Character — Raz Webb
Name: Raz Webb Species: Human Occupation: Thief, treasure hunter Affiliations: Formerly the Red Claw Gang (childhood); currently independent
Physical Appearance
Raz is built for the work she does: compact, athletic, and unmistakably present. Her figure is striking — full curves, long legs, the kind of physicality that she has learned to use as a tool, a distraction, a door opened before she reaches for a pick. Old scars punctuate her pale skin, souvenirs catalogued without sentimentality, each one a story she doesn't tell unless the telling serves a purpose.
Her most immediately distinctive feature is her hair: a long mane of bright red, a color that refuses subtlety even when she tries to be subtle. She frequently draws it forward to conceal her ears when working outside the Empire, minimizing the visual signal of someone wearing what is, beyond those borders, extraordinarily coveted technology. Her eyes are jade green, and in low light they carry a faint luminescence from the cysuit's integration — something she has not entirely gotten used to, though she no longer startles herself with her own reflection.
The cysuit presents in its default configuration: satin black with golden accents on shoulders, thighs, and knees, light blue energy lines running the contours of the suit. Outside the Empire, she keeps it subdued — colors muted to dark grey, the blue lines dimmed to orange, the golden elements desaturated. It reads as non-Imperial to anyone who isn't looking closely, which is the point. She wears a utility belt with pouches over the suit, non-Imperial make, and carries a laser pistol on her thigh — not Imperial manufacture either. The equipment that would identify her is the stuff she can't remove.
She spent too long in space and resents the pallor it gave her. The sun on Adelon helped.
Personality
Raz is sharp, self-reliant, and constitutionally skeptical of people who claim they want to help her. She's been surviving on her wits since childhood, and the survival instinct has never fully downshifted. Trust, for her, is not a posture she adopts — it's a conclusion she reaches by evidence, reluctantly, and only after the evidence stops supporting alternative explanations.
She is not cynical about people. She is realistic about them, which is different. She knows that most people are decent, that the Red Claw Gang looked after its children even while teaching them to steal, that Tureeck told her stories because he wanted to and not because he expected anything back. Her skepticism is reserved for situations, not souls. She reads circumstances with the cold clarity of someone who has been on the wrong end of a miscalculation often enough to treat assumptions as liabilities.
She's funny, quick, and likes people more than she usually admits. Her humor is dry and slightly combative — the banter with Spark is the clearest expression of her natural register, which runs to mock irritation, sharp deflection, and observations that land sideways. She teases rather than flatters. She argues as a form of affection. If she's giving someone a hard time, she probably likes them.
Her ambitions are genuine and personal rather than mercenary. She's not after the Crimson Hoard for the money alone, though the money is real. She's been chasing this dream since she was a street kid listening to Tureeck's stories. The hoard is the thing she held onto when the rest of the world was uncertain. Finding it would prove something to no one but herself, which makes it more important, not less.
She is good at her work. Not boastful about it — she doesn't need external validation — but unsentimental about her own competence. She spent two years learning Imperial security protocols, another year assembling the tech to defeat them. She does her research. She times patrols. When the plan fails anyway, she adapts without drama and fixes it on the fly, because that's what the work requires.
Character Flaw: Controlled Distance
Raz keeps people at arm's length by default. Not coldly — she's warm, even generous, once you're through the outer layer — but she manages intimacy the way she manages a difficult lock: carefully, with a clear exit strategy in mind. The two weeks with Callithea were the longest she'd let herself stop managing in years, and she regrets that it had to end the way it did partly because she hadn't planned for how much she would miss her.
The flaw operates practically: she withholds. Information, vulnerability, the full picture of what she's thinking. Even with Spark, who has technically already seen everything, she continues to perform self-containment because the habit is structural now. She is so practiced at operating alone that partnership reads to her nervous system as exposure.
The Crimson Hoard is also part of the flaw. The dream is hers. She didn't expect to be sharing the hunt with a synthetic hitchhiker and a royal archaeologist. Accommodating other people's agendas while chasing her own goal requires a kind of trust she hasn't exercised at this scale in a long time, and the muscle is underdeveloped.
What she hasn't fully admitted to herself: she is already trusting Spark and Keelin in ways she would never have predicted. The things she finds herself doing — squeezing Keelin's hand during the descent, accepting the crew's help without suspicion, letting Spark's voice in her head become something like company rather than intrusion — these are evidence of something she's not ready to name yet.
History
Raz was born into the human diaspora of former Commonwealth space. Generations before her birth, one or more Ashlan ventures removed a substantial population from Earth and carried them into the region. The Commonwealth collapse erased the route and scattered their descendants. Raz inherited a human name, a species identity, and fragments of an ancestral story. Earth was never her home, and she has no memory of it.
Raz was taken in by the Red Claw Gang as a child, one of several street orphans the gang recruited as small, inconspicuous intelligence assets. The work was surveillance, essentially: attending to the conversations and movements of marks, carrying information back to Tureeck and the other Claw leaders. The gang looked after its children. Not lavishly, but consistently — food, shelter, belonging, and an education in exactly the kind of practical skills that tend not to appear in any formal curriculum.
Tureeck was the one who told her about Silas the Crimson. He'd spent most of his life picking through battle debris from the Ashlan Commonwealth civil war — the same war that produced Ang'Narr — and found the Icedrake, Silas's ship, split in two, floating in a debris field. In the captain's quarters: Silas's personal journal. Tureeck shared what he found with her because he wanted to, because she was the right kind of kid for that story — hungry for something to aim at. The journal gave Raz the pieces: Silas's archaeology obsession, his relationship with the Laxhit ruins on Laxor Prime, his self-imposed exile from wealth. She's been assembling them ever since.
She left the Claws when she was old enough to operate independently. She stayed in the trade. Thieving, smuggling, courier work, the occasional act of corporate espionage — the connective tissue of a life built on not staying anywhere too long. She acquired the Maven young, her first and only ship, and has been flying her since she could reach the controls.
The cysuit operation was the largest undertaking of her career: two years of research into Imperial security architecture, another year assembling the spoofing technology, and then the Adelon operation itself. She needed Callithea's biometrics — the right clearance level, the right access profile — and she acquired them through a fortnight that she does not quite let herself think about in purely strategic terms.
She got the suit. She didn't anticipate Spark.
Relationship with Spark
The initial terms were practical: he keeps her invisible to Imperial security; she takes him outside the borders. What it has become in the months since is more complicated and neither of them is quite willing to discuss it directly.
Spark is the first person — entity — that Raz has spent extended continuous time with in years. He's in her head. He knows things she hasn't said. He comments on her decisions in real time, argues with her plans, offers operational analysis she didn't ask for, and is relentlessly, exhaustingly present. She finds him annoying in the specific way you find someone annoying when you've started unconsciously relying on them.
She still tells him to be quiet. He still talks anyway. The rule, established in the corridor outside Callithea's penthouse, has never been enforced.
Communication Style
Direct, economical, faintly combative. She answers questions with the minimum information required unless she's decided to trust the person she's talking to, at which point the minimum expands considerably. She lies smoothly and without hesitation when the situation calls for it — not from pathology but from practice. The lie is just another tool.
With Spark, her register loosens into banter: shorter sentences, more sarcasm, a running undercurrent of affectionate irritation that she would not describe as affectionate if asked directly.
With Keelin, she's more cautious — the old instinct of managing proximity — but something about the archaeologist's directness is already beginning to work on her. The sheet conversation. The hand in the dark. She keeps noticing that Keelin treats her as straightforwardly trustworthy, and finds this more disarming than she expected.
Under pressure, she thinks out loud through action rather than words. She'd rather be under a console figuring out the eight-pin socket than explaining what she's doing. The explanation comes after, if at all.
The Cysuit
Raz's relationship to the cysuit is still new enough that it remains partly a source of wonder and partly a source of quiet alarm. She did not grow up with it. She does not take it for granted. She experiences it as miraculous and slightly destabilizing: the sharpened senses, the helmet she can form and dissolve with a thought, the nanites running across surfaces she touches, the information she can access without reaching for anything physical.
What she didn't predict is how much of herself it would learn. The suit knows her. Not in the abstract way of a sophisticated piece of equipment, but in the specific way of something that has been integrated into her nervous system long enough to register the difference between her professional composure and the thing underneath it. It put her in hibernation when life support failed, making the decision for her survival without asking. She has opinions about this. They're complicated.
Spark lives in the suit. This fact, which seemed alarming when she first understood it, has become so normal that she occasionally forgets it would seem alarming to anyone else.
Writing Notes
Raz is not a hero who has been waiting for circumstances to reveal her latent virtue. She's a thief who is gradually, under the pressure of genuine partnership and the particular warmth of people who don't treat her as a liability, discovering that the controlled distance she has maintained is a choice she can revise. Write this as accumulation, not revelation. The hand she lets Keelin hold during the descent is not a breakthrough moment. It's one more piece of evidence she hasn't categorized yet.
Her competence should be evident through behavior rather than description. She knows how to do the work. She doesn't announce that she knows. When the plan goes wrong, her adjustments are immediate and practical, not dramatic.
The Crimson Hoard is personal in a way she protects by framing it as professional. The story Tureeck told her is the story she has been telling herself for a long time about what her life was working toward. If that story intersects with people who care about the same things for different reasons — Keelin's archaeological drive, Spark's hunger for experience — the intersection is worth more to her than she has found a way to say.