Yarraman this way, as well.
- Power: anyone with more magical power than Yarraman (which isn't hard) can break the spell.
- Pain: Yarraman and the Mark share pain.
- Death: will not kill BOTH people, but both will feel it if the other dies.
SPECIAL: Clever Man
Yarraman is a partly trained (if exiled) shaman - colloquially referred to as a "Clever Man". Despite his exile - and his curse - he still holds a strong connection to the spiritual force of his people, known as the "Dream Time".
In general, he is naturally attuned to mystical energies, has learned to trust his "gut" - and possesses the kind of aura one would expect from a shaman. It would also show that his aura is somewhat tainted, by a combination of deep-seated anger, and the interference of black magic.
RESOURCE: SHIELD
Although he is a relatively low-level agent, Yarraman still has access to some of SHIELD's resources - particularly within the scope of whatever his mission at the time is.
CONTACT: TAG
Since being exiled from his tribe, Yarraman's only friends (from the old days) are from his TAG unit (Tactical Assault Group - i.e. special forces). He, however, only contacts them very rarely - and none of them know of his transformation/curse.
Special Forces
Yarraman is a former commando. He has been well-trained in hand-to-hand combat, the use of firearms and other military equipment, in stealth, infiltration, tracking, survival and counter-terrorism. Australian TAG-units are known as "ghosts of the jungle" for good reason.
- Hand-to-hand is his forte (esp given his physiological changes).
- He cannot physically use most firearms.
Tribal Culture
Even if Yarraman never becomes the shaman he was meant to be, he is still reasonably familiar with the traditions, stories, and rites associated with being a Clever Man. He has also simply been raised in the largest community of Indigenous Australians (Arnhem Land in the Northern Territory), and highly values his heritage.
- He knows some tribal dances (Coreeda, mainly - a combination of dance and folk-wrestling), and can play the didgeridoo.
Extreme Sports
Before his transformation, Yarraman indulged in just about any sport he could, in the Outback - cliff-diving, sky-diving… to name a couple. Most of the sports he has done, or would have wanted to do, are problematic now.
Magic
Prior to his exile (and then, from Waiwera afterward), Yarraman received formal teaching in the use of Aboriginal tribal magic. He is not a very powerful shaman, but the handful of spells he knows do come in handy. He knows more (theory) than he is able to practice (due to the curse inhibiting his abilities).
Multilingual
Yarraman speaks fluent English (with an obviously "Aussie" accent), as well as Dhuwal (his tribal tongue), and a few other Aboriginal dialects. He knows Yolngu Sign Language (a ritual sign language specific to his home-region).
Bush Tucker
Australian slang for "bush cooking". Yarraman is actually a decent cook - particularly when it comes to living off the land, "roughing it", so to speak. He'll also try anything - anything - once.
Acrobatics
Since his transformation, Acrobatics is the only sport in which Yarraman has been able to truly indulge. It relates closely to his powers (the 'Drop-Bear curse' - from which he gets part of this ability), and has been incorporated into his combat style as well. He has a ways to go before reaching the acrobatic precision for which other heroes (like Hank McCoy or Dick Grayson) are known.
Cursed
First and foremost - Matari Yarraman is cursed. The curse is woven into the very "fabric" of Yarraman's bond with the Dream Time (the spiritual force of his people and homeland). It is a VERY strong curse. Whether it was simply due to his own pride and ambition, or the means by which he avenged his mother's death, or the influence of a sorcerer like Waiwera - or all of the above - Yarraman is mystically, physically, emotionally, socially, sexually, thoroughly…
…SCREWED.
- He cannot turn back into human form. At all.
- He cannot access most of his magic, and the little he CAN use… is broken.
- Whatever illusion lies upon him, he is still a monster.
- He SMELLS (usually of fur, eucalyptus, dust, sweat and blood).
- He is FERAL, although not as severely as say, Wolverine.
- His claws rob him of some fine motor-skills.
- Sensory-Overload is a serious weakness - especially regarding his hearing.
- "Beast-Syndrome". Is there a "Belle", somewhere out there, for this enchanted "Beast"?
Exiled
This is closely tied to his curse, but Yarraman also suffers exile due to his association with the renegade Clever Man, Waiwera. In certain Aboriginal cultures, when a person is exiled, he (or she) is "written out of history"; no one is allowed to speak their name, or to look him in the eye, or to talk to him directly. These are sometimes referred as "avoidance relationships".
Yarraman is exiled from his home-region and tribe - the Yolngu. He can interact with OTHER communities, but never his own. He has lost all his old friends and family.
PTSD
Partly due to some of his covert ops (in his old TAG unit), and partly due to the nightmarish effect of his powers awakening (after the Spectre lifted his Judgement), Yarraman has suffered from - and has been treated for - Post Traumatic Stress Disorder.
- He is able to function as an effective agent of SHIELD.
- He still has nightmares
- He undergoes regular psych-evaluations with SHIELD.
Anger
Yarraman's anger comes from various sources - hate-crimes against his people, the murder of his mother, Waiwera's manipulation of him, his own folly, being outcast… and, of course, the fact that he is a man trapped in the body of a monster, prone to "feralness".
- He receives regular treatment for his anger-issues.
- He masks a great deal of it behind grins, jokes, thrills 'n spills…
Culture-Shock
Yarraman, while well-versed in "Aussie" culture, is not… entirely up to speed regarding the rest of the world. In the context of "the mission" he is fine - it is social mores, cultural idiosyncrasies, etc… that baffle him.
- He is a down-to-earth, "fair-dinkum" bloke.
- He has no time for political correctness.
- This is bound to clash with other cultures…
The Past
Has a way of catching up with a man… or a monster. Yarraman has skeletons in his closet, and from time to time they like to come out and play. He has enemies out there - some of whom he knows… others, not so much.
- Who was - or is - Waiwera, really?
- Is he really dead?
- What are/were his allegiances?
- What did/does he want with Yarraman?
Appetite
This deserves its own heading. Even with an illusion making him look, sound and feel like a normal human, Yarraman is not. He has a very big appetite (about 3 or so times more than a normal man of his stature), and he has to be mindful of his eating habits.
- Beware his belches (and any other noxious emissions).
- His shopping bills are significant.
- He actually likes military rations.
HOME
As far as the Yolngu people of Arnhem Land are concerned, "Matari Yarraman" does not exist. It is not quite accurate to say he has a "bad reputation" - someone who has been cast out, like Yarraman, has no reputation. They cannot even speak his name, now. There would be stories, though, of "the man who became a bunyip (demon)" - cautionary tales for children.
ABROAD
Yarraman has friends - brothers, rather - from his TAG-days (Tactical Assault Group), and he has a growing reputation amongst SHIELD agents for being an "urban legend made flesh". Aside from that, not much would be known about Yarraman; he takes some pains to be forgotten.