Λbsence Info + Sign Ups

kt_by_sir_finhawk-dbjwp4o.png


  • Name:
    Taipale Kallain


    Epithet:
    Glacier


    Bounty:
    0
    rVubNzO.png


    Role:
    Cartographer

    Sex / Age / DoB:
    Male / 33 / March 3th

    Height / Weight:

    6'4'' (193 cm) / 197 lbs (89 kg)


    Home Island:
    Huurre
    A somewhat small and primitive island located in the north east in the Calm World, Huurre is largely taken over by forests with some mountains located in the west. The climate is on the colder side, winter lasting longer than usual. However, the temperature only drops very low for a short time during the peak of the winter and to those accustomed to cold, the long winter isn't a harsh experience. The inhabitants of the island are only blessed with a short fleeting summer when the usually white island transforms to green and it's the busiest and most important part of their year. For many of the natives, the warmest day of the year is usually reserved for a gathering or a festival of sorts around a large red maple located on a clearing on the southern side of Huurre. The tree itself holds great meaning for the people, serving as a landmark, a gathering place, and the area surrounding it as a 'capital' in some sense. It is said those who are lost return to the red maple and can be found there, which holds a spiritual meaning but it is also a conventional place to regroup and meet others.

    Due to the nature of the island's seasons, farming is rather limited and relies on a good summer to stock up for the winter to avoid a too simple diet which mainly consists of meat. The natives of Huurre are skilled hunters and use the light fur of their prey to fashion warm clothing that'll enable them to effectively hide in snowy landscapes. If you fall into a Huurre hunter ambush while traversing on snow, you won't know what hit you. Similar to the animals that have developed light colored appearances to better avoid predators, the native people also tend to have lighter complexion, their skin fair and blond hair and blue eyes being common, though darker shades are found.

    The most important prey for the natives are the large white moose-like animals called 'halvi', one individual providing plenty of meat and fur. A halvi's impressive horns are also sought after in some more prestigious circles, which makes them the most important exported product along with wood for the natives. However, it's a very niche material and trees are best cut down during the short summer so the island doesn't get much trade ships coming and going and isn't well known by the rest of the world. Since Huurre doesn't possess large quantities of anything truly valuable and people would generally rather trade with the natives peacefully for the few things they have than go against their hunters on their home turf, the island is mostly left to its own devices by MAGNA and rogues alike. In return, the Huurre inhabitants have no interest in sticking their noses in the rest of the world's business either.


  • pj9b3FL.png
    Physical Appearance:
    Kallain possesses a healthy amount of muscle and is well-built, which coupled with his height make him easy to notice. Furthermore, thanks to his strong facial features, square jaw, and thin low eyebrows, Kallain surely can make himself look intimidating. However, that is rarely what he'd wish and the man isn't stingy with smiles, he'll gladly flash you one. He's rather fair skinned but not quite far enough down the scale of pale to be considered looking sickly. This pale complexion seems to go hand-in-hand with his hair and eye color; Kallain is towheaded, his blond hair cropped short almost a perfect white, whereas his cold grey eyes can be surprisingly friendly.

    Two scars run parallel across his face. The first from his left temple to his right cheek and the second breaking the right corner of his mouth, starting on his cheek and ending on the chin. Hidden under clothes, Kallain also sports a long vertical scar on the left side of his chest along with a horizontal one just above his knee on his inner left thigh, multiple lesser scrapes here and there, and a bullet wound on his right upper arm.

    Making use of his height effectively, Kallain does not slouch or make attempts to appear smaller. He has good posture and usually presents himself confidently. However, if caught off guard or made nervous/uncomfortable, he adopts a lower less-threatening posture and becomes incredibly shifty-eyed even though he's normally comfortable with maintaining eye contact. He also has a habit of fiddling with whatever bracelets/rings he might be wearing at the time when out of his comfort zone, which is also true in lighter cases when there's no other indication he may be feeling nervous.


    Style:

    If you happen to ever catch a glimpse of Kallain wearing shabby possibly torn or dirty clothes, it's best to assume something is amiss or very much wrong. The man in question definitely does not dress like a beggar if he has any choice in the matter and highly values clean well-tailored and form-fitting attire. He's always ready to sacrifice a bit of comfort or practicality for the sake of being well-dressed. This in moderation of course, there's no point in being constantly uncomfortable and unfunctional just to look nice.

    Simple dress-shirts, usually with the sleeves rolled up, vests and quite plain but neat trousers of light colors and those usually of blue and purple variety belong in Kallain's usual choice of clothes. Even though he appreciates decorations and details in a fine piece of clothing, less is often more, as far as Kallain is concerned at least, and he won't wear anything too extravagant. Shoes are also important just as the rest of anyone's wardrobe and Kallain's preference to stay within the bounds of simplicity is also reflected in his footwear. He rather likes sleek boots, the taller the better. Additionally, he's quite fond of jewelry of all types and you most likely won't spot him without a couple of bracelets and rings on his left hand and a single small white pearl on his right earlobe. Necklaces are a bit rarer to be seen on him but it's not unheard of.

    Generally, Kallain can often look like a posh rich man to most at first glance, which tends to color first impressions, for better or for worse. However, any illusion of him being the type of lazy rich good-for-nothing tend to be broken by the shoulder and arm guard he wears on his right side and the large shield he carries around as they're not so easy to miss. He also lugs around a leather messenger bag most of the time to have his most essential possessions conveniently at hand.


  • pj9b3FL.png
    Personality:
    If you, for whatever reason, wished to piss Kallain off, it'd be no easy task as his patience can seem frustratingly endless at times. Just as he's well-dressed, the man is also well-behaved and generally polite to friends and strangers alike and sees no gain in insults or being forceful. He'd also much rather deal with conflicts by talking and compromising and is rather reluctant to solve issues with a fist as the first option since it's not usually a good way to do things long term.

    However, when it comes to it, Kallain won't shy away from planting his fist into someone's face or flinch away from one being aimed at him. He's quite unfazed by violence and can remain calm and collected if and when violent conflicts do arise. Sometimes this apparent indifference to violence can be a bit unsettling and justifiably lead to questions or conclusions on what kind of morals he has regarding physical harm and even murder. Those who have spent a bit of time around him would probably notice he's no bloodthirsty psychopath who'd attack anyone without a good reason, but he won't be losing any sleep if he has to break someone's nose. Simply put, due to his exposure to violence as somewhat 'normal' for a significant part of his life, he has grown quite desensitized to it. Though unnecessary violence is not something he likes to see. He won't have any problem with you striking down a foe but he'll definitely think less of you if you deliver that one last hit after the enemy's already down and the fight is clearly over.

    From all this, we could draw the conclusion that he's stoic, serious, and no fun at parties, which would be only partly correct. He'd rather be professional, present himself in a respectable manner, and does not appreciate people fooling around when dealing with a serious matter. Though this does not mean he can't kick back and relax and have fun when it's the right time for it. Even though one might not think so at first glance, Kallain does possess a sense of humor and enjoys a good laugh every now and then. He tends to retain a more formal approach towards strangers and slowly drops his politeness in favor of a more familiar approach with those he considers friends as he gets to know them.

    Despite the man's usual calm and collected disposition, there are times when that's thrown right in the trash. As his choice of clothing and accessories might give away, Kallain likes 'fancy' and 'pretty' things. This ranges from jewelry and art to wood- and stonework, though he's generally more enthusiastic about the things that people can create on a smaller scale. Kallain might take a while to gush about how a particular ornamental button is elegant and fits perfectly the piece of clothing it's found on while generously complimenting the genius who made that particular gift to humanity. He feels rather deeply about such artistic creations and has great respect for those who take their time to perfect their craft. This in turn means he won't take very kindly to people who undermine those who go beyond practicality on their chosen field, he can understand having different opinions on such matters but there's no excuses to be rude.

    Kallain also has a somewhat childlike curiosity towards the wide world that he keeps at bay and doesn't show as generously. He's always ready to travel somewhere new to see what there is to discover, the man is no stick-in-the-mud who won't try new things. However, on the flip side, he doesn't have the best attention span or memory and can be distracted easily. Additionally, he doesn't like sticking around the same place for too long and tends to grow bored if nothing new presents itself for a good long while. And when he grows bored and restless, his usual calmness ends up slipping and he's more likely to make hastier and less thought-out decisions that he may or may not end up regretting soon afterwards.

    Decisions themselves aren't something Kallain likes to begin with. Even though, to some, he might seems like a good person to put in charge due to this good manners, usual patience, and level-headedness, they'd make a terrible mistake in doing so. The man absolutely cannot handle making any kind of big decisions that would affect others besides himself and will devolve into a nervous mess of 'what if's unable to decide anything if put in such a position. The responsibility is simply too great for his shoulders to bear. Therefore he's more than happy to follow orders instead of giving them and has respect for those who can make the hard calls even if they end up making the wrong ones. However, even though he doesn't mind being bossed around, rudeness is a quick way to make him start looking for someone else to follow.

    Likes:
    ● Good craftsmanship, whether it be a candlestick or a building.
    ● A bit of peace and quiet every now and then. Going on exciting adventures is great for sure, but it's good to take a while to rest when it's needed.
    ● Relaxing baths, staying clean is important and there's no harm in enjoying it.
    ● Giving people piggyback rides, for some reason. Though he's more inclined to providing free transport to those of smaller size.
    ● Fresh fruits and berries, the juicier and sweeter, the better. He's especially fond of watermelon.


    Dislikes:

    ● General rudeness and yelling. Unnecessarily raising your voice with Kallain is one sure way to start annoying him, he can hear you just fine.
    ● Hot days and merciless sunshine due to the fact that his choice of clothing isn't usually the best when working in such a weather. Getting sweaty and smelly just doesn't sit well with him.
    ● People messing with his maps, he does not take kindly to those who disrespect his work or his belongings.
    ● Recklessness and people who let solely their emotions guide their actions, though Kallain surely isn't infallible himself when it comes to this so he's somewhat prone to hypocrisy.
    ● Babies, they're messy and loud and test even Kallain's patience. Just no.


  • pj9b3FL.png
    History:
    Born on the rather isolated island of Huurre, Kallain was quite the curious boy already during his early years with the worrying habit of trying to wander off on his own as soon as he could. This naturally got him in trouble due to the sheer danger such a foolish practice held. Though, of course, a stern talking-to doesn't squash the wanderlust of a rebellious young boy. So, during his 7th summer, he rashly acted on an idiotic plan born in the spur of a moment, which he came to regret rather soon. It was one of the rare times a foreign ship was docked on the shore of Huurre and people were busy bartering with the crew. Kallain got the bright idea to wait for an opportunity to sneak onto the ship. He was curious, of course he had to go snoop around. Though he hadn't taken into consideration the ship might leave while he was still on it. That could've still been fixed if he'd just emerged from his hiding place as soon as he noticed his error and they might've still turned around to throw him back home. But no, the dumb kid got scared, panicked, and stayed as quiet as a mouse.

    However, people have to eat, Kallain is no exception, and he's not stealthy enough to stay unseen on a ship full of people for too long. But by the time he was noticed, the ship had already gotten quite far from Huurre and the captain didn't have the time or patience to turn back anymore. So it was agreed they'd figure out what to do with the kid once they got to their destination. They'd just shove the kid to the local authorities and maybe eventually someone heading to Huurre would show up again and Kallain could hitch a ride back. Or not, who knows. He surely wasn't the ship's crew's problem.
    So after a while, the ship docks again on a foreign island and Kallain was escorted to an orphanage after a pit stop to the local MAGNA office. He spent roughly three years in the care of the orphanage but no news of any ships heading to Huurre came, which wasn't too surprising since it was never an usual or even very known destination for many. It's also likely the matter was simply forgotten.

    Kallain grew bored and tired of waiting and even though the orphanage provided him the basic necessities, it wasn't exactly a luxury hotel. Apparently having learned nothing from the last time he thought he got a bright idea, Kallain decided to ditch his current form of residence and find his own way back. He was 10, that's a whole two-digit number, he could easily take care of himself for sure. His great plan this time was, for starters, to hitch a ride somewhere closer to home in exchange for some menial tasks on a ship, he could peel potatoes just fine. In theory, that wasn't a terrible first step, the execution just didn't go exactly according to plan. A child's memory failed and he ended up further from, not closer to, home.

    This brand new environment was an urban island closer to the south, with a highly developed richer area with significantly poorer slum-like areas found to the west of the island. The elite, of course, would much rather pretend there's no good-for-nothings lingering around. So the residents of Parlien turned their noses up at the random disheveled kid running around admiring the impressive buildings and the finely crafted merchandise in the obviously expensive shops. Kallain was quickly starting to forget his homesickness as he realized how much fancy places and stuff there is. And this was just a single island, there had to be so much more to see and he might as well take a look while he was at it. However, the biggest problem became quite obvious in no time; he still needed to eat and a place to sleep in would be nice as well. The choices were rather simple, rely on people's generosity, steal, or find some work. At first, Kallian went with the first two options, learning that people are more likely to give you what you want if you look and act nice, the people in Parlien did at least.

    After some time of begging and the steadily diminishing stealing, Kallain came across what seemed like a great work opportunity. Parlien was considered a place of high culture and art with entertainment readily available for the right price. One of these forms of entertainment was a well respected and maintained fighting arena that provided spectators the delight of flashy combat to gawk at. The establishment provided its fighters housing, food, clothes, some pocket money, and written contracts were signed to assure all was fair and good. As Kallain was in his early teens at that point, he found work there doing menial tasks while being taught the basics like reading and writing and being trained to fight in the arena later on. Once he turned 16, he was entered in few 'warm-up' fights before the main event people were there to see and when he was 18, he got into the big league and finally signed a legal binding contract on his service in the establishment. By this point, the foolish teen had been thoroughly charmed by the glory of combat and everything he was learning along with the niceties of Parlien. All seemed fine and dandy and Kallain signed the piece of paper given to him. There was just one thing he happened to overlook; There was no set timeframe or expiration date to his service, just some vague sentence on how he'd be relieved of his employment when both parties of the contract agreed on it. This obviously came back to bite him in the ass later on.

    With Kallain officially in the roster of the main fighters, he needed a glorious alias and a distinguishable get-up. Thus was born 'Glacier' who got sharp patterns painted on him with white and/or light blue paint and dressed with that same color scheme. It was over the top, unimaginative, and ridiculous, but apparently that's what people wanted to see and Kallain didn't really have a problem with rolling with it. However, as time passed, his life started growing too repetitive for his tastes, he wasn't really learning anything new anymore, he had seen all there was to see on Parlien, and most importantly, he was starting to feel like he wanted to do more with his life. At which point he expressed his wish to quit and his idiot mistake came to light. Every time he brought the subject up, the answer was somewhere along the lines of "Just stay a while longer until we find a replacement for you"/"We're planning a grand spectacle for this big holiday and we need you on that, we can talk about this after that"/"We can pay you a bit more if that's what this is". There was always an excuse to say no politely and it was starting to become quite clear the answer would always be no. So, when he was 25, Kallain quietly ditched the whole island for good, breaking the contract.

    This newly stolen freedom came with a question: What should he do now? Kallain had completely forgotten about his quest to go back home during his time in Parlien and his memory had never been the best so what he did remember of his home from his early childhood was rather faded at that point. The most prominent memory he possessed being that of the large red maple of Huurre. So that is what he'd have to find and he was sure he'd recognize it when he did, but he had no idea how to find it. With this obvious dilemma unsolved, Kallain mostly just drifted around all over the place working random simple jobs here and there without any idea what he was actually doing or what he should be doing. After a year of his aimless wandering around, he accepted another seemingly benign job offer; A group of treasure hunters needed some additional muscle and possibly protection since their intended destination was located in less charted territory. Surprisingly enough, the trip went well and they found what they were looking for. Kallain found the ancient building and its artifacts quite intriguing along with the map one of the group was drawing of the place.

    Kallain spent a couple of years with those treasure hunters, learning from them and getting in the cross hairs of MAGNA a few times when they set their foot somewhere they shouldn't have and took something they shouldn't have. However, despite of how entertaining his time as a pesky treasure hunter was, Kallain had once again derailed from his actual mission at hand. Though this time it wasn't a useless distraction, the crude maps one of the treasure hunters had taught him how to draw gave Kallain a beginning of a plan and he left his treasure hunting buddies behind somewhat reluctantly to follow through with it. Maps show you what is where and it's easy to see where you have been and where you haven't been without having to remember everything. So the genius idea was that he'd get someone to teach him more cartography and he'd be able to make a trail of every place he has been to with a stack of maps and a journal detailing when he arrived and left each place and whatever else might be important to note. That way he'd know where he had already been and what was still uncharted territory for him, a simple method of systematic elimination. He'd definitely find that red maple he remembers eventually and he could enjoy his time exploring everything else and continuing with some lesser treasure hunting by himself when the opportunity raises, all the while not forgetting the actual end goal. So that's what he has been up to for the last 4 years.


  • pj9b3FL.png
    Skills & Talents:
    Cartography - Kallain is still no expert in the art of drawing maps and even though his work pales in comparison to that of professionals, his maps are good quality and definitely accurate enough for casual usage.

    Treasure hunting/Archaeology - Having spent some of his years snooping around in search of intriguing and possibly valuable ruins and artifacts, Kallain has developed a good eye for what is and isn't worth investigating along with the approximate value of whatever old locations and object he might come across. However, he's no expert in history and won't often be able to weave detailed and accurate stories of said places and things.

    Pretend fight - Due to his history as an entertainer in the art of flashy combat, Kallain is able to stage a believable fight or attack without the risk of serious injury unless something goes terribly wrong. And, if he wishes to, he knows how to look fancy and photogenic when fighting, whatever good that does to anyone. He also has a keen eye when it comes to spotting if someone else is being serious in a fight or not.

    Combat Abilities:
    Base Style:
    Kallain relies mostly on his kite shaped shield that reaches a bit over his shoulder when held with his arm relaxed beside his body. Both the chief and base points of the shield are purposely sharp in order for the shield to be used as a weapon more flexibly. Kallain wields a simple knife with it.

    Overview:
    Kallain has developed a good eye for body language and has quick reflexes as well as great physical strength, which he utilizes and heavily relies upon in his fighting style. He wields his shield in his left hand and primarily uses it to block blows he sees coming even if he would have time to dodge. His main concern isn't to deal damage and the infuriating expertise Kallain has when it comes to getting his shield where it's needed in time is meant to wear the opponent down in the long run.

    When this happens, it's easier for him to finish his foe with the knife he owns. His right arm, with which he uses the knife, is protected by a leather shoulder and arm guards and can thus be used for blocking blows as well if need be and isn't too vulnerable for counter-attacks when he chooses to take a stab with his knife. Though leather obviously isn't as good at taking blows as metal so he tries to avoid attacking too recklessly as best he can.

    The shield can also be used for attacking; The sharp chief and base points of the shield can be used for stabbing and slashing somewhat effectively, and a shield smashed to someone's face is always effective to varying degrees. Stunning an enemy like this presents a good opportunity for him to get a stab in with his knife. Alternatively, when he's fighting alongside others, knocking someone over the head with his shield can give an ally the perfect opening to land a powerful hit to a vulnerable spot.

    Combat Personality:
    Kallain remains calm and focused in combat and does his best not to take big risks. However, when you're in a fight, you have to think on your feet, which he has learned the hard way, and Kallain seems to gain the ability to make quick decisions he usually wouldn't while in combat. He's very prone to hindsight afterwards however. Due to not being very fond of killing his foes unless there is no other choice, his actions in combat are usually more aimed at incapacitating rather than killing them. This can lead to him going too easy on his enemies, or in some cases hesitating, and subjecting himself and his allies to possible payback after they think they have the opponent subdued. Or perhaps the foe will be grateful for their spared life, it's not always easy to know which it'll be beforehand.

    Not all battles can be won and there's no shame in that. Kallain doesn't have any delusions about grand battles to the death to preserve any perceived 'honor' and he won't have a problem with admitting it when he's lost. Sometimes retreat or surrender is the best strategy, live to fight another day. Though he definitely won't turn tail and run if that means leaving a friend behind.

    Equipment:
    > A kite shaped shield with sharp chief and base point, a light blue stripe runs along the outer edge with a similarly colored diamond shaped boss in the middle of the shield's surface. In addition to the sturdy leather enarmes that provide a grip of the shield, a longer belt-like strap is attached to the underside of the shield so it can be carried on his back.
    > A simple knife with a purple handle, its brown leather sheath is strapped to Kallain's right thigh.
    > He also own a flintlock pistol that's fastened to the belt holding his shoulder guard in place, the pistol's holster residing beside his left arm. However, he's not that skilled with firearms and the pistol is more of 'just in case' back-up plan that he doesn't use often.



And that's about it. I drew a 'quick sketch' while figuring out what he likes to wear and it got out of hand and more finished than I planned. So I added it in since I'm not that good at describing appearances. I'm not the best artist and a picture taken of a traditional thing with a phone's camera isn't really the best quality, but I hope it's fine.

Also, for the gladiator-esque place I have in his background: I don't know how well I made it clear in the history section but I was thinking of it as a law abiding respectable and tax-paying establishment that treats its 'employees' well and doesn't do shady business besides occasionally taking advantage of loopholes and ambiguous wordings of things. Would MAGNA actually be okay with this being a thing? If not, I'd be okay with changing it into a more of an underground illegal thing if that'd be better. (Maybe I should've asked beforehand. :,D)

But yeah, hopefully everything makes sense, let me know if anything needs to be changed or added on. :]
 
Last edited:
@Giltine13

The new bio, with the attack on a MAGNA ship is perfectly fine. If you want, you could honestly even bump up his bounty, because he attacked an official ship AND stole several cards. 40-60 Million Merits would be absolutely acceptable.

As for the bad guy thing; I get where you're coming from, and in most of my roleplays I'd commend you for being consistent and creating an ACTUAL baddie, that isn't some misunderstood faux-anti-hero, BUT in this specific roleplay, we're sorta the heroes. We're supposed to adventure and journey in a mean world, and make our way to become famous Rogues, that break the mold. You know, the light-hearted anime type of hero cast. Well, maybe not super light-hearted, but not terribly grim either.

I don't think a mass murderer would realistically fit with the crew, or rather be accepted. I honestly think the character is wonderful otherwise though; Do you think you'd be interested even if your character isn't a super big baddie? It's okay if he has murdered before in intense situations (say, a fight to the death vs. another hostile Rogue, or MAGNA forces that weren't interested in capture), but a voluntary mass slaughterer probably won't work. If that's okay with you (and I really mean that, I want everyone to enjoy themselves, not just "settle") then you're accepted!
 
@alaska I'll get my Beast Tamer up by tuesday. Been working a lot⭐

And he will have to build a bond/connection with animals before tapping into their natural abilities. So the more exotic/wild an animal the more work he would have to put in to tame and grow a bond to tap into their abilities lol ⭐

And @Giltine13 seeing our chars fight together with my Beast Tamer tapping into his abilities would be badass lol ⭐
 
Yeah, sure I understand. Though, I never meant to make him scary or a danger to the crew. It's not like 'murderer' is written on his forehead nor does he really act the part while not ingaged in combat with an enemy. Whenever he killed it was either on orders or for someone else's safety. I thought this could fuel an interesting conflict within the crew later on. This whole thing was supposed to be as a concequence of him growing up with the worst type of people, but something that can be fixed.

However, I can go without that as well. It would be a shame to miss out on a good RP like this. So if it's still okay, I'd like to join.

@Razzmatazzical⭐™
I don't see how would that work. Kaito isn't an animal for him to tap in, just because he had the card it still doesn't make him a one. Even if it was possible, whatever bond they would have would be ruined after your Beast Tamer tried that as it would leave him feeling as an animal.
 
@Giltine13 okay nevermind was just commenting on what Alaska said. Was just joking dude ⭐
 
Yeah, sure I understand. Though, I never meant to make him scary or a danger to the crew. It's not like 'murderer' is written on his forehead nor does he really act the part while not ingaged in combat with an enemy. Whenever he killed it was either on orders or for someone else's safety. I thought this could fuel an interesting conflict within the crew later on. This whole thing was supposed to be as a concequence of him growing up with the worst type of people, but something that can be fixed.

However, I can go without that as well. It would be a shame to miss out on a good RP like this. So if it's still okay, I'd like to join.

@Razzmatazzical⭐™
I don't see how would that work. Kaito isn't an animal for him to tap in, just because he had the card it still doesn't make him a one. Even if it was possible, whatever bond they would have would be ruined after your Beast Tamer tried that as it would leave him feeling as an animal.

Of course! Like I said, we'd love to have you, it was just tiny thing that kind of felt off. You're accepted! Welcome to the crew!

AS A NOTE TO EVERYONE WORKING ON APPS:

We currently have five future members of the crew. I'll likely allow 1-2 more for the start, then I'll be closing sign-ups for the time being. So if you wish to apply, make sure your sheet is finished relatively soon. Please remember that it's not first come, first serve though.
 
  • Love
Reactions: Justin
Here's Dee! Lemme know if there's anything I need to change. I wasn't sure if you imagined having different languages in your world or if there was just one basic language. I'd be happy to switch it to just different dialects / accents (or remove it altogether). I also pared down the parts of the combat section I didn't think made sense for her.

dee_ekrixeis.png


  • pj9b3FL.png
    General:
    Name:
    Ekrixeis Dee

    Epithet:
    Harbinger of Boom

    Bounty:
    1,280,000
    rVubNzO.png

    - Public disturbances
    - Arson
    - Possession of illegal materials and explosives

    Role:
    Making things go boom (Demolitions expert / Cannoneer)

    Sex:
    Female

    Age:
    23

    Date of Birth:
    March 31

    Height:
    5'6"

    Weight:
    135 lb

    Home Island:
    Bisphorana - A tropical island that has mostly fallen into lawless hands, home to several different factions that are engaged in a constant struggle for power and influence. It mostly keeps itself out of the gaze of MAGNA, but in the more unsavory circles, it's known as a good place to exchange black market goods.


  • pj9b3FL.png
    Appearance
    Physical Appearance:
    Dee has dark skin and has more than her fair share of burn scars, though her hands and forearms are burn-free thanks to her gloves. While her build is on the softer side, she is still quite muscular, especially in her arms. It comes from hefting that gun of hers, throwing grenades, and heaving her equipment from one place to another.

    Her hair is jet black and long, pinned all the way up only when she's ready to get down to business. Sure, she'll fight if she has to with her hair down, but she does actually care quite a bit for it and would prefer not to have to cut it off due to it catching fire. Her eyes, red in color, somehow manage not to look demonic. At least, not directly.

    From afar, she has the air of a performer, confident, loving the limelight, but mostly harmless, especially when she's smiling. Up close, though, there's something a little unsettling. Perhaps it's the extra dose of confidence that pushes it over the edge into arrogance or the way her eyes fill with glee and eagerness when it comes to the topics not quite suitable for the general public -- explosions, death, mayhem, the sort.

    Style:
    Dee, at any given time, has a fairly standard outfit, though she'll do a complete overhaul if she gets bored enough. The life of a performer has given her the knowhow to make and mend her own outfits from what she can scavenge and modify them to what she truly envisions. There are only two things that stay constant. First of all, her skull earrings. Second, everything is fire retardant. As of now, she can be found wearing a vest top (though the color varies) and dark pants slid into black boots that sport more buckles than reasonable. Her gloves are white, but are prone to turning ash-grey by the end of the day due to explosive residues, at which point she'll replace them. Any day she doesn't, she figures, was a day with not nearly enough excitement.

    To the naive eye, atop her head sits a tiny hat. This is in fact an explosive. On her back is her trusted gun, PFL. Her belt and leg harness is usually also packed with equipment. At a minimum, it includes her handgun and quite a few grenades, napalm, but she'll often have some backup dynamite and mines at the ready. It might seem like she's a walking bomb. Well, to be fair, she is, but she's about as good at defusing (or better yet, ditching live explosives) as she is as lighting them up.


  • pj9b3FL.png
    Personality
    Personality:
    Fame and money are definitely huge motivators in Dee's life, and never will she turn down the opportunity to shake things up with a loud bang. Perhaps the problem lies in that she thinks all problems are best solved with an explosion. Dee, at this point in her life, is absolutely muscle for hire, and while she won't take a directly conflicting contract at the exact same time, as soon as she finishes a job, anything is fair game. She has few qualms about the sorts of jobs she takes on from putting on pyrotechnics to a show, or a little more protection for a legitimate businessman, or a treasure hunter looking for an explosives expert to get them through to that underground cache. Dee absolutely adores the jobs that give her room to experiment, try something she hasn't done before whether it's a bigger explosion (or smaller) or make new shapes in the sky. Those she would probably take with a price cut, but, of course, those are the ones she drives a higher price for. It's the lifestyle, you know.

    Outside of work, Dee is approximately just as transparent. It probably helps that she is not quiet at all, always gleeful and delighted to meet others, more than willing to hit up a conversation, and almost desperate for others to ask what she's up to so she can talk your ear off about the composition of explosives. Well, she can, actually, manage to reel that enthusiasm in and be a good conversational partner. Good listener, though, might be asking for a bit too much. She's a bit too blunt and straightforward to handle other people's sensibilities, preferring to handle issues head-on rather than tiptoeing around.

    It's rather the same way she approaches most of life, actually. Dee definitely subscribes to an "act first, ask questions later" philosophy, figuring it's better to take action immediately than to wait for a perfect solution that may arrive too late. Rare are the times she actually regrets her decisions since there's no way to really know the future. Oh, sure, there's Lumina, but she's seen where that can land people. The way she figures, it's a crutch to rely on knowing the future. Besides, what's the worst that can happen? She makes a mistake and everything blows up in her face? Yeah, somehow Dee's not too worried about that one.

    On a surface level, her act first philosophy comes off as sort of flighty, prone to distractions and jumping from topic to topic, approaching life with an almost childlike delight with little self-control, and it's never really clear if she's giving you her whole attention. (Answer? She is, but only in bits in pieces.) On a longer timescale, however, she's actually quite ambitious and driven. Once she determines what she wants, she's quite persistent in achieving her goal and little she wouldn't do to get there. This all results in a very selective memory -- remembering what she finds interesting and will help herself, and what she finds unimportant is just utterly forgotten.

    But, for all her nomadic, job-to-job lifestyle, Dee still has a desire for community and stability. That, more than anything, is what she misses from her days with Choros ton Asterion. She just hasn't found the right crew yet, the sort of people she's willing to go out on a limb for because she knows they will have her back in return. The fact she's built a rep off the idea she's willing to take on any job for the right price probably doesn't help. And it would have to be with a group that challenged her abilities. So, really, there aren't many opportunities.

    Likes:
    ● Explosions and fire - Oh come on, this is a given.
    ● Cleanliness and organization - She hates a mess and will absolutely leave a place looking better than she found it. She has a system and sticks to it and firmly believes everyone else should, too.
    ● Musicality and artistry - Timing and performance are everything to her. She can be a bit critical, but that's because she enjoys it so much.
    ● Community - Just a group of people she can completely unwind around. Is that too much to ask for?
    ● Fame (or perhaps infamy) - She'll become a name. Just you wait.
    ● Stars - They are the night's own light display. She collects the names and stories every island has for constellations.

    Dislikes:
    ● Quiet and isolation - The louder and rowdier, the better. The quiet just fills her with anticipation and she'd rather be doing something already.
    ● Politics - Politics means dancing around the subject, and she's utterly tired of that. Disagreements have better ways of being solved, like with explosions!
    ● Suntsumei - She can see the value, but don't bother trying to get her to practice. It's tedious. It's a whole lot of repetition for what exactly? You'll die anyway.
    ● Subtlety, stealth, shadows, and secrecy - Dee's just bad at it all. Oh, she can keep a secret, but that'll cost extra.
    ● Stagnation and routine - This couples with Dee's love of experimentation. There is no way she could live a life doing the same thing day in day out.
    ● Stuffy, formal ceremonies - These are absolutely the worst, and luckily, she hasn't had much trouble avoiding these. Festivities are fantastic, but the speaking of vows, the granting of titles all just bores her. She's been hired for more than one party, and waiting until the moment she can actually launch her displays just drives her insane. (Then there was that one time she was hired to disrupt some stupid MAGNA party, and that was hilariously fun.)


  • pj9b3FL.png
    History
    History:
    Bisphorana
    Dee's first years of life were spent on Bisphorana in the middle of comfort. Her family owned prime real estate on the island, including the second best waterfall (if only because the first one was considered public property). By objective accounts, though, it was not a peaceful life. For as far bas as she can remember, she always had bodyguards, and shootouts were not uncommon. Various parts of their house was under constant repair, but their mansion was large enough that it hardly mattered. For her, though, this was normal, and there was nothing to fear. Sure, there were precautions to be taken, but at the end of the day, this just life.

    Her family was untouchable. They were above the law. They, for all purposes, were the law on their island. And perhaps for that reason, Dee was ingrained with the idea that the rules were quite fungible, and everyone was there to cater to her desires. Well, there was what she had to do to stay alive, but outside of that, the world was hers to manipulate. She could do or not do as she pleased.

    The only thing forced on her was Lumina exercises. Father insisted on them from the time she could grasp the actions (the basic concepts came later). It was for her safety, he stated. It was the only way to truly survive. Dee hated them. At first, she actively rebelled against these horrendously tedious exercises, but as she grew older, she found it was easier to just fake her way through it. None of it ever sank in, though, and her father would continue to yell at her to apply herself, and she would continue to brush it off. It really didn't help that her brother Zak seemed to grasp it intuitively. Granted, he had a whole seven years on her, but the point was there was no way she was going to ever catch up.

    That life, though, was brief lived, stolen away in the middle of a hectic night, whisked away onto a ship with her mother and brother. And her father? Despite all his talk of Lumina keeping him safe, he didn't make it out. That was another strike against Suntsumei.

    Though the next period of her life only last a couple of months, it lasted much longer in her memories, blown out of proportions with how drastically different it was: filled with dark alleys, scraps, hidden basements, whispers, and not nearly enough sunlight and playing. Those were the worst times of her life, filled with fear and hate even though her life was quantifiably safer than it had been before. They hopped from island to island, never staying long in one place. For once, she was anonymous, a nobody no one cared about. She hated it.

    Choros ton Asterion
    It ended, finally, when Choros ton Asterion, a traveling show, happened to be in the same town they were in. It was a rare outing, but Dee immediately fell in love with how showy and energetic it all was. It turned out that entertainment was not the only reason their mother had brought them to the show. There were rumors about the Choros, that they would be willing to take on any individual whatever their history so long as they promised to bring no harm to the troupe and help with the show. Choros ton Asterion offered a new beginning. You merely had to convince the troupe master of your dedication. But despite the rumors, no one outside the troupe could confirm whether there was any truth.

    Whatever the conversation their mother had with the troupe master, it led them being incorporated into the lifestyle and taking on, as many others of the troupe did, the name Asterion. In that instant, the shadow hanging over their heads vanished. Dee loved it, reveled in it, shedding the mousy half-lived version of herself and becoming as much a part of the troupe's energy as anyone else. It wasn't quite the life she had before, but it was so much better than those dark months.

    In time, her family each took to different areas of the show. Zak found a niche with the acrobatic crew, making use of his Lumina skills and honing them further to create death-defying acts, acts that were only possible because he could foresee what was coming. In time he married his partner, and traded the name Asterion for Spiros, that of his lover's. Her mother helped out with logistics of the show, not taking long before she was handling all the financials. Dee herself fell in love with the fireworks displays put on by Kara Ekrixeis. They were colorful and bold. The timing and placement of each burst brought forth a new dimension of the music. Though Kara would not officially take her on, Dee constantly got underfoot, trying to learn just a little more of the whole process. Eventually, Kara relented and taught her the basics for safety's sake. Officially, though, Dee helped with the costumes, sets, non-explosive lighting (which was much less fun), sound effects, and such.

    As a traveling show, though, they not only learned the skills of performance, but of the sea as well. Nature was not always kind to them, and every so often, they would have to defend themselves against raiders and pirates. Unlike her young childhood where others saw to her safety, and her main job was to duck out of the way, all hands were needed when time came. Though Kara could refuse to teach her fireworks artistry, there was no denying another pair of hands on the cannons was helpful. It started small. First, Dee convinced Kara she could help load the cannons at at least because wouldn't it be easier if they were always ready to fire? And over time, Dee became an unasked for assistant, readying the equipment, even angling the guns. Somehow it didn't take much effort to go from assistant to acknowledging one more hands on the guns would be useful. This she took to with glee, delighted whenever she landed a good shot, and quite competitive over how much damage she could wreck, the rate at which she could fire the cannons or how many cannons she could oversee.

    It was on the sea, actually, that Dee finally won over Kara's tutelage. She still couldn't quite tell you how she knew, but when their captain ordered the cannons to fire, Dee held. And though she could hear the yelling aboard the Asterion, she felt in her soul that she had to hold, that there would be a moment and she didn't have the time to reload, to move. Someone else had moved to light the fuse, but without even thinking of her own safety, she had pinched the flame out, never truly taking her eyes off her true target. The timing would be different with the shortened fuse, and she had to account for the annoying set of hands trying to wrest control of the cannon from her. The moment after she made the shot, reality seemed to crash down again. She'd been wrong. She should have listened. Why had she aimed in the middle of nowhere? She'd wasted resources. The doubts, though, only lasted until there was an explosion midway between the ships, the cannonball having collided with one incoming. Zak later told her what would've happened had she not made that shot. It's a tale she likes to share.

    Ekrixeis
    Well, that incident finally caught Kara's attention. The elder woman begrudgingly took Dee on and allowed her to adopt the name Ekrixeis. The steps seemed infuriatingly slow. Months of just cleaning up after shows before she was allowed to set up for shows before finally she was allowed to light up the rockets. And that seemed like a major accomplishment until she realized she still didn't know how to design a show or make a rocket, how to actually create a pyrotechnic masterpiece.

    That wasn't the only new development due to that fateful cannonball. Zak started hounding her to start practicing Lumina, picking up where Father left off like the years in between just hadn't happened. Dee refused, almost out of a perverse respect for the old man, citing quite rightly that Lumina ultimately had not protected him. And then Kara found out and added her voice to the din, saying she wouldn't let Dee start experimenting on her own without Lumina. Dee found this preposterous. Why wouldn't Kara just teach her the Copia techniques she used? Hadn't she proved her dedication to the art all those years? Well, that had led to a rather hushed conversation. Unknown to the rest of the troupe (save the troupe master), Kara was not a Copia user at all. Instead, she was a Moirae user and that was something Kara could not teach Dee no matter how much either of them wanted. That, more than anything Zak said, almost made Dee cave, but she held resolute.

    In time, she wore Kara down little by little, and her mentor finally letting her design short segments of shows, and then longer and longer pieces. And in all her work, it could not be said that she was not studious and careful. Though Kara would not let her experiment directly, Dee watched what Kara did, and over time could anticipate what Kara would need for materials, or how the rockets ought to be placed, learned how to check over the fins and tips for anything bent out of place, and could make her own determinations for fuse length and launch angle for the right arc. The troupe, of course, simply assumed that Kara was teaching Dee the Copia techniques Dee herself had sought after. Her brother would privately insist she was making use of Lumina. But Dee would flippantly wave away all these speculations, insisting it was careful calculations and projections and a little bit of intuition. (Zak would always give her a side-eye at this explanations and air-quote "intuition," and she would shove him in the shoulder.)

    A little side hustle
    At some point in their travels, her mother had managed to convince the troupe master to make a little extra money on the side. They were already traveling from place to place anyway, so why not help ship some crates as well? Just don't inspect the crates too closely, and, perhaps, just in case, keep the crates from getting inspected at all. The Asterion's cargo hull was modified slightly such that only a most careful shipwright would be able to note that the sleeping quarters and the cargo hull did not quite add up to the whole length of the ship. It was here, actually, the three ex-Bisphorans hid during their first return to their home island. (Dee rather hated this, and in subsequent returns to the island, would paint her face outrageously but refused to hide in the hidden compartment.)

    The extra money poured back into the troupe, making the show even grander, making yet more improvements to their ship. Dee, by this point, had been allowed into what she had dubbed the Explosions Laboratory and was ecstatic about the idea of getting her and Kara some more materials for experimentation for both art and offense on the seas. Her mother, ever on top of the financials noticed this and also noted that the materials were not exactly easy to come by (at least, not legally) and rather expensive. Together they came to an agreement: if Dee brought in the money herself, she could spend it as she wished.

    At first, this meant Dee finding the deals and ensuring transport of the cargo to the ship. It required a whole lot of negotiation and stealth and though she managed it alright a couple of times, she hated that sort of work. But that, at least, gave her a taste of what business was. Dee soon found that while the fireworks were just one part of the draw for Choros ton Asterion, she could charge a small fortune for the novelty outside the show. The rich wanted it for their birthday parties. The elite wanted it for their dinner celebrations. Local shows wanted a little extra pizzazz. Then one day someone asked for a demolition of a building, which she was altogether far too happy to take, and after that, there was the occasional blowing open a safe (which of course she failed to check whether or not it actually belonged to them).

    What she learned from Kara, she discovered, was just the beginning. There was so much more to the world of explosives. There were so many factors into how to set fuses, ways to control explosions (or not), how to make something for the visual effects or the auditory effects or, you know, the destructive effectives. The cannons on the Asterion were not even close to the best. There was, to be honest, a world outside of Choros ton Asterion that sang to Dee, and it would bring so much more money. She found that she could be a name for herself rather than just bringing the crowd in for the show. There was such an allure, and yet she could not bring herself to leave the troupe.

    The rift did not sit well with her, but then the opportunity to break free fell, or rather forced its way, into her lap. Occasionally, another ship would join them if they happened to be making for the same destination. Dee, in such situations, would often offer to lend her cannoneer expertise to their traveling partner, as having firepower spread across ships could be advantageous (and it gave her the chance to meet new people). But on this particular trip, the storms raged and the ships were separated, taking the crew she sailed with far adrift. By the time that ship was repaired enough to make it to their original destination, the Asterion had left. In a way, it set her free. She had money from her jobs, and the knowhow to find more. In time, she built a name and a reputation for herself, not to mention quite a treasure trove of explosives.

    Dee is perhaps a little more ostentatious than someone with a bounty on her head ought to be, but she's fairly small time in comparison to the big names, and in some way, she's proud of it. Dee takes joy in the work she does and is happy to be recognized. In some ways, it's in hope that the troupe will hear about her, to at least let her family know the sea did not claim her. But honestly, she wouldn't be able to answer whether or not she'd rejoin them if they ever landed in the same town. It's a question, though, she figures she'll answer if the occasion ever arises. There's no point wasting time pondering it now. In the meantime, she'll light up the sky and hit up every show she can find.


  • pj9b3FL.png
    Abilities
    Skills & Talents:
    Languages / dialects / voices
    In her Choros days, Dee convinced troupe members to teach her their languages and made use of them on the frontlines, chatting with guests, guiding them through their tents (and running late for her appointed duties). She loved picking up local slang and dialects, and found that speaking in local tongues more than anything else seemed to put people at ease. As a result, she has quite a few languages under her belt to at least a conversational degree, can fake practically any accent convincingly, and her slang sometimes just makes sense to no one at all (except for on that one tiny island she visited three years ago).

    Darts
    This is perhaps tied to her combat ability to land her explosives, but she's always had good eye-hand coordination, and loves playing darts. Don't challenge her unless, a) you're trying to get on her good side, and b) you don't mind her celebratory gloating.

    Costumes / Makeup
    As part of the Choros ton Asterion, she learned how to put together costumes from scratch and apply make up in the most outrageous ways. She finds it still comes in use mostly in putting together her own outfits (ranging from sensible to ostentatious), but also on the rare occasion she has to put together a disguise for herself or others. While it's a skill she has, applying it for the purposes of hiding is rather distasteful for her.

    Stage effects
    Need shadows a certain way? A puff of smoke? A roll of thunder? Dee knows how to get you your effects. (Her favorite? A sudden flash bang! You might think it's the only one she knew.)

    Combat Abilities:
    Base Style:
    Explosions, loud noises, and lights.

    Dee's skills can be used to change the tide of battle. She can rig bombs and lay mines ahead of time (or even on the go to cover a retreat) to be detonated at a given time or based on proximity. She has a whole arsenal of distractions, giving people more than a couple flash-bangs to draw away their attention. It's surprisingly easy to shake people up with bright lights and loud booms, and it never hurts to lay down a bit of smoke to get people coughing and uncomfortable.

    She's happy to go in first and chuck in a couple grenades, but when she pulls out her big gun, PFL, she likes a bit of distance as the dang thing can be a bit of a hassle to load. PFL stands for Portable Fireworks Launcher, and it certainly has that ability, but it has since been modified from the original concept to fire practically any large ammo -- fireworks, rockets, grenades, sticky mines.

    When the fighting does get up close, well, there's always hand-held explosives, and she's definitely not afraid of things exploding in her face (it's like front row seats to a show!). In a pinch, though, the PFL does pretty decently at pretending to be a club.

    There are those that claim her ability to land the right shots is tied to Suntsumei skills, but Dee will shut down these rumors as loudly as possible. There's no way she's relying on stuffy old Suntsumei. Her way is better than that and not so tedious. Never mind the fact that she'll spend hours experimenting with the aerodynamics of new materials and casings. So whether or not her skills are influenced or based in Suntsumei is probably best left to an academic to decide, except Dee would likely blow them up for such obnoxious questions first.

    Combat Personality:
    In and out of combat, Dee is quite a talker. She loves to taunt and goad her adversaries. It doesn't matter if they're a whole ship away and can't hear her. And if that riles them up, all the better! She's always looking for another reason not to hold back. (The number of times she's heard, "Don't kill them. Bring them back alive," just gets to her.) It is rather disappointing, though, when the fight ends early because she always has more explosions lined up.

    For all her big talk and desire to just lay down her fire, she's actually quite calculative. Some of her equipment is quite hard to replace, so she takes care to use just what she needs. Every cheap distraction she launches, every verbal fling gives her more time to actually assess the situation, taking in the environment, the wind, the movement of her targets so that she can make a decision on what to use for the largest impact.

    That said, she borders on arrogant in her abilities. To be fair, she rarely misses, but when she does, she is frustrated with herself for days and prone to random outbursts -- both verbal and explosive. She has to, after all, practice so she won't make the same mistake in the future.

    Equipment:
    ● PFL (Portable Fireworks Launcher, pronounced "Piffle") - A big gun that can fire anything from fireworks to rockets to grenades to mines, and can also be used as a flamethrower. Mostly used to put holes in almost anything from people to solid rock walls.
    ● Grenades for days - Flash grenades, bang grenades, smoke grenades, colored smoke grenades, incendiary grenades, fragmentation grenades, concussion grenades, stun grenades, sting grenades, ...
    ● Napalm
    ● A backup pistol for when she runs out of big guns.
    ● A lighter
    ● Mines - Blast mines, fragmentation mines, for land and water

    Always available (or easily created from the materials she has) but not always necessarily on her
    ● Dynamite
    ● Bombs
    ● Cannons
    ● Fireworks


  • pj9b3FL.png
    Misc
    ● Color: #8F94CF

 
Last edited:
  • Like
Reactions: Giltine13
@Shavynel

We like her! There's only a few tiny things, probably more formalities, that needs adressing:

- One thing I noticed is that she found Suntsumei lessons "boring". That would TOTALLY not be the case. Suntsumei is incredibly demanding to learn. If you really try to practice and attain any of its forms, you'd probably be a sweaty, panting mess, with no energy left at all. I don't mind if she just didn't try etc., I just wanna make sure that you understand what the process is like. Especially because of the people that were part of the show. If they ALL knew how to use Lumia, then that means every last one of them is quite a powerful individual, capable of a lot. That means they'd never struggle against lowly Rogues and common criminals. Again, not trying to be a hardass or anything, just wanna make sure you understand the implications of it, since you wanted to include it.

- How exactly did she get the bounty? I'm assuming because she built bombs and isn't exactly authorized? It'd be cool if you could clarify this

- I'm okay with allowing advanced tech, because your character has that as her thing, and I don't want to limit her. Perhaps the Flamethrower / Bazooka is a bit though. You can keep a mobile bomb device (so like, a rocket launcher), but maybe remove the flamethrower. It sounds incredibly complex to have both in one weapon for the tech level of the roleplay.

- Oh, and... I don't think Santisma works for your location. Seagull Body already has a community named Santisma, it's linked in the first post. :P

Other than that, she's perfectly fine, and we'd be happy to have her. :)
 
Last edited:
Yay! Just a couple clarifications before I actually go in and edit?

One thing I noticed is that she found Suntsumei lessons "boring"...

Yeah, totally! That's actually what I assumed, that it was sort of like learning a martial art. I should probably replace boring with tedious. The idea is that she has little patience for things she doesn't like, and practicing 1000 punches (or getting punched 1000 times to "learn how to not get punched") just doesn't strike her as interesting and worth her time. I also imagined there would be some meditation or "one with the world" sort of exercises, which definitely would trigger her can't-sit-still attitude. The way she sees it is too much effort for too little gain. (That is, she never felt like she got anywhere with it.) Does that fit?

- How exactly did she get the bounty? I'm assuming because she built bombs and isn't exactly authorized? It'd be cool if you could clarify this

Oh! I actually had questions about the value of money ...? Like how much does it actually take to buy an apple or buy a house? I wanted her to have a smalltime bounty. I've been going with she has mostly had legitimate work, and her illegitimate work is mostly not directly tied to her. But she has probably been accused of public disturbances, arson, and been found in possession of illegal explosives, though PFL is actually certified for fireworks and "technically not a gun" according to the license.

- I'm okay with allowing advanced tech, because your character has that as her thing, and I don't want to limit her. Perhaps the Flamethrower / Bazooka is a bit though. You can keep a mobile bomb device (so like, a rocket launcher), but maybe remove the flamethrower. It sounds incredibly complex to have both in one weapon for the tech level of the roleplay.

You got it! My thought process was something like "Well, if it has to light rockets, maybe it just sets things on fire, and if you set gas on fire ... this might be a bit much. Well, I'll never know unless I try submitting it." So, sure. I was originally just going to go with the pretending to be a club thing anyway. xD

Oh, and... I don't think Santisma works for your location. Seagull Body already has a community named Santisma, it's linked in the first post. :P

EARWORMS. They always get me.
 
Last edited:
Yeah, totally! That's actually what I assumed, that it was sort of like learning a martial art. I should probably replace boring with tedious. The idea is that she has little patience for things she doesn't like, and practicing 1000 punches (or getting punched 1000 times to "learn how to not get punched") just doesn't strike her as interesting and worth her time. I also imagined there would be some meditation or "one with the world" sort of exercises, which definitely would trigger her can't-sit-still attitude. The way she sees it is too much effort for too little gain. (That is, she never felt like she got anywhere with it.) Does that fit?

That is 100% fine. I really didn't mean to be, like, totally hardass about it, I just wanted to make sure we're all on the same page about it. :D

Oh! I actually had questions about the value of money ...? Like how much does it actually take to buy an apple or buy a house? I wanted her to have a smalltime bounty. I've been going with she has mostly had legitimate work, and her illegitimate work is mostly not directly tied to her. But she has probably been accused of public disturbances, arson, and been found in possession of illegal explosives, though PFL is actually certified for fireworks and "technically not a gun" according to the license.

It's a bit difficult. So, generally speaking, I'd say Merits are more like, you know, yen or won. One Merit is not one USD, or one euro. BUT a million Merit bounty would still be considered quite a bit of money. The reason some bounties are incredibly high is because the target is extremely unlikely to be captured/killed as is, and if somehow it is managed, then that'd be worth it despite the obscene amount of money. So a bounty of around a million would still be a lot to the average joe farmer/sailer. If she has burned down stuff or blown it up, but hasn't provided much of a reason to believe she'd be a huge issue for MAGNA, then 1-2 million would probably be alright. :)

You got it! My thought process was something like "Well, if it has to light rockets, maybe it just sets things on fire, and if you set gas on fire ... this might be a bit much. Well, I'll never know unless I try submitting it." So, sure. I was originally just going to go with the pretending to be a club thing anyway. xD

:P

Okay, then once those edits are made, you're accepted! Looking forward to see the firecracker (c wut i did thar) in action! :D
 
I SEE THAT. (Amazingly, I hadn't thought of that one.)

Made the changes. ^^ Tweaked the bounty. Changed the name of the island. And then I went and read what was actually up with Santisma, and Seagull Body does not actually sound like too far off for the sort of place she would've grown up. Would need to modify slightly to fit with the Lavacostas, but it could be interesting? (Her family (who's name I never actually made up) was ousted when she was young, but it'd be possible for the families to know each other.) Otherwise, I have made up an arbitrary other name and find-and-replaced my way forward. xD
 
I SEE THAT. (Amazingly, I hadn't thought of that one.)

Made the changes. ^^ Tweaked the bounty. Changed the name of the island. And then I went and read what was actually up with Santisma, and Seagull Body does not actually sound like too far off for the sort of place she would've grown up. Would need to modify slightly to fit with the Lavacostas, but it could be interesting? (Her family (who's name I never actually made up) was ousted when she was young, but it'd be possible for the families to know each other.) Otherwise, I have made up an arbitrary other name and find-and-replaced my way forward. xD


Would probably be difficult, unless her family was also criminal. :P Well, that, or in business with them. You know, bribery and "protection" money etc.

BUT REGARDLESS, you're accepted, and welcome! :) Good to have you.

Alright ladies and gentlemen, I'll accept one more sheet for the starting arc, so next person to submit a sheet that is accepted will be the last one for now. :)
 
Ahahaha. I'm laughing my head off because, yes, definitely her family was criminal. I guess I didn't make that apparent, but that was sort of intentional. I downplayed it 'cause Dee didn't ever really know how deep that aspect of her family goes and never really associated with it seeing as their "establishment" crumbled early in her life and her mother made efforts to start over. But it's why there were shootouts in her early life, and why her mother eventually got back into illegal shipping to make more money.

I give all credit to a random backstory generator, which I never expect to give me anything interesting, except this time it actually gave me ideas. xD

- Your character ended up with quite a bit of money due to the family running a lucrative illegal business.
- Your character grew up with little money due to the family being cheated out of it.
- A friend's fascination with martial arts left your character annoyed by the subject.

So. *snorts* That was my intention. xD But I'm also happy to walk a more straight-laced route for a little more variety.

BUT WOOOHOOO~! CAN'T WAIT TO LAUNCH THIS SHIP!
 
Last edited:
My Beast Tamer isn't going to happen. I like the rp, but if it's taking me this long to make a cs, then it's not going to happen. But I know this rp is going to go places, so good luck. See you all around someday.
 
My Beast Tamer isn't going to happen. I like the rp, but if it's taking me this long to make a cs, then it's not going to happen. But I know this rp is going to go places, so good luck. See you all around someday.

I'm sorry you won't be joining us but I hope we get to RP in the future! ^_^
 
  • Thank You
Reactions: Justin
... Iwaku just lost my entire character draft.

I put a week and a half's work into it and it's just... gone.

I can... I can redo it, I think, but it'll take even longer, and it was almost done. It was so close to being done.

I... sorry, guys. I'm trying so hard. I'll try to have it in soon.
 
@the.complex-of-constellations
I'm really sorry to hear something so horrible happened to you, although I'm quite surprised this is the first time you lost a draft.
I'd suggest that for future CS you'd either post and later edit in your progress or have it in a word document on your computer. That's the best way to protect yourself from future loss like that. (If you're on your phone, there are apps for writing too)
 
... Iwaku just lost my entire character draft.

I put a week and a half's work into it and it's just... gone.

I can... I can redo it, I think, but it'll take even longer, and it was almost done. It was so close to being done.

I... sorry, guys. I'm trying so hard. I'll try to have it in soon.

That really sucks. :( I definitely second the word shout though. Always copy your stuff into a text program, so you can make sure to have it locally. That being said, I'm really sorry about the sheet being lost though. :(