TESTING Doctor Jax's Lab (Please don't explode...)

[fieldbox="Minori Tachibana: 8th division - 2nd Seat, goldenrod, solid, Abril Fatface"]

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Basics
•Name: Minori Tachibana

•Age: Chronologically, 360; Physically, 32

•Gender: Female

•Height: 4'11"

•Division: 8th

•Rank: 2nd
Personal Info
•Appearance: Minori is a tiny woman with an extremely slight frame. With practically no bust and a set of slightly wide hips, it wouldn't be a stretch to mistake her for a young girl, a fact she has bemoaned. Often, she is seen wearing a fantastically embroidered robe underneath her haori, just parsed down enough to allow for range of movement and battle-readiness. Her hair is more often than not fashioned in a traditional style, usually done up and out of the way. Her hair, when loose, is almost waist-length, and if her hair is seen down, there is a real emergency afoot. Minori also wears traditional make-up as well, her skin pale as paper and eyes rounded off with red and black. It is a very rare occasion to see her without her 'get-up', as she calls it.

•Personality: Minori is, more than anything else, chipper to a fault. Enthusiastic, bright, and a whirlwind of energy, the lieutenant is known for her peppy mood and professionalism. It is not unusual to see her bustling around her headquarters, chattering away as she investigates. The little lady very rarely seems gloomy or downcast, always ready to share this piece of gossip or that piece of news. She is also energetic, often bouncing from one place to the next in a bustle to get paperwork done. Rarely does Minori seem out of breath or out of her depth, easily multitasking throughout the day. To top it off, Minori is a playful tease who loves to pick on the people she has a good rapport with. It isn't that she doesn't take things seriously - just that she won't if she doesn't have to. Her natural charisma ensures that her jests aren't taken to heart, though she can throw a few barbs now and again when she's in a bad mood.

However, Minori also has a habit of being incredibly private. Often, while in conversation, a person will realize that they did most of the talking, walking away from the discussion knowing little to nothing new about Minori. Her personal life is a heavily guarded secret, and most people only know that her family is of a noble house and nothing more. Her hobbies, her living situation, even the names of her parents are held close to the vest. While this would not be so bad, she is also frustratingly impartial, able to 'sell out' fellow Shinigami. It is no secret that Lt. Tachibana holds no allegiances, keeps no real 'friends' - only contacts. As such, the lieutenant hides a certain amount of loneliness. As part of Internal Affairs, she cannot let her personal feelings or relationships interfere with a possible investigation - not even from those within her division. Minori also has a bad habit of being flippant, sometimes not taking care of issues when they first arise and letting them snowball. She is managing well so far, but she is still working through prioritizing small issues as much as big ones.

•Biography: Minori was born to the noble house of the Tachibana, and she largely lived a charmed life within the clan compound. As she grew older, Minori became curious of the outside world, though she was more or less resigned to a political marriage to further her parents' allegiances. At around adolescence, she was acquainted with boy from a rival clan, the Wara, and they struck up a romance. Their tryst was considered anathema to both sides, and their meetings were soon conducted in secret in the outer districts of the Rukongai.

Seeing the plight of those living on the outskirts, the boy, Ame, took it upon himself to help them by supplying them in his spare time even when he and Minori were separated, though Minori thought this was a lost cause. However, his compassion only drew her closer to him. Even when Minori was engaged to another man from an allied clan, Minori continued to see Ame. At some point, she is sure, she was found out - and conveniently, Ame was shived to death in the Rukongai.

Distraught by his death, Minori went into seclusion and cut off the engagement to her fiance. Her family demanded some sort of answer, considering the insult she'd paid the other clan, and finally Minori said she would not marry - but instead join the Shino'o Academy to became a Soul Reaper. She had always had a strong reiatsu, befitting a noble house, and her mother and father allowed it. She passed through without much to-do.

She first began in the 3rd Division as part of a Recon team, and that first trip to the World of the Living changed her somehow. Tirelessly, she made longer and longer trips to the World of the Living, and finally, Aiji Miyamoto - then the 2nd seat of the division - intervened. Aware that she was putting subordinates in danger, Nori transitioned into the 8th division. Since then, she has climbed the ranks and held the position of Lieutenant for over a hundred years. It has been a point of contention with some of her superiors that she did not take the Captain seat when possible despite her obvious abilities, but Minori seems content to remain the 2nd seat for her own reasons.
Shinigami Skillset
•Skills:
Kido Spells: Bakudo (expert), #1-89; Hado (intermediate) #1-30
[tab]Other Skills:
[tab]Swordsmanship: Proficient enough for a lieutenant, though this is not her main focus.
Hakuda: An expert. She largely specialized in close quarter combat with other humanoids.
Kido: An expert. Her favorite is the basic kido genki, which she can perform discretely and from a distance to subdue others in sensitive situations.
Shunpo: Proficient enough for a lieutenant, though this is not her main focus.
Interpersonal Skills: Nori oozes charisma and often uses her personality and poise to disarm others (as well as calm angry 11th div offenders).
Networking: Nori has a large pool of friends from whom she pulls information on other Shinigami, mostly from the inner Rukongai and some in the outer districts.[/tab][/tab]

•Zanpakuto: A katana measuring exactly 23.5 inches, Kuzue-biko is possibly the shortest of the unreleased Zanpakuto. The handle is lacquered black, with a black woven rope around the handle. The tsuba is of a peacock feather design in gold on black iron. The blade is the typical iron, with a one-sided blade. The Zanpakuto spirit is of a skeleton wearing tattered, though ornate, robes who laughs quite a lot and is especially mocking.

•Shikai Release: "Kuzue-biko, lengthen my gaze" - Upon the release command, Kuzue-biko becomes a bladeless nodachi hilt without a guard, made of carved whalebone showing a broken man crawling across the ground. Minori's Shikai ability is that the blade of her sword is actually its shadow, which appears as if there is a real blade attached to the hilt. Whatever the shadow-blade encounters - physical or shadow - it cuts or stabs as if by a physical blade. This extends to buildings, fixtures, and objects. As such, the blade is practically weightless while a shadow, and blindingly fast. However, because there is no physical blade, Minori does not have the ability to block attacks - only to dodge them.

Minori's shadow has the same ability as well - if her shadow were to punch somebody else's shadow, an injury would appear on the opponent's person. Minori is also omniscient within her own shadow, which includes telepathy. While an opponent is in her shadow, she can momentarily 'riffle' through the mind, but the shorter the interval, the less she gets. However, she cannot read more than two opponents at a time, as it is very disorienting.

When Minori steps into a shadow - such as that of a building - the nodachi's blade reappears at its full 45 inches in length. At this point, her shadowplay abilities are no longer in effect, and the nodachi can interact with other objects normally. While tangible, the nodachi is both much heavier and able to block attacks.

•Other: Minori cannot cook. She can barely make ice. As such, she has eaten at every single restaurant in the Seireitei, and she has a favorite dish at each. Additionally, because of her size and her high reiatsu, she eats like a truck.
Writing Sample
•Writing Sample: The streets of the Rukongai were oddly quiet at this time of day, but this was the 86th ward. It was not exactly known for its popularity or its bustle. The small woman had foregone her usual uniform for something marginally simpler, though anyone with an eye for fashion would recognize her outfit as still far more expensive than the norm in this part of the Rukongai. Her face was shaded by a large straw hat, and worn-looking souls parted before her as she seemed to glide through the street.

Finally, she stopped at a cart where another Shinigami happened to be ordering as well. She recognized his face - Morzai Uchaba, the 5th seat for the 4th division, a doctor. He was slight, with a thin mustache and long hair to his shoulders, obviously not the fighting type. Minori sidled alongside him and waited patiently for him to finish ordering.

"...and rice please," he tacked on, and the vendor nodded his head. The fish salesman turned to Minori, and he flinched momentarily at the presence of noble in his midst.

"I'll just have five of your soy fish on a stick," she said simply with a simple smile, gesturing with a sleeved hand. "If it's no trouble."

"N-no! Absolutely, absolutely," the vendor said, rushing to get both their orders.

Morzai looked down at the small woman with raised eyebrows.

"A little far from the Noble Houses aren't you?" he asked gently.

"Sometimes I like to go for a nice, long walk, and the courtyards get stuffy," Minori stated, tilting her head towards Morzai as if this were a secret. The doctor nodded his head in understanding.

"You yourself aren't exactly in your wheelhouse. That badge is for the fourth division, isn't it?" Minori asked, leaning to look at the armband with the character shi on it.

Morzai gave a wan smile in return.

"I need a bit of a walk myself. It's been very busy."

"Oh, I've heard," Minori said. "I have some friends who are Shinigami, and they say there was a big scuffle between the 6th division and the 12th over some... I'm not a bright woman, you know, so I'm not sure I understand all of it, but it sounds a lot like kidnapping? And from the 4th division's patients, too!"

"Oh, it's worse than that," Morzai mumbled, looking down at Minori. "We pride ourselves on protecting patients. And someone dropped the ball there."

"Oh, so the 12th division was the one who authorized all of this? How heinous..." Minori lamented, shaking her head as the vendor came back to give Morzai his box. "Though I have heard that there was someone on the inside who let the 12th division 7th seat into the building..."

Morzai gripped the box of food with a hold stronger than was perhaps necessary, and Minori gracefully waited for the vendor to come with her own food.

"You know, you look very familiar, Lady. Have I seen you before?" Morzai asked.

"Oh, I get around. I like to gossip, so you may have seen me here and there," Minori admitted gleefully, clapping her hands as the last of her own dish was prepared.

"Well... it was nice to get to meet you," he said as he turned to walk away, but he was abruptly rooted to the spot, a red light flashing around his form momentarily. His eyes widened, and Minori accepted her food with her left hand, her right still holding the sign for genki. She had performed it so quickly and discreetly, he had not even noticed her make the motions for the spell. She took a bite out of the fish, humming appreciatively. This stall was always a good pick.

"You haven't been doing so well financially, have you, Morzai? That gambling addiction is a hard one to kick. Unfortunately, that's no excuse. You're not an easy man to find, though I didn't think you would so brazenly wear your Shinigami uniform out in public so soon..." Minori said in the same chipper tone she'd kept throughout the whole conversation. "Ah, well."

"You..." he managed to grit out. Minori took his bento box delightfully.

"Let's put it this way," Minori stated, taking another indelicate bite out of her treat. "If you cooperate, we can make this all go away. I don't suggest you make me riffle through your mind. It isn't very pleasant for either of us."

Morzai looked down at the woman as she paid the stall owner, who was unaware of what was transpiring, for both of their meals, and she swallowed her mouthful.

"So, what will it be, Morzai? I can at least make it a comfy cell," Minori joked.

Morzai's nostrils flared, but that was about all he could do. Finally, he nodded.

Minori's grin was nearly predatory.

"Good boy."

[/fieldbox]
 
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COME ONE. COME ALL.

Venture into the wilds of Siam and encounter wonders never before seen by Man. Seeking workers for expedition into the unknown! Prior experience overseas preferable. Must be of sound mental and physical constitution, and good temperament. Upon completion of 10 week tour, workers liable for reward of 3,000 English pounds. If interested, send correspondence to Charles Green at 450 Harman Place in Charing Cross, London.

These sorts of pleas are a dime a dozen. There seems no end of countries to plunder and explore. The blank parts of the map are filling in. There are heroisms to be found everywhere one looks.

And you need the money -- don't you?

  • There isn't much different about the world. The year is 1899, England is still a juggernaut superpower and trade giant, and steam is the name of the game. Telegraph is the main means of communication across the sea, and letters are still delivered by hand. However, a dark undercurrent flows beneath the goings on of the world. Austria-Hungary and their Empire has already begun to besiege Western Russia, and tensions are high under the threat of war.

    Machinery has come a long way. There are now diggers and all-terrain vehicles, tanks and boats made for near every eventuality. War breeds necessity, and it's necessity to have good vehicles and equipment. Steamships and trains are the fastest modes of transport possible, with the fastest steamship able to go from London to New York in little under two days. However, everything runs on steam power, as the gas fields have long been abandoned after the great Egypto-Briton war, with Egypt coming out as the victor. Radio waves have just been considered as a form of communication. Much of the world remains undeveloped, though China has recently become an incredibly powerful trader. To the west, America remains a rugged, untested country full of backwater populists and Indian natives, a land of opportunity -- and savagery.

    The only country in Asia besides China which has not become some form of colony is Siam, the Jewel of Southeast Asia. Boasting a king styled in Western fashions, Siam remains three parts wild to each part civilized. A small country with many ocean ports, it is heavy with jungles -- and perhaps untold riches. Particularly, the medical trade has become ever more interested in the rainforest and its wealth of plants,
    which are used more now than ever in different medicines. It is even rumored that there is a plant in that jungle that can even stave off the ravages of death...

  • In the year 1898, Charles Green and his expedition embarked after their former lost expedition into the verdant hell of Siam's jungles in search of... something. On its outset strange things began to happen, and there was little explanation for the goings on that overtook the small band. Early on in the expedition, one of their rifleman, possessing a black magic charm in the form of a golden, stillborn child, committed suicide in the night. It was evident that he had attempted to burn the charm, before ending his own life when this seemed impossible...

    The expedition was called to a halt, the official reason being that it was far too wet and the marshes too deep to continue on foot. It is quite clear, though, that the rifleman's death shook the resolve of those involved. Now, a year later, new and old faces will gather to try again...
  • At present, 7 positions are open on this expedition. The expedition organizer, Mr. Green, is looking for the following:

    (1) Doctor: You are responsible for making the medical most of your pitiful least. As typical of these expeditions, men will be breaking fingers, slicing open thumbs, catching malaria, and complaining of certain diseases procured from the local women. It is your job to keep the crew healthy, even if all you have are toothpicks, gauze, and some whiskey. OPEN

    (1) Navigator: Knowing where you are going is quite important on most expeditions. Those few which do not need a navigator hire one anyways. Your ability to navigate by compass or constellation makes you invaluable, and thus you can be assured that if there is a mutiny -- typically a healthy assumption -- you will most definitely be spared. OPEN

    (1) Chronicler: Many an adventurer has found they lose the vast majority of their evidence in boat crashes, thievery, and encounters with natives. As the chronicler, you ensure that evidence is captured in photographic or written form on every day of the journey. It is possible you may already be employed by a news agency, or that you are a freelancer salivating at that three thousand English pounds. TAKEN BY @Red Thunder

    (1) Cook: Napoleon once said that an army marches on its stomach, and this cannot be more true in an expedition. Often, you will have to make do with what is in the chuck truck, as well as finding food that will please the vast majority of the crew on this trip. You may find culinary creativity will serve you well once the stores begin to run out and lemur becomes the prime dish on the menu. OPEN

    (2) Rifleman: You are the main line of defense against many of the dangers in the jungle, be those tigers, angry natives, or even one of your own. Without you, the crew is exposed to the elements and vagaries of the jungle. You will probably make very, very many friends. Unfortunately, you may also be the path of least resistance where danger is involved. 1 OF 2 TAKEN BY @Kuno

    (1) Botanist: You are the moneymaker of this trip. With your vast knowledge of plants, you will not only help the cook procure plants and fruits that will help shore up the stores you have to carry with you, you will also be expected to look for any medicinally important plants to collect and take back -- or anything unusual flora-wise. OPEN

    (1) Guide : The hope is that where English sensibilities fail, your own savvy will prevail. Whereas the Navigator guides the expedition through maps, you guide the expedition through the real obstacles on the ground, like fording large rivers or recognizing the signs of dangerous tribesmen. After all, you can't expect a bunch of poffs to know the difference between a harmless ganda snake and a cobra. OPEN

  • The rules are quite simple:

    1. Iwaku TOS is to be upheld at all times. This includes all bluestar/redstar activity even within discord servers or ooc. This is not a starred RP, thus romantic encounters must fade to black.
    2. Courtesy is paramount. We're all here to have fun. Please respect fellow RPers.
    3. Autohitting, godmodding, player killing, etc. is not acceptable.
    4. Posting speed is a minimum of one post a week. I reserve the right to move other RPers should a character stall an interaction for over a week.
    5. Post length minimum is eight sentences.
    6. RL comes first! If there are issues, please PM me if you cannot post once a week.

    This is an interest thread to check for potential players! If you wish to join but do not want a role that is available, PM me a pitch of a character and we will see what we can do!

    I am open to questions if you have any!
 
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COME ONE. COME ALL.

Venture into the wilds of Siam and encounter wonders never before seen by Man. Seeking workers for expedition into the unknown! Prior experience overseas preferable. Must be of sound mental and physical constitution, and good temperament. Upon completion of 10 week tour, workers liable for reward of 3,000 English pounds. If interested, send correspondence to Charles Green at 450 Harman Place in Charing Cross, London.

These sorts of pleas are a dime a dozen. There seems no end of countries to plunder and explore. The blank parts of the map are filling in. There are heroisms to be found everywhere one looks.

And you need the money -- don't you?

THE WORLD: 1899

There isn't much different about the world. The year is 1898, England is still a juggernaut superpower and trade giant, and steam is the name of the game. Telegraph is the main means of communication across the sea, and letters are still delivered by hand. However, a dark undercurrent flows beneath the goings on of the world. There is war on the wind between Austria-Hungary and Russia as the Russians grow wary of the reaches of the Austro-Hungarian empire. And everyone knows, where there's war, there's crows….


That said, machinery has come a long way. There are now diggers and all-terrain vehicles, tanks and boats made for near every eventuality. War breeds necessity, and it's necessity to have good vehicles and equipment. Steamships and trains are the fastest modes of transport possible, with the fastest steamship able to go from London to New York in little under two days. However, everything runs on steam power, as the gas fields have long been abandoned after the great Egypto-Briton war, with Egypt coming out as the victor. Telegraph is still the main means of correspondence with any kind of speed, though radio waves have just been considered as a form of communication. Much of the world remains undeveloped, though China has recently become an incredibly powerful trader. To the west, America remains a rugged, untested country full of backwater populists and Indian natives, a land of opportunity -- and savagery.

The only country in Asia besides China which has not become some form of colony is Siam, the Jewel of Southeast Asia. Boasting a king styled in Western fashions, Siam remains three parts wild to each part civilized. A small country with many ocean ports, it is heavy with jungles -- and perhaps untold riches. Particularly, the medical trade has become ever more interested in the rainforest and its wealth of plants,
which are used more now than ever in different medicines. It is even rumored that there is a plant in that jungle that can even stave off the ravages of death...




ROLES

At present, only 9 positions are open on this expedition. The expedition organizer, Mr. Green, is looking for the following:

(1) Doctor: You are responsible for making the medical most of your pitiful least. As typical of these expeditions, men will be breaking fingers, slicing open thumbs, catching malaria, and complaining of certain diseases procured from the local women. It is your job to keep the crew healthy, even if all you have are toothpicks, gauze, and some whiskey. OPEN

(1) Navigator: Knowing where you are going is quite important on most expeditions. Those few which do not need a navigator hire one anyways. Your ability to navigate by compass or constellation makes you invaluable, and thus you can be assured that if there is a mutiny -- typically a healthy assumption -- you will most definitely be spared. OPEN

(1) Chronicler: Many an adventurer has found they lose the vast majority of their evidence in boat crashes, thievery, and encounters with natives. As the chronicler, you ensure that evidence is captured in photographic or written form on every day of the journey. It is possible you may already be employed by a news agency, or that you are a freelancer salivating at that three thousand English pounds. TAKEN BY @Red Thunder

(1) Cook: Napoleon once said that an army marches on its stomach, and this cannot be more true in an expedition. Often, you will have to make do with what is in the chuck truck, as well as finding food that will please the vast majority of the crew on this trip. You may find culinary creativity will serve you well once the stores begin to run out and lemur becomes the prime dish on the menu. OPEN

(2) Rifleman: You are the main line of defense against many of the dangers in the jungle, be those tigers, angry natives, or even one of your own. Without you, the crew is exposed to the elements and vagaries of the jungle. You will probably make very, very many friends. Unfortunately, you may also be the path of least resistance where danger is involved. 1 OF TAKEN BY @Kuno

(1) Botanist: You are the moneymaker of this trip. With your vast knowledge of plants, you will not only help the cook procure plants and fruits that will help shore up the stores you have to carry with you, you will also be expected to look for any medicinally important plants to collect and take back -- or anything unusual flora-wise. OPEN

(1) Guide : The hope is that where English sensibilities fail, your own savvy will prevail. Whereas the Navigator guides the expedition through maps, you guide the expedition through the real obstacles on the ground, like fording large rivers or recognizing the signs of dangerous tribesmen. After all, you can't expect a bunch of poffs to know the difference between a harmless ganda snake and a cobra. OPEN



THE RULES​

The rules are quite simple:

  1. Iwaku TOS is to be upheld at all times. This includes all bluestar/redstar activity even within discord servers or ooc. This is not a starred RP, thus romantic encounters must fade to black.
  2. Courtesy is paramount. We're all here to have fun. Please respect fellow RPers.
  3. Autohitting, godmodding, player killing, etc. is not acceptable.
  4. Posting speed is a minimum of one post a week. I reserve the right to move other RPers should a character stall an interaction for over a week.
  5. Post length minimum is eight sentences.
  6. RL comes first! If there are issues, please PM me if you cannot post once a week.
[/center]
[/center]
 
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THE STORY SO FAR


In the year 1898, Charles Green and his expedition embarked after their former lost expedition into the verdant hell of Siam's jungles in search of... something. On its outset, strange things began to happen, and there was little explanation for the goings on that overtook the small band. Early on in the expedition, one of their rifleman, possessing a black magic charm in the form of a golden, stillborn child, committed suicide in the night. It was evident that he had attempted to burn the charm, before ending his own life when this seemed impossible...

The expedition was called to a halt, the official reason being that it was far too wet and the marshes too deep to continue on foot. It is quite clear, though, that the rifleman's death shook the resolve of those involved. Now, a year later, new and old faces will gather to try again...

THE WORLD: 1899


There isn't much different about the world. The year is 1899, England is still a juggernaut superpower and trade giant, and steam is the name of the game. Telegraph is the main means of communication across the sea, and letters are still delivered by hand. However, a dark undercurrent flows beneath the goings on of the world. Austria-Hungary and their Empire has already begun to besiege Western Russia, and tensions are high under the threat of war.

Machinery has come a long way. There are now diggers and all-terrain vehicles, tanks and boats made for near every eventuality. War breeds necessity, and it's necessity to have good vehicles and equipment. Steamships and trains are the fastest modes of transport possible, with the fastest steamship able to go from London to New York in little under two days. However, everything runs on steam power, as the gas fields have long been abandoned after the great Egypto-Briton war, with Egypt coming out as the victor. Radio waves have just been considered as a form of communication. Much of the world remains undeveloped, though China has recently become an incredibly powerful trader. To the west, America remains a rugged, untested country full of backwater populists and Indian natives, a land of opportunity -- and savagery.

The only country in Asia besides China which has not become some form of colony is Siam, the Jewel of Southeast Asia. Boasting a king styled in Western fashions, Siam remains three parts wild to each part civilized. A small country with many ocean ports, it is heavy with jungles -- and perhaps untold riches. Particularly, the medical trade has become ever more interested in the rainforest and its wealth of plants, which are used more now than ever in different medicines. It is even rumored that there is a plant in that jungle that can even stave off the ravages of death…

ROLES & SHEET


At present, 7 positions are open on this expedition, and the sign-ups shall be open for 3 weeks after the date posted. The expedition organizer, Mr. Green, is looking for the following:

(1) Doctor: You are responsible for making the medical most of your pitiful least. As typical of these expeditions, men will be breaking fingers, slicing open thumbs, catching malaria, and complaining of certain diseases procured from the local women. It is your job to keep the crew healthy, even if all you have are toothpicks, gauze, and some whiskey. OPEN

(1) Navigator: Knowing where you are going is quite important on most expeditions. Those few which do not need a navigator hire one anyways. Your ability to navigate by compass or constellation makes you invaluable, and thus you can be assured that if there is a mutiny -- typically a healthy assumption -- you will most definitely be spared. OPEN

(1) Chronicler: Many an adventurer has found they lose the vast majority of their evidence in boat crashes, thievery, and encounters with natives. As the chronicler, you ensure that evidence is captured in photographic or written form on every day of the journey. It is possible you may already be employed by a news agency, or that you are a freelancer salivating at that three thousand English pounds. TAKEN BY @Red Thunder

(1) Cook: Napoleon once said that an army marches on its stomach, and this cannot be more true in an expedition. Often, you will have to make do with what is in the chuck truck, as well as finding food that will please the vast majority of the crew on this trip. You may find culinary creativity will serve you well once the stores begin to run out and lemur becomes the prime dish on the menu. OPEN

(2) Rifleman: You are the main line of defense against many of the dangers in the jungle, be those tigers, angry natives, or even one of your own. Without you, the crew is exposed to the elements and vagaries of the jungle. You will probably make very, very many friends. Unfortunately, you may also be the path of least resistance where danger is involved. 1 OF 2 TAKEN BY @Kuno

(1) Botanist: You are the moneymaker of this trip. With your vast knowledge of plants, you will not only help the cook procure plants and fruits that will help shore up the stores you have to carry with you, you will also be expected to look for any medicinally important plants to collect and take back -- or anything unusual flora-wise. OPEN

(1) Guide : The hope is that where English sensibilities fail, your own savvy will prevail. Whereas the Navigator guides the expedition through maps, you guide the expedition through the real obstacles on the ground, like fording large rivers or recognizing the signs of dangerous tribesmen. After all, you can't expect a bunch of poffs to know the difference between a harmless ganda snake and a cobra. OPEN

SHEET
Code:
[size=7]CHARACTER NAME || ROLE[/size][imga=right]YOUR IMAGE (Victorian photographs/paintings preferred -- absolutely no cartoon or anime images)[/imga]
[size=4]Medical Report[/size]
[LIST]
[*]Age
[*]Sex 
[*]Height/Weight
[*]Country of Origin
[*]Distinguishing Features (In case of postmortem identification)
[/LIST]

[size=4]Curriculum Vitae[/size]
[b]Work History:[/b]
[b]Personal Statement:[/b]
[b]Notable Skills:[/b]
[b]Notable Accomplishments:[/b]

[size=4]Character Assessment[/size]
[b]Temperament/Personality:[/b] 
[b]Psychological Evaluation:[/b]
[b]Possible Agitators and Stressors:[/b]

RULES


  1. Iwaku TOS is to be upheld at all times. This includes all bluestar/redstar activity even within discord servers or ooc. This is not a starred RP, thus romantic encounters must fade to black.
  2. Courtesy is paramount. We're all here to have fun. Please respect fellow RPers. Should any sort of altercation be encountered, bring it to me first, and I will issue a verdict.
  3. As creator of this particular universe - what I say about its physics/workings is reality.
  4. Autohitting, godmodding, player killing, etc. is not acceptable.
  5. Posting speed is a minimum of one post every 3 weeks. I reserve the right to move other RPers should a character stall an interaction for over 3 weeks. I also reserve the right to kick those who do not answer attempted communications for over 5 weeks, and their character scrapped.
  6. Post length minimum is twelve sentences.
  7. RL comes first! If there are issues, please PM me if you cannot post. Even if you merely wish to leave, message me first.

 
Ilex Cassine
Nymph | 22 | Taithros
Name:
Ilex Cassine

Nickname:
None

Race:
Nymph

Age:
22

Home Territory:
Taithros

Profession:
A little bit of everything: lockpick, thief, sailor, skald ... He's truly a jack of all trades.

Description:
Ilex is a fairly average 5'10", with a frame more suited to running and climbing than lifting weights or clocking chins. His skin is almost deathly pale, his hair a shade darker than paper. Two, large green eyes are the main draw of his boyish face, followed by an ever-present smile. Upon close inspection, his skin is nearly papery, like a thin bark, and it is soft to the touch, but not the consistency of human skin. This is most evident at the bend of his joints, where it somewhat flakes away to reveal a fresh, greenish layer, with a feel almost like thick petals, while the callouses on his hands have a much harder, barklike consistency. He is very humanoid in comparison to his other nymph kindred, able to pass off as a human from a distance relatively easily. Depending on season, sometimes he has small, trumpet like flowers sprout under his hair.

However, like the rest of his nymph kindred, his body is beginning to fail him. His skin is a less healthy white, instead shading to a shade of gray. It is obvious that this is a sick nymph, whatever his smiling face might say.

Personality:
Ilex takes almost nothing seriously. He is puckish by nature, prone to cracking jokes and enlivening others - and distracting them, as well. He is highly charismatic, with a slight flair for the dramatic, and he enjoys a good show as much as anyone else. He is likewise a fantastic liar and prank, finding it fun to watch others deal with the confusion he instills just for kicks. He does understand when enough is enough, however, and he is sympathetic to the sufferings of others. He has a little bit of a wild streak, tending to go off on his own and do a bit of a job solo, especially to sate his own curiosity, a near compulsion to know things which others wish to hide. That said, his myriad of jobs - many of them illicit - has granted him a rather cunning mind, always thinking several steps ahead.

Bio:
Ilex Cassine was born in the manner of most nymphs - through their union within a single tree. However, unlike most nymphs, he was not just born anywhere - he was born in the heart of the Empire, in Taithros - not from just any tree, but a datura. From the very outset, it seemed his parents had planned for him a purpose already in mind. That plan, unfortunately, was never articulated, as Ilex was left, orphaned, on the streets. He matured quickly and learned hard the world of the capital city. A nymph like him stood out, and without his parents to guide him, he was left to his own devices. The pecking order was not kind to him, as a sickly nymph with no one to look out for him, until one day he was caught stealing.... and offered a job.

From that point on, he grew a reputation as someone who had... a particular brand of skills. The underground world of Taithros, of its beggar children, of its night women, of its contraband goods and its nobles with their wants, soon became his playground. To those willing to learn the ropes, so to speak, the doors opened were endless. Always there was crime to be had, needs to meet. He did a little bit of everything from that point, keeping his ear to the ground for better and better contracts, though nothing that would necessitate his hands getting too dirty. It was through this network that he first heard about Kiernan's Rebellion, their attempt to revive the World Tree and right the rocking ship they all happened to live on. Of course, despite his image and less-than-shiny background, Ilex had no desire to see famine sweep the land, for the continent to be plunged into lawless darkness. Instead, he decided to offer his... unique services... to the rebellion instead, knowing that eventually they might need someone who could smuggle them around.

And on top of that... this may be a way to get back in touch with a people he had never known.

Magic:
Elemental earth magic (beginner)

Skills:
- Lockpicking/breaking
- General person-to-person combat, with and without weapons
- Strategy and planning
- Networking
- Juggling (just for fun)
- Knot-tying (it is a surprisingly useful skill)


Strengths:

- extraordinarily even-keel even as plans fall apart
- able to improvise
- works independently very well
- an amazing liar
- good for morale

Weaknesses:

- tends to underestimate enemies and fortifications
- currently not at his physical best
- a fan of fancy plans -- which can get out of hand quickly
- lets his curiosity get the best of him far too often

Romanceable:
No. c: Sorry.

Artist:
awanqi
 
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BOUNTY HUNTERS ATTENTION
WANTED
☞ DEAD OR ALIVE ☜

"Na Zhao"
★ CASH REWARD ★
★ PERSONALITY ★
Perhaps the best word to describe Na is pensive. She is a woman given to deep introspection, though that is not to say she is humorless or lacks joy. Merely, she thinks long and hard about things in her life, be they cause for great suffering or great wonder. She is perceptive, industrious, and most importantly minds her own business. There is little by way of adventurousness in her, preferring to take the longer road, if it means for certain it leads to its intended destination. She is possessed of a great compassion, however, and she will break that usual caution if it is in service to another. Otherwise, she is an elegant and stately woman, despite the fact she has little to her name. However, she does hold long grudges, and her distrust is not something quickly dispelled. Men - white men especially - are targets for her discomfort, and while she is quiet and prefers not to interfere, she makes her misgivings clear when dealing with those of the male persuasion.

★ BIOGRAPHY ★
She does not remember her mother. She remembers a boat, her father hiding her in a basket, and a long, long trip. After what seemed like an eternity, her and her father landed on a shore foreign to anything she truly knew. With what little he had brought with them, they journeyed on foot first through this new land he called 'America'. For a while they were merely itinerant, her father finding odd jobs, but eventually they landed in a valley of other gold prospectors when Na was around eleven or twelve. It was here she would stay - and here that she would see her father for the last time.

Na grew and grew into a beautiful young lady at the edge of the gorge that served as her father's bread and butter. She learned from him the process of finding gold, smelting it, and selling it, as well as learning traditional medicine from the women who lived alongside the river around them. While her father inducted her into living in this new world, the women of the river reconnected her to the old one, back home in China, in Guangdong, a place she could just hardly remember herself. Na was not the cautious woman she would come to be. That was brought about when she was nineteen years old.

Unable to find someone her own age to marry who was suitable, she was soon impressed and taken by a young man by the name of Walter Clay, a hunter. Her father was leery of him and his fast-talking ways, and he forbade his daughter to have anything to do with the young trapper. However, in defiance, she continued to meet him in secret. Together they hatched a plan - dissatisfied with life here, she would go into the city with Clay and some gold she would take from her and her father's stash to get married and start a new life. After all - she had found it, hadn't she?

The plan worked smoothly. Under cover of night, they fled as young lovers, riding far into the night on his horse to a city. Clay promised the next morning they would be wed as soon as they had cash for the gold. They celebrated their nuptials prematurely, her certain in his fidelity. But come morning, he had fled, and the gold and horses with him. She had been deserted in an alien city, without a penny to her name, with not even her virginity to call her own.

Even had she the ability to go back home, she knew she could not. The community would ostracize her, disgusted and disappointed in her lack of filial piety, in her willingness to throw away her most precious asset, and in her eagerness to toss wisdom from her doorstep. She quickly tried to find other kinsmen to work for, managing to throw herself at the mercy of an widow running a laundry business. It was here she learned the art of Chinese medicine, as well as working her fingers to the bone. She was an unkind woman, but she knew much, and Na bowed under her tutelage until she had the money to buy herself a horse and leave the city almost ten years after she had arrived.

Over the years, she offered different.... services. She has become something of a jack of all trades, though she now possesses a cart and two horses, rather than just the one. And seeing the letters inviting prospective homesteaders to come settle in Highlawn, she jumped on the chance to finally get back a little of that idyllic time living with her father beside a creek, when all she worried about was tomorrow's breakfast and today's panning.

★ WORK EXPERIENCE ★
Na has worked as many different things. She was once a gold prospector with her father and their community of Chinese panhandlers. Together, they had quite a lot of gold, and she learned the process of turning it into nuggets for later sale. She also learned how to discern whether others are trying to trick her out of her due cost, keeping track of the daily prices of gold and other goods. While a laundrywoman, she worked hard, but her biggest asset was the callouses on her hands from steeping them in boiling water and the muscles in her back from lifting tons of clothing. And her time with Mae Chiang gave her acupuncture, massage, and traditional brews, as well as the I-Ching, Chinese fortunetelling. She has other skills besides - less savory, less genteel. She speaks not of this portion of her life, and she never plans to use those skills again, in the dark streets at night waiting for men the way a fisherman casts a net for fish. She is also a gardener and horticulturist, growing many obscure plants for medicinal and culinary purposes.

★ SKILLS★
The diminutive Chinese woman is surprisingly strong for her size, given a life of hard, menial labor. She is familiar with guns, though she has never owned one or shot at a living thing. Her gold panning skills have left her with good eyes for detail as well as a wealth of metallurgical knowledge, such as telling the purity and cost of certain jewelry or gold nuggets by feel alone, though with so much time gone much of this knowledge has eroded.

Her knowledge of human anatomy is somewhat extensive given her abilities with acupuncture, but she is more well-versed in Chinese traditional medicine than in Western. That said, she does not lose her head around blood, and she has helped deliver quite a few children by this point, both by profession and through necessity.

Her knowledge of both native and Chinese horticulture also plays into her traditional medic abilities, as well as her ability to cook with what is on hand. She has also learned, purely by association with others, how to use other plants in the area as medicine as well, such as willow for fever and yarrow for bleeding.


note: they're not necessarily outlaws; Adrian just wanted to be fancy

Uncoded Character Sheet:
 
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CHARACTER SKELETON
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KIYOKO 'KIKI' BESHNA

AGE || 32 | RACE || Human | OCCUPTION | Retired Pilot |
PLANET OF ORIGIN || SS Philadelphia/Drandma VI | CURRENT LOCATION || Leela |

APPEARANCE || Kiki has incredibly fair skin with just the slightest hint of a tan, evident from some long ago Asian ancestry. Her hair is a very dark brown, bordering on black, and left long. Usually it is in a ponytail, or otherwise drawn back. Her nose is straight, mouth generous but often in a half-smile, her expression easy to read. On her face are several scored marks in surgical fashion, indicative of implants originally used for facial Friend-Or-Foe readings on classified transport vehicles and special clearance. She also possesses several scars up the left side of her face, small and well-healed. She is 5'9", muscularly built, but the left side of her torso, neck, and arm are entirely mechanical. Her lower left leg starting above the knee is also mechanical.

POSITION || Former Resistance - retired pilot

BIO || Simply put, Kiki was a Drandman-born rat with human family on Philadelphia, a delinquent. It took one summer up there to convince her she wanted to be a pilot. With drive, she climbed the ranks, earning a spot in the elite unite BODYSNATCHER, a retrieval squad meant to save sensitive targets from behind enemy lines discretely. While with BODYSNATCHER, her mentor Jonesy Bright was shot down and crashed on Hava. Sent to retrieve him, her ship was tagged with explosives by Kalazar forces. As soon as she entered the hangar, they detonated, killing Jonesy and crippling her. Two years later, she is rehabilitating on Leela. Her left lung, kidney, and a large portion of her digestive tract had to be regrown or substituted with biomech. Her left arm and half her left leg were replaced with prostheses. The worst damage, however, is to her mind. She cannot bear to sit in a pilot seat again, despite therapy and a loving Leelan husband to support her.

TRAITS ||
STRENGTHS:
- Fast Thinker: Kiki's claim to fame. She is extremely adept at thinking quickly and on her feet. The woman will not waste time, and she is able to maintain keen focus under pressure. It served her well while flying experimental ships at potentially unsafe speeds...
- Resourceful: Solus es. Simply put: you are alone. BODYSNATCHER mandated that teams in the field must operate without help once behind enemy lines. Once back there, no one can help you. She learned to rely on herself and what she has on hand, and to make do with what she has where she's at.
- Willfulness: Bane to her parents, but lifesaver to the Resistance. Kiki's body is going to give out before her will does. She is decisive and extremely driven.

WEAKNESSES:
- Headstrong: Some of her strengths are also her weaknesses. That willfulness means she believes wholeheartedly she is right. Often, she is. But when she's not, good luck convincing her.
- Insular: She does not communicate feelings well. Never has. She's working on it. However, that means she often bottles emotions and chooses to muscle through them, not work with them.
- Terrified: The PTSD of losing Jonesy and her ship to what she views as an avoidable mistake has cost her. She is eaten with guilt and paralyzed by anxiety and uncertainty, worried she will make the same mistake and cost her her life, and by proxy the life of her husband.

TOKEN || A pin with wings that says "first time flyer". Jonesy gave it to her, saying it was a good luck token. It somehow survived.[/font][/div]



[/div]
 
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Ashton Lovejoy


O V E R V I E W


Name: Ashton Lovejoy
Nickname:
Ash
Age: 22
Role: Nurse

Appearance: Standing at a lanky 6'2", with dark brown hair and a sweet face, Ashton is small in spirit, despite his height. He is not overly muscular, instead sporting something of a runner's build, more for speed than for strength. He's articulate in both word and in motion, managing a certain cervine grace - by design, as he's naturally prone to forgetting his height and breadth. It is only through rigorous mindfulness that he has managed to keep his limbs exactly where he wants them, without tripping over his own feet. He, of course, wears his black uniform with nervous meticulousness, ensuring everything is in its proper place, repaired, and in good shape. Under the clothes, he is lightly toned, and possesses a small smattering of scars - childhood affects, for the most part, though other scars are more recent. He wears no jewelry and keeps his hair short-- nothing to yank for an unruly patient. He speaks at a pleasant tenor, always with a soft expression of either deep thought or some small, brittle joy.



P E R S O N A L


Personality: Ashton is, at heart, a quiet and sweet soul, nervous about others' welfare and soft-spoken. His goal is ever to soothe-- he seeks to help at every opportunity. A silent sufferer, he rarely speaks up if he is feeling worn out, though he understands and quickly notifies anyone if he has been injured. In truth, Ashton is likewise fearful, a person now prone to neurosis and worry due to a past infection of Armis virus. However, that makes his participation with the Reapers that much more astounding - despite his very present fear, he maintains composure and continues to do his job despite the terror he feels. He has an iron will, a strong conviction that others are in need, and he should fulfill that need if he is able. He has boundless compassion for others, and he likewise possesses the patience that goes with it.

However, he is aware that not everyone is worth saving, or willing to be saved. It is hard to give up on others-- but he is working on realizing others must make their own choices. He will not stand for others being put in harm's way, nor can he allow others to enact violence against someone else - including fellow Reapers. When the chips are down, he is reliable, though he does have to take time to 'decompress'. He withdraws when he is emotionally exhausted, and so he can come off as seeming rude, when in reality he is attempting to recharge his batteries. He is also still working out how to prioritize what is important in his work, and he looks to get some guidance.

Backstory: He was lucky to have lived in Springfield, Ill. when the disease began to run its course. The child of a quarter-Korean mother and white father, he was the youngest of three and a promising student. His family was of a working class background, and so he entered the vocational school rather than attempt to enter college like his older siblings, who had scattered to both UC Davis and Rice University by the time he was graduating high school. He took up nursing, finding that it was a calling that suited him more than automotive, carpentry, or coding, and by the time he graduated - with modest honors, and a good 3.0 GPA - he had managed to find a job in a local hospital.

Unfortunately, it would put him in the direct path of the virus when it finally came around, as he was still living with his parents. Though he knew he must have contracted it first - he remembered being sneezed on, thinking little of it as he washed his hands, before the virus really took off - his parents showed the beginning signs far faster. His father, a normally staid person with a jovial demeanor, displayed worrying paranoia to start, accusing his mother of having an affair. Likewise, his mother began to also undergo changes in her temperament as well, though they were more subtle. Once the disease firmly set in, he somehow found himself locked inside of his parents' house, listening to his mother and father shriek outside the door of his closet, their marriage of nearly thirty years unraveling.

He did not leave that house for nearly forty days, preferring to starve rather than go out into the wider world and face what might be out there. His parents had fallen silent, at some point. When the door opened, he had to be dragged kicking and screaming into the light, emaciated, in Stage 3 of Armis, covered in lesions and quickly developing a fungal infection in his lungs. At the hospital, they recognized him as a nurse who had once worked their halls. Instead, he was a weeping wreck, trying to bite those who restrained him in an attempt to escape.

He was lucky. He was in the 65% of the populace who would be cured in Stage 3 of the disease. However, that was not to say he would leave totally unscathed. While his body had healed, his brain still struggled to cope with the changes the disease had wrought. Fear was his knee-jerk response, and it took time and therapy to fix that which had been broken. As soon as he was well, he began to search out his parents. Unfortunately, his father had succumbed to the disease, killed by other survivors who feared his wrath. His mother was luckier, having done the same thing Ashton had done, which was to hide. She was likewise found and cured. Ashton never did find out what happened to his older brother and sister, they, too, lost in the crush as Armis tidally swept America clean.

He did not forget the people who had helped him, however. When it was clear that the Reapers were in need of more nurses, he signed up. He had worried that his condition would bar him from the Reaper Corps, but beggars couldn't be choosers.



A B I L I T I E S


Skills: Ashton's specialty had been working post-surgery care originally, so he is used to a long and arduous recovery, with wound care and trauma care being prime skills he possesses. He can place IVs, stitch wounds, change wound dressings, and manage wound care for the infected who are able to be cured. He, of course, has first aid training, CPR training, and knows some minor surgery. He is also a soothing presence, and coupled with his natural strength advantage, he manages to manhandle patients while simultaneously trying to calm them. Alongside his medical skills, he was an avid hiker and kayaker, so roughing it is not out of the realm of possibility for him. He is athletic, able to keep up with the other classes of Reaper well, while carrying his supplies-- and maybe other's, when they get tired sometimes.

Weaknesses:
Ash obviously struggles with the anxiety disorder the Armis virus has left him. Unexpected loud noises manifest a panic that he has to work to quell, and he has developed some OCD-like habits such as rituals that include washing his hands, locking and unlocking the door to the camper, and re-checking his pack for its supplies. He has a bad habit of getting stuck on a single task and needing to be redirected to some other, more important task. While not necessarily naive, it is difficult for him to tell others 'no', and he fears confrontation. He also tends to keep his emotions close to the vest, rather than talk when he begins to feel overwhelming panic, both to keep his pride as well as refrain from burdening teammates.



O T H E R


He has several cats, all of them named after different chocolate brands. They are needy.
He does not carry any form of weapon. He worries what he would do with one, given his condition.
He still lives with his mother when he is not 'on call'. They have been seeing a grief counselor over the lost members of their family, especially his mother who feels she failed her husband in allowing him to be killed.



I'LL KEEP COMING - LOW ROAR ​

 
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Alexandra "Xandra" Ziljian1FC851A4-B878-428D-BB08-E6E64BDA86F5.jpeg

Detainee Description
Age: 34
Sex: Female
Height: 5'8"/ 175 cm
Weight: 155 lbs/ 70 kg
Hair: Blonde
Eye: Cybernetic Implant — see Body Modifications
Full Description: Detainee is a female Caucasian of Armenian descent with muscular build, short platinum blond hair (possibly dyed), average height. Face and neck show evident replacement with alloyskin, and neck is black and orange in industrial style. Complexion is almost unnaturally pale. Otherwise, all other outward appearance is original to the detainee with no replacements. Body art present on the following:
- inside left arm, of snake speared by trident
- bottom of left foot, barcode tattoo, scan requires encryption key
- back of right shoulder, traditional Titan tattoo
Body Modifications:
- Daprovska alloyskin along face and skin, possibly due to past trauma
- Atlasware cybernetic ocular implants, with infrared, night vision, UV, and LED insets
- Umali vein/artery mini-mesh to prevent puncture

Charges Levied
- TC 10900:
First degree murder, in affiliation with payment or transaction of services (2 counts)
- TC 9585: Abuse of office for personal gain, gain of another, and/or gain of an unaffiliated power or entity (3 counts)
- TC 9554: Demolition or tampering of evidence in use for a criminal or civil trial without authorization (10 counts)
- TC 9552: The intimidation of a witness to the effect of swaying a pending or future criminal investigation for personal gain, gain of another, and/or gain of an unaffiliated power or entity (7 counts)
- TC 9584: Unauthorized or excessive use of force against a suspect or citizen not associated with an investigation (9 counts)
- TC 8547: Intoxication with a substance or substances while on active duty (2 counts)
- TC 4467: Desecration, theft, or tampering of human remains (1 count)
Other: aggravated assault, possession of substances, possession of illegal weapons, brandishing, forgery, unlawful disposal of litter

Detainee Affiliations
Homeworld: Detainee alleges Minos, Europa, Jovian orbit as origin — doubtful, no records found under this name
Place of Arrest: Sapporo, Triton, Neptunian orbit — stationed post
Affiliated Organizations: Trident Mercenary Company, Yukiyama syndicate, Phoenix Triad, Atlas Inc., Sapporo Law Department

Detainee Narrative Block
Xandra Ziljian likely a mercenary of the Trident company, often hired as private security for a number of different megacorps within the system. Unclear if Ziljian was currently working with Trident during current arrest. Ziljian was acting as LEO while in Sapporo, a nitro and water mining outpost in Neptune orbit. Ziljian was engaging in several criminal enterprises while hired as Justicar for Sapporo. Lack of oversight due to remote nature of the outpost allowed Ziljian to work with little interference. She largely offered lenience and interference on behalf of the Yukiyama Syndicate or Phoenix Triad.

Ziljian is highly skilled with a number of firearms, including short burst plasma SMGs, firearms using kinetic ammunition, and long-range rifles. She is trained in hand-to-hand combat, guerilla warfare tactics, and hostage negotiation. Likewise adept at vehicular combat maneuvers and vehicle maintenance. Able to identify drugs through use of field kits, as well as knowledgeable about distribution, economy, sale, and acquisition.

Detainee Psychological Profile
The detainee displays classic hallmarks of clinical sociopathy, such as flat affect, superficial charm, lack of emotional response to Ambergraft test, and failing Morberg yawn test. Detainee affects remorse when asked about crimes, but upon further interview, remorse is surface level and for social masking. Remarkably friendly, social mask well placed and maintained, but to clinician appearance, evident in lack of correct emotional response to parts nine and ten of the Ambergraft test. Detainee likewise employs manipulative behavior around acquisition of resources or garnering favor.

On Big Five personality traits, displays high openness to new experience, low conscientiousness, high extroversion, mid agreeableness, low neuroticism. While in custody, detainee has been cooperative with authority figures and other detainees, save for singular instance with fellow inmate leading to assault. Detainee has displayed sone drug-seeking behavior while in custody, but after the assault on another inmate, this drug-seeking behavior has ceased.

Detainee has changed her history multiple times over multiple interviews, with multiple clinicians.