Kerran Rall

Appearance
Kerran stands at 6’0” with wavy brown hair, light gray eyes, and a gaunt complexion, a little skinny for his size which is amplified by the sleek Starfleet uniform. He has a little charm bracelet with a quarter moon on it that he fidgets with on his right wrist.

Personality
Kerran comes across as introverted, shy, keeping his eyes cast down when others speak with him. He’s skittish, jumpy when someone comes near to him unexpectedly because of his dampened telepathic abilities, which are a reflex from his youth, always anticipating he’d “feel” someone present when he doesn’t. Overall, Kerran comes across dejected and unambitious compared to most Starfleet officers, but he will always stick to ensuring he gets his job done. His biggest fear is being noticed.

History
Kerran never fit in. Part of his problem came from the way his parents met, a brief fling on the planet Risa where two Starfleet officers went their separate ways. His mother, the Betazoid and more telepathic of the two, decided to keep Kerran, and subsequently ended her career for a return to Betazed. Kerran always felt she blamed him for her lack of career advancement from that point forward.

Despite only being half-Betazoid, Kerran displayed early telepathic abilities which he found difficult to control, and his parents immediately put him into counseling and on medication to suppress the abilities. Without the use of such faculties, Kerran often felt behind in Betazoid school when others could communicate telepathically. Like a normal kid in rebellion, Kerran started to refuse to take the medication. At one point, a wave of background telepathic noise hit him, giving him a splitting headache he couldn’t control, which sent him into a seizure, and he was never the same since.

His telepathic abilities seemed to come and go in waves from this point forward after the seizure damaged his brain. Counselors tried to get him into calm training, but as soon as he was out in the wild, it didn’t seem to work well. Figuring it best to remove him from a society of telepaths, doctors prescribed him full telepathic inhibitors which he takes to this day to try to block out any of his Betazoid abilities and sent him to go live with his father aboard the USS Reykjavik, an exploratory vessel that hosted families.

Kerran was able to do a little better on the starship than he did back home, with a much lower population. He excelled in math, able to outpace the other young adults on the ship in schooling, and eventually pushed into long-distance competitions. Because of this, he was given limited access to minor ships’ operations equipment in hopes to train him into something where he could feel useful. He appreciated the adults there who he got along with much more than the other children.

He started meeting regularly with a counselor there who helped him work through his problems with his mother and his telepathic inhibitions. He started to open up to her, and being a teenage boy, developed a crush on the older woman. It became too serious, she started to notice, and the counseling sessions were terminated, leaving Kerran alone again.

By this time, he was old enough to apply to the academy and did so as quickly as possible to get him away from the awkward situation on a small ship where he’d have to run into his counselor crush regularly. By this time, Kerran had become closed off, immersed in his studies, never making any close friends as he didn’t want to reveal what he perceived to be a failure of a past.

During the academy years, Kerran kept his head down, making few friends, scoring in the middle of his class, which some teachers began to think was intentional as Kerran’s mathematic prodigy slipped one too many times, but Kerran’s grades and scores remained static, almost like he wanted to remain in the middle of his class. No choice assignments, but he wasn’t a reject out of the officer school either. He stuck to courses in operations so he could follow the career path of his father, the only example he’d ever seen. Part of him harbored resentment for his father for being embarrassed and not sticking up for him, so he vowed to himself to outpace his family in his career, and would let nothing get in the way.

Once, in his senior year, however, he ran out of his medication and forgot about it for a time, not recalling the early lessons of his youth when he’d had an issue before. Resentment over his life stirring in his sleep and dreams, which caused a fight on the floor of his dorms from the telepathic impressions bursting in this new wave. Several cadets were injured and Kerran was brought in and reprimanded, despite not having any conscious memory of his telepathic burst. He begged the faculty there to let him stay and promised he wouldn’t slip in his inhibitor medications again.

He proceeded through the rest of his time at the academy without incident, graduating and getting assigned to the USS Arcadia in the operations department.

Since joining the crew, Kerran has found a number of strange temporal incidents, beginning investigation into such, and studying temporal mechanics. He's very punctual, priding himself in his perfect attendance record for duty. He's also interacted with strange aliens who restored his telepathic abilities. Only time will tell if this is a good thing.

Core Courses:

 * ADMIN101: Star Fleet Operations
 * ADMIN110: Chain of Command and General Protocol
 * DIPL101: General
 * ENG221: LCARS Programming 1
 * ENG231: Computer Memory and Personnel Interfaces
 * ENG232: Replicators, Transporters, and Holodecks
 * ENG233: Sensors, Communications, and Helm Systems
 * HIST101: Birth of the Federation
 * LANG101: Federation Standard
 * LANG110: Major Species (Elementary) - Cadet's Choice
 * LAW101: Federation, General
 * MATH101: Concepts
 * MED101: First Aid and Field Medicine
 * PHYS101: Concepts
 * PILOT101: Runabouts and Shuttles
 * SURV101: Starship Emergencies
 * SURV110: Environmental Suits and Zero-G Training
 * TAC101: Combat, Unarmed
 * TAC110: Combat, Small Weapons
 * BIO101: Concepts
 * XEN101: General

Majors

 * ADMIN101: Star Fleet Operations
 * ADMIN110: Chain of Command and General Protocol
 * ADMIN 210: Supply and Logistics
 * ENG221: LCARS Programming 1
 * ENG231: Computer Memory and Personnel Interfaces
 * ENG232: Replicators, Transporters, and Holodecks
 * ENG233: Sensors, Communications, and Helm Systems
 * MATH101: Concepts
 * MATH233: Statistical Mechanics

Minors

 * ENG 334: Robotics
 * HIST210: History of Literature
 * HIST334: History of Betazed
 * TIME101: Introduction to Temporal Mechanics

Likes

 * Robotics
 * Holodeck simulations of Rober E. Howard pulps
 * Italian food

Dislikes

 * Drawing too much attention from a commanding officer
 * Large groups of people
 * Exotic alien cuisine
 * Temporal clones