I kinda feel bad...I got talking to him on Steam, and because I was reworking my sheet I asked if I could tie it to his, he said yes, I made a note of that when I reposted it...and now this. I can't help but feel a little responsible.
And almost everyone is a Sky Pirate Mercenary. Not that that's a bad thing though; I know we all loved firefly.
DM, if this is becomes an issue I'll change my character to be in the High Guard, but I'd like some PCs to play off. So holla at me if you want to make a Hipereon Squad or something; Full Metal Jacket is up there too.
Incidentally DM; Steam Punk Electric Guitars? Creedence Clearwater Revival? no?
DM, if this is becomes an issue I'll change my character to be in the High Guard, but I'd like some PCs to play off. So holla at me if you want to make a Hipereon Squad or something; Full Metal Jacket is up there too.
JokeyBoyJordan pointed out that making up inputing lore or magic might not be a good idea but I'd like a comment from you about it if you dont mind. I can take away the familiar type character if you like though. Or make it less involoved.
I think i might submit another character. A non-Pirate one, though nothing wrong with a group of pirates (indeed i do love Firefly). I'd just like to throw in some diversity.
Either one who makes it in would be fine... if either makes it into the RP.
It'll be up tonight.
Pppfffffffhhhhhh, may as well begin at the top. 1st, the magic, light, dark and elemental (Which is Fire, ice, and lightning. All elementalists can use these based on power. See spell list, they're in order by power). No such thing as earth magic. Revise please.
No such thing as enchanting for us mortals, the gods and demons yes. The closest thing is spirit binding to a steam man machine. And only a highly experienced magically adept person with years of training can preform such a task.
Can turn into a white furred camiro to fight and is as nimble as a cat while still being incredible strong and fast even for a camiro. When travelling she usually takes this form. When in her camiro form she can also communicate via mind-link with Garen.
Call me as blunt as a club, but no.
I'll allow everything else though. Await final results sometime next week / weekend. I'm not going to be rushing into this.
I spent some time looking at this thread, thinking "hey, wouldn't it be cool if there was a character like this! If I was on it, I would be that guy." And then, before I knew it, I'd written 850 odd words about him in Word. "What have I to lose?", I thought.
Pppfffffffhhhhhh, may as well begin at the top. 1st, the magic, light, dark and elemental (Which is Fire, ice, and lightning. All elementalists can use these based on power. See spell list, they're in order by power). No such thing as earth magic. Revise please.
No such thing as enchanting for us mortals, the gods and demons yes. The closest thing is spirit binding to a steam man machine. And only a highly experienced magically adept person with years of training can preform such a task.
Can turn into a white furred camiro to fight and is as nimble as a cat while still being incredible strong and fast even for a camiro. When travelling she usually takes this form. When in her camiro form she can also communicate via mind-link with Garen.
Call me as blunt as a club, but no.
I'll allow everything else though. Await final results sometime next week / weekend. I'm not going to be rushing into this.
Ouch that hurt. Kinda like a club to the stomach. Uleth is the Earth kingdom correct? I kinda assumed that earth was an element therefore part of elemental magic >.>
In anycase I might revise him quite a bit and get rid of Dreyard. seeing as the only RP I've ever been involved in was a WAOA rp, playing with a familiar/character who is fiancee might be a little difficult for me to grasp anyway.
Was just in a more get to the point mood. All day trying to motivate myself to check the sheets and write more history and such. And I only did the first bit.
Tomorrow should be a good day to do so though, provided my old man isn't planing anything. (Holiday tomorrow).
Was just in a more get to the point mood. All day trying to motivate myself to check the sheets and write more history and such. And I only did the first bit.
Tomorrow should be a good day to do so though, provided my old man isn't planing anything. (Holiday tomorrow).
Ah np. I know how you're feeling all to well lol. I'll await your next history segment then. Depending on what it is I might just write a whole different character, or maybe change his nationality.
Abilities / Talents: While she has a low magical aptitude she has mastered a difficult tome that allows the user to generate heat equivalent to that made by an arc welder with her finger, she uses this to conduct repairs in the field that would normally need to be done in a work shop. This supports her high technical aptitude and allows her to create new inventions and tinker quite easily, as well as help out as a field mechanic. She also knows a spell to bend metal, but she isn't very proficient and it tires her out quickly. Rather she tends to use her fire spell to heat metal and a hammer to bend it into shape. She knows the fire spell by heart and doesn't need a tome.
Weapons:
The standard sidearm of the Hipereon enlisted soldiers, modified with a more ergonomic handle and to fire .44 cal rounds
Armor: None
Equipment:
On top of her specialised magical ability she carries a high quality multi tool given to her by her father when she was accepted as a mechanical apprentice.
She carries a normal smithing hammer for emergency repairs
Kalley used to work on the Barro-cycles for the Hipereon military. Over the course of her tour of duty she collected parts of decommissioned cycles. Once she had enough scrap and parts she built her own vehicle which she uses to get around the sky ports and tinkers with when she needs an anchor.
Appearance: Kalley has short red hair, green eyes and a fair complexion. She is 5' 6? tall and has a light build. She is normally seen wearing a beige overall with the top half hanging off a belt around her waist and a orange tank top, normally covered with a greasy hand smear. Her hammer, multi tool and a set of leather forging glovers hang off her left hip and a small zip bag full of small common spare parts on her right. Her pistol is in a leather holster strapped to her left leg. On her head she has a set of biker's googles over her head, these have a set of flip-down covers so she can weld. She always wears a pair of riding boots. When she goes out on her chopper she wears a brown leather trench coat, a cream scarf and black leather pants. The coat has a corprals insignia on the left arm and the engineering corps' insignia on the right.
Personality: Kalley can be quite cynical and doubts peoples motives. She often sets traps; the Sky Pirates have learnt to respect these abilities through personal experience. She can come across as lazy and aloof, often found in a hammock in the corner of her work station, but when she's given a job she does it with enthusiasm.
If we said Tsundere type we wouldn't be too far off, but generally more approachable and joyful than the standard for the archetype.
Bio: Kalley Ashford was born to a farmer family in the Northern Provence of the Hipereon Empire. Her homestead was close to a military scrapyard and as a child she would often sneak away and play in there; much to the dismay of her parents. She noticed how her family toiled in the farms and eventually decided to craft machinery to help them out. At first they were stupid little contraptions that were composed on a mess of cogs and pipes that simply happened to fit together. However as she continued to rip apart old machines she gained a working knowledge. When she was twelve she built a rudimentary tractor, reducing the cost of feeding work horses. After this she started her making her own designs, but found that she lacked the required equipment, so she learned a powerful tome. Many unintentional explosions and lost hair later she perfected the spell's incantation and essentially had arc welder hands. At fourteen she completed an ?auto harvester? that would attach to the back of the now heavily modified tractor, reducing the amount of man hours to harvest a field and allowing her family to expand their fields.
Their land lord, impressed, used them as an example for the other tenants of his holds. When a certain noble general was touring the Ashfords farm he noticed the equipment used decommissioned military spare parts. The family was arrested for theft of state property. When they found out that the inventor was a fourteen year old girl a general in the High Guard offered her family freedom in exchange for custody of Kalley, who explained that she would be apprenticed to one of the best Mechans in Lightwatch.
She apprenticed under him for four years, during which time she improved her forging. After that time she was conscripted; working as part of the engineering corps in the High Guard. As the Republic began their initial campaign against the Hipereon boarder she was assigned to the recovery effort and AA defence. As her rank steadily increased she had increasing contact with the higher echelons of the military. She became disillusioned as the royalists make it more and more difficult to source supplies for repairs, all the while her comrades were getting killed because the defence cannons weren't able to get the correct spare parts.
During this time she considered the subtext of the conflict; that she and her friends were pawns in this game that the gods were playing. She began to question the laws preventing the modification of the Heaven Schematics and even put forth a design for a Steam Man that was essentially a weapons platform and had the potential to end the conflict with the Glorinst Republic. She was reprimanded and demoted after she pushed the issue. She believes in the Gods but rather thinks that they should stay out of mortal affairs, rejected them and their doctrine, as well as those that follow it.
When the opportunity presented itself she went AWOL and ran off to the nearest airport. A captain of a Sky Pirate ship noticed the workmanship of her unusual Barro-cycle and after a discussion offered her a place on his ship. She accepted and has spent a year with them.
Some of the things (Like committing the spell tome to memory) that haven't been quite set in stone can be altered and the character can still work, but its like the one spell tome so I figured it wouldn't break it too much. Let me know, I can always change it to a mini blow torch I suppose.
Abilities / Talents: Evangeline is extremely acrobatic and athletic able to climb and leap well even in difficult situations. In addition she is a skilled grappler and very good at close quarters combat. While Evangeline knows how to use a wide verity of weapons she never really specialized in any one being more a dirty brawler then a technically skilled warrior (she's more comfortable with a chair then a spear).
Evangeline also knows the very basics of piloting airships of various sizes though not much more. On the other hand she is a very skilled glider. Evangeline used to know a bit about lock picking as well, though those skills have mostly atrophied.
Weapons: Optimal combat load:
A quintet of bayonet knifes, simple and plain but well kept
A spring gun
A light fragmentation grenade and a pair of smoke grenades
Armor: Both Evangeline's occupation and method of combat do not encourage much armor, but she still wears some. A simple jerkin of padded leather and matching shin pads provides a small amount of protection along with a folded leather headband.
Equipment: A pair of gloves with extra grip on the palms, the fingers are cut out and the knuckles studded. Grip boots. An equipment/climbing harness. A spring deploying glider pack (often discarded after deployed). Her left gauntlet has a spool of spider silk string on it, the spool has a spring to keep it wound up normally and the string ends with a small metal ring. A pair of collapsible grappling hooks. A length of silk rope. A pair of goggles.
Appearance: Evangeline is rather short with a slim wiry figure. She also looks rather boyish; still distinctively feminine in casual attire, but it would take very little effort for her to disguise herself as male. For all that though she has a rather rounded face and a small nose. Her hair is black and cut to about ear length, any attempts to stylize it are usually undone though as it seems to be perpetually windblown and wild(Evangeline herself gave up long ago). Evangeline's eyes are a dull amber in color.
Personality: Evangeline puts up a good show of being fun loving and 'just one of the guys' but inside she can't stop herself from tending to be rather grim and serious about absolutely everything, though she isn't completely immune to a good time. Evangeline also puts a lot into her appearance of being a tough person whom little effects, but she has a surprisingly deep well of compassion and sensitivity that she does everything to keep buried. Evangeline can be fiercely protective of those that she cares for, especially Rez Tereth.
Evangeline absolutely detests violence, though she acknowledges it's necessity. Still, the fact that she has grown so adept at it is something that weighs heavily on her in her darker hours. Evangeline is a very private person though she has well honed her ability to project the exact opposite.
One of Evangeline's greatest fears is to lose everything she has worked so hard to earn and be reduced to the poor condition she started life in.
Bio: Evangeline was born near the very gutter of Hyperion's capitol amongst a clutch of brothers, it wasn't long before she was running the streets with many of the other poor children. Even as a youth Evangeline used her climbing and jumping skills to enact small burglaries among the slums. However, much of her life changed when a new child appeared. The young royalist named Rez Tereth absolutely fascinated Evangeline along with how he disliked his rich life almost as much as Evangeline hated her poor one.
As Evangeline grew up she eventually believed that she had come to love Rez (though she never let on) and when he told her of his intention to run away and become a sky pirate she didn't even hesitate to follow him in the endeavor.
Evangeline became one of the first and most determined of the scorchers, silently promising to do whatever it would take to make the pirate group succeed. To that end Evangeline became what was known as a 'leaper' a pirate specially trained in the (extremely dangerous) art of literally jumping from an airborne airship or fighter onto a target (sometimes even another airship) to engage the enemy crew in hand to hand combat. It was in this capacity that she earned her nickname (which she hates but cant get people to stop) for her terrorizing cry that she lets out when pouncing from above or leading her small troupe.
Over the years Evangeline has come to realize that her girlish crush on Rez was just that, a crush. She has since moved on, but still considers him one of her only true friends and would still do just about anything for him.
All done. If there's anything I need to change then just go ahead and tell me.
Name: Sir Issac Steel Age: 28 Gender: Male Nationality: Hipereon -- Mechan Faith: Light (devote) Magic:-- Abilities / Talents: Former Child Prodigy, Genius level I.Q., Photographic memory, Affinity towards Steam-men, Steam-men have a weird attraction towards Issac, Turn useless parts into beautiful creations, Master Tinkerer/Inventor/engineer, Proficient in using tools as weapons, Decent at drawing up schematics. Due to his photographic memory knows an array of textbook information ( medical care, Botany, cooking, etc ...but with no real "field time" in most areas)
Weapons: His tool-set has saved his life on more then one occasion from spies and experimental devices
Armor: His lab coat is re-enforced with a steel weave (experiment of his own design) on the inside. Other then that it is heavily thick flame-retardant cloth , With any luck it may stop a bullet (or not).
Equipment: Lab coat, Goggles, heavy duty factory gloves, Tool-set, Custom built War Bike, Experimental devices, grapple gun (Harpoon steam pistol), Sir Fredrick (a steam-man assistant),
Appearance: 5'10" very lean build, Dirty blonde hair,
Personality: Curiosity killed the cat, and most likely he'll be next.
Bio: Issac spent his youth in the rural farming community of Ironfields. His father was the local black smith. Though his shop (forge) was set up for steam-man repairs (by Issac's great, great.. etc grandpa). Though the community had a hand full of old steam-men; They believed in hard work of human labor. Most "broken" steam-men ended up as scarecrows.
While other children played soldier and nurse, Issac would hangout with the steam-men as they worked or reading his family's books on steam-men (and schematics). Other kids asked wooden swords and dolls, Issac asked for books and parts. His 3 brothers and 2 sisters always made fun of him for being a weird bookworm.
By age 6 he had fixed all the town's scarecrows. Man & machine worked side by side; accomplishing more then just man or just machine could do. By age 7 he figured out a water irrigation system to increase food production and designed what he calls a "green house" to allow food production in winter (In the summers to grow exotic plants). The surge of metal inhabitants and 200% increase of the food they send to the capital, certainly didn't go unnoticed.
Investigators from Lightwatch came, and by his 8 birthday he was "drafted". His father was handsomely paid for the "loss" of a son. The steam-men lined up on the side of the road as young Issac left Ironfields; in their own way to say goodbye. It would be many years before he'd return to visit he hometown, and discover a statue dedicated to his younger self.
In the capital he became the ward of "MAD DOC" Colan Cogsworth, a royalist inventor. Issac's schooling was short lived as he graduated within the year he started "proper, Higher" learning. His photographic memory made him a wanted available asset. "Mad Doc" treated him like an equal and Misses Cogsworth treated him like a pet and dragged him to her parties.
Over the next 10 years worked directly under "Mad Doc" on top secret government projects. During that time he rooted out 2 republic spies, battled a sabotaged berserk steam-man and foiled some truly nefarious plans against the Empire. For such heroics Issac was awarded with the "knightly" title of Sir.
With his title, Sir Issac Steel, gained his main laboratory on The Red Rose (Battleship). But, due to his value and photographic memory he is secretly moved to other air ships often; so his mind wont fall to enemy hands. Besides working on weapons, vehicles, armor, and War Steam-men; he also experiments trying to combine man and machine.
Abilities: Zeke is a prodigy pilot, capable of flying a fighter or a barge as if it were an extension of himself. He is also a pretty good shot with a pistol but isn't ver skilled with other firearms.
Weapons: A brace of pistols which he straps to his waist and a combat knife which he usually tucks into his boot.
Armor: Zeke doesn't wear any real armor per say but he does wear an aviators jacket as well as some thick layers of clothing to keep him warm when flying his fighter which on a lucky day could save him from a bullet or a sharp object... at least he hopes.
Equipment: Usually seen wearing a pair of aviator goggles and carries a flask of Hipereon whiskey, tucked into his clothing. Besides that and his wallet Zeke doesn't really carry much on his person prefering to keep any tools he might need whilst flying in the cockpit of his fighter or on the so he doesn't loose it.
Appearance: Standing at 5'8" and of average build, Zeke has a scruffy mop of blonde hair and a chin covered in stubble from his failed attempt at growing any kind of facial hair. His eyes are stark blue and are made to look even sharper by his pale complexion and hawk like features. When not in his flight gear Zeke wears a smart, dark pair of trousers, a clean white shirt and a tanned colored waistcoat in some attempt to try and look respectable. Though he is never seen without his pair of pistols. After all he is a pirate.
Personality: Zeke is a laid back person most of the time. He tries to avoid violence whenever it springs up but wont hesitate to throw himself into the fray if any of his friends are in danger. He is by all accounts a pretty terrible fighter when it comes down to it, yet ironically can handle himself well in a gun battle or a high altitude dogfight; something which confuses him as much as it does his friends. He thinks it's because in those situations his enemies are usually kind enough to give him his space.
Always the first to try and start a party or crack a joke Zeke does his best to try and keep things cheerful and lighthearted, especially when things are at their darkest. He's know what it is like to feel helpless and lost and wouldn't wish that feeling on anyone.
Zeke was born into a family of traveling sky traders. His father was from Hipereon, his mother originally from Uleth. Zeke describes himself as a nomad. Growing up on an airship he quickly became familiar with all the inner workings of larger airships and fighter planes. His family were successful at what they did and earned a hefty living. Their airship "The Wanderer" was large but nimble and capable of birthing two fighter planes if it ever needed to defend itself. This was How Zeke learned about fighters and as most young boys do, fell in love with the idea of being a pilot. When he was little he would always be pestering the pilots his parents hired to let him sit in the cockpit or come out on a patrol with them. When he turned 15 his father started training him how to fly "The Wanderer". Zeke took to it with gusto. Once he turned 18 Zeke was allowed to begin training in fighter piloting.
When he was 21 Zeke's family were making a delivery to a republic outpost. The port officials were not happy with just the agreed upon cargo they demanded extra services and tried to conscript Zeke and his family into military service, ship and all. When they tried to escape they were set upon by soldiers and "The Wanderer" was put into lock-down. In all the chaos Zeke saw his family and the workers he had come to view as friends gunned down, by some stroke of luck he managed to find one of the family fighters and slip away; narrowly outrunning his pursuers. His mind was a blur, Zeke does not remember much about his flight from the republic out post. All he remembers was that as his ship was near to running out of fuel he came across a pirate air barge, captained by one Rez "Duke" Tereth. He offered no resistance and was taken in by the crew who claimed the plane as their own. In the days that followed he tried to make himself invaluable to the pirates in the hopes that if he did they wouldn't throw him overboard.
He did this so well in fact that the crew even started to warm to him. Duke turned out to be an honorable man in his own way and offered to let Zeke off next time they made port. It was only once they did that Zeke realized to his dismay that he had no one and nowhere to go. So he stayed. It was gloomy existence at first but as time went by more of Zeke's old self began to come back, eventually allowing him to make some peace with what had happened, even if he could never get any closure for it. He established himself as a skilled and wild pilot, eventually he was made one of the crew's fighter escort pilots.
He gets on well with the rest of the crew and is happy to share a drink, a joke or just a sympathetic ear with any of the crew. Although his time with the scorchers really lightened up 2 years in when they were joined by a young woman calling herself Kalley Ashford. The Red haired engineer quickly won Zeke's affections though he keeps his crush a closely guarded secret.
As for the gods and matters of religion... well he's never thought about it. Sure magic exists Zeke doesn't deny that but his religious education is sorely lacking. He couldn't even name a god let alone talk about taking sides in a war between heaven and hell and all that business.
Sorry for the lateness willing to edit wherever needed.
@Viking
@Hoofbeat
I figured since we were teaming up I would mention your characters in my bio, hope that is ok. If you disagree with anything just let me know and I'll get right on changing it.
You literally could all be pirates and it wouldn't change things. Just they'red probably be more drinking and bar fights.
Tomorrow (today I guess) I'm job hunting / dealing with a college thing. But I should be able to do more work on the RP for what I want done.
Submissions deadline is 6 pm this Friday. Post a minute after and you've no chance to be considered. Character selection will be posted latter that night baring a catastrophe. Selection is based off how much I like your character. Past Rp xp is always a bias, but I will do my best to ignore that factor. Fail to preform to snuff once selected, I'll have a very good deal of fun throwing your character off an airship. (Dems the breaks if so). Harsh and cruel (fair) is my motto. Life isn't sugar and pie, so don't expect me to be.
Abilities / Talents: Born with the talent of magic, Tara has mostly concentrated on honing her skills in the arcane arts, neglecting the other practical skills of life. She however, can hold her own with the sword and is lithe and agile, preferring mobility over protection. Additionally she has a basic understanding of machinery and can perform basic repairs. Having completed basic military training, she knows how basic weapon maintenance and basic survival skills.
Weapons: A longsword with runes engraved on it, though for now the runes are only cosmetic, spelling out the sword's name in Old Ulethian: Emerald Envy. Even though it is a named bladed, the sword is of just above-average quality. It is coloured green with a verdigris finish, save for the blade of the longsword which is slightly notched in the middle. She also carries a spell tome that contains a few spells plus some blank pages for good measure.
Armor: She wears pale light but tough armour, some of it remains of the uniform the Republic forced her to wear. Additionally she has hardened leather gauntlets and greaves. Preferring mobility to protection, though as a compromise, she does wear a padded armour vest beneath her clothing. She usually carries the longsword in the sheath attached to her belt, and the tome has own special strap which is there to attach to her belt.
Equipment: Her longsword, her spell tome, standard military rations and survival kit plus a small amount of money and some goggles. Also a commandeered Castor War Bike that has seen its share of battle.
Appearance: She stands at a tall 5'7" and weighs at about 127 lbs. Tara has black hair, usually in a mess simply because of indifference, and often just wear goggles to serve as an ad hoc hair band. She has only one eye which is hazel, the other persisted in an accident magical in nature. The eye-patch is made of bits of brass and leather, with decorative markings [http://miragenight.deviantart.com/art/Arcane-Seal-of-the-Divine-Gaze-211888647] engraved and inked into the leather of the central leather patch covering the empty eye socket. The design seems to be of an arcane nature, but is really just there for show. Scattered around the empty socket are minor scars caused by electric burns, though they stop at around quarter of an inch below the eye. Normally they are covered by the eye-patch. She has a tattoo, a relic from her time at the P.O.W. camp, of her assigned number: 94610.
[sub]Like this but without the guns.[/sub]
Personality: Tara is very gruff, even with her privileged upbringing, and often comes out with harsh remarks. But in truth, even if she won't admit to herself, this is just an act to hide the shell-shocked woman forced into warfare to fight for the enemy. Tara bears a deep resentment for the Republic, not only for taking and occupying parts of her homeland but for drafting her into their army and possibly playing a part in her parent's death. She can be friendly but is loathe to give others the joy of knowing this side of her.
Bio: Tara spent most of her years growing up in the Uleth Empire, it was a happy time. As an old, established merchant family, they had plenty and some to spare. At the tender age of eight, her mother stormed into Tara's bedroom only to find her staring both in wonder and in horror at tongues of flame hovering above her palms. All she had did was read out those words in that musty old book and suddenly these flickers of fire had appeared. Even her father, often away on business, came back from work to see this. Still, regardless of the amazement in their eyes, their heart sank. A child with the gift was forced by law, to a lifetime studying in old libraries, learning to control their powers. Her parents were advanced in age, in no condition to bear more children which meant no other heirs. And that mean the family business would have no successor to look after, which mean that this was the end of Rhosyne's Wares, a large and successful business toppled by the hands of their own child.
The officials collected her the next morning and dragged her to the arcane college. But not without the family giving Tara her farewell gifts, of course. Her father gave Tara the family sword, knowing that it would be sold to a fishy dealer for a small price otherwise. Her mother gave her the ancient spell tome that she had read. Both objects were a gift from the Emperor from ages past, a not-so-subtle hint for military support, from the time where the Uleth Empire was expanding.Both parents were solemn as they said their goodbyes as their only child was taken away. Resigned to their fate, the parents retired to their country manor and simply watched as their business was trampled by a rival.
Ten years passed, and Tara became a full-fledged mage, mostly unscathed apart from her eye, which was lost to a stray lightning bolt. The incident reinforced the importance of not being interrupted during an incantation. She was enlisted into the Ulethian Armed Force, supporting the troops with her spells. She mostly carried her orders in a drone-like state, as Tara was shaken to the core of the atrocities of war and the guilt of being part of it. During a border skirmish, she was captured by the Republic?s forces and imprisoned in a P.O.W. camp. Her spirit broken as she saw explosions on her homeland, one near her parent?s adobe. As soon as they found out she had the talent of magic, they gave her the choice of rotting in chains at the P.O.W. or joining the Republican army. Tara, naturally, chose to join the army simply because the conditions at the P.O.W. camp were so bad. She served two years of reluctant service before she met a group like her who wanted out. They called themselves the Returners and it was headed by an old grizzled Sky Pirate, who was grounded and captured by the Republic. They also gave him a choice: death by hanging or life in service. He, naturally, chose to live. The Returners formulated a plan, but it required time, four years of time, to dupe the Republic into thinking that they were loyal.
Four years later, during a major battle, in the chaos and confusion they escaped to the Hipereon borderlands, with their commandeered Castor War Bikes ensured they reached the border in good time. The Returners then wished each other well and split up, to find their individual fortunes. Tara found hers lying in hiding in the borders, fed up with a world where all a mage is valued for is their magic. She was picked up by a Sky Pirate group called the Scorchers, as was the Returners' plan, and is now aboard their ship.
Fishtie said:
Edited my character sheet to note our growing pirate family and a few other notes. As always, if anyone has any problems just give me a holler.
Magic: Light C Grade (Offensive type, not healing)
Abilities / Talents: Capable of piloting an airship and quite talented with a blade. Only average with a pistol, as she only carries one moreso as a just-in-case measure and rarely uses it. Well educated, especially well versed in religious lore and artifacts/paraphrenalia, particularly those relating to light.
Weapons: Sabre named Dawn. It's of quite high quality, though not especially ornate, Olivia preferring sheer practicality over appearance in her tools. Her Light magic tome, carried in a leather pouch attached to her belt and a small flintlocke pistol.
Armor: A breastplate beneath her uniform and a pair of armguards.
Equipment: A small pouch containing the necessities for maintaining the sharpness of her blade and a pair of custom-made goggles with wide lenses so as to avoid any loss of peripheral vision while using them.
Appearance: Major LeMuire is of mostly average build, a little taller, but otherwise unremarkable. Frequently wears an expression that is no-nonsense. Eyes are a deep green, hair is a pale blonde, though beginning to grey and is tied back tightly in a neat bun. As clothing goes, wears her military uniform (I'm not sure what colours or indeed, the fine details regarding the Hipereon military uniform are, so I may need some input there and can revise this once advised.) Also wears a small pendant bearing the emblem of the Light religion around her neck.
Personality: Can be regarded as somewhat of a stick in the mud, Olivia is strict and greatly respects both authority and devoutly places her faith in the Light. Placing a great deal of stock in duty, she can be relied upon to remain steadfast. While seldom warm, she is loathe to allow any in her charge or otherwise associated with her to be threatened, which is one of the quickest ways to invoke her ire.
Bio: Olivia LeMuire was born to a relatively well off High Guard family and was brought up in the religion of light, given a good education and instilled with a strong love for her country. During her school years, she developed an interest in fencing and became quite talented at it over the years, though her most favoured studies were that of the gods and their magic.
After graduation, LeMuire enlisted in the military, keen to do her part to serve her country. For a time she served with the infantry, primarily as an offensive spellcaster and drawing her sword when need be. Later in her career, her dedication and service earned her a promotion, placing her in charge of a small airship. Continuing to serve, she eventually reached the rank of Major.
Before Hipereon was drawn into the war, there was relatively little to consistantly occupy her time and so sought to make herself of further use to her country by making herself available to assist in the affairs of Royalist families wherever possible. Now however, it appears she will have much more to occupy her time.
If accepted I'm more than happy for her to have prior association with other Hiperion based characters if there's any takers.
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