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Character Introduction Thread.

Posted by Faction AdminFor group 0
Faction Admin
GM, 4 posts
Head of the game
Wed 30 May 2007
at 20:04
  • msg #1

Character Introduction Thread

This is where the characters of our RP are introduced! :)
Mittens
player, 1 post
Tue 6 May 2008
at 19:02
  • msg #2

Re: Character Introduction Thread

removed 'cause it's been a long time coming.
This message was last edited by the player at 03:09, Mon 16 Aug 2010.
Jacqueline
player, 1 post
Fri 13 Jun 2008
at 17:27
  • msg #3

Re: Character Introduction Thread

Faction: The Tavernese Casino Coalition

Name: Jacqueline Diamant
Occupation: Heiress to the Diamant fortune/ Casino Rep.

Species: Opossum
Nationality: Tavernese
Gender: Female
Age: 20
Money: 3,000*


Description:
  Taller than most of her friends and family.  She always wears clothing that shows her level of class and wealth.  Both of her ears are pierced, usually by a small emerald-colored earring.  She can wear a dress, but she seems to prefer suits, as they give her greater presence.  Her hair is medium length and styled with several bangs on the front.  Her nose, hands, and feet all are lacking fur, as is typical of an opossum.

Size: 3’4”
Weight: Average
Fur Color: Grey
Hair Color: Dark Violet (dyed: Actual hair is Blonde)
Eye Color: Blue


Background:

     Jacqueline grew up as the daughter of Jack Diamant, the wealthy owner of the successful Diamant Casino and several other smaller gambling establishments.  Being the daughter of such a powerful opossum, she was always given the best: the best schooling, the best clothes, the best transportation… Everything in Jacqueline’s life was handed to her on a silver platter.  It would have been natural for her to rebel, and somehow bite the hand that was feeding her, but, if there was one trait from her father that Jacqueline acquired, it was being an opportunist.  Being next in line to own her father’s chain of casinos was quite the opportunity.
     After completing her higher education at the age of 20, Jacqueline has started to become anxious to step into her ‘kingdom.’  Working as a public representative for Diamant Casinos, it is not uncommon for her to tote around her family name when trying to impress upon others that she is indeed worth their time.  Her naturally forceful presence also helps, of course.
     Currently, she is working on a number of projects for her father’s casino, including scouting out possible future locations and looking into rival establishments.  One in particular that has been troubling the family has been an establishment run by an individual named Mouzer.  Ever since his name came to their attention, the Diamant family has had a quiet but constant rivalry with the rodent.



Personality:

     Strong, willful, and risk-taking.  These are the words usually used to describe Jacqueline.  She never takes ‘no’ for an answer if she can help it, and she always seems to have a goal in mind in everything she does.  Besides this, she can be amazingly unforgiving to others and to herself and likewise untrusting.  All of this culminates into a high sense of pride, believing herself to be deserving and capable of anything and everything.  Of course, this is a result of her being told just that all during her upbringing.


Abilities:
1) Racial Attributes
-Prehensile Tail - This character can hold things with his or her tail as though it were the same strength as one of their legs and with the dexterity of a hand.
-Play Dead - This character can play dead so well that even tickling them won't do a thing. Listening for breathe will yield no results as they can hold their breathe during this state.

2) Lady Luck- This character has an amazingly high amount of luck when making a gamble.  Part of this is due to her own knowledge of how to make a good bet, but part of it is also due to a seemingly super-natural favor of chance.

3) Basic Defense- Having the best education also includes proper instruction on how to handle a normal firearm and basic self defense.

4) Poker Face- This character has a natural talent for acting and for lying and gives few, if any, outward signs of doing so.



Weaknesses:
1) Pampered- Being unfamiliar with the rest of the universe at large, Jacqueline does not know things that a basic traveler would know, such as the traditions of other cultures and what to do in case of an emergency.  She also has no idea of how to ‘rough it’ and live without the modern conveniences of home.

2) Alcoholic- Jacqueline has a tendency to turn to a bottle of wine when the going gets rough.  Her father does not know that she drinks, and the repercussions would be heavy if he found out.  However, he is often far too busy to pick up on such signs anyways.

3) Family Ties- Jacqueline receives funds and other benefits as a result of her family name.  However, if she were somehow severed from that or in a place that has never heard of her family, she would have no such benefits and no means to truly sustain herself without work.



Weapons:
1) Standard Pistol – Basic pistol used by traveling individuals for protection.  Nothing fancy.



Equipment:
1) Deck of cards- Always carries a deck of cards that bears the Diamant family insignia on the back.  For identification and gambling on the fly.

2) Shouldered Briefcase- Case used for carrying papers and other small, light objects.  Comes with a shoulder strap for easier carrying and style.



IQ: Above Average
Title: Mlle. Diamant
Born: Planet Tavern
Familiar: 1.Casino 2. City
Picture: http://chameleonice.deviantart...ion-Diamant-88318449 and http://chameleonice.deviantart...sing-a-Side-88319402
Quote: "I never show my cards before the bet is called."
Name means: supplanter (one who replaces)
This message was last edited by the player at 04:58, Sun 15 June 2008.
Joe Darkthorne
player, 15 posts
Wed 16 Jul 2008
at 11:33
  • msg #4

Re: Character Introduction Thread

Faction:  Freelancer (which incidentally, was a game I had fun playing)

Name:  Joe Darkthorne
Occupation: Mechanic first, incidental hired problem solver second.
Species: Human
Nationality: Neo System
Gender: M
Age: 22ish . Is it young for awesome commando?  Mittens and T’shock don’t seem to think so.
Language:  Default, Deksharr
Money: ???

Desc:  You’ve seen one sci-fi jumpsuit wearing human, you’ve seen em all, right?  Wrong!  Joe has pockets!  Well, that and other details.
  Joe is a Human of the sorta tall, mildly-tanned-despite-all-that-deep-space-travel variety.  Short brown hair lessens the hassle involved with combing it, and he has a grayish blue eye.  No, Joe isn’t cycloptic in the mythological sense.  His left eye is covered with a flat, round matte black plate with a thin bar of similar material trailing along the path a sunglasses leg (arm, temple, whatever) would stopping before his ear.
  As for the outfit choice, as mentioned Joe is sporting a dull white full body suit gig (with pockets, take THAT Starfleet) complete with gloves and boots.  A gray jacket is worn in the obvious area as well.


Size: 6’0
Hair Color: Dark Brown
Eye Color: Grey Blue


Background: Joe can use the exasperated phrase of ‘I know I’m adopted’ legitimately, due to the fact he is.
  We’ll skip over the whiney details.
  His mother Eliza Darkthorne is transport pilot for the Strife Alliance.  His father David Darkthorne is a ship mechanic of the civilian variety that also knows his way around less than civilian gear, take a wild guess who the ‘I know I’m adopted’ comments are in regards to at times.
  The obvious resulting tendency towards spacecraft lead to a lot of Joe’s teachings being the restoration of an older Deksharr transport craft, named after some of his mother’s joking comments on how well he’d fly the thing if he took tips from his dad.
  As for the whole ‘bounty hunter’ thing, Joe got the license for such because considering how often insanity turns up in his life anyways, he may as well be able to get something out of his hassle.  That, and for some reason some law enforcement types seem more accepting of violent self defense if you’re a bounty hunter as opposed to someone just trying not to die.
  For now, Joe spends his time playing the part of a wandering mechanics shop as a preference, and dealing with the issues a bounty license as a facepalm worthy third option when other misc stuff doesn’t turn out.


Personality: Darkthorne.  That about says it all and so far its people who know what that means small P-base wise. But I should fill this in later on.


Abilities:

  Private Mind:  The obvious given of resolve entering questionably sane area for a Darkthorne handles a majority of resistance.  Those issues where will alone is mocked and ignored are, In turn, mocked and ignored by Joe.  The first time that came up hit a bit of a snag, and he has a permanent reminder of that encounter.  But since then...

  I Could Totally Fix That, And Make It Awesome:  Joe has a knack for fixing things, regardless of technicalities such as ‘the engine melted’ or ‘the civilization that built those is dead’ and ‘the instructions are in French’.
  Joe also has the convenient perk of improving on and customizing things.  There are two major tendencies that goes towards.
  The first, is materials and their durability.  Simple enough, they tend to be a step up.  Light armor = medium armor, continue line of thought.
  The second is energy efficiency.  This is a bit less simplistic, but Joe tends to default towards rigging things to switch between ‘half the energy requirement needed’ conservation mode and ‘same energy, twice the result’.
  It also leads to a tendency towards protecting equipment vs disabling and draining means.

  What Good Is Knowing How To Make Weapons and Ships If You Can’t Use Them?:  An overly long title for an ability already listed by cuppycake faced peoples, with an ‘and ships’ crammed in there.  However Joe is a violent mechanic, not a commando with mechanic tendencies, or full on commando like mentioned cuppycake faced people.


Weaknesses:

  Twisted Self Worth:  Joe’s sense of self worth could likely be considered unfounded, considering his belief that normal beings and means can deal with even the most Dues Ex fueled person or problem.
  However, while he accepts the value of his actions and attempts at the time, after the fact he doesn’t consider it anything worthwhile.  If people consider him of any value at all in anything, he questions their standards, even if it’s just basic things like ‘wow! You’re not a complete jerk!’.

  Simpler version.  Tell him he’s worthless and he’ll probably ignore this even if you provide factual evidence and reality stat sheet of whatever special perks race, diety, or whatever you’re talking about.  Compliment him or his accomplishments and he’ll wonder what’s wrong with you.

  So, Does That Technically Count As Mind Control?:  Being immune to mental futzery itself, does not help sometimes if your reaction could fall under ‘losing your mind’ anyways at times.
  And it does not look very good if someone brings in a psychic to try and ‘nonviolently’ find out some info from you, and your reaction is to try and mash them with a chair if you find out what they tried to do, even though they can’t get results.

Is This A Good Thing Or A Bad Thing?

  What Reputation?:  Despite the things he’s dealt with and done in his life, the universe in general hasn’t seemed to have really noticed these or his capabilities.  Obviously on the personal ‘we saw him do that’ level people know this, but word doesn’t seem to get around.
  While good for not attracting any more attention than cliché theory already throws at PC’s, it’s not so good for trying to convince people that yes, of course you’re qualified for whatever.

  But we can’t all be nigh ageless geniuses, known universal saviors, gambling overlords in training, Underground in name and style commando, etc, to drive how ‘impressive’ we are across.


Weapons:

  Laser Handgun:  Surprise, it’s a laser gun.  Most everybody could get one, or has one.  Energy efficiency customized, and with integral unseen to naked eye ultraviolent laser sight.  There’s a point to that.

  Field Blade:  Simplified forcefield tech for fun and violence.  Deals with that pesky need for a non physical blade if you don’t want to carry 18 knives to every lightsaber fight.  It avoids the whole excessive burn damage energy formed weapons tend to cause, while gaining the nifty gig of being as sharp as the laws of physics are capable of going.
Energy efficiency customized.  While it can do blunt just fine, a weightless blunt object does not make the most efficient weapon.

  Knife: Sharp object, duh.  Constructed from custom armor materials with insulated grip to deal with those ‘lol I’ll just use electricity/heat/etc conduction on your silly physical weapon.’ Sorts.

  Rod:  …It’s a rod.  Blunt object goodness made from a hunk of custom armor material, and treated for avoiding previously mentioned ‘lol conductivity’ issues.


Personal Equipment:

  Grapple Gun: Ahem… DUH.

  Basic Blake Suit: Toootaly not a stealth suit.  It’s a dull white, for starters.  Looks like the usual fitting bodysuit + pockets gig.  Funtime perks are ‘it matters what the environmental conditions are?’ protection.  Full facemask that folds up into the neck area in the same style some jackets like to store hoods, sidestepping the quirk that is many space and hard radiation worthy suits forgetting anything for your head.  The suit and mask offer the same protection as medium combat armor while sporting the plain sci-fi outfit look.

  Jacket:   It’s a gray jacket, it has jackety things like pockets, and hood that can be stored in a previously mentioned manner.  Why is this noteworthy?  Probably the fact it offers light armor protection while still being easily Laundromat cleaned.

  What Are You Looking At?: A common outlook is, what good is a cybernetic bit if you don’t make it do more than standard issue people bits can?  No eye lasers here.  Joe’s left ‘eye’ has simpler by comparison things going for it.  Zoom, combination IR/Nightvision without that pesky ‘aaaarg, someone turned the lights on!’ issue, etc.  Audio/Visual recording capabilities are a noted extra though.
  The oddest quirk is probably the ‘sleeptime recording’.  When Joe goes to sleep, or involuntarily enters incapacitated land it automatically starts recording.
  Duh EMP and other things won’t make part of his head explode or lead to direct current inside his skull.  Not that high voltage upside someone’s head doesn’t hurt anyways though.


The Crash Landing
X-COM for the awesome. Totally ripping this off.  The look and ‘also goes in water’ yeah.  The complete lack of weapons and the fact in the games it’s just the unseen pilot, plus standing room for 14 soldiers / 3 remote vehicles the size of four soldiers, not so much.
http://www.xcomufo.com/usopaedia/pics/big/shot0000.png


  The Crash Landing is an older Deksharr troop transport craft restored and modified, a process that started early in his life with help from a qualified ship mechanic and military pilot, also known as his parents.

  You Have A What For An Engine?!: Of Joe’s various upgrades to his stuff, this is probably the most significant, and also the only one that’s rather obvious to others… Well, if they came into his ship and looked at what ran his ship anyways.

  Joe could have just done the same energy efficiency treatment to the fuel cell taking engine that he’s done to many other things.  He did somewhat, as fuel cells are ‘auxiliary’, so far as running a whole ship at full power is auxiliary.
  Instead, he made scaled down big freaking starship reactor with Energy efficiency customization.  As fun as it is to yell ‘We need more power!’ and ‘I’m givin it all it’s got!’ are,  Joe enjoys being able to A) not need to ask the first, and B) being able to respond with ‘okay’ for the second.  And besides, talking to yourself is the first sign of madness, so imagine what step yelling at yourself is.
  Shields, weapons, engines, etc, haven’t been worked o individually yet.

  Shields Are Down, And We’re Still Fine: Ever notice how a lot of the time even the most advance military spacecraft may as well be made of cardboard if the shields are down?  If it was possible to exceed Barrakian’s expectations for hull standards, Joe would have done that.

  Fire The Lasers! The same default weapons you’d find on many ships.  Joe didn’t do anything to these.  Many Barrakian’s would probably facepalm despite the horns over this.

  Working From Home, In The Home Away From Home:  Space originally meant for transporting troops and small war vehicles has been refitted.  Joe now has comfortable living conditions usually associated with bigger ships, along with a workshop and extra storage.


IQ: Questionable at times.
Born: ???
Quote:  “The downside to being able to repair the advanced goodies of lost civilizations, is that there isn’t anyone around to pay the bill anymore.”
This message was last edited by the player at 06:54, Fri 18 July 2008.
Nono
player, 4 posts
Moogle
Mechanic
Wed 23 Jul 2008
at 19:01
  • msg #5

Re: Character Introduction Thread

Faction: Neutral other than being a member of the MMU (Moogle Mechanic's Union)
Name: Nono (Short for Norman of Nomadic Origin)
Occupation: "Master Moogle Mechanic"
Species: Moogle or Mog for short.  Looks like a bunny with purple bat wings.
Gender: Male
Age: "1/4 lifespan"
Size: 2'7"
Weight: 22 Lbs.
Language: Mog-ese  (See equipment)
Money: Just enough to buy snacks and trinkets.


Description:
http://images.wikia.com/finalf.../11/Moogle_FFXII.jpg
(Replace the armor with mechanic's overalls.)

Background:
Born on the mysterious world where Moogles come from, Nono got the nick-name "Tinker" at an early age.  He loved everything that had to do with being a mechanic: the tools, the sounds, the problem solving, the respect, but most of all - the airships!  He was absolutely in love with them!  He studied their designs long into the night.  Then one day his nomadic uncle returned from one of his long journeys and showed him pictures of some of the amazing space-ships of other worlds he'd seen!  Needless to say, as soon as Nono had the resources, he left his home world in search of exotic spaceships to study.

Personality:
Self-confident, yet holds others in just as high regard, Nono likes helping people almost as much as he loves tinkering with space ships.  Outgoing, unselfish, and cheerful, he's almost as easy to get along with as a Blissian.

Abilities:
1.) Racial Attributes - Flight.  Nearly all Moogles can hover in place as easily as stand.  Flying at walking speed takes as much effort as walking at walking speed.  Same goes for running speed.  One almost wonders why they bother having legs and feet... in fact, some don't.

2.) Moogle Master Mechanic - Sometimes called "Mooglecraft," Moogle Mechanics is the pride of the Moogle race.  It incorporates aspects of physics that are often overlooked or unknown by other races and can often seem quite mysterious.  Nono is not only a certified Master Moogle Mechanic, he's the equivalent of a double-PHD in vehicles.

3.) Equestrian - Knows how to care for and ride a chocobo.

4.) Gardener - Grows most of his own food.


Weaknesses / Limitations:
1.) Tough as a cotton ball - No combat skill or experience.  Why fight?

2.) Pauper - Charges way to little for his services.


Weapons:
1.) Unarmed - What weapons?


Equipment:
1.) Toolpouch - Almost always wears this.  Full of all kinds of handy tools.

2.) Does a pet count as equipment? - Owns a chocobo named "Ray" which he rides to get from place to place when the airship would be impractical.  http://images.wikia.com/finalf...s/2/25/FFU_Chobi.jpg

3.) Airship - Unarmed but very fast, "Cid" as Nono calls it, is his pride and joy.  Powered by the seemingly endless energy source magicite, the Cid is quite roomy for his small size and acts as a home for both Nono and Ray.  He even grows their food on board.  The Cid is also capable of transforming into one of several configurations that act as a dry-dock of sorts for the repair or upgrade of other ships.  http://images.wikia.com/finalf...ca/XIIQueenHilda.jpg

4.) Moogle Universal Translator - A thought-activated device worn as a wrist-watch or necklace, the MUT enables the owner to understand, speak, and read any language in it's database.  Stores approximately 500,000 words, the equivalent of very basic communication in 1,000 languages, or complete fluency in 50, or anywhere between.  For words unpronounceable by the wearer, the MUT has a small speaker to fill in the blanks.  Powered by two double-A magicite crystals.

IQ: near genius
Quote: "I can fix that faster than you can strip a nut, kupo!"
This message was last edited by the player at 19:21, Wed 23 July 2008.
T'shock
player, 4 posts
Barrakian
Barrakian
Wed 23 Jul 2008
at 20:21
  • msg #6

Re: Character Introduction Thread

Faction: Barrakian Empire

Name: T'Shock
Occupation: Bounty Hunter

Species: Barrakian (Fou)
Nationality: Barrakian
Gender: Female
Age: 16
Money: 50


Description:

Size: 5' 4"
Weight: 110 Lbs.
Skin Color: Red
Hair Color: Black
Eye Color: Blue


Background:
Born on Barrak like most Barrakians, T'Shock had a pretty typical Barrakian upbringing. Tough love, honor, and taught that strength is everything. T'Shock found out at an early age that she was weak for a Barrakian and this guided her to focus on being strong at heart and will. But the more she heard about alien races in her history classes, the more T'Shock wanted to learn more about them. Soon enough, her research showed her that aliens had managed to overcome their shortcomings (pardon the punn) and used agility as well as smarts to overcome obstacles much larger than themselves. With this in mind, when she was 13, she made up her mind to go exploring the star cluster and get more accustomed to alien cultures in order to learn these techniques.

There was always a nagging in the back of her mind that said this was cheating, but T'Shock felt she should at least learn before she judged. As the days passed, she met with many aliens, starting with the Blissians. From the Blissians, she learned to seek out the Deksharr. From there, she learned why agility, smarts, patience and planning were all key to being strong in this universe. She spent a solid year under the tutorage of a Deksharr before moving on to learn more from other races. Her goal remained the same all the while, but by the time T'Shock hit 16, she had learned that this all was not cheating, but using a whole new field of strength that Barrakians simply didn't consider before...


Personality:
Typical of a Fou, T'Shock is a bit obsessive and a lot determined. Brought up by a family that seemed a bit more focussed on the honor aspect of Barrakian culture, T'Shock respects anyone with a strong sense of honor. She is a whole lot more open-minded than most Fou, allowing cultures and opinions a chance before dissing them. But only one chance. This said, once T'Shock makes up her mind about something, it is close to impossible to changer her mind.


Abilities:
1) Agile for a Barrakian - Between Deksharr training, self discipline and Fou determination allowing her to compinsate for her weaknesses, T'Shock is a little more agile than an average person. Nothing to write home about, but she can walk slowly on a balancing beam and can catch a ruler about an inch sooner than most.

2) Think Smart - T'Shock learned some practical battle strategies that give her an edge when in a laser-fight with others. Unlike many Barrakians, she knows how to weave from one cover to the next in order to close in on an opponent. She also knows how to entrap an enemy by causing the enemy to go wherever she wants them to go. Anyone experienced with being trapped, however, will see through this as T'Shock is not a professional.

3) Weak for a Barrakian - T'Shock is naturally weak for her age and is young on top of that. While she does still have some growing and physical developement to do, T'Shock is just weak for a Barrakian. While T'Shock considers this a weakness, she is still taller and stronger than most people in the cluster and with her Fou determination, could outwrestle most. However, get her in a fight with a Barrakian or an experienced fighter or even a small gang of normal guys, T'Shock won't stand a chance. This also means she can't take hits as well as normal Fou. A timely heavy wooden box falling her her head, for instance, will knock her to the ground without her hopping right back up. Obviously, this ability negates the Fou racial attribute "Strong".


Weaknesses:
1) Lifelong Doubt - Due to an entire lifetime of being considered what amounts to a cripple in Barrakian culture, even T'Shock's determination can not stop her from having self doubt in mid-battle, giving her pause. Should she be having a losing streak, T'Shock slows down quite a bit due to all the doubts and heartache rushing through her mind. Insults, while they do make T'Shock angry, also add to this effect, making her both angry and sad to the point of crying. Crying, of course, is a sign of weakness, but T'Shock can't help it and she just gets more upset and more distracted. So it has a snowball-effect.

2) Bad Aim - All of Barrakian kind are usually bad with aim using guns. For T'Shock it's even more so. While she could hit the broad side of a barn, she could not hit something as big as herself at a distance of 20 feet. This isn't due to bad vision (Her vision is fine), but due to just a poor hand-eye coordination necessary for marksmanship. This is why she carries two guns, hoping it compinsates for this since two should mean twice the chance to hit something... right?

3) Hemophiliac - T'Shock has uncontrollable bleeding. Once she is cut and bleeding, she can't seem to stop. If this goes untreated when she is cut, T'Shock can fall uncontious from bloodloss before she finally clots enough to stop. Of course, if she has a deeper cut than that, there is a strong chance she could bleed to death.

4) Sensative Nose and Lungs - T'Shock really needs fresh air. While she doesn't quite have a breathing problem, she has bad reactions to smoke and gasses. On one hand, she can smell a candle a whole lot sooner than most, but on the other hand, if she is in the same room as a candle, she will get irritated. A room filled with candles would make her cough and gasp for air. A room full of chain-smokers will knock her uncontious. For this reason, T'Shock tries to avoid the indoors.



Weapons:
1) 2 Standard Laser Pistols - T'Shock has a normal pair of laser pistols. One of them has a scope on it for when T'Shock wants to make an aimed shot before moving in. The other has a silencer on it for those times when she is alone with someone and doesn't want attention. But since she doesn't aim well with the silenced weapon, she usually uses that one on it's own ONLY when point blank. Most times, T'Shock uses both guns at the same time and without much aim involved (As per the term "Going in, guns blazing").

2) Brass Knuckles - T'shock is a Barrakian and therefor can't help but use her fists in at least SOME fights. But since she has hurt herself often in the process of beating someone up, T'shock wears the brass knuckles more to protect her own knuckles than to hurt the other person. That said, they still hurt with an extra helping of ouch.



Equipment:

1) Personell Medi-kit - Much as it hurts her pride to do so, T'Shock has come to terms that she needs this. At least this way, she can take care of herself rather than rely on someone else to care for her.

2) Portable breather - T'shock knows her weaknesses. While she can't do much about her hemophilia, T'shock at least carries around a little bottle of oxygen she uses when having a hard time breathing. Again, she hates that she has to, but has learned she has no choice.

3) Zhurtekh - T'shock's trusty ship. It is small, but one very tough nut. As if to compinsate for her lack of strength, T'shock put a lot into the ship. It's navigational systems are below average and it lacks auto-pilot... but it's weapons hit very hard and the armor is a full 12 inches of reinforced Barrakian Steel. Also, knowing her own frailty in a crash, T'shock has installed a tough cryo-chamber that is set to open on the time assigned to it. This way her body is kept absolutely secure in case of a crash and she can walk away alive.

http://timothius.deviantart.co...hock-s-Ship-92589744




IQ: 90
Title: Honor Pact
Born: Shakthor, Barrak (Year 6084)
Picture: http://timothius.deviantart.com/art/T-Shock-24056556
Quote: "Make your life count."
Name means: Heir of honor
This message was last edited by the player at 22:48, Wed 23 July 2008.
Drizzeleaf
player, 1 post
Fae
Thu 24 Jul 2008
at 12:54
  • msg #7

Re: Character Introduction Thread

Faction: Castrophie Corp

Name: Drizzeleaf
Occupation: Magician (Spy)

Species: Fae
Nationality: Truskan
Gender: Female
Age: 20
Money: N/A


Description:

Size: 3.9"
Weight: .47 ounces
Skin Color: Caucasian
Hair Color: White
Eye Color: Brownish Green


Background:
Drizzeleaf has always been excited about magic, but decided to go with the kind that uses no magic since it's considered a sneaky way of using magic and, well, Driz was always a sneak at heart. Unfortunately, she was born with what a spy would consider a handicap: Wherever she flies (Which is the primary mode of transportation for Fae), she would make sounds and couldn't stop it unless she stopped flying. Desperate to chase her dreams, when she heard Castrophie Corp was a place where dreams come true, she saught them out in hopes that they could turn her into a real spy.

With some psychology training and a few tips, Drizzeleaf was finally made a spy who works for Castrophie Corp. She gets payed about 10 credits a day to be a spy. Her days off are weekends. What does her job entail? Well she collects information and, if she feels the need, sabotages other organizations. Her original occupation of Magician became her cover and now she travels around, performing magic with one hand while providing valuable data to Ollen Castrophie with the other...


Personality:
Drizzeleaf is a typical Fae, always looking for fun. Also somewhat typical is her desire to be sneaky about her actions since mischief sometimes requires surprise. She is curious, energetic and lively. She loves people who are slightly nice to her and can be pretty spiteful to anyone mean to her. She can also get bored real fast if there isn't anything going on. Of course, when this happens, she gets tired and falls asleep. So if she considers you boring, you'll know soon enough.



Abilities:
1.) Racial Attributes - Drizzeleaf has all the attributes listed for Fae in the

race section. ("Flight", "Mischievous", "Ulterior Cover" and "Odd Sleep")

2) Magician - Drizzeleaf can perform all kinds of magic tricks that make people wonder "How does she do that?". This skill is a combination of slight-of-hand, special clothing and even some technology she keeps on her.

3) Annoying - Drizzeleaf has the ability to make anyone angry enough to chase her. She has the special skill of finding and pressing people's buttons. But, generally speaking, she reserves this for people who annoy her. Like anyone. Just that Drizzeleaf is very skilled at this.

4) Bad Jokes - Drizzeleaf comes up with bad jokes and puns at random. It isn't intentional, but happens fairly frequently.

5) Rhyme Speak - Drizzeleaf speaks in rhyme. She can't help it.

6) Spy - Drizzeleaf has been trained in the ways of the spy. While her Jingle weakness prevents her from flying and spying, she has learned other ways to spy. Part of her training is knowing basic pychology such as how to tell when most people are lying to you and how to get on people's good side / earn their trust. Another part is, of course, how to get the data one is after. She's no psychologist and she's no hack, but Drizzel knows how to put the two together enough to get her job done.



Weaknesses:
1) Jingle - Among Fae kind, about 1 out of every 10 fae are born with the ability to make a little jingle that sounds like a bike bell wherever they fly. They can't stop jingling, it just happens and there is no way to silence it. Drizzeleaf was born with this ability and this makes her draw attention to herself whenever she flies. While handy for her "annoying" skill, this means she can't fly and hide at the same time. Well... she CAN, but she'd be found by anyone who can hear.

2) Uncontrollable Laughter - If something Drizzeleaf considers especially funny happens, she will laugh... and laugh... and laugh. This laughter incompacitates her, making her unable to think clearly, fly straight or even fly at ALL depending. The sad thing is, being a Fae, this could happen at the oddest things. Especially since most things maker her giggle at least.



Weapons:
1) Fae Laser Pistol - While it has a KO setting for taking out other Fae, this is usually set to "lethal" since it's lethal setting would hurt like someong pricking you with a needle. It can not kill anyone taller than 1 foot.



Equipment:
1) Magician's Clothes - While not wearing the traditional magician garb of a black suit with a bow tie, Drizzeleaf wears clothing that aids her in her magic tricks.

2) Rune of Return - Nobody knows how this works, unless you're the kind of person who believes a Fae when they say "It's magic", but what it does is teleports a Fae to their home. It's a scroll and has to be read out loud by the user. This means escaping using this would be hard.



IQ: 104
Title:
Born: Planet Trusk
Picture: (Coming soon)
Quote: "You haven't won unless you had fun."
Name means: A leaf covered in dew that keeps dropping water on a Fae's head.
C.H.A.D.
player, 1 post
Sat 26 Jul 2008
at 13:09
  • msg #8

Re: Character Introduction Thread

Faction: None, yet.
Name C.H.A.D.  (But will take any name given to him)


Species: Genetically Augmented Human
Occupation: None
Gender: Male
Age: 5 (mostly in stasis and has been maturated to a full grown adult human)
Money: 0, nada, nothing, no posessions, either.


Description
Height 6' 6"
Weight 305lbs
Skin: Caucasian
Eyes blue
Hair: None, brown if it's allowed to grow.


Description:
Standing six and a half feet tall, an athletic muscular body that looks cut from wax.  He has light colored skin, and no body hair, though it will grow after he's released from stasis.  On the back of his neck is a tatoo "C.H.A.D.".  He constantly has a serious expression, and often stands at attention or in the 'at ease' stance per his engramatic training.

Background:

The C.H.A.D. program was a short lived human genetic war machine project sponsered by Genitech industry.  The idea was that genetically superior people could be made as cannon fodder to save on the "Important people".  Genetech has money on the mind rather than ethics when they started making thier disposable humans.  The local government caught wind of Genitech's new product and quickly moved to sue to halt the project.  After having sunk billions into thier project Genitech was forced to liquidate all of thier genetic augmentation equipment, and dispose of all CHADs for fear of what these augmented humanoids could do.

CHADs were built to be stronger, and more resilliant than normal humans, however they were made to be grunt soldiers.  As thier bodies were matured they were programmed with all the knowledge Genitech thought they needed, hand-to-hand combat, firearm and energy weapon training, combat maneuvers, language, aggression, mindless obedience, and no fear of death.  But brains don't program like computers, and things go wrong.  With this specific CHAD the aggression and mindless bit never really caught on, also his body language and simple manner of communication often make him seem mentally disabled, but he is really just a slow normal.
Genitech sold all thier equipment, but none of thier techniques, mostly to the black market.  This CHAD happened to be included as a bonus to go along with several stasis units.  Currently on sale at your local black market, he is ready to serve whomever purchases him.  Though he may not be exactly what the purchaser was looking for in the way of a biological weapon.

Personality:

He's naieve, and mostly loyal to the one who calls themselves his purchser, however he does have a mind of his own, and is far too gentle to be a killing machine.  When defending himself he will run to avoid conflict, or if no other options are open he will simply endure the punishment even if it means his death.  However he will use his body defend most anyone, disarming, breaking or taking weapons as the opportunity arises, whether the victim is his master or not, and if his attacker will not not submit he'll do his best to restrain them, but should the attacker agree to break off the attack he'll take them at thier word.  He dosen't know how to lie, but if asked to keep a secret it will die with him.  In every day life everything is new to him, including ettiquite, interpersonal interactions, stuff in general.  He also has a strong affinity for things he thinks 'cute'.  Should his master dismiss or abandon him, he'd be lost, a man without a purpose.


Abilities:

Strong:  Chad can bench his own weight.
Durable: He can take a beating that would send most humans to the mourge. He may go down, but there is no garuntee he'll STAY down.
combat training: Has training equivilant to a special forces millitary recruit.
No fear of death:  He will do his best to live, but his own death just seems highly incovienient rather than a horror.

Weakness:
Naieve:  Will take anything anybody says at face value. He's not accustomed to lying, nor does he expect others to lie to him.
Easily distracted: Everything is new to him, had him an oddity he's never seen and it will grab his attention.  Cute things will also turn his attention.
Not socialized: He dosen't really know how to interact with people, he may end up calling fat people fat, picking up the smaller species for a closer look without thier permission, steal things because he dosen't know he needs to pay for them, walk around without clothes in inappropriate areas.
Loyal to master:  So long as it dosen't interfere with his own ethics he will do whatever his purchaser (or most anyone) asks.  Should it conflict with his ethics he will do his best to work around his orders and his ethics.
Kinda slow:  He can learn, but he will likely be the C- student in the class.  Don't expect him to learn quickly what he has already been programmed with.
Shortened lifespan: Due to his accelerated maturation process, and the increased strength and durability his heart and other organs may only last until he is 30, though he isn't aware of this.
No fear of death: His own life is a much smaller integer in the risk/reward ratio compared to most.

IQ: 88
Weapons: None (save for what he's given)
Equipment: None (ditto)
Born: Genitech labs Aldebaran IV
Quote: 'No, sir."
Name means: Created Humanoid Altered for Defense
Lucky
player, 2 posts
Black Cat
Businessman
Fri 1 Aug 2008
at 01:59
  • msg #9

Re: Character Introduction Thread

Faction: Castrophie Corp
Name: Lucky (Lucas Huntington-Whiteley)
Occupation: Junior partner of Castrophie Corp, President of "Lucky Day" orphanage.
Species: Black Cat
Gender: Male
Age: 21
Size: 3'2"
Weight: 35 Lbs.  (or whatever translates to slightly overweight for his height)
Language: Common, Tavernese
Money: Invested: a rather large fortune.  Enough liquid assets to cover buying a high-class hotel on a whim.

Description:
Dressed in the finest silk suit and wearing a green tie to match his eyes, this well fed black cat to most looks to define opulence, but to the more critical eyes of "old money" he just looks like a wannabe who'll soon lose his fortune to a scam.

Background:
Lucky was adopted by a pair of con-artists at an early age.  They wanted to use the cuteness of the child to add to their "wealthy family" image that they were using to scam large sums out of real wealthy families.  Ironically, they had to fool the child into believing they valued morals, manners, and the like in order for him to behave as a good little boy should around their targets, and he was quite fooled by them.  Inevitably, they scammed the wrong family.  They disappeared, leaving the child to assume his beloved family had been kidnapped or worse.  Now a homeless young teen, he relied on the money he'd make gambling to survive.  He eventually learned of his parent's fate but refuses to believe that they had been con-artists.  He insists they were framed.

Eventually, he was able to leverage his winnings into starting a business of his own, and it flourished.  Everything he invested in would take off, and this caught the attention of Castrophie Corp.  Before long, they proposed a merger that he was happy to sign on to.  Now Lucky is well on his way to becoming one of Ollen's elite investors at a record breaking young age, much to the chagrin of those he could potentially replace.  They managed to slow his growth some by putting him on his current assignment, which involves a lot of travel.

Personality:
Disarmingly kind, polite, and generous, Lucky loves to help honest people as best he can.  He often acts naive to test whether a person is genuine, but once convinced a person is is worthy of his compassion he's hooked.  It's hard for him to believe any ill of someone he trusts.  He's especially soft on orphans.

Abilities:
1.) Racial Attributes - Cat people ruun!  Run like the wiind!

2.) Lucky - Just lucky enough to win more often than he loses when gambling at a casino.  Was often accused of cheating when he was younger.

3.) Businessman - Lucky is no stranger to how fortunes are made and kept on a larger scale.

4.) Bottomless Pockets - Lucky has been authorized to invest on Ollen's behalf, within reason of course.  Larger investments meet larger scrutiny.

Weaknesses / Limitations:
1.) Tough as a cotton ball - No combat skill or experience.  Why fight?

2.) Romantic - Total sucker for pretty girls.

3.) If I were the king of the forest - When the going gets tough, Lucky cowers under the table and whimpers.


Weapons:
1.) Unarmed - What weapons?


Equipment:
1.) Iphone - Top of the line all-in-one telephone, date planner, checkbook, walkman, photo album, TV, game system, computer, language translator, can opener, etc, etc....

2.) Limo Carrier - Lucky travels in style.  The equivalent of a space-yacht, his ship serves as his home away from home and a garage to his sporty luxury hovercraft. ( http://www.fantastic-plastic.c...ship-1-288-Photo.jpg )


IQ: average
Quote: "Glad I could help."
This message was last edited by the player at 18:33, Mon 30 Mar 2009.
Nash
player, 1 post
Bat
Strife Alliance
Sat 30 Aug 2008
at 16:03
  • msg #10

Re: Character Introduction Thread

Faction: Strife Alliance

Name: Nash
Occupation: Information Broker

Species: Bat
Nationality: Neplusultran
Gender: Male
Age: 25
Money: Stable amount


Description:
Shorter than most of his friends and family, Nash does not cut a very imposing figure.  His fur is a dark purple, and his wings are a lighter color.  His nose and the insides of his large ears are pink.  He typically wears green pants and bronze-colored sandals.  Usually, he avoids shirts and vests, since finding ones to fit around his wings can be difficult and not worth the trouble.  Occasionally, though, he does wear a red bowtie when he needs to dress up.  Most noticeable are his large glasses.  The lenses are so big and thick that his brown eyes are rarely even visible.  He usually seems well-groomed and brushed, taking pride in retaining a clean look.

Size: 2’9”
Weight: Light
Fur Color: Purple
Hair Color: N/A
Eye Color: Brown


Background:
Information is and has been everything for Nash.  When he was just a kid in school, information of his subjects was what kept him near the top of his class, and information of the fears and dirty little secrets of school bullies is what kept him from being at the bottom of the social heap.  Of course, due to his small size, other students were never really ‘afraid’ of Nash.  He was actually the butt of a lot of short jokes and teasing.  However, everyone knew that Nash had a way of learning secrets and, worse, snitching, so being his enemy was a stupid idea.  For that reason, few were his friends either.
Nash’s reputation stayed with him all the way through his education and young life.  He was quickly known as ‘that smart bat you don’t wanna rub the wrong way.’ Unfortunately, that reputation meant fewer and fewer friends as the years went on, which was something Nash craved.  He learned to take comfort in reading, however, and his books were his most faithful companions for most of his childhood and adolescence.
When he’d completed his education and started looking for a job, Nash tried to seek some place out that could use his growing library of knowledge, but also a place where he could make friends.  The last thing he wanted to do was gain a reputation as a snitch outside of school as much as he had it *inside* of school.  So, naturally, he was hired by the military as an information broker, a person who gathers as much information as possible about future missions, locations, the enemy, and possible allies, reporting all of it back to his superiors.
Nash is still keeping his eyes open for a new job.



Personality:
Nash can be very friendly and cheerful, even excited when it comes to learning new things.  Just as quickly, though, he can be quiet, shy, and very removed from those around him.  More often than not, he’s quiet, but not unfriendly.  He has a habit of getting into deep discussions on all sorts of topics, but he also has a habit of not starting these discussions.  All in all, Nash is very non-confrontational.  This shyness is doubled whenever he tries to communicate with a female that he finds particularly attractive.
On the flip side, Nash is anything but shy when it comes to gaining new knowledge or reading new books.  He’s usually first in line when the opportunity comes up to explore some place new.


Abilities:
1) Racial Attributes
        -Flight - Bats can fly.
  -Superior Hearing - Bats have such extremely good hearing, they can make out what people look like by sound alone.
  -Echo Location - Bats can make a squeak at a pitch that only bats (Or creatures with equal or better hearing) can hear. They use this to "see" where they are going by hearing the sounds that echo back.

2) Book Fetish- Not literally.  Nash reads a wide variety of texts, fiction and nonfiction, and retains a great deal of whatever he reads.  He always seems to be reading a book and looking for new ones.

3) Knowledgeable- Reading and retaining as much as he does, Nash has vast knowledge of different cultures and their traditions, various religions, governments, languages, countries, planets, and wild life.  His memory is also incredibly accurate, which comes in handy for his profession.

4) Computers (Basic)- Nash has basic knowledge of how to work a computer and find his way around a network.



Weaknesses:
1)  Poor Sight - Bats can't see too well. They have the equivalent vision of a near-sighted person who requires glasses.

2) Combat (Klutz)- Although being hired into the military means that Nash has undergone some level of physical training, it is not his forte.  Quite the opposite, actually.  Nash is unsteady and not confident in combat or the handling of any sort of weapon.  When such situations arise, he is much better of hiding or running/flying away.

3) “She’s… p-pretty…” Syndrome- Nash has difficulty talking to attractive females, which include most females he meets.  This can be a problem when he is required to work with a female or, worse, required to confront one.

4) Shaky Knees- Nash is not very brave in situations with high tension.  As such, he is prone to more mistakes when nervous.



Weapons:
1)


Equipment:
1) Glasses – High powered glasses to make up for Nash’s near-sightedness.  Very thick lenses and very durable, yet also very expensive.



IQ: Genius
Title: Bat Brain
Born: Neplusultra
Familiar: 1. City 2.Base
Picture: http://chameleonice.deviantart...sing-a-Side-88319402
Quote: *adjusts glasses* "Oh, you mean *that?* I read a study on it, sure.  Uhm… What do you need to know?"
Name means: “at the ash tree” also “Desirous, seeker” (female variant)
Elena
player, 1 post
Blissian
Healer
Sat 30 Aug 2008
at 16:06
  • msg #11

Re: Character Introduction Thread

I suppose it's official now :)
---

Faction: Blissian

Name: Elena Merridonne
Occupation: Traveling Healer

Species: Blissian (Hare)
Nationality: Blissian
Gender: Female
Age: 40
Money: 0


Description:
In a word, cute, which is as she prefers it.  Elena is usually dressed in traditional, yet fashionable Blissian attire, with wide, white pants that have red and blue coloring her lower legs on opposing sides.  Her shirt is sleeveless and similarly divided with green on the top half and white on the bottom.  On her feet are a basic pair of brown leather sandals.  The top of her head is covered by a red cap, which has the Blissian symbol of a white circle surrounding the top.  Like most Blissians, Elena’s fur and hair are white, though she occasionally dyes the tips of her bangs with pink and other soft colors for style.  Also typical of Blissians, her eyes are yellow.  However, unlike the majority of Blissians, Elena has wide floppy ears that hang far below her shoulders and slightly larger three toed feet, traits which mark her as a Hare of the Blissian race.

Size: 3’5”
Weight: Average
Fur Color: White
Hair Color: White
Eye Color: Yellow


Background:
Born on planet Bliss, Elena had a childhood of prosperity and peace, as Bliss had never been in a war and learning was a top priority.  However, no world is without sickness, and this was the area of knowledge in which Elena applied herself to.  As she went through school, she studied disease and illness and all methods of prevention through psychology, medicine, and physical science.  When the selection rite came after all of her basic education, Elena naturally chose to pursue the arts of healing.
Gaining more knowledge as she went along, Elena moved from place to place on planet Bliss, doing her best to concentrate her efforts in places where disease was at its worst.  Her family and hometown supported her endeavors, and her healing presence was almost always greeted by warm arms and words of thanks.
Still, life can only be so poor on a planet as beautiful as Bliss.  One day, when Elena had a passing encounter with a visitor from another planet, she was made aware of the truly horrible state of worlds outside of her own.  Worlds torn by war, greed, hate, and diseases worse than had ever encountered.  It was terrifying to hear about, but also inspiring.  Elena, having the kind heart that she did, immediately began making plans to travel to these worlds and offer her help.  She was, of course, not foolish enough to believe that she could heal the entire universe, but she also could not sit by and not alleviate the suffering of as many others as possible.  Her nature simply would not allow it.
After a trial of gaining approval from the Elders, Elena was permitted to travel outside of Bliss on a tradeship.  However, she was forced to take a Deksharr as a bodyguard and travel companion, being warned that outside worlds could be brutal places.  After being reunited with her family and friends for one last goodbye, and being told that she would always have a home on Bliss, Elena left.
Now, with her travel companion, Miya, Elena is taking her first steps into the universe beyond Bliss.  Armed with a staff capable of performing Blissian healing methods that seem like magic to the less educated, she sets forth.



Personality:
Sunny and blissful at all times, no matter the trials that stand before her.  Elena always greets everyone with a bright smile and a hug if she can.  She’s also a little childish in her innocence, not fully understanding how anyone could hate another or willing pursue violence.  When she can, she does her best to speak to others about the opposites of such acts: peace and harmony.  Like most of her race, Elena dislikes violence and avoids it at all costs, even when it’s a danger to her well being to do so.


Abilities:
1) Racial Attributes
- Clarity of Thought - Blissians have IQs of 120 on average. But thanks to the Utopian lifestyle and positive way of thinking these people have, they also have piece of mind which allows them to not be distracted by such things as regret or sorrow anywhere near as often as most. This allows Blissians to be quick-witted, clever and able to learn fast. Discuss the IQ of your character when apping for a blissian.
- Lovers of Life - Every Blissian has a basic knowledge of first aid and carries a medi-kit in their ship as well as a mini medi-kit on their person.
- Good Hearing - Due to the size and shape of their ears, Blissians can hear a larger range of sound frequency than most races and can often pick up what is being said in a conversation 20 feet away from them, even if there is a lot of noise between them and that conversation (Such as heavy traffic or a mall).
- Secretive Language - Blissians speak the common tongue when around nonblissians, but only speak Blissian when there are only Blissians around. They are protective of their language because they are protective of their secrets. The most any species has ever figured out of the blissian is just enough to speak on the level of an infant, forming basic sentences. And that's the people who tried their hardest to learn it... outside of becoming a blissian.
- Good Reputation - Due to the reputation of the Blissians, most races treat Blissians like they might treat a child: With a little extra care and consideration. While jerks who would cuss a child out or even hit one would most definatly not give a care if you are a Blissian or not, such nimrods are not as common as those who would treat you considerately.
- Limitless Resources - Due to the Blissian mentality of sharing absolutely everything and anything while also only taking what they need while taking a little of what they want (And CHEERFULLY giving what others want) all the while keeping most of this sharing within their own race, every Blissian pretty much has access to any and all technology they may need or want from Planet Bliss at no cost. However, unless they fuel up at Bliss, they still need to pay for gas when traveling.
- High Jump - This character can jump a higher and farther than normal people. Capable of jumping three and a half feet forward, upward, or any mix. This doesn't neccessarily mean their kick is three times as mean as a normal person's.

2) Medical Knowledge (Expert)- Elena has a vast knowledge of medicine, disease, and prevention.  Due to her habit of learning, she is capable of learning about medical advances and new diseases, as well as understanding them, quickly.

3) Bodyguard (Miya)- Her Deksharr bodyguard follows her nearly everywhere and is her primary source of protection, foreign experience, and overall safety.  In most cases, Elena cannot be attacked without her bodyguard interfering.  Also, her bodyguard rarely permits her to go anywhere alone, which can limit Elena’s mobility and personal social interaction.



Weaknesses:
1)  Non-violent- This character will not fight unless under the most extreme of cases.  Even then, they may avoid fighting at the risk of their own lives.  This also means that the character is opposed to others fighting as well.  Play fighting, without causing any willful harm, is usually okay.

2) Optimist- Elena rarely accepts things as truly negative, always finding a bright side even if such a thing is irrational.  When she really does focus on something negative, it tends to have a greater impact on her personally.  Additionally, while this counters the xenophobia typical of most Blissians, it also leads to greater naiveté when dealing with other races.

3) Visitor- Elena is always away from home and usually not in one place for very long.  Because of this, she is almost always in a unfamiliar territory and needs a great deal of aid to guide her from place to place.  She is also in frequent need of transport, as she has none of her own.

4) Leadfoot- Elena does not know how to operate most vehicles on her own.  In fact, having her do so could be very dangerous for all involved.

5) Herbivorous- This character eats only plants and fruit. If the character eats meat, they will get sick and possibly even die.



Weapons:
1)


Equipment:
1) Healing Staff- Powerful staff capable of setting bones, drawing out contaminated substances from wounds, and causing relaxation in the body that can be either an anesthetic or an inducer of sleep.



IQ: High (140)
Title: Healer
Born: Bliss
Familiar: 1. City 2.Rural Town
Picture: http://i11.photobucket.com/alb...eleon5/ElenaTest.jpg
Quote: “Simply hold out your arms and embrace the love that comes your way.  True health always starts with love!”
Name means: “Bright Light”
Mittens
player, 31 posts
Cat
Underground
Tue 31 Jan 2012
at 05:29
  • msg #12

Re: Character Introduction Thread

Faction: Space Traders

Name: Kevin McGinnis
Occupation: Xtreme Athlete

Species: Mountain Goat
Nationality: None
Gender: Male
Age: 18
Money: Uh... like... put it on my tab, hahah.


Description: Not much to see here.  Your basic anthro goat.  http://thewhitewolf-mii.devian...nthro-goat-134978699  Long bangs, chin only goatee (hah!), athletic build.

Size: 6'
Weight: 179 lbs
Fur Color: White
Hair Color: Bleach blonde
Eye Color: Gold


Background: So like, when I was like a kid, hahah, I grew up on a commercial freighter fleet.  You might be all, "Woah!  You grew up in space and junk?!" and I'd be all, "Dude, like, it's not radical at all.  It's total dullsville being stuck inside a flying building all the time and stuff.  Nothing to do!  Most exciting thing was when pirates point their guns at your ship and are all, 'Hand over the goods or else!'  But that's what insurance is for.

So I started making my own stuff to do, hahah!  Like grinding the rails on the causeways, hah!  Or like, doing 720s through the zero G pipe!  Family thought I was some Emo kid trying to kill my self or something lame like that, but no way!  I was having fun!  When I was 15 They dropped me off at Tavern once and I kicked tail in the uh... Olympics hah.  Haven't seen 'em since.  But my sponsors look out for me, so it's cool, hah.



Personality: He's an extreme athlete.  But he can have his lazy moments.  Like when he's paragliding.  Totally relaxing.  Most times he's acting dumber and more oblivious than he really is, but when someone's in trouble, he takes action!


Abilities:
-Xstreme sports:  All of them.  And a few he makes up on the fly.  And quite good too.  But best at climbing.  He is a mountain goat after all.

-Danger sense:  Sometimes can sense the direction of someone who's in danger.

Weaknesses:
- Highschool Dropout
- Memory lapses
- Adrenalin Junkie

Weapons:
- Horns
- Hooves for feet.

Equipment:
-BMX
-Multipurpose Xtreme board.  Can be used as a mountain board, skateboard, snowboard, wakeboard, sandboard, street luge, skyboard, so on.  With modular snap-on accessories, it usually takes less than 10 seconds to switch purposes.
-Elbow pads, knee pads, goggles, helmet, etc.  The expected safety gear.  Except the high-end shoes.  Doesn't need those.  ;)
-Hiker's backpack with tons of Xtreme sports stuff.
-Wingsuit and compact parachute.

IQ: 94 (Supposedly has about a statistical 50% chance of completing a BA in "Construction trades" if he made it to college)
Title:
Born:
Picture:
Quote: First, you were all like "Woah​!​", and then we were like "Woah​!​", and then you were like "Woah​.​.​.​"
Name means: Beautiful at birth
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