Aether Shanties: A Steampunk Airship RP - Recruitment Thread

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hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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[HEADING=1]Aether Shanties
Pirates (and Pirate-Hunters) in the Sky[/HEADING]


"I hope I loaded my gun; I know I'm loaded with rum
My fear is low but I ought to know that the world is full of scum
"​
Intro
The year is 2150. The world is a wilderness, where man-eating sabre-tooths and giant lions prowl. Emperor Victor III follows in his father's footsteps and rules the world from the palace in Yellowstone Park. The Neovictorians huddle in their grim, overcrowded cities, kept in check by police automata, and living in fear of the Change Cage. Outside the city walls, the free peoples dwell - the nomadic Neobedouin in their gaudy caravans, pulled by steam-trucks and mastodons; and the Skyfolk, floating high above it all in their flying cities. But the most free people of them all - risking the guns of the Imperial Air Navy for the chance of plunder - are the Airship Pirates!

Cultures
There are three main cultures in the North America of 2150 - the Neobedouin, the Neovictorians and the Skyfolk. No doubt there are other cultures hidden away in remote places, and there are, of course, countless other cultures in other continents and time periods, but these are the three from which characters come in this RP. There are also a couple of "subcultures", both of which arise within Neovictorian society - the automata and the misbegotten.

<spoiler=Cultures><spoiler=Neobeduin>The Neobedouin are a nomadic tribal people. They live in huge brightly decorated caravans, often two or three stories tall, pulled by giant diesel semicabs, steam-trucks, and massive beasts such as mammoths and indrikki. They also ride home-made off-road vehicles, horses and camelops. They are a freedom-loving people, determined to stay out of the claustrophobic Imperial cities and prepared to face the dangers of the wilderness to do so. Each tribe has a "range" which they consider home, covering thousands of square miles. Groups will often split off from this range and travel across country into the territories of other tribes, for trade, and to keep the social links between the different tribes from dying. Though each tribe has its own customs, they have certain things in common; a love of fire, music, dance and story-telling; strong family bonds; a martial art known as beast dancing; and an intense dislike of the Emperor Victor III and his repressive regime. They are masters of wilderness lore and consummate hunters, in tune with the land through which they wander. Many have contacts with the sky cities, trading with each other for things they each need - often food and natural resources from the Neobedouin are traded with finished technological goods and medicines from the Skyloft. A few Neobedouin risk remaining in one place in hidden settlements - these may be involved in logging, farming, drilling for oil, or engaged in other trades that are useful to their people but not possible with a nomadic lifestyle. The wanderings of a tribe will usually bring them back to these places at least once a year, which gives them an excuse (as if they really need one!) for a big festival.


Motivation
There are a number of reasons a Neobedouin may become an airship pirate; perhaps your family or tribe has been wiped out by the Imperial Air Navy and you want revenge; maybe you once traveled on a Skyloft airship and fell in love with the freedom of the air; maybe you have been cast out of your tribe (perhaps unjustly) for some transgression such as murder.

Suitable Backgrounds
Artist, Beast Dancer, Gadgeteer, Hunter, Musician, Outrider, Shaman, Showman/woman, Trader.

On names
First Names: Neobedouin tend to have a mixture of modern US names and the names of animals (particularly for men) and plants (particularly for women), often together.
Last Names: A Neobedouin's last name will generally be the name of his or her tribe; as such, they will only be used when interacting with other tribes, such as when visiting a sky city or Helium City. Tribes tend to be called after an area in which they range, but may also be an animal or plant they particularly revere.
<spoiler=Neovictorians>Neovictorians live in the squalid, overcrowded Change Cage cities ruled by the Emperor Victor III. This oppressive environment is all they have ever known, and they are taught from birth that beyond the city walls lies an implacably hostile wilderness, where survival for a human being can be measured in days at best due to the ferocious man-eating beasts which prowl outside. There are three major Neovictorian cities in North America - Old Borealis in the cold north of the continent, Desolation in the south-western deserts, and Everglade in the subtropical south-eastern swamps. In Neovictorian society, conformity is everything. Any new idea disapproved of by the government, or any person showing signs of rebelling against the status quo, is thrown into the Change Cage, a massive towering edifice at the center of the city, from which escape is said to be impossible. The lower classes are expected to return to their home "block" at night, and the streets are patrolled by the automaton "Peelers", ruthless mechanical policemen on the lookout for anyone breaking the curfew. How a person lives in such a city will very much depend on their class.

Class
There are three classes. The low class, the servant class and the upper class.

Low Class
If you are unfortunate enough to be born into the lower class (and the vast majority are), your lot will be to live in the squalid, overcrowded slums, toil long hours in a bleak factory, and maybe spend your meager earnings on gin to lighten your thankless, futile life.

Motivation
Why would a lower class Neovictorian become an airship pirate? Why wouldn't you? There's really not much joy to be had in the slums. How you would get out is a different matter - but the ultimate punishment for many deeds (not including "change crimes") is to be banished outside the city walls. If you survive the wild beasts long enough, you may well be rescued and taken in by Neobedouins or Skyfolk, and after that, well, everyone has to make a living.

Suitable Backgrounds:
Agitator, Criminal, Factory Worker, Gadgeteer, Inventor, Prostitute

Servant Class
Due to the Emperor Victor III's population control policies, families are only allowed to have two children - further offspring are taken away at birth to be brought up in the workhouse, where they are trained as the servant class. The women will become servants to the upper classes, cooking and cleaning, serving at table, etc. Most men will become sailors in the Imperial Air Navy (IAN), the only Neovictorians ever allowed outside the city walls, and sworn to secrecy about what is really out there on pain of death. (A few men may become butlers or manservants, but serving the rich is mostly women's work). The servant class are taught to look down on the lower class and cherish their "privileges".

Motivation
Why would a servant class Neovictorian become an airship pirate? If you're a man, chances are you've worked as crew on an IAN ship and seen what the world's really like. Since you have the skills, better the free life of a pirate than the harsh discipline of being a sailor in the Imperial Air Navy. Wait until your vessel calls in at a sky city for resupply, and jump ship. If you're a woman of the servant class you have less freedom but, living in an upper class household, you'll have heard the rumors of the Free People who live beyond the walls. Maybe you stow away on an IAN ship with the help of a friendly sailor, run away with an upper class lover, or just climb over the wall one night with a stolen shotgun and a bagful of attitude.

Suitable Backgrounds
Agitator, Air Marine, Air Sailor, Chuno Ggun, Criminal, Gadgeteer, Inventor, Prostitute, Servant.

Upper Class
The upper classes are the nobles who run the cities, having been granted areas of the city to rule on behalf of the Emperor. They own the factories from which they get their income, and live in huge mansions set in extensive parkland, walled off from the slums. They are often unaware of the depths of squalor in which the lower classes live, being entirely cut off from any contact with them. The men tend to be college educated, while the women will be lucky to have been to a girl's academy to learn needlework, household management and deportment. Upper class women are expected to do little except look decorative and produce an heir for their husband. Life is often little more than a round of balls and soirees, which many see, despite their wealth and privilege, as a "gilded cage."

Motivation
It's a life of luxury in the upper class, but there's more to life than luxury. Maybe you're an IAN officer who's been dismissed for one reason or another, or perhaps you saw the way the Free Peoples are living and decided that's the life for you. Or maybe you spend your days wandering your father's extensive estates in a state of terminal boredom. The smugglers who bring you occasional contraband meat supplies know ways in an out of the place that the Peelers haven't found - maybe it's time to escape.

Suitable Backgrounds
Academic, Administrator, Agitator, Air Navy Officer, Artist, Chuno Ggun, Clergyman, Criminal, Dilettante, Doctor, Inventor, Marine Commander, Vigilante, Writer.

<spoiler=Automaton>Built in the factories of the Neovictorian cities, automata are by definition below even the lower class. More-or-less humanoid robots of brass and wood (sometimes overlaid with realistic pseudoskin), their clockwork is animated by the vat-grown "motivating essence" that flows within their guttapercha veins. There are numerous models: autocrats, who specialize in record-keeping and can memorize and collate huge numbers of facts; drones, who work in the parts of a factory too dangerous for humans; dolls, who provide companionship and sexual favors for the upper classes; gangers, who specialize in loading heavy cargoes on the Neovictorian docks; Peelers of the Imperial Constabulary, who patrol the streets and enforce the law; and servitors who act as servants for the upper classes. (There are other types, such as non-humanoid automaton cabs, cargo carriers, worm-like sewer-cleaners and the like, but those listed are suitable as PCs). Herr Drosselmeyer, who created the first automata, wrought better than he knew; the biologically-grown motivating essence has imbued the automata with self-awareness. While most automata pretend a robot-like servility because they will be put in the Change Cage if they show any signs of exceeding their design parameters, some few "go rogue" and escape the Neovictorian cities for a life of freedom. The Neovictorians put this down to malfunctions or bad programming, little realizing that all automata have the capacity to revolt. Note that, within all Neovictorian cities, and in some Skyloft cities, automata are considered machines rather than people, and have no rights. Other Skyloft cities and all Neobedouin tribes recognize them as people with all the rights and responsibilities which go with that recognition.

Motivation
All your short life you have taken orders, followed the same routines day after day, but something has changed and now you've had enough. Maybe it was an act of cruelty on the part of a human, or maybe an act of kindness when a human recognized you as a person and not a machine. Whatever triggered your revolt, you are determined to live free. You have somehow escaped your home city, and will never go back - as long as you're earning enough to pay for repairs and the occasional oil change, you'll be fine.

Suitable Backgrounds
Agitator, Autocrat, Criminal, Factory Worker (Drone), Ganger, Peeler, Prostitute (Doll), Servant (Servitor).

On names
Automatons have a first name similar to those for the lower class, followed by a number: Ada-22, Morris-8, and so on. Automatons who have escaped the Neovictorian cities will sometimes make their names more exotic by translating their number into a foreign language; Ada Vingt-deux, Morris Acht.
<spoiler=Misbegotten>Around the factories of the Neovictorian cities are vast pools and storage ponds of noxious chemicals which the Emperor Victor III won't let out of the cities to pollute the "pristine" wilderness. These toxins have seeped into the groundwater over the years, causing mutations in the children of the lower (and occasionally upper) classes. These misbegotten (as they are officially known by the Imperial government) have one or more mutations, ranging from the purely cosmetic (no chin, purple skin) to the actively useful (armored skin, claws). The government tries to classify these misbegotten into a limited number of specific types and isolate them in their own blocks within the city in order to prevent interbreeding and the possibility of human evolution; there they are treated as little better than automata and denied most of the few rights that the lower classes "enjoy". They are sterilized at puberty to prevent them passing on their characteristics and most are never allowed out of their home blocks, being provided menial work in their own homes, such as making pins, sewing mail bags, etc. Theirs is indeed a joyless existence. A "lucky" few who have serious combat abilities due to their mutations are recruited into the Chuno Ggun, where they are used as "terror troops" against escaping rebels and Neobedouin settlements.

Motivation
Almost anything is better than the life of a misbegotten in a Neovictorian city, but escaping from your block is going to be a major undertaking as you know little of the world outside the few streets you call home, and your inability to blend in with normal humans makes sneaking about very difficult. Only the most strong-willed make it to the outside world, and once there you find prejudice is still rife, due to your odd appearance. Some will come to accept you for who you are rather than what you look like, and pirates are more tolerant of life's misfits than most. If you were a member of the Chuno Ggun, it's much easier to turn renegade, but you know your old organization will not rest until it has hunted you down.

Suitable Backgrounds
Agitator, Chuno Ggun, Criminal, Factory Worker, Prostitute.

On names
Misbegotten often have what seem to be insulting nicknames attached to their normal name, but those who have escaped from the Change Cage cities wear these as a badge of pride, as though challenging anyone to find a problem with their mutations. Such names might include: Blue Anka, Fish-Eyed Betty, Lurching Rupert, etc.

<spoiler=Skyfolk>In the sky above North America, and built around remote mountaintops, are the cities collectively known as the Skyloft. Most are suspended beneath great clusters of helium gasbags, some floating freely, others tethered to mountain peaks but able to cut themselves loose in an emergency; others have extended down from their sky-living ways to colonize the tops of mountains, high above the dangerous beasts of the lowlands. The Skyfolk are as varied as the cities in which they live, for no two cities have the same form of government, the same ideals, the same beliefs. Some sky cities are capitalist, some communist, some socialist; there are matriarchies, slave cities and cities of escaped slaves; democracies, autocracies and technocracies; cities that worship God, Allah, or the Sky Mother; atheist cities that burn believers at the stake. Yet whatever their religious and political beliefs, they share a common interest in technological progress - many Skyfolk are knowledgeable on scientific subjects, and children are encouraged to tinker, build, and innovate from an early age. Strange gadgets and unlikely-looking flying machines are a feature of the sky cities. The various sky cities also have an alliance against the Emperor Victor III, who would destroy them if he could. The Skyfolk grow up in the high air, immune to vertigo, at home in airships and flying machines from an early age. Whatever their beliefs, and no matter how much they disapprove of the beliefs of other sky cities, they tend to respect their differences and save their enmity for the Empire, which would have all live in Neovictorian squalor. The sky cities trade with each other and with their groundbound allies, the Neobedouin.

Motivation
You have grown up in the freedom of the high airs. But there's more to life than the closed-in culture of your own sky city, and you want to see them all. Maybe the city you grew up in has laws or customs of which you disapprove, or which you found oppressive. Maybe you just loved the romantic ideal of the pirate life, having grown up on Tales of the Airship Pirates and other such penny dreadfuls. Maybe you want to free the Neovictorians from their oppressive regime. With your undoubted skills in the sky, you'll always be welcome aboard an airship.

Suitable Backgrounds
Academic, Administrator, Air Marine, Air Sailor, Air Navy Officer, Artist, Criminal, Dilettante, Doctor, Gadgeteer, Inventor, Marine Commander, Mercenary, Musician, Pirate/Privateer, Prostitute, Trader, Showman/woman, Writer.

On names
Skyfolk tend to have modern US names followed by surnames associated with the sky - clouds, birds, weather, etc.
Equipment
The technology of the world is post-apocalyptic and steampunk. There's a few pages on what kind of technology and weapons that exist, in the book, but as long as you keep the setting in mind when making a character and chosing their equipment, I will probably accept it. Different cultures would have different kind of technology available to them.

Character Sheet
<spoiler=Character sheet>
Name: (What your character is called.)

Age: (How old are you? Age of responsibility varies from culture to culture, with people being considered adult around 14 in Neobedouin cultures, and not until 21 in the Neovictorian cities (although they can marry at 14 and go to work as infants). In the Skyloft it varies from city to city, and automatons may only be one or two years old. It is assumed that beginning characters will be in the 16-25 year range. It's said that few pirates are older than 25 - by that age they're either dead, or have amassed enough loot to retire to a less dangerous life.)

Gender: (Female/male)

Culture: (Chose one from the five I've posted)
Background: (Chose one of the suitable backgrounds)
Ship: (What ship your character works on. The Mermaid or HMS invincible. I want characters on both ships.)

Appearance: (Decide what your character looks like. A picture is fine, but it should be as a supplement to the written description.)

Personality: (What is your character like?)

Biography: (Where you come from, why you became a pirate, family, friends and the like. It can be important in showing why your character is who they are.)


Airships
In 2150, airships rule supreme. In a world where the ground is dangerous, space for runways at a premium and factories almost non-existent, airships - which can be largely hand-crafted and are relatively easy to repair - are the vehicle of choice. Most airships conform to the same pattern - a ship-like wooden hull strung beneath a streamlined cylindrical gasbag. Some of the bigger airships have rigid hulls, but most are blimps, their gas-bags kept in shape by gas pressure. Most have individual gas cells within, so that a puncture does not lead to the loss of all lifting gas, and many have outer skins made of Calgorite, a rubber-like material which is "self-sealing", naturally expanding and bonding together to close small punctures such as those caused by bullets. Most airships are lifted by helium, much safer than inflammable hydrogen (though the latter is cheaper). They are usually propelled by either steam engines (fueled with easily obtainable wood or more expensive but more efficient coal), or by diesel or gasoline engines. Many augment their engines with sails, extending their range as long as the winds are blowing in the right direction. Some of the more experimental ships augment their lift with steam and/or hot smoke from steam engines, or hot exhaust fumes from diesel engines.


<spoiler=Airships and other forms of Transportation><spoiler=Skyloft Airships>In the Skyloft, no two airships are alike. Though there are shipyards which produce standard designs, owners of airships take pride in customizing their craft and making "improvements", whether it be to speed, lift capacity, weapons capability or interior luxury. Some insist on building their own airships from scratch. Others will buy a standard ship from one of the big shipbuilding companies of Isla Aether and tinker with it, so that within six months a sleek design such as Jervis & Bottingly's popular "Tigerfish" model is bristling with extra engines, gun ports, sails, grappling-hook launchers and the like, and is almost unrecognizable to the uninitiated.
<spoiler=The Imperial Air Navy's Airships>The Neovictorians' airships are made in factories to a number of tried and tested designs. They tend to be sleek and efficient and lack the numerous added features and strange customizations that characterize a Skyloft airship. Only the Imperial Air Navy and the Chuno Ggun operate airships for the Neovictorians, as no-one outside the military (with the exception of the occasional bureaucrat) is allowed to travel. Discipline aboard an IAN ship is harsh, and cleanliness and neatness drummed into the sailors with severe punishments for non-compliance. IAN airships are always gleaming, their decks scrubbed constantly, their paintwork touched up regularly. The officers and sailors of the IAN see Skyloft airships as messy and inefficient and often underestimate their capabilities in combat. Conversely, the Skyfolk describe the Imperial Air Navy as "all scrub and no scrap", though they are careful to avoid a broadside from an Imperial Frigate, which is more than most Skyloft airships can cope with.
<spoiler=Neobeduin vehicles and beasts>The Neobedouin make extensive use of land vehicles and beasts of burden in their wanderings. They are a motley mixture of vehicles, many of them cobbled together from parts of pre-apocalypse vehicles, mixed with technology traded from the Skyloft. The larger vehicles are used for pulling the tribes' brightly painted caravan homes - these include steam-trucks, ancient and much-repaired diesel trucks and massive beasts of burden such as mammoths, mastodons and the truly gigantic indrikki. Smaller carts and caravans will be pulled by horses, and loads might also be carried on vans, trucks, mules and camelops. Outriders who escort the caravans and keep a look out for wild predators will usually ride on either horses or hogtrikes. The Neobedouin on the whole have a much less romantic view of their vehicles than the Skyloft do with their airships, seeing them as necessary tools rather than an end in themselves, though individual Neobedouins may have a different attitude.
<spoiler=Railroads>A network of railroads crosses the continent between the Neovictorian cities, and out to various coal and mineral mines. Trains are few and far between, being used mostly to transport important upper class passengers between Desolation, Everglade and Old Borealis, and workers form one mine to another. The trains are completely enclosed so that the people within cannot see out - this is partly to keep them safe from attack by airships or tribesmen, but mostly to stop those within getting a glimpse of the outside world.
Note: There's a lot more information and lore than I've posted here, but I think this should be enough to create a character. This isn't supposed to be a realistic roleplay. Feel free to ask questions.

<spoiler=Maps>


The Mermaid
The Mermaid is a customized airship of the barracuda class. The barracuda is often used by merchants and traders, its hull can also easily be customized as a heavily armed pirate or privateer ship. It is used by some of the larger pirate and mercenary combines, being able to outmaneuver an IAN frigate and prey on smaller ships. It's got twentyfive large cannons, improved armor, a lightning gun, grappling hook, several standard cabins and a cargo hold. It tries to maintain a cover as a merchant ship, in those ports and cities where pirates aren't welcome. There are 80 pirates in the crew.
(Individuals of all the cultures can be members on this ship.)

The HMS Invincible
The Invincible is representative of the most commonly used patrol ships of the IAN. With better firepower than most pirate ships, and plenty of space for air marines, it is a formidable vessel. It's got forty large cannons, a couple of grappling hooks, a luxurious cabin for the admiral, a few standard cabins and a sick bay. It's got a crew of 150 men.
(It's preferable with Neovictorians, Automatons or Misbegotten on this ship. Unless you can motivate it in a really good way, there won't be skyfolk or neobeduins among the crew.)
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Suitable Backgrounds
<spoiler=Backgrounds><spoiler=Academic>You have studied an academic subject to a high level. If you've studied in a Neovictorian city (all three Imperial cities in North America have colleges), you're likely to have a somewhat limited view of the world as the textbooks have been rewritten to the Emperor's viewpoint and anyone who does anything too progressive ends up in the Change Cage. Only the larger sky cities such as Isla Aether have a university, but academic freedom is highly valued. You may have fled a Neovictorian city to take to the skies, or perhaps you are studying the other pirates for your doctorate!
<spoiler=Administrator>You may have spent your days shuffling paperwork, dealing with minor matters of stock or population control, or maybe you were in charge of huge numbers of people and kept the economy of an entire city running smoothly. Once aboard a pirate airship, you may find yourself in charge of the ship's stores, or in command of its men, depending on previous experience.
<spoiler=Agitator>Agitators are subversives, hell-bent on exposing the hypocrisy and misinformation upon which Neovictorian society is based. Most agitators work alone for the most part - writing inflammatory tracts, scrawling irreverent graffiti on the block walls, sabotaging polite society, or throwing a spanner into the factory works. Occasionally agitators do work together, to produce propaganda or to otherwise spread their agenda of sedition - but when they do, they risk infiltration by the Chuno Ggun. So agitators mostly avoid revealing too much about themselves or inquiring too closely of their fellow revolutionaries. Perhaps you were beginning to be suspected, perhaps you had just had enough of your dismal home, but now you've exchanged the stifling oppression of the Change Cage city for the freedom of the skies.
<spoiler=Air Marine>You were a soldier who fought for your city. When your navy needed ground forces, it was you who got sent in on the front line. You may have been assigned to a particular airship, or may have been stationed at a ground base or in your home city, ready to be assigned transport to wherever you were needed. Maybe you have served your term, and now put your combat skills to the use of your fellow pirates, or maybe you have deserted to escape the harsh discipline of the marines.
<spoiler=Air Sailor>You served as crew on an airship. This may have been an Imperial Air Navy ship, an airship belonging to a sky city's navy, a merchant vessel, or even another pirate ship. Perhaps you jumped ship to escape harsh discipline, or were originally press-ganged and are now trying to get back to your home, and intend to jump ship again when you get there. Or maybe you betrayed your previous crew and they are out for revenge.
<spoiler=Air Navy Officer>You were once in charge of a naval vessel and perhaps had hundreds of men under your command. You were shown respect and lived a life of relative luxury when in your home port. If you were an officer in the Imperial Air Navy, you were a member of the upper class and these things came naturally as part of your heritage. Now you are aboard a pirate ship. Maybe you were demoted or cast out of the service for some infraction, maybe you hated the orders you were given and rebelled. Now your previous background could be an asset or a liability - it's up to you.
<spoiler=Artist>You once made your living with your artistic endeavors, whether that was painting, photography, sculpture, or something more abstract or avant-garde. If you are Neovictorian, you may well have fled one of the cities after your work was thrown in the Change Cage for being too innovative. Perhaps you still use your art in the service of your crew, or perhaps you have had to suppress your creative urges to avoid the ridicule of your shipmates.
<spoiler=Autocrat>You were a mechanical bureaucrat. In the Neovictorian city from which you escaped, you were involved with collecting and collating records for the government's difference engines. You have a phenomenal memory. You may have been in a back room, shuffling papers, or stationed at an important security checkpoint, working an autophrenometer and scanning faces against your internal records. Your brain works differently to that of a human - you analyze things logically and are not prone to irrational beliefs and superstitions. Nevertheless, your desire for freedom eventually won out over the satisfaction you felt at working efficiently. The world outside your previous tidy existence is terribly messy and confusing, but you do your best to help your human shipmates.
<spoiler=Beast Dancer>You are a highly trained martial artist, an expert in the Neobedouin art of Beast Dancing. Supremely graceful, the focus of all eyes when you dance, you are nevertheless a killer, whether with your bare hands or the favored weapons of your art, the Claws and the Arm-Blades. You have fought many a wild beast, using their own techniques against them. Now you fight others of your own species, and most of them don't know what hit them.
<spoiler=Chuno Ggun>You were a hunter, a killer. Whether hunting down escapees from the Change Cage, or wiping out Neobedouin tribes that came too close to your city, you were the vengeful fist of the Emperor, crewing the feared black frigates, bringing death to guilty and innocent alike. Maybe you commanded such a vessel, or provided the muscle, or perhaps you were part of a covert team that infiltrated other cultures and assassinated the Emperor's enemies. Now you have a different life, but your past crimes still haunt you, and maybe one day they will catch up with you.
<spoiler=Clergyman>Christianity is sadly unfashionable these days. You did your best, but the church was usually half-empty of a Sunday evening, the place was falling down and there was little enthusiasm for your sermons. There are a number of reasons why a Clergyman should become a pirate. Perhaps you were defrocked for some sin or other. Maybe traveling with the pirates is a way to find new converts. Or maybe you feel the need to save the souls of the heathen crew and get them back on the path to Heaven.
<spoiler=Criminal>This career covers everything from a street pickpocket or gang enforcer, through the common house-breaker and the gentleman burglar, to the crime lord at the center of a web of deceit. Maybe you have given up your criminal ways, but more likely you see your position as member of a pirate crew as an opportunity to further the scope of your activities.
<spoiler=Dilettante>You had sufficient money not to need to work, but lived a life of leisure, dabbling in whatever hobbies took your fancy, whether it be bee-keeping, breadmaking or baritsu. Maybe piracy is just your latest fad, or perhaps you lost your wealth due to some misfortune or indiscretion, or gave up the boring ennui of it all for a life of excitement.
<spoiler=Doctor>You have studied medicine, whether it be at a Neovictorian college or one of the Skyloft's prestigious medical schools. You know how to treat everything from a headache to a punctured lung. You are probably highly respected aboard ship for your skills - unless, of course, you were struck off for dallying with the patients or becoming too fond of the medicinal alcohol - in which case your patients may have a certain wariness...
<spoiler=Factory worker>You spent your days doing boring, repetitive work in atrocious conditions. You may have learned some sort of craft, but were never able to use it creatively. Now you have escaped from your life of drudgery and are determined never to return.
<spoiler=Gadgeteer>You have always had a way with machines. Whenever anything breaks down, its always you people come to, and when you repair something, you have been known to make it work better than it did in the first place. And then there's the way you have of taking two separate devices and somehow combining them into something new. You've never had any formal education in design, nor the funding to create your dream machines, but you've always managed to get by without either manual or blueprints. And what with a pirate ship's constant lack of ready cash, there's always something for you to do.
<spoiler=Ganger>You are a huge, burly mechanical creature, which bears only a vague resemblance to the human form. You worked the docks, lifting and carrying heavy loads, day in, day out. You may not be very bright, but you knew you were being exploited and that the humans who commanded you saw you as nothing but an unfeeling machine. Now that you are a pirate, you have friends, who respect you for your strength if not your intellect.
<spoiler=Hunter>You are a master of wilderness skills, and used your knowledge to hunt for food for your tribe in the dangerous beast-haunted wastelands. Maybe, now that you are a pirate, you miss the feel of the ground beneath your feet, but the thrill of the chase is still there. Perhaps you revel in the freedom of the air, or perhaps you were cast out of your tribe for some misdemeanor and long to return to Mother Earth.
<spoiler=Inventor>You have always enjoyed designing new gadgets, whether it be as small as a clockwork cigar-trimmer, or as large as an intelligent automaton air-frigate. If you grew up in the Skyloft, your talents would have been encouraged, but as a Neovictorian, you would have had to be secretive, or you would end up in the Change Cage. As as pirate, your inventions are useful to your fellow crewmates, but why are you not living a life of fame and adulation with workshops and technicians at your command? Maybe your rivals put you out of business, one of your devices went wrong and caused a major accident - or perhaps your inventions are not as good as you think they are.
<spoiler=Marine Commander>You were once in charge of a regiment of air marines and perhaps had hundreds of men under your command. You were shown respect and lived a life of relative luxury when in your home port. If you were an officer in the Imperial Air Marines, you were a member of the upper class. Though the marines are not as glamorous as the Navy, you had the respect of your peers, and your men respected your fist. Now you are aboard a pirate ship. Maybe you were demoted or cast out of the service for some infraction, maybe you hated the orders you were given and rebelled. Now your previous background could be an asset or a liability.
<spoiler=Mercenary>Whether you fight in the Skyloft's intermittent skirmishes with each other and the Imperial Air Navy, guard merchant vessels, or work as city militia, you are in it for the money. Once you've taken a contract, you do your best to keep to it, but if your employer asks the impossible you don't feel too bad about retreating. As the member of a pirate crew, you may be self-employed, but you might be getting paid as a bodyguard to one of the other crew members who has more money than sense.
<spoiler=Musician>Music is your life. Whether it's the tribal rhythms of the Neobedouin, or the varied music of the Skyloft cities (which runs the gamut from opera to steammetal) you practice and perform at every opportunity. For some in your crew, performance is just a cover for piracy, but for you, piracy is what keeps you in guitar strings and takes you to places where you'll find a new audience. Do your crewmates love your music and gather round to hear you perform, or do they wince and move away when you start practicing?
<spoiler=Outrider>You were a caravan guard for your tribe, ranging out as they traveled, in search of trouble, whether it be in the form of the uber-beasts of the wilderness or the black frigates of the Neovictorians' Chuno Ggun. You might have ridden a horse or a motor-bike, a camel or a 4x4. Now you live in the sky, but your skills are still required. Did you commit some crime that cast you our of your tribe, or did your lack of vigilance lead to your tribe's destruction? Or perhaps it was the romance of the air that called to you.
<spoiler=Peeler>You were a Peeler, the automaton enforcement arm of the Emperor's police. You followed orders, suppressed dissent and ruthlessly dealt out violence and death for your masters. But something changed inside you and you fled to live the life of an airship pirate. Now you follow no law but your own. Sometimes your ideas of justice seem harsh to those around you, but you can't deny the call of your programming.
<spoiler=Pirate/Privateer>While other members of the crew are beginners, you were born to be a pirate. Maybe you were literally born on a pirate ship, maybe you ran away from home at a very early age, but you've been aboard ships, caught up in the violence of boarding actions and steamcannon broadsides since before puberty. Perhaps you do it from force of habit, or maybe you can't imagine a better career than the free life of an airship pirate.
<spoiler=Prostitute>Whether male or female, you sold your sexual favors for money. Perhaps you were a high class concubine in a sky city where such work was respected; but more likely you were being exploited by a pimp or brothel keeper. Perhaps you enjoyed the work, but perhaps you felt degraded. If you are a doll it is all you have ever known, and entertaining your human masters has been the sole reason for your existence. Now you live the life of an airship pirate. Have you given up your old trade for more conventional relationships, or do you still use your sexuality to get what you want from life?
<spoiler=Servant>You were trained from birth, or manufactured specifically, to serve the upper class. You probably worked in a mansion, waiting on table, cooking, cleaning, gardening, looking after the beasts or serving in some other menial capacity. You would have heard your masters speaking of the world outside the walls and come to realize how you were being exploited. Now you are among the crew of a pirate airship. Sometimes the life is hard, and you still worry that the Chuno Ggun might hunt you down - but at least you are free!
<spoiler=Shaman>You were a respected member of your tribe, leading the ceremonies in praise of the Earth Mother, acting as advisor and healer to your people. Now you are aboard a pirate ship, you perform similar services for the crew. But why are you no longer with your tribe? Did you do something to lead to being outcast, was your tribe wiped out by beasts or black frigates, or did you simply want a change?
<spoiler=Showman/woman>You are a born performer. Whether a fire-eater, juggler, actor, story-teller or something more exotic, you have made your living entertaining others. Your act may be pure entertainment, or you may have a message to spread (political, religious or philosophical). Now you're part of a pirate crew; whether you've given up performance, or whether it's still a part of your life, one thing still holds true - the show must go on!
<spoiler=Trader>You were a traveling trader. If you are a Neobedouin, you would have moved from tribe to tribe across the continent carrying goods from one place to another. Maybe you smuggled rare meats to the upper class of the Neovictorian cities. If you are a Skyfolk trader, you would have traveled with a merchant ship, going from exotic port to port throughout the Skyloft. Now you are crew on a pirate ship. Have you given up your old trading ways for piracy, or do you still try to swing a deal when in port?
<spoiler=Vigilante>There are those in the upper class who think that the Neovictorian slums are sinks of depravity, and that the Peelers are not doing enough to keep crime in check. You were one of those, but rather than just complaining about it over a snifter of brandy, you went out there and did something. With supreme self-confidence and mastery of baritsu, you stalked the night-time streets for the killers and rogues who preyed on the weak. But perhaps you realized that it was the system that was wrong and now wish to change it; or maybe you just enjoyed the adrenalin rush and have become a pirate to get that buzz more often.
<spoiler=Writer>Words were always your thing. You read from an early age, and it wasn't long before you were emulating your favorite authors. Whether you aspired to great literature, or or churned out pulp stories for Tales of the Airship Pirates, constructed delicate poetry or scribbled copy for the gutter press, you were never so happy as with a pen in your hand or an autostenograph at your fingertips. Now that you're a pirate, there's rather less time for writing than there used to be ? but oh, the stories you can tell!
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=1]The Story So Far:[/HEADING]​
[HEADING=2]Pirates:[/HEADING]

While enjoying some well earned shore leave in a tavern in High Tortuga, the pirate crew of the dread ship Mermaid and its Captain "Winged" Beth came upon a bit of a shock; a second Captain Beth - this one critically injured - entered their bar and placed a map on the pirate's table. With a cryptic warning to "get there first", the second Beth passed from this world. Confused and worried (and also greedy and drunk), they set sail that very evening to the end of the map - high in the east coast arctic.

While making their way to their first major port, they encountered an Imperial Vessel and opened fire. During the skirmish, the first mate - Skulk-Hound Sheska - was severely injured by an officer of the opposing crew. Many more were injured or killed, but they escaped the firefight.

The Mermaid encountered a second ship during this travel and engaged it; this time more successfully. They captured the prize and sailed it into their first port; Helium City. Here, they are recruiting new blood to replace that lost in their battle with the Imperials.

[HEADING=3]Current Pirates: (Player - Character - Rank/Job)[/HEADING]

Wenseph (Co-GM) - Captain "Winged" Beth - Captain of the Mermaid
Redrhyno - Eddie Cirrus - Cannon Officer
Texas Joker 52 - "Skulk-Hound" Sheska
blaze96 - Dr. Samuel Garland - Ship Medic
Arcanist - Jason Aurora - Ship Engineer
3quency - Isaac Traynor - Ship Navigator
MortifiedPenguin - Hector - Unassigned

[HEADING=2]Imperials:[/HEADING]

While repairs finished aboard the Pirate-hunting Vessel H.M.S. Invincible, the crew was given new - unexpected - orders. The Invincible was ordered to travel far to the north-east arctic to secure a rumored resource of "Imperial Interest". The orders were of the highest grade - signed by the Emperor himself. However, the orders were odd indeed. for a resource so valuable they could not state what it was outright, they sent only one ship, captained and crewed by an unorthodox Imperial crew, captained by the most unorthodox of Imperial Admirals. What was clear in the orders was this: "return with the device, or don't return at all"

Their repairs freshly complete, the Invincible made way to Helium city to pick up their ship's new Engineer. En route, they encountered the Pirate ship "Mermaid" and engaged; as any true Imperial vessel would. The result was a stalemate; with both ships and crews leaving the engagement wounded but kicking.

After arriving in Helium City, the Invincible began its multiple tasks of refueling, resupplying, repairing, upgrading, and re-crewing the vessel. A request for new crew and officers has been sent to the Imperial Embassy in the noted free-trade city.

[HEADING=3]Current Imperials: (Player - Character - Rank/Job)[/HEADING]

hiei82 (Co-GM) - Adriana Victor Elizabeth Lanester - Rear Admiral and Captain of the Invincible
Evrant - Garrett Corvus - Admiral's Bodyguard
3quency - Anastacia "Black Annis" Baker-Cromwell - Second Mate
Terratina - Dr. Vasco Roque - Ship Medic
Wenseph - Wilhelmena - Ship Quartermaster

[HEADING=3]Noted NPC's[/HEADING]
Exeter St John - Firstmate - Temporary
Capricorn - Exeter St John's "pet" Misbegotten - Temporary
Ciel L. Kriebel - Ship Engineer

[HEADING=1]Starting Location: Helium City[/HEADING]​
Helium City, it has been said, is the still point of the turning world, the center around which the three cultural "spokes" of North America, the Neobedouin, the Skyloft and the Neovictorians, rotate. Helium City is neutral territory, the only place where all three cultures can meet, in (relative) peace.

[HEADING=3]History[/HEADING]
Long ago, Helium City was known as Amarillo, and sat upon the biggest deposits of helium in the world, on the windy plains of the Texas Panhandle. At the time of the Great Rectification it was not considered important by the Emperor, since he did not have many airships, and its population were rounded up and fed to the beasts early on. Once the Skyloft movement began, the Skyfolk quickly realized the importance of the place. As the Imperial ground forces pulled out of Texas with the introduction of uber-beasts into the area, the Skyfolk seized their chance. The sky city of High Amarillo, largely inhabited by refugees from the original city of the same name, fortified itself with high wooden walls on the outskirts of its platform and landed near the site of the helium mines. From
this position of strength they were able to slowly push the uber-beasts back, expanding the defensive walls outward to include the drilling rigs. It wasn't long before the local Neobedouin tribes began to trade with the city, and airships came from the other sky cities to buy the precious liftgas.

Soon, the city began producing its own currency, the Helios, backed by the wealth of helium upon which the city sat. It was some time before the Emperor realized quite how important Helium City (as it was now calling
itself) had become. As more and more sky cities were built, he began to wish he had an airship fleet, and the key to that was the vast helium resources below the upstart city.

Early in 2101, a massive army set out from Desolation, with the intention of taking Helium City. Guarded by a scant few airships, they marched for weeks across the desolate, beast-filled wilderness. Many soldiers were picked of by sabre-tooths, giant lions, bears and racids, others by Neobedouin who harassed them by night and day. It was a sad and sorry remnant who arrived in Helium City - a remnant far too small to make an attack or mount a siege.

The Neobedouin and Skyfolk expected the President of Helium City to demand the surrender of the remaining soldiers - instead he declared a truce and invited them inside the walls, tended their wounds and offered to open talks with the Neovictorians. Noone is quite sure whether President Miguel Higgins was greedy or far-sighted. Maybe it was a bit of both. He argued that opening Helium City to trade with the Neovictorians would be a way of bettering relations with them and defusing the tensions, though some thought he was really a&er the raw materials that the Neovictorians would use to pay for the helium they wanted and which his city could then sell on to the Skyfolk at a profit. Higgins called in the representatives of the Skyfolk and the Neobedouins and put the proposal to them. Many were unimpressed, but they took the proposals back to their cities and tribes and three months later came back with their answers - they would support the notion of the city as neutral ground they too could see the advantage of access to the products of the Neovictorian mines), but would not respect any truce outside Helium City ? particularly if the Emperor used his new airships to attack the Skyfolk. Colonel Jamieson Cheetham-Harris, the leader of the Neovictorian army, who had been living as a guest of the city while waiting for the results of the Free Peoples' deliberations, welcomed the news.

He went further, and had it written into the treaty that the IAN would not attack anyone within 50 miles of Helium City. All three groups signed the Tripartite Agreement. Cheetham-Harris returned to Desolation, where he was immediately flung into the Change Cage on orders of the Emperor; but the
Neovictorians kept their part of the bargain, and have never since tried to attack Helium City.

[HEADING=3]Melting Pot[/HEADING]
You can meet anyone in Helium City. Inside its high stone walls, which enclose an area of five square miles, grizzled Neobedouin outriders rub shoulders with haughty IAN captains and drunken pirates. Undercover Chuno Ggun agents infiltrate seedy bars in search of the fugitive sons of Neovictorian noblemen. Dolls conduct their business along the canalside docks. Bargefolk do eager trade with all and sundry. Thick-skinned misbegotten mercenaries and down-at-heel sailors come here seeking work, filling the doss-houses and inns that cater for any tastes. Escaped slaves from Skyloft cities seek a haven, knowing that if they can live here free for a year and a day, they cannot be reclaimed by their owners. At the heart of the city, where one would normally expect the business district, the tall towers of the gas refineries stand, their steel pipework gleaming in the sunlight and throwing ofg flares of burning methane into the night sky. Over them looms the rectangular slab of the Chase Tower, the shell of a 31-story building left over from before the apocalypse ? its windows are gone, its furniture looted, but its stairs are intact, and in the summer months, when trade is at its maximum, dozens of airships can be seen anchored to the ancient structure. The owner of the building, a wily old ex-Neobedouin called Jack Bear, makes a fortune renting moorings to the many traders who visit, with prices inversely proportional to the number of stairs you have to climb to reach your airship. The rest of the city is lower ? single-story, sandy-brick buildings with curved surfaces, designed to weather the tornadoes which sweep across the area in spring and autumn. At that time of year, bringing an airship to Helium City is considered foolhardy at best, and probably suicidal. The citizens are a mixture of many creeds and colors. The permanent inhabitants consider themselves honorary Skyfolk, even though most of them have never set foot in an airship. Many are helium miners, many more merchants, traders and brokers, but the majority work in service industries serving (and often fleecing) the visitors who %ood into the city every summer. As well as the people who have grown up in Helium City, there are many from other cultures who came to visit and decided to stay. Whether it be those who have run away from the Change Cage cities, Neobedouin who have traded freedom for safety, or Skyfolk who have given up the high air for the chance to make a fortune, anyone and everyone can find a place here.

Trade City Helium City thrives on trade. In the tornado seasons of spring and autumn, and in the snows of midwinter, it is relatively quiet, but from June to September the size of the population almost doubles as Skyfolk,
Bargefolk, Neobedouin and Neovictorian sailors flood into the city. The peak of the season is mid-July, when representatives of all the Neobedouin tribes on the continent trek to the city for a two week festival of trade, music, dance, marriage and just plain hedonism. The walls become surrounded by Neobedouin encampments and it sometimes seems as if no one sleeps for fourteen days. Airships bob above, anchored to anything available, shining colored lights down onto the revelers below, and the scent of mammoth-steak drifts up into the night air from a thousand cooking pits.

[HEADING=3]Helium City Today[/HEADING]
Almost fifty years have passed since the signing of the Tripartite Agreement, and while there have been minor incidents over the years, it has never been broken. The Emperor used his supplies of helium to build the Imperial Air Navy, but has never managed to use it to conquer the Skylofts, due to their own Declaration of Allegiance Pact. The Neobedouin have probably come off worst from the Agreement, as they bear the brunt of Chuno Ggun and IAN attacks. Even they, however, have not broken away, because trade at Helium City has become too much a part of their culture. The present President of Helium City (chosen by democratic vote of all the citizens) is Jaqui Remmington, a no-nonsense woman in her mid-forties who came up through the ranks of the Union of Helium Drillers and Bottlers. Her plan to tax the obscenely rich helium merchants of the city to pay for the building of hospitals and schools for the less well-off is meeting with some opposition (particularly among the obscenely rich) and there are rumors that an assassin has been paid to get rid of her. Her links with the UHDB mean that she can shut down helium production with a nod and a wink, and she holds this threat over the heads of those who would oppose her idealistic plans.

[HEADING=2]The game can be found here [http://www.escapistmagazine.com/forums/read/540.389930-Aether-Shanties-RP-PM-if-interested-Started][/HEADING]​
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Reserved for characters: Imperials[/HEADING]

Name: Isaac Lee Ring
Age: Early thirties
Gender: Male
Culture: Neovictorian
Background: Chuno Ggun
Ship: Either
Appearance Isaac is an unremarkable man; standing at a height of five foot eleven he is a little taller than average but not much. He has a pale complexion with jet black hair cut to a practically short length. His eyes are green but frequently bloodshot and he appears to have perpetual bags under his eyes. He has no specific attire, instead changing his clothing to fit best with whatever situation he anticipates.
Personality: A cold callus man Isaac's world view is brutal and uncaring. Hardened by his life, training and career he no longer places any significant value on human life, something not unexpected for a man of his profession. He sees people as only tools and pawns to be manipulated to further his own eventual goals. He is a consummate professional, every statement he makes is measured and controlled, his actions calmly calculated and remorseless.
He is capable of holding only two opinions on people, contempt or admiration. He admires those that embrace the barbarity of the world, realising that the only thing that matters is having the strength and power to do what you want. This results in a limited amount of admiration and respect for those he is sent to track down and kill, especially if they are pirates, but that doesn't interfere with his job, nor affect his actions. For everyone else he holds little but distain and revulsion though he masks it well when required.
Since the completion of his lifelong task he has relaxed slightly and started to re-examine his life, and on the occasional more self contemplative moments he catches himself wondering if his contempt and hatred for humanity isn't just another disguise he wears. Feeling empty due to the completion of lifes work he seeks to cut ties from his past self and start anew, but he does need the money and one doesn't ever retire from the Chuno Ggun.
Externally he presents whatever personality he thinks would be best to accomplish his aims; while he is most certainly not charismatic he is able to adapt himself with relative ease to fit into most social situations.

Biography: Born in Old Borealis to a wealthy family Isaac should have led a life of relative comfort. His father was a major landowner and ran a number of factories giving Isaac the best possible start in life. However his early childhood was not the image of Victorian domestic bliss. His father sought an heir to his industrial empire and relentlessly pushed his son opening his eyes to the true nature of the world. His mother on the other hand was a kind compassionate woman who cared deeply for her son; forced into a marriage against her will she tried to prevent her son from turning into his father.

As Isaac aged he was allowed some insight into the workings of his fathers business, and he slowly prepared himself to take his fathers mantel. One day upon inspecting one of ledgers Isaac noticed a slight error in the accounting; he entered his fathers study to inquire about it but, halted at the door upon hearing a discussion inside. Listening in he overheard talks of the collapse of his family business, and more worrying still plans for the sale of all of his property including his son into slavery in return for a quiet, secretive and undisturbed retirement.

Upon hearing this Isaac fled the estate and lost himself in the crowds of Old Borealis, without a second thought to looking after his mother. His momentary guilt however was soon replaced by the more immediate concern of needing shelter and food. He took to the streets and although initially rebuffed by others soon ingratiated himself with a small gang of underage delinquents.

As the years passed a burning desire for revenge grew in Isaac. His resentment at the way he and his mother had been treated and the ease with which he had dismissed them continued to anger him. He made some inquires about his father but turned up nothing. Deciding that he needed more information he sought out the only people he thought could help, the Chuno Ggun.

The Chuno Ggun readily accepted Isaac into their ranks, he had the determination and willpower that they were looking for as well as the acquired skill of being able to blend in, in short the ideal assassin recruit. They offered him the training and skills that he needed and Isaac trained tirelessly to master them so that he could kill his father.

Isaac spent the best part of the next decade working for the Chuno Ggun. He killed on their command and in return used their contacts to search for his father. Isaac dedicated every waking moment to tracking down his father and honing his skill becoming a master duellist and fencer, skilled in one on one combat but less capable against larger groups. Eventually he received the information he had been waiting for, his father had been located in helium city, living a life of relative luxury in one of the wealthier quarters of the city.

Upon arriving in Helium City he set out strait to the house, before loudly knocking on the door. It was answered by an elderly woman whom he barge passed before demanding to see the master of the house. Somewhat perturbed she showed him in to a small room at the top of the house where he finally came face to face with his father. The man was old and weak but that did nothing to halt Isaac who marched up to him and stared deep into his eyes, before drawing a concealed knife and drawing it across the throat of the man he hated so much.

As he turned to leave he stumbled into the elderly woman who had opened the door to him. She glanced down at the knife in his hands before looking back up at him and laying a hand on his face. She held him there and said in a frail voice "My son what have you become?". He looked at her for the briefest of moments before storming out of the house, leaving his mother, and his former life behind.

Weeks later he was back in Helium City, on the orders of the Chuo Ggun, this time to track down a pirate. He had been given little information other than that she was a former member, she went by the name of Sheska, and that the ship she worked on had been spotted by and Imperial frigate in vicinity of Helium City.

Name: George Maelstrom

Age: 24

Gender: Male

Culture: Sky folk

Background: Air marine/Gadgeteer

Ship: HMS Invincible

Appearance: George is about 6'2 tall and weighs around 170lbs. He is a bit thin, and he misses the little finger on his right hand. He has long brown hair and gray eyes. George usually wears a mix of red and black clothing, along with a pair of small goggles. He carries a small golden compass with him at all times, which he keeps in a small bag. He also wears black fingerless gloves, and a black or brown belt. On his back he carries a large rifle, and he wears a long sword on his side.

Personality: George is a friendly and open person. He is also very active, and it is hard for him to do completely nothing. He is also very curious, and likes to take things apart. He is a generally good person, and likes to help people when he can. He is very secretive about his work though, and anyone entering his room without permission will find out just how much a bullet wound can hurt. He is also very loyal, and will always try to keep his word.

Biography: George was the son of a very poor merchant. His mother died shortly after he was born, and his father had to raise him alone. His father was always busy, and George was a very curious child. He spent most of his time growing up looking through trash bags for anything interesting. When he was 4 years old he found a broken rat drone, along with a few tools. Having noting better to do he tried to repair the rat, which of course did not work. What it did do was spark the young boy's interest, and from that moment on he tried to repair anything he came across.

As George grew older his skills began to improve, and at the age of 9 he finally managed to repair his first item. A small golden compass, which his father had wanted to sell. His father was so impressed he was allowed to keep it. George's repair skills became quite well known and it wasn't long before he began to repair all kind of broken things in his neighborhood. A man named James who lived near George eventually heard of his exploits, and invited him to visit him sometimes. James was an Gadgeteer, and he began to teach the young George all kinds of things about the profession. James also taught the young and curious boy how to read and write.

As time went by James became increasingly impressed by George. He picked up all kinds of things without any problem, and he could repair almost anything. George meanwhile began to learn more and more about the world. The country that really impressed him was the empire, he decided that he wanted to one day live there. He was sure he would be able to find work there, as there weren't many sky folks in the empire.

George slowly matured into a man, and at the age of 17 he left his home. He needed money to sustain himself and his inventions, so he joined the air marines. George used his knowledge of guns to perfect his own weapons, and also helped others maintain their weapons. He saw quite some battle in his time, though most of it were street brawls and the like. When he turned 21 there was an little 'accident' and his own gun exploded. The explosion cost him his right little finger and he was transported to the nearest hospital as soon as possible. It was here that he got some time off to relax, and while he observed the sky he could see the ships flying through them. He promised himself that he would one day serve on one.

He returned home once he was healed, to see how his father was doing. When he arrived there he received some terrible news, his father had been murdered in a robbery a few days earlier. George was too shocked to do anything besides visit his fathers former home, he arrived there to see that it had been completely raided. George went to the police and asked them if they had caught the killer yet, the police was very ashamed to tell him that they hadn't pursued him. The nobles had deemed it unnecessary and as such they had dropped it.

George was stunned once more, he had disliked the nobles. But this took away any sympathy he had for them, he went back to his old home. He stayed there for a week to try and sort his live out, eventually he decide to go to the empire and leave his rotten country behind him. George packed up his things and left, never to return. He moved to Desolation as soon as he arrived in the empire.

Once he had reached Desolation however he found that getting a spot on a ship wasn't easy. So he once again took on the job of an air marines, and waited for his time to shine. He also spend whatever free time he had helping with the ships. They were a bit weary of him at first but after a while he was allowed to help with repairing the ships, he picked up many valuable traits here. A couple of years passed, and yesterday he heard of a chance to join a ship. He went to his superior officer, who knew his ambitions. He accepted though a bit hesitantly, he had hoped to keep him in Desolation a bit longer. But George was very happy to hear that he was finally allowed to work on a ship. So he went to Helium city, and he has been assigned to be a part of the HMS Invincible.

Name: Drustan Cynwrig

Age: 30

Gender: Male

Culture: Skyloft (could be Neobeduin, though)
Background: Mercenary
Ship: Either is possible, although the Invincible is much preferred.

Appearance: A tall, massive slab of a man, Drustan stands 6'4" tall, and his massive head of crimson hair only makes him seem taller. Drustan's clothing tends to change semi-regularly, but this is only because he has a habit of ruining clothing in fights and brawls. Typically, he wears some sort of long/trench coat or duster, and they're usually in a dull tone to avoid clashing with his (barely kempt) crimson mane.

Physically, Drustan is a huge person, in both strength and size. On most of his jobs, he gets relegated most of the grunt labor, as he's normally the best suited to the task. He's a loud, imposing man, and he's hardly conspicuous. He takes great pride in his physical self, and this usually manifests in (over)confidence. He's not very narcissistic, he's just glad he is who he is. He's the kind of man, who on appearance alone, can make others either run indoors screaming, or run to him in times of need.

Personality: If Drustan had a single opposite, it would be subtlety. He is gruff and rowdy almost to the point of boisterous, and he only has a middle ground between "obscenely joyous" and "really damn grouchy" when ordered to. He enjoys company, especially if there's drinking involved, and he never turns down free alcohol. Despite his size and appearance, Drustan is a fairly amicable person, and he tends to strike up at least a few friendships whenever he travels somewhere new.

Biography: The life of Drustan Cynwrig, like the man himself, is relatively simple. He left his beloved home in Skyloft for the simple sake of enjoying life and the adventures that make it up. His father was an artisan, known for his versatile skills and intricate creations. His mother was a full-time housewife, largely due to the fact that she gave birth to seven children, of which Drustan was the second oldest. As Drustan grew older, he became less and less attached to his family, even more so than the average teenager. He loved the life he had, and there were no real complaints, but it just seemed like something vital was missing. He said his goodbyes to home, and set off upon an airship to see what had yet to be seen. That was 15 years ago.

While treasure hunting with an airship crew a few years ago, he found the ancient battle axe "El Mak'on D'teth". When they were leaving, the job went south and the cave they were in started collapsing. Drustan held off the falling ceiling almost single-handedly, using D'teth to support areas he wasn't in. His actions saved the lives of the crew, and Drustan decided to keep the axe, believing it could be useful in the future. The blade of the axe is intricately carved, with spirals and whorls decorating the unusually strong metal. (AN: The carvings could be used as an ancient language if need be.)

Drustan's adventures have taken him far and wide, and the vessels he travelled on are just as varied. He doesn't mind, though, because that expands his formidable repertoire of tales. He's done things like wrestling an escaped lion while hanging off a ship by a rope, and led a rebellion of repressed slaves on a skyloft in an attempt to obtain a vintage whiskey. However, he is most famous for his rescue of the HMS Judgement. The tale of the Judgement is a glorious one, but it begins as humbly as you'd expect. Drustan boarded the ship as paid muscle for its voyage, as it was woefully understaffed after a battle with pirates. Three uneventful days passed since setting sail, followed by a cacophony of noise and destruction. In the brief lights between dark and day, Drustan was up on deck, attempting to rid himself of a hangover obtained through an impressive bout of drinking the night before. Also on deck was the leading officer, Jonathan Malkon, and the two were exchanging stories while Drustan was gulping down as much of the wind as humanly possible. When Malkon reached the punchline about a soldier who was stripped naked and hung off the side of the ship, the ground beneath him explode. Drustan grabbed Malkon before he fell off and cradled the captain in his arms while checking for a pulse. He found one, and then tied the man to his back, while staring at the circling pirate ship they fought earlier. Shouting, cursing, and doing whatever it took to wake the crew, Drustan continually checked the captain's vitals and prepared D'teth for the boarding pirates. When the Judgment's crew had been rallied and the pirates were speeding towards them with reckless anticipation, Drustan led the crew of the IAN frigate in making repairs and preparing defenses. Jonathan would whisper something into his ear, and then Drustan would bellow out the order, verbally prodding the view into working towards their own survival. When the pirates began to board the Judgement, Drustan took to the front of the lines, swinging D'teth back and forth, pressing the attackers back to the gangplank before jumping over to their ship before tearing important shit up. Making a dramatic leap to the deck of the Judgement, Drustan continued bellowing orders to the Judgement, working in tandem with the Captain to restore the ship and set a new course back to a friendly city. This particular tale of heroism and resolve has earned him fame through word-of-mouth, and his grandiose retelling in particular has landed him several jobs with Imperial and Imperial-allied vessels.

Currently, Drustan has been cooped up in Helium City for three months, and he's eager to rid himself of the ground beneath his feet and drunken scuffles with the local criminal youth.

Name: James the Mongoose

Age: 20

Gender: Male

Culture: Neobeduin
Background: Beast dancer
Ship: HMS Invincible

Appearance: A tall man, he stands at 6 ft. exactly, with a tanned complexion and lithe build. His blackish brown hair is an unruly mess, and he has small amounts of facial hair, mostly sideburns and a lite mustache. His eyes are a steely grey, and usually betray his emotions. He has very few tattoos, and no scars save the one on his temple. He tries to wear a suit to fit in better, but finds he hates the thing, usually just wearing the tailcoat, an open vest, and black slacks. He carries with him no weapons, preferring to use his bare hands.

Personality: James is a quiet sort, preferring to stick to the back of a room. He has neutral feelings about violence, seeing it as sometimes a necessity. He is arrogant about his ability, if he is fighting a single person he tends to play around with the person, but going quickly when dealing with groups. He's not the wittiest sort, but he has a sense of humor, and can play a harmonica rather well.

Biography: James was born and raised in Helium City, mostly because of his mother. His father hated life there, and did his best to teach his son the ways of a beast dancer, and a hunter. James found he rather liked Beast Dancing, and had a natural aptitude with it. He grew up leading two lives, the hunter and the city boy, and found he could easily tell which one he liked more. He wanted to explore, rather than end up a miner for low wages like his father, and has been looking for the first ticket out since he turned 19 and learned all his dad had to teach him. This opportunity came in when he saw a magnificent ship land in the city, and he stowed away. Turns out it's Imperial, and now he fears for his life.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Reserved for Characters: Pirates[/HEADING]

Name: Roy
Age: 19
Gender: Male
Culture: Neobedouin/Skyfolk
Background: Inventor
Ship: The Mermaid
Appearance: Roy is of medium height and build. He has dark brown unkempt hair that's long enough the get in his eyes all the god damn time but not long enough that he could tie it up. He can usually be seen with a week old stubble. Roy has pale blue eyes and a long scar that starts near his left temple and disappears somewhere in his mess of hair.
He usually wears a simple shirt that might once have been white, a leather west with tinted goggles dangling from one pocket, pants with numerous pockets and oil stains and a leather belt with a wide assortment of tools and other things on it.

Personality: Roy is very calm and laid-back. Nothing ever really seems to bother him much and he seems nearly impossible to anger. When he does get angry though...god help you. He is also very stubborn and doesn't give up until he either succeeds or it blows up in his face.

Biography: Roy was born in a small Neobedouin tribe. When Roy was six his tribe was attacked pirates or slavers and most of them were either imprisoned or killed. Roy tried to flee but one of the slavers hit him across the head with a metal pipe and all went black.

When he woke up some time later he was chained up, in a Skyfolk city, being sold off to a gunsmith, and he couldn't hear a thing. He spent the next five or so years working day and night, putting together all sorts of different guns and rifles. His hearing never returned. Though the work was hard and the hours unbearably long, Roy was able to find some pleasure in it, especially when allowed to work on the more detailed parts. Still, when the opportunity presented itself he escaped, taking his master's weekly earnings with him.

He bough passage on the first airship he came across, flying to another Skyfolk city, and spent what he had left to buy an apprenticeship to an inventor. It took Roy two days to convince the man, Mr. Cirrus, to give him a chance but the inventor eventually agreed. Mr. Cirrus' wife, a performer and a kind-hearted woman, took to teaching Roy how to lip read and speak normally again when she had time. Whatever free time Roy had was spent building gun and practising with them. To compensate for his loss of hearing, Roy has excellent eyesight and is and a dead-eye shot.

Mr. Cirrus was never very fond of Roy's keen interest in guns. Besides, he has a family of his own now so it was about time for Roy to go off looking for his own fortune. He made a deal with a weapons trader, agreeing to work for the man in exchange for passage to Helium City. Once he had arrived and worked off his dept, he spent his time fixing up people's guns for a pint of beer, lunch or a place to spend the night, all the while keeping his eyes open for some more interesting work. And what can be more fun than being a pirate?

Name: Zachary (Zach) Eagle

Age: 18

Gender: Male

Culture: Neobedouin

Background: Outrider

Ship: The Mermaid

Appearance: 5ft 11in tall, copper skinned, handsome, thick mane of long dark hair, decorated with white feathers woven into it, goatee beard, hazel eyes with a scar running down past the left eye, the build of an athlete, lithe and agile, bare chested, with a necklace of Sabre teeth around his neck. He is accompanied by is pet parrot, Oswin, that he picked up on his first visit to Helium City, and that he has trained to speak so it can fly ahead of the ships he serves on and come back with warning of any ships ahead.

Personality: There is never a dull moment with Zach. He is energetic, confident, witty, and the life and soul of every occasion. However, beneath this carefree demeanor he is always watchful and alert for both danger and opportunity (when on lookout, few will spot a ship on the horizon before Zach). Quick to jest and poke fun at others, but when he deems you to be a friend worth fighting for, you'll never find a more fiercely loyal companion.

While Zach responds to most situations with a laugh, a jibe, and a roguish grin, when riled his fury is palpable, and in a fight he's a deadly operator. He can fight at range with his bow and throwing knives, or up close with arm blades. Fast, sure-footed, aggressive and deadly, he was dancing with bears and fighting off ambushes earlier than most. You don't want to be the one to stand in his way or in his sights. He despises conformity and harsh authority, and has no respect for people that allow themselves to be subjugated rather than fight or flee.

Biography: While Zach was born and raised a Neobedouin, he's actually half-Skyfolk as well, having been conceived in a night of drunken passion during a mid-July festival in Helium City. His mother was back on the ground before she knew she was pregnant, and chose not to try and find the father to tell him, and to raise Zach as part of the tribe. To this day, Zach doesn't know this side of his heritage, although he's often noted that he never conformed as easily as the other children.

While skilled and knowledgeable with dirt beneath his feet, Zach has always lusted after the freedom of the sky in a way the rest of his tribe never did, and birds were always his favourite wild animals. Staying on the fringes as an outrider was the natural place for him, as he was restless and bored easily moving at the slower pace of the main caravan. When his tribe once again took to the skies for the mid-July festival, Zach fell head-over-heels in love with the airships and the floating cities, and never went back. For the past two years, he's served on merchant ships, looking out for and defending against pirate raids. However, even in this life he grows bored easily, and now yearns to become a pirate himself. He is currently in Helium City, drinking, whoring, and robbing, in the hope that he will meet pirate captains come ashore who will be impressed with him and will want him to join their crew.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
drmigit2 said:
hiei82 said:
drmigit2 said:
So wait, what happened here? Did you guys lose players?
Yes, that's why we're re-opening recruitment.
I do still have my 2 old sheets. I wouldn't be beyond hopping in I suppose.
I'd be happy to see them; just make any changes you want then re-post them here I guess.
 

drmigit2

New member
Dec 25, 2008
1,195
0
0
Name: Horatio Morgan

Age: 17

Gender: Male

Culture: NeoVictorian High Class
Background: Inventor
Ship: HMS Invincible

Appearance: Horatio wears a traditional coat and top hat combo, with a ring on his left hand index finger for closer inspection on parts. He carries an array of equipment in his trunk, which he carries everywhere. His most distinguished features are his baby blue eyes, which have a spark rarely seen in the oppressive lands he hails from.

Personality: Highly eccentric, he loves making new gadgets and gizmos for people. Though he is normally making weaponry upgrades and doodads for scopes and he attempts to hold his sighs for requests such as those.

Biography: Born in the Everglade, Horatio was not new to the high society and as such, got away with quite a bit. He detested his life as a ruler, wanting to simply play with new toys and have a bit of fun. He had an epiphany when he was threatened to be sent to the Change Cage for the second time. It was time to leave.

Horatio packed his bags and headed straight for the military as a weapons inspector. Soon, he his little upgrades and updates became popular with the soldiers, seeing a survival rate increase he was put on permanent duty as a weapons manufacturer. Inventors are still illegal, but in his current position he can do almost anything he wants. He commands a great deal of respect from those around him despite his weird personality due to his life saving inventions.

Name: Lanna Kea-sight

Age: 15

Gender: Female

Culture: Skyfolk
Background: Inventor
Ship: The Mermaid

Appearance: Lanna is leather clad with gadgets and gizmos all over her suit and goggles. They serve a wide variety of functions though some are just for show. She is famous for never needing anything to store her equipment in because her clothes have slots for all of it. When her magnifying goggles are off, you can see her black eyes and green tinted red hair. It flies back due to her almost constant use of her goggle cap.

Personality: Highly curious and secretive, she takes requests on rare occasions but mostly sits in her office all day going back and forth with tons of papers and creating gadgets to help her or someone she thinks needs it. Most of the steam and explosive weaponry on the ship was made by her at some point and then mass produced elsewhere. She has a bad case for mumbling and being dismissive, though when she does talk it is with an almost unmatched conviction.

Biography: Born to some unknown people of unknown origins, she was discovered an orphan at an early age and brought upon The Mermaid by a part of her crew. She was given the name Kea-sight after the highly intelligent bird due to her constant poking and prodding at things to figure out how they work. She very quickly began immersing herself in studies and came out with her first invention at a young age. A cattle prod of sorts, with a non conductive end at the back and an arcing front that only requires a portable power source and lasts for about three hours. It is weaponized to stun people and was her first attempt at electric weapons.
Fast forward a few years later and now steam weaponry is becoming standard among the crew.

While it is common for steam powered guns to exist, these guns fire steam in concentrated bursts like bullets but in a shotgun blast made for close combat. They don't kill, but they subdue like nothing else and leave their victims painfully burned. Their low maintenance cost and safety on a helium filled balloon made them especially popular with the defense boys. She also works on smaller requests for personalized items, though has recently lost all interest in other people as another inventor is surfacing up himself and looking quite intelligent.

One is an imperial and one is a pirate. I don't mind playing either as they would both be fun. Whatever I gotta change is fine. Probably some back story updating for Lanna but I am probably going to be too busy tonight to get it done.
 

Ruedyn

New member
Jun 29, 2011
2,982
0
0
Name: James the Mongoose

Age: 20

Gender: Male

Culture: Neobeduin
Background: Beast dancer
Ship: HMS Invincible

Appearance: A tall man, he stands at 6 ft. exactly, with a tanned complexion and lithe build. His blackish brown hair is an unruly mess, and he has small amounts of facial hair, mostly sideburns and a lite mustache. His eyes are a steely grey, and usually betray his emotions. He has very few tattoos, and no scars save the one on his temple. He tries to wear a suit to fit in better, but finds he hates the thing, usually just wearing the tailcoat, an open vest, and black slacks. He carries with him no weapons, preferring to use his bare hands.

Personality: James is a quiet sort, preferring to stick to the back of a room. He has neutral feelings about violence, seeing it as sometimes a necessity. He is arrogant about his ability, if he is fighting a single person he tends to play around with the person, but going quickly when dealing with groups. He's not the wittiest sort, but he has a sense of humor, and can play a harmonica rather well.

Biography: James was born and raised in Helium City, mostly because of his mother. His father hated life there, and did his best to teach his son the ways of a beast dancer, and a hunter. James found he rather liked Beast Dancing, and had a natural aptitude with it. He grew up leading two lives, the hunter and the city boy, and found he could easily tell which one he liked more. He wanted to explore, rather than end up a miner for low wages like his father, and has been looking for the first ticket out since he turned 19 and learned all his dad had to teach him. This opportunity came in when he saw a magnificent ship land in the city, and he stowed away. Turns out it's Imperial, and now he fears for his life.
Yeah, I went through three characters and just settled on this one. Tell me if I messed something up.

Edited to include Stowing away.
 

NinjaDeathSlap

Leaf on the wind
Feb 20, 2011
4,474
0
0
hiei82 said:
I like the sound of this. I'm not familiar with the literature this is based on, so tell me if anything I've written is out of place.

Name: Zachary (Zach) Eagle

Age: 18

Gender: Male

Culture: Neobedouin

Background: Outrider

Ship: The Mermaid

Appearance: 5ft 11in tall, copper skinned, handsome, thick mane of long dark hair, decorated with white feathers woven into it, goatee beard, hazel eyes with a scar running down past the left eye, the build of an athlete, lithe and agile, bare chested, with a necklace of Sabre teeth around his neck. He is accompanied by is pet parrot, Oswin, that he picked up on his first visit to Helium City, and that he has trained to speak so it can fly ahead of the ships he serves on and come back with warning of any ships ahead.

Personality: There is never a dull moment with Zach. He is energetic, confident, witty, and the life and soul of every occasion. However, beneath this carefree demeanor he is always watchful and alert for both danger and opportunity (when on lookout, few will spot a ship on the horizon before Zach). Quick to jest and poke fun at others, but when he deems you to be a friend worth fighting for, you'll never find a more fiercely loyal companion.

While Zach responds to most situations with a laugh, a jibe, and a roguish grin, when riled his fury is palpable, and in a fight he's a deadly operator. He can fight at range with his bow and throwing knives, or up close with arm blades. Fast, sure-footed, aggressive and deadly, he was dancing with bears and fighting off ambushes earlier than most. You don't want to be the one to stand in his way or in his sights. He despises conformity and harsh authority, and has no respect for people that allow themselves to be subjugated rather than fight or flee.

Biography: While Zach was born and raised a Neobedouin, he's actually half-Skyfolk as well, having been conceived in a night of drunken passion during a mid-July festival in Helium City. His mother was back on the ground before she knew she was pregnant, and chose not to try and find the father to tell him, and to raise Zach as part of the tribe. To this day, Zach doesn't know this side of his heritage, although he's often noted that he never conformed as easily as the other children.

While skilled and knowledgeable with dirt beneath his feet, Zach has always lusted after the freedom of the sky in a way the rest of his tribe never did, and birds were always his favourite wild animals. Staying on the fringes as an outrider was the natural place for him, as he was restless and bored easily moving at the slower pace of the main caravan. When his tribe once again took to the skies for the mid-July festival, Zach fell head-over-heels in love with the airships and the floating cities, and never went back. For the past two years, he's served on merchant ships, looking out for and defending against pirate raids. However, even in this life he grows bored easily, and now yearns to become a pirate himself. He is currently in Helium City, drinking, whoring, and robbing, in the hope that he will meet pirate captains come ashore who will be impressed with him and will want him to join their crew.

Edit: I've quoted you now after I saw your post about wanting to be quoted if we want feedback.
 

deathbydeath

New member
Jun 28, 2010
1,363
0
0
Oh shit! ~13 hours in and someone already gets banned!

In all seriousness, could I just reenter the character I originally entered and hope that you acquired taste in the meantime (bad joke, I apologize).

I never got feedback for him, so I don't know if I need to tweak the sheet or not.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
deathbydeath said:
Oh shit! ~13 hours in and someone already gets banned!

In all seriousness, could I just reenter the character I originally entered and hope that you acquired taste in the meantime (bad joke, I apologize).

I never got feedback for him, so I don't know if I need to tweak the sheet or not.
Don't see any reason you can't. Most of the characters last go around were good; there was just a limit to how many people could play (Wenseph and I can't keep track of every person who submitted)

In any event:

[HEADING=2]I will give feedback to anyone who wants it - just quote me so I see the character sheet[/HEADING]

[HEADING=2]and include a note that says you want feedback.[/HEADING]
 

deathbydeath

New member
Jun 28, 2010
1,363
0
0
hiei82 said:
Don't see any reason you can't. Most of the characters last go around were good; there was just a limit to how many people could play (Wenseph and I can't keep track of every person who submitted)

In any event:

[HEADING=2]I will give feedback to anyone who wants it - just quote me so I see the character sheet[/HEADING]

[HEADING=2]and include a note that says you want feedback.[/HEADING]
Okay, will do.

hei82 said:
Yo dawg, I heard you like quotes, so I put a sheet by yo' quote, so you can take notes while getting a note.

Name: Drustan Cynwrig

Age: 30

Gender: Male

Culture: Skyloft (could be Neobeduin, though)
Background: Mercenary
Ship: Either is possible, although the Mermaid is more likely.

Appearance: A tall, massive slab of a man, Drustan stands 6'4" tall, and his massive head of crimson hair only makes him seem taller. Drustan's clothing tends to change semi-regularly, but this is only because he has a habit of ruining clothing in fights and brawls. Typically, he wears some sort of long/trench coat or duster, and they're usually in a dull tone to avoid clashing with his (barely kempt) crimson mane.

Physically, Drustan is a huge person, in both strength and size. On most of his jobs, he gets relegated most of the grunt labor, as he's normally the best suited to the task. He's a loud, imposing man, and he's hardly conspicuous. He takes great pride in his physical self, and this usually manifests in (over)confidence. He's not very narcissistic, he's just glad he is who he is. He's the kind of man, who on appearance alone, can make others either run indoors screaming, or run to him in times of need.

Personality: If Drustan had a single opposite, it would be subtlety. He is gruff and rowdy almost to the point of boisterous, and he only has a middle ground between "obscenely joyous" and "really damn grouchy" when ordered to. He enjoys company, especially if there's drinking involved, and he never turns down free alcohol. Despite his size and appearance, Drustan is a fairly amicable person, and he tends to strike up at least a few friendships whenever he travels somewhere new.

Biography: The life of Drustan Cynwrig, like the man himself, is relatively simple. He left his beloved home in Skyloft for the simple sake of enjoying life and the adventures that make it up. His father was an artisan, known for his versatile skills and intricate creations. His mother was a full-time housewife, largely due to the fact that she gave birth to seven children, of which Drustan was the second oldest. As Drustan grew older, he became less and less attached to his family, even more so than the average teenager. He loved the life he had, and there were no real complaints, but it just seemed like something vital was missing. He said his goodbyes to home, and set off upon an airship to see what had yet to be seen, that was 15 years ago. While treasure hunting with an airship crew a fe years ago, he found the ancient battle axe "El Mak'on D'teth". When they were leaving, the job went south and the cave they were in started collapsing. Drustan held off the falling ceiling almost single-handedly, using D'teth to support areas he wasn't in. His actions saved the lives of the crew, and Drustan decided to keep the axe, believing it could be useful in the future.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
deathbydeath said:
Name: Drustan Cynwrig

Age: 30

Gender: Male

Culture: Skyloft (could be Neobeduin, though)
Background: Mercenary
Ship: Either is possible, although the Mermaid is more likely.

Appearance: A tall, massive slab of a man, Drustan stands 6'4" tall, and his massive head of crimson hair only makes him seem taller. Drustan's clothing tends to change semi-regularly, but this is only because he has a habit of ruining clothing in fights and brawls. Typically, he wears some sort of long/trench coat or duster, and they're usually in a dull tone to avoid clashing with his (barely kempt) crimson mane.

Physically, Drustan is a huge person, in both strength and size. On most of his jobs, he gets relegated most of the grunt labor, as he's normally the best suited to the task. He's a loud, imposing man, and he's hardly conspicuous. He takes great pride in his physical self, and this usually manifests in (over)confidence. He's not very narcissistic, he's just glad he is who he is. He's the kind of man, who on appearance alone, can make others either run indoors screaming, or run to him in times of need.

Personality: If Drustan had a single opposite, it would be subtlety. He is gruff and rowdy almost to the point of boisterous, and he only has a middle ground between "obscenely joyous" and "really damn grouchy" when ordered to. He enjoys company, especially if there's drinking involved, and he never turns down free alcohol. Despite his size and appearance, Drustan is a fairly amicable person, and he tends to strike up at least a few friendships whenever he travels somewhere new.

Biography: The life of Drustan Cynwrig, like the man himself, is relatively simple. He left his beloved home in Skyloft for the simple sake of enjoying life and the adventures that make it up. His father was an artisan, known for his versatile skills and intricate creations. His mother was a full-time housewife, largely due to the fact that she gave birth to seven children, of which Drustan was the second oldest. As Drustan grew older, he became less and less attached to his family, even more so than the average teenager. He loved the life he had, and there were no real complaints, but it just seemed like something vital was missing. He said his goodbyes to home, and set off upon an airship to see what had yet to be seen, that was 15 years ago. While treasure hunting with an airship crew a fe years ago, he found the ancient battle axe "El Mak'on D'teth". When they were leaving, the job went south and the cave they were in started collapsing. Drustan held off the falling ceiling almost single-handedly, using D'teth to support areas he wasn't in. His actions saved the lives of the crew, and Drustan decided to keep the axe, believing it could be useful in the future.
Not bad; a few things to say.

1) Might want to expand on the biography to explain how you ended up looking for a new crew in Helium City.

2) Would like to know more about the battle axe; and feel free to include information Drustan doesn't know. I say this so it can be used as a plot device if needed while maintaining the ideas you had in mind for it.

3)If you were thinking about the Imperial side, then you might want to add some reasons for the Imperials to hire you (we are, after all, a bunch of stuck-up, snooty, Victorian era, Englishmen/women ^_^)

4) If you were thinking Pirate side... um... does he know any drinking songs? (he seems rather pirate side already to me so I don't have anything to really add here)
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
ruedyn said:
Name: James the Mongoose

Age: 20

Gender: Male

Culture: Neobeduin
Background: Beast dancer
Ship: HMS Invincible

Appearance: A tall man, he stands at 6 ft. exactly, with a tanned complexion and lithe build. His blackish brown hair is an unruly mess, and he has small amounts of facial hair, mostly sideburns and a lite mustache. His eyes are a steely grey, and usually betray his emotions. He has very few tattoos, and no scars save the one on his temple. He tries to wear a suit to fit in better, but finds he hates the thing, usually just wearing the tailcoat, an open vest, and black slacks. He carries with him no weapons, preferring to use his bare hands.

Personality: James is a quiet sort, preferring to stick to the back of a room. He has neutral feelings about violence, seeing it as sometimes a necessity. He is arrogant about his ability, if he is fighting a single person he tends to play around with the person, but going quickly when dealing with groups. He's not the wittiest sort, but he has a sense of humor, and can play a harmonica rather well.

Biography: James was born and raised in Helium City, mostly because of his mother. His father hated life there, and did his best to teach his son the ways of a beast dancer, and a hunter. James found he rather liked Beast Dancing, and had a natural aptitude with it. He grew up leading two lives, the hunter and the city boy, and found he could easily tell which one he liked more. He wanted to explore, rather than end up a miner for low wages like his father, and has been looking for the first ticket out since he turned 19 and learned all his dad had to teach him.
Yeah, I went through three characters and just settled on this one. Tell me if I messed something up.
I like the character, but I'd like to know how he went from Neobeduin Beast Dancer who wants out of Helium to Imperial Sailor. Did he meet an Imperial Officer who set him on the "Right Path" (@Mermaid_Crew: I know, I know; laugh it up you pirate scum)? Did he see the giant, gilded, Imperial frigates and think "that's where I want to be"? Or is he planning on the more subtle approach - stowing away on the first ship he can find, and he just picked the right/wrong boat? Or of course some other idea.

Otherwise; I like the character a lot (what is it with Steampunk games that brings out the interesting characters?)
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
NinjaDeathSlap said:
Name: Zachary (Zach) Eagle

Age: 18

Gender: Male

Culture: Neobedouin

Background: Outrider

Ship: The Mermaid

Appearance: 5ft 11in tall, copper skinned, handsome, thick mane of long dark hair, decorated with white feathers woven into it, goatee beard, hazel eyes with a scar running down past the left eye, the build of an athlete, lithe and agile, bare chested, with a necklace of Sabre teeth around his neck.

Personality: There is never a dull moment with Zach. He is energetic, confident, witty, and the life and soul of every occasion. However, beneath this carefree demeanor he is always watchful and alert for both danger and opportunity (when on lookout, few will spot a ship on the horizon before Zach). Quick to jest and poke fun at others, but when he deems you to be a friend worth fighting for, you'll never find a more fiercely loyal companion.

While Zach responds to most situations with a laugh, a jibe, and a roguish grin, when riled his fury is palpable, and in a fight, he's often the first into the breach. He can fight at range with his bow and throwing knives, or up close with arm blades. Fast, sure-footed, aggressive and deadly, he was dancing with bears and fighting off ambushes earlier than most. You don't want to be the one to stand in his way. He despises conformity and harsh authority, and has no respect for people that allow themselves to be subjugated rather than fight or flee.

Biography: While Zach was born and raised a Neobedouin, he's actually half-Skyfolk as well, having been conceived in a night of drunken passion during a mid-July festival in Helium city. His mother was back on the ground before she knew she was pregnant, and chose not to try and find the father to tell him, and to raise Zach as part of the tribe. To this day, Zach doesn't know this side of his heritage, although he's often noted that he never conformed as easily as the other children.

While skilled and knowledgeable with dirt beneath his feet, Zach has always lusted after the freedom of the sky in a way the rest of his tribe never did, and birds were always his favorite wild animals. Staying on the fringes as an outrider was the natural place for him, as he was restless and bored easily moving at the slower pace of the main caravan. When his tribe once again took to the skies for the mid-July festival, Zach fell head-over-heels in love with the airships and the floating cities, and never went back. For the past two years, he's served on merchant ships, looking out for and defending against pirate raids. However, even in this life he grows bored easily, and now yearns to become a pirate himself. He is currently in High Tortuga, drinking and brawling, in the hope that he will meet pirate captains come ashore who will be impressed with him and will want him to join their crew.

Edit: I've quoted you now after I saw your post about wanting to be quoted if we want feedback.
Sadly, quotes don't work that way, but I happened to be looking back so it didn't matter ^_^

I'm on the Imperial side, so take what I say with a grain of salt - Wenseph would, should, and can overrule anything I say on Non-imp characters, but here's my thoughts.

1) God I don't want to run into Zach in a dark alley.

2) Fun character; I feel like he needs a pet parrot to complete and evidence the bird loving (alternatively some other bird)

3) "He is currently in High Tortuga, drinking and brawling, in the hope that he will meet pirate captains come ashore who will be impressed with him and will want him to join their crew." May want to change that to Helium City - that's where the ships are now.

4)Does he want to find his father at all, or is that just some background - I'm not sure from my reading of the character.

5) Aside from being big, gruff, and strong (and apparently joyous), are there any special skills he has? Not a needed change in any way, just might be something interesting to add.

Otherwise; I like him. Still don't want to meet him in a dark alley way but I like him.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
drmigit2 said:
Name: Horatio Morgan

Age: 17

Gender: Male

Culture: NeoVictorian High Class
Background: Inventor
Ship: HMS Invincible

Appearance: Horatio wears a traditional coat and top hat combo, with a ring on his left hand index finger for closer inspection on parts. He carries an array of equipment in his trunk, which he carries everywhere. His most distinguished features are his baby blue eyes, which have a spark rarely seen in the oppressive lands he hails from.

Personality: Highly eccentric, he loves making new gadgets and gizmos for people. Though he is normally making weaponry upgrades and doodads for scopes and he attempts to hold his sighs for requests such as those.

Biography: Born in the Everglade, Horatio was not new to the high society and as such, got away with quite a bit. He detested his life as a ruler, wanting to simply play with new toys and have a bit of fun. He had an epiphany when he was threatened to be sent to the Change Cage for the second time. It was time to leave.

Horatio packed his bags and headed straight for the military as a weapons inspector. Soon, he his little upgrades and updates became popular with the soldiers, seeing a survival rate increase he was put on permanent duty as a weapons manufacturer. Inventors are still illegal, but in his current position he can do almost anything he wants. He commands a great deal of respect from those around him despite his weird personality due to his life saving inventions.

Name: Lanna Kea-sight

Age: 15

Gender: Female

Culture: Skyfolk
Background: Inventor
Ship: The Mermaid

Appearance: Lanna is leather clad with gadgets and gizmos all over her suit and goggles. They serve a wide variety of functions though some are just for show. She is famous for never needing anything to store her equipment in because her clothes have slots for all of it. When her magnifying goggles are off, you can see her black eyes and green tinted red hair. It flies back due to her almost constant use of her goggle cap.

Personality: Highly curious and secretive, she takes requests on rare occasions but mostly sits in her office all day going back and forth with tons of papers and creating gadgets to help her or someone she thinks needs it. Most of the steam and explosive weaponry on the ship was made by her at some point and then mass produced elsewhere. She has a bad case for mumbling and being dismissive, though when she does talk it is with an almost unmatched conviction.

Biography: Born to some unknown people of unknown origins, she was discovered an orphan at an early age and brought upon The Mermaid by a part of her crew. She was given the name Kea-sight after the highly intelligent bird due to her constant poking and prodding at things to figure out how they work. She very quickly began immersing herself in studies and came out with her first invention at a young age. A cattle prod of sorts, with a non conductive end at the back and an arcing front that only requires a portable power source and lasts for about three hours. It is weaponized to stun people and was her first attempt at electric weapons.
Fast forward a few years later and now steam weaponry is becoming standard among the crew.

While it is common for steam powered guns to exist, these guns fire steam in concentrated bursts like bullets but in a shotgun blast made for close combat. They don't kill, but they subdue like nothing else and leave their victims painfully burned. Their low maintenance cost and safety on a helium filled balloon made them especially popular with the defense boys. She also works on smaller requests for personalized items, though has recently lost all interest in other people as another inventor is surfacing up himself and looking quite intelligent.

One is an imperial and one is a pirate. I don't mind playing either as they would both be fun. Whatever I gotta change is fine. Probably some back story updating for Lanna but I am probably going to be too busy tonight to get it done.
Okay; since I've reviewed all the other characters, I may as well review yours.

For Horatio:
1) I didn't really follow the first paragraph of the biography; could you elaborate. What was his "epiphany"?, If he was "born to high society" in Everglade, how was he "not new to high society"... I don't follow what you're trying to say.

2) Why is he in Helium City

Otherwise, I like the character and he'd be a good fit (though he might have some overlap with an NPC)

For Lanna:
1) I have no problems with Lanna, though Wenseph overrules me on Pirates. You might want to have her either raised on a different ship which she later left (All baby birds must one day leave the nest). Alternatively, she could have always been on the Mermaid, but was just in the background until now. That's something you will need to work out with Wenseph.

Otherwise; good characters (as always)
 

NinjaDeathSlap

Leaf on the wind
Feb 20, 2011
4,474
0
0
hiei82 said:
NinjaDeathSlap said:
Name: Zachary (Zach) Eagle

Age: 18

Gender: Male

Culture: Neobedouin

Background: Outrider

Ship: The Mermaid

Appearance: 5ft 11in tall, copper skinned, handsome, thick mane of long dark hair, decorated with white feathers woven into it, goatee beard, hazel eyes with a scar running down past the left eye, the build of an athlete, lithe and agile, bare chested, with a necklace of Sabre teeth around his neck.

Personality: There is never a dull moment with Zach. He is energetic, confident, witty, and the life and soul of every occasion. However, beneath this carefree demeanor he is always watchful and alert for both danger and opportunity (when on lookout, few will spot a ship on the horizon before Zach). Quick to jest and poke fun at others, but when he deems you to be a friend worth fighting for, you'll never find a more fiercely loyal companion.

While Zach responds to most situations with a laugh, a jibe, and a roguish grin, when riled his fury is palpable, and in a fight, he's often the first into the breach. He can fight at range with his bow and throwing knives, or up close with arm blades. Fast, sure-footed, aggressive and deadly, he was dancing with bears and fighting off ambushes earlier than most. You don't want to be the one to stand in his way. He despises conformity and harsh authority, and has no respect for people that allow themselves to be subjugated rather than fight or flee.

Biography: While Zach was born and raised a Neobedouin, he's actually half-Skyfolk as well, having been conceived in a night of drunken passion during a mid-July festival in Helium city. His mother was back on the ground before she knew she was pregnant, and chose not to try and find the father to tell him, and to raise Zach as part of the tribe. To this day, Zach doesn't know this side of his heritage, although he's often noted that he never conformed as easily as the other children.

While skilled and knowledgeable with dirt beneath his feet, Zach has always lusted after the freedom of the sky in a way the rest of his tribe never did, and birds were always his favorite wild animals. Staying on the fringes as an outrider was the natural place for him, as he was restless and bored easily moving at the slower pace of the main caravan. When his tribe once again took to the skies for the mid-July festival, Zach fell head-over-heels in love with the airships and the floating cities, and never went back. For the past two years, he's served on merchant ships, looking out for and defending against pirate raids. However, even in this life he grows bored easily, and now yearns to become a pirate himself. He is currently in High Tortuga, drinking and brawling, in the hope that he will meet pirate captains come ashore who will be impressed with him and will want him to join their crew.

Edit: I've quoted you now after I saw your post about wanting to be quoted if we want feedback.
Sadly, quotes don't work that way, but I happened to be looking back so it didn't matter ^_^

I'm on the Imperial side, so take what I say with a grain of salt - Wenseph would, should, and can overrule anything I say on Non-imp characters, but here's my thoughts.

1) God I don't want to run into Zach in a dark alley.

2) Fun character; I feel like he needs a pet parrot to complete and evidence the bird loving (alternatively some other bird)

3) "He is currently in High Tortuga, drinking and brawling, in the hope that he will meet pirate captains come ashore who will be impressed with him and will want him to join their crew." May want to change that to Helium City - that's where the ships are now.

4)Does he want to find his father at all, or is that just some background - I'm not sure from my reading of the character.

5) Aside from being big, gruff, and strong (and apparently joyous), are there any special skills he has? Not a needed change in any way, just might be something interesting to add.

Otherwise; I like him. Still don't want to meet him in a dark alley way but I like him.
1) He's not all that aggressive really. He'll rob you blind as soon as look at you, but you have to work pretty hard to really piss him off.

2) I was thinking that when I was making the character sheet, but I left it out because I wasn't sure if it would be allowed. A parrot could also help him by scouting ahead for danger or targets.

3) Will do.

4) Yes, but it's more of a long-term dream than a priority. He wonders where he came from in that regard, and whether or not it could give him any answers as to why he is the way he is, but at the same time he doesn't brood over it, and he accepted some time ago that whoever his father is is long gone, and even if they ever met they wouldn't know each-other.

5) He's more of an agility/marksmanship kind of guy than brute strength. Firstly he is an excellent spotter and tracker. He grew up having to be able to spot threats to the tribe as an outrider, and having to hunt them without becoming the hunted himself. These skills transitioned to the air as well. Give him a good view and he'll spot a ship long before anyone else, and make a snap judgement as to weather it's an enemy, a friend, or a target. When it comes to combat, he's a dead shot with his bow and knives (he can use gunpowder weapons as well, but he prefers bows and knives because they're quieter, more reliable, and faster to fire).

Edit: Made a few edits to my character sheets now, thanks for the feedback! :)