Characters

Mizuki Reikon





Basics

Name: Mizuki Reikon
Alias: Mizu
Age: 17
Gender: Female
Race: Human
Position: Navigator
Crew: None


Personal

Sexuality: Heterosexual
Height: 5'2
Weight: 106 Ibs
Hair Color: Blueish-white
Eye Color: Grey
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Appearance
Mizuki is a paler skinned girl standing roughly 5'2 in height. She has a notably curved frame with a partially atheletic build despite coming off a bit frail to most at first. Her hair is white with a very gentle tint of teal color in it, something her clan is known to possess in some of its members. Her hair extends down her back tapering off below her waste often kept tied near the bottom. Her eyes are grey sometimes appearing a light blue in color, lacking vision in both eyes.

Mizuki has a wide assortment of clothing she likes to wear. In a more casual form of attire, she will wander around in a swim top and shorts, often electing to wear a light jacket over top she can leave open or closed in order to feel comfortable. She has several nicer dresses often choosing to be a bit less exposed or only doing so in a mild manor. She has a rather nice kimono used for her tribes ceremonies she keeps around though she rarely wears it.

Perrsonality
Mizuki is a very carefree and adventurous girl. She enjoys going to new places and experiencing new things. She can be very loyal to those she is close to, often trying in her own way to help them out if needed. She is quite intelligent, being very quick witted and able to adapt on a whim. She can be very empathetic to the plight of others, often willing to put herself at risk for the sake of someone else if she feels it is a worthy cause. She can be quite playful when she is close to people occasionally teasing others or being light hearted with them.

She can be quite blunt at times when she has an issue with someone, often stating it up front without any hesitation. She has a general dislike of asking for help or being treated as if she was helpless, often getting herself into much more trouble before she might resort to getting help if she has a problem. If she is set on doing something, Mizuki can be very stubborn in accomplishing. Things such as laws aren't something she cares all that much for following if it gets in her way. She has a bit of a perverted side she likes to hide, occasionally slipping out from time to time much to her own embarrassment and denial about it.

Likes:
  • Adventure
  • Outdoors
  • Festivals/Celebrations
  • Gambling
Dislikes:
  • Stuffy Rooms
  • Being Looked Down On
  • Lectures
  • Obnoxious Noises
Background
Mizore is the last child of Sugita and Yuuko Reikon. She was born on an island they simply call Kokudo. The island itself is isolated from most of the world surrounding by various rocks and turbulent waters making it near impossible for outsides to make it to the land without being torn apart in the process. It was on this island that her tribe lived who call themselves the Kaze no Hitobito. It was there her tribe sustained themselves isolated from the world living off the land and being extremely able fishers. Very little ever came in and out of the country with very few items from civlization making its way on the island.

It was quickly noticed at birth there seemed to be an issue with her eyes. Her village, rich in their shamanistic practices set out to perform rituals and other acts in hopes of spurring the 'spirits' to heal her vision so her eyes might properly develop. As she got bigger, it became quickly clear she didn't have normal sight like other children. Despite the hopes of her parents and others of her village, she unfortunately never managed to develop any sort of vision.

Growing up without any normal vision, Mizore parents were very over protective. She had quickly noticed a difference in how her brother was treated compared to her. Her parents protective nature only became worst when her older brother had left the island. It sparked her parents who were already quite defensive of Mizore to be even more careful with her ensuring she didn't get hurt often by forbidding her to do things normal kids might do. As she got into her teens that she began to resent how she was treated disliking how much she was pampered and treated as if she was helpless.

Mizore had been quick to try and prove herself. She worked hard to make herself more physically fit, doing what other kids could do better. Despite her efforts though, she always felt the praise she got was so hollow, as she was treated as if she was helpless. As she got older she showed herself to be proficient in Sekai No Nagare, the practice of being able to 'feel' the force of the world and the ocean, a trait unique to her tribe. Her abilities at even a young age rivaled that of some of the most attuned shamans of the tribe. No matter what she did to prove herself, everyone seemed to view her as helpless.

At the age of sixteen, Mizuki decided she had grown tired of the island. She was tired of being looked over by the tribe due to her disability. She wanted to see the world and get to explore what it was like out on the open sea and the world that existed beyond her homeland. She slipped out one night, using her abilities as most of her tribe did to escape from the turbulent waters of her home island and out to sea. Lacking much as far as resources went, she relied solely on her natural abilities and knowledge to navigate her way to land. It was there she first experience civilization outside her tribe.

Over the next several months, Mizuki managed to make it by island to island catching rides with various crews. She took tutor-age under several navigators learning much about the world helping to fill in the gaps her Sekai No Nagare could not. With it she had enough resources at her disposal to act as a navigator for a ship... well... if someone would actually allow a blind girl to be a ship navigator. Every effort she did to take the job, she quickly found herself turned down much to her own frustration.

Mizuki found herself landed on Ballagan Port. Having turned seventeen not long before arriving she didn't seem to have any hope of finding a crew willing to take a 'blind navigator'. She is desperate to prove herself, tired of hitching rides on ships and being stuck often being accepted out of 'pity' wanting to prove herself to be an able part of a crew and experience the world rather then to barely scrape by forced to rely on that 'pity' she hated being forced upon herself.

Relatives
Sugita Reikon (Father)
Yuuko Reikon (Mother)
Nagao Reikon (Older Brother)

Traits
Strengths
Enhanced Senses
While she lacks her eye sight, her other senses have been greatly enhanced in the process. She is much more adapt at using her other senses to get a 'feel' for the world aorund her and react more quickly then those who rely solely on sight.

Defensive Fighter
Mizuka is often misjudged by her opponents for being blind. Her lack of reliance on sight allows her to be able to adapt from foes attacking in 360 degrees around her much more easily lacking the natural 'blind spot' people have from relying on their vision. She has learned to not be on the attack but to react to her opponents. She is very much a reactive fighter, waiting for an opponent to strike to evade and attempt to counter them allowing them to create the opening for her.

High Wit
Mizuki is intelligent and has shown herself to have a great wit about her. She can often piece together a scenario if she has enough information, finding creative ways around it if given a chance approaching a problem from a more tactical angle.

Extraordinary Navigator
With her tribe's unique ability, and having one of the strongest cases of it in her tribe, Mizuka is able to navigate the waters in a way that very few can match often only through the use of Haki. She can plot a path and figure her way through situations which for some might seem impossible.

Weaknesses
No Eyesight
She lacks eye sight. Her enhanced senses can also make her more susceptible to certain things.

Little Offense
She lacks much in being offensive. Her lack of vision makes it difficult to deal with ranged foes or those who can make it difficult for her to track.

Stubborn
Mizuki can show herself to be quite stubborn at times. She can act in a way she knows is detrimental to herself for the sake of not wanting to admit she needs help or might of been wrong.

Blind Navigator
Being a blind navigator does come with its drawbacks. While she worked to memorize locations in her head, she can be thrown off having to deal with typical maps others might use, particularly without any context to where she might be. Should her senses fail her, she has no way of using the other tools a navigator has to actually navigate on her own.
Abilities
Unique Ability
Sekai No Nagare
A trait unique to her clan, and one which she has shown an incredible aiblity of harnessing. Mizuki has the ability to 'sense' the world. In some ways a sense of touch, she can quickly make out the currents of the ocean, the flow of the wind and all the intricacies of the sea around her. With it she can navigate even the most perilous waters finding her way through safely. Her ability when fully harnessed as the potential to go so far as to spot potential islands well out of eye sight if used to its maximum potential. It can be used to a limited extent to allowm her feel the 'air' around her allowing her to effectively react to movement around her.

While the ability itself has many benefits, it has limitations. It lacks the raw versatility and capabilities of Haki, being centered upon reading the elements of the world around her more then living things within it, being more of a 'side effect' then something intentionally observed. The ability itself is strongest when out in the open, however conditions which might limit the senses or in enclosed spaces the ability tends to be much weaker, relying much more direct contact with unfiltered ouside air to get a clear reading.

Combat
Mizuki relies upon a bo staff to fight. She takes on a more defensive fighting style, waiting to react and strike her foe instead of going on the offensive against them. She has been shown to use her particular ability combined with her natural senses to allow her opponents to create their own openings and find a weak spot to strike.

in particular, Mizuki employees her intelligence when she fights. She typically won't be able to overpower many of her opponents but she can find ways to allow her opponents to end up leading to their own downfall. Against more difficult to track opponents or ranged foes, she tends to rely more on taking cover and evading not having many tools at her disposal to deal with them.

Weapon
boredstaff.jpg

Bo Staff
]Mizuki's weapon of choice. The bo staff is made out of a rather sturdy piece of wood. The staff itself is able to take a blow from cutting weapons with the ridges helping to act to limit the blade's ability to cut. She can use the Bo Staff in many ways able to twirl it around and to attack with it having a certain flow to its usage. It also works as a handy walking stick if needed or a pointing tool!
 
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Kate Thulu


  • Full Name: Kate Thulu

    Gender: Female


    Age: 26


    Physical description: Kate is tall and muscular with orange skin and a white stripe running up her middle, with various orange dots along the white part of her skin. Her head is elongated, looking like the head of a squid, with transparent ‘fins’ along either side of it. Her face appears human though. She has two squid tentacles coming off her head similar to pig tails and they trail down to her knees. She has four arms with webbed fingers and toes.


    Height: 6’2’’


 
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Kahr Barroes
Full Name: Kahr Barroes

Nickname: Angel, Talon

Gender: Male

Age: 28

Physical description:
manthos-lappas-gnoll.jpg
Tall and imposing with a solid frame, shaggy fur, sharp claws and powerful jaws, he certainly isn't the type to look friendly. Often wearing shorts layered over with a canvas, leather and netted kilt, the Mink wears little else other than forearm and shin guards made of leather. His eyes are a striking crimson that stand out from his mottled black and brown fur.

Height: 7'10"

Personality: A stoic and bland individual at first glance, many steer clear of Talon for both his looks and general iciness. He cares little for the machinations of most men, often finding their wants and desires tedious and tiring. Because of this he spends large amounts of his time keeping to himself, but he is not asocial. He enjoys the company of good people, and is often one to enjoy solid conversation with those that seem capable of holding a proper conversation with him.

A known freedom fighter and vigilante, Talon earned the name 'Angel' both as a derogatory remark from the Marines about his beastly appearance, as well as a lauding at the hands of slaves he's freed, and it is what appears on his wanted posters. This streak of morality is one of the most defining traits about the man, and it bleeds into many of the decisions he makes. While he won't do much to intervene in two people fully capable of combat, he has no issue and a personal commitment to stand up for those that can't. The fact that this has made him some powerful enemies is irrelevant in his mind.

During actual combat Talon stands firm and often takes things head on, not worrying overtly about skill or experience differences. He usually maintains a apathetic stance during fights, allowing his seeming indifference to draw out the temper of his opponents and let them make their own mistakes. When he is drawn out, however, he makes his bestial heritage proud, using his teeth and claws as well as his weapons willingly as he wades into combat. Despite this berserk stance Talon still maintains his morality regardless of where he is in the battle field, and makes that his priority.

Likes:
  • The quiet.
  • Good books, particularly novels of mystery or regarding the human soul.
  • Good will.


Dislikes:
  • Loud or busy places.
  • Greed and poor attitudes.
  • Inaction and apathy towards one's situation(people giving up).

Character Strengths:
  • Thick Skin- Talon has little issue taking blows for others, be they verbal or physical, as both his mind and thick, coarse fur are honed to deflect sharp edges, be it of wit or of blade.
  • Wisdom before Age- He has little issue telling someone what he thinks they need to hear over what they may want to hear. While some may assume him blunt, rude and coarse, of which he is all three, the truth is that he feels that working through problems is better than around them.

Character Flaws:
  • Hands On, Mind Off- Outside of basic triage and the types of repairs he's learned, Talon is actually quite poor at the finer tasks in life. Be it reading, sewing, cooking or other more intellectual tasks, Talon's better at doing simple hands on work.
  • Subtle as a Backhand- Stealth and going unnoticed are two of Talon's weakest points. If a mission requires that they go unnoticed then the large and noticeable Mink holds a striking disadvantage. Coupled with a decent enough bounty for his actions against the law, it stands to reason that some may keep an eye out for him.

Potential Position: Fighter/Repairman/Combat Medic(knows basic triage)

How do you fight: Talon is used to fighting alone, and also on the move. Armed with a spear, the Mink has grown accustomed to taking on more than one opponent and knows how to keep the enemies on their heels when fighting. Despite this he does prefer proper one on one duels to brawls, and will demand them if he can.

Unique Abilities: Has jaws that can break bone.

Weapons Carried: An eight foot long spear.

Backstory:

Born with the intent on taking over his father's smuggling business, Kahr grew up in the rough an tumble life, not really minding the hectic lifestyles at first. Despite this he almost always found himself grateful for oppurtunities to take time to himself, and as he grew older his devoted more and more of himself into the family business.

At first Kahr only took care of the small time jobs, keeping the easy jobs in line and generally moving simple goods. He quickly impressed upon his father his skills, and it didn't take long before the boy was put in charge of bigger and better jobs, with rougher and tougher crews and equally threatening clients. This was never an issue to the level head Kahr however, and even though he knew his jobs were illegal, they never ended with anyone getting hurt unduly, something he could live with.

So when his father finally opted to take him out on 'The real business' Kahr was ecstatic. On the inside of course, you couldn't tell by looking at him. The job remained mostly simple, but during an inspection of the cargo he heard a thump in the barrels. Expecting to find a stowaway Kahr instead found that the cargo was not visited by a child stowaway, but instead, upon tearing open more barrels, was children.

Realising his father was a slaver, having had to fight them off and deal with their kind before, and having personally found them to be vile excuses for humans, the boy confronted his father and the crew. From words to fists to weapons, the debate devolved until only one still stood, Kahr's face void of emotion as he turned the craft back and saw to it that the children were returned home.

From there on forth Kahr devoted much of his time to running interference on child trafficking missions until the Military started getting involved in the past five years. It was then that his ship and the crew aboard were all destroyed during a confrontation with an extraordinarily strong Marine.

After that Kahr eventually happened across an old acquaintance from times before, one that he hadn't seen for a long time. With a new friend in tow, the two continued working together, having no where else to go, and no one else to rely on.
 
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Kimiko of the Blossom
Full Name: Kimiko of the Blossom

Nickname: Rabbit, given to her by her older brothers due to her speed.

Gender: Female

Age: 19

Physical description:
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A svelte and lithe girl of pale complexion with stark raven hair hanging about her emerald green eyes, one may not assume much of anything from Kimiko. Which makes sense in the light and airy ways she carries herself. Wearing an asymmetric kimono, Kimiko's left arm and right leg are covered, revealing the mid thigh length shorts and tank top worn underneath on the right shoulder and left leg. She wears simple ankle height shoes.

For armour, she maintains a breast and backplate, tied together with metal woven cords, as well as the standard segmented armoured skirt of her people. On her lower arms and lower legs she wears forearm and shin guards respectively. She wears a pair of gloves of a unique cut proof weave, the same as the loop that holds her iaito and sheatheless sword. This allows her to handle most blades with no fear. Finally, she wears an armored headband into combat that bears a rabbit ear insignia in the middle of the forehead, in reference to the nickname her older brothers gave her.

Height: 4' 7"

Personality: Upbeat and determined, there's little to nothing that can dampen Kimiko's general attitude and mood. Often found with a smile, soft or determined, on her face, Kimiko is never one to take any situation too seriously and is a playful enough soul to find jokes in even the most worrisome of situations. She bears a naturally friendly personality as well, and the whole package often catches many off guard to know that she has no qualms about either violence or death.

Having grown up on a small island of warring tribes, she was never too far from some tragedy or another, and while it may have jaded some it taught Kimiko an important lesson, to take what comforts and joys in life that one can, no matter how fleeting.

A big fan of puns and other silly and often poorly timed jokes, it isn't uncommon for the girl to blurt them out while in battle to either keep her own head level, or to antagonise the enemy. Furthermore, she enjoys a good fight and isn't one to ever back down from a challenge, even know to spur on conflicts just for the hell of it.

In spite of all these conflicting traits, Kimiko is a kind girl with a love for animals and fun, and truly wishes to see the day she can hang up her sword to spend a calm life among friends and family.

Under all her resilience though, there is remorse and sorrow for the loss of her clan, regardless of how she was only ever a tool for their ascension.

Likes:
  • Due to her overtly violent past, Kimiko has found a fondness for silly or inane things, often looking for an easy reason to smile.
  • Dogs never lived on her island, as such Kimiko finds them all adorable.
  • Kimiko enjoys gourmet meals, anything that has had more than say five minutes put into it, as rations she was used to eating were often readily made and simplistic. She likes to experiment cooking now.
  • Kimiko enjoys a joke. Not a good joke, it never has to be a good joke, lord knows she rarely makes them. A solid sense of humor goes a long way with her.
Dislikes:


  • People who are too serious.
  • Anyone who tries to touch her weapons.
  • Being controlled.
  • Anyone who doesn't like dogs. Seriously.

Character Strengths:


  • Indomitable Will: No matter how rough or tough a situation, Kimiko doesn't ever back down or give up.
  • Honor Bound: While she knows the standard of war well, Kimiko is by no means a monster. She treats every opponent with respect befitting a combatant on the field.
  • Aggressively Agile: Kimiko is extremely quick and fast on her feet, and is also quite flexible. This gives her remarkable maneuverability and speed in fighting opponents even twice her size.

Character Flaws:


  • Bullheaded: Kimiko doesn't always know when to quit and can get in over her head at times. This can range from words to fights, but gets her into trouble regardless.
  • Too Soft: While it may sometimes seem more prudent to do so, Kimiko doesn't execute anyone who's given up on fighting. In fact, if someone tries it, she may well fight to defend her former enemy.
  • Intimidation of a Mouse: Due to her height, Kimiko seems about as threatening as one would expect. Furthermore it can play against her in other scenarios too.

Potential Position: Cook and Fighter.

How do you fight: Trained since she was a child in the art of warfare, Kimiko is a master swordswoman, and is even decent in hand to hand if it comes down to it. Unlike how she used to fight, she refuses to strike a killing blow unless it was been agreed by both parties prior to engagement. Otherwise she maintains disarmament and non-lethal wounds. Kimiko will not cease battle until either herself or her opponents are incapable of continuing.

Unique Abilities:


  • Leaf on the Wind: Like all great warriors of her people, Kimiko has an odd occurrence when meditating, deep in thought, or during times of intense joy or anger. A breeze of cherry blossoms flows about them, regardless of where they are. Her clan was most notable for the occurrence during final strikes in battles.


Weapons Carried:

  • Kazumi, a katana forged for and named by Kimiko when she was of age. It's made of a remarkably hardened metal of a pinkish hue. Unlike her iaito, Kazumi has no hand guard.
  • Mamoru, an iaito, or edgeless training sword made of the same metal Kazumi is.

Backstory:


Born as the eighth child, and first daughter, of her family, every day of Kimiko's childhood was in preparation for her to join the battle. On the island that her clan called home was a constant war, either open or in the shadows, between the other clans over the valuable and limited resources. It was known to every child of every clan that to lose was to cease to exist.

With this in mind Kimiko was wielding a blade as soon as her hands could grip one, a normal child's life replaced with one that would hone her skills and instincts, turning her into a dangerous weapon. Kimiko, however, was cut of different cloth than most on the island, and it wasn't just that she was the first daughter to a family of all sons. While she learned her lessons extremely well, she always seemed distracted by anything not pertaining to war, such as nature or art, things her family didn't have time for her to waste time on.

So Kimiko too learned to put away such trivial wants or thoughts and continue fighting the war. As the years went on, the Blossom clan proved themselves to be fierce and strong warriors, and Kimiko made a name for herself as one of their best duelists. At the same time, the number of clans dwindled until on the Blossoms and an opposing clan stood.

Realising that they could not win, the leader of the Blossom clan sought out an alternative means of surviving when a rumour fell on his ears. Kimiko, whose reputation had grown not just amongst her clan, but had grown in the others too, was in the eye of the rival clan leader. Taking this information to Kimiko's father, the man ordered his daughter that she offer herself to the opposing clan leader in exchange for a bonding of the two clans.

It was an outrage, but not for the reasons one may have expected. While Kimiko wasn't particularly enthused at being treated like an item, even she could acquiesce that the rival clan leader, only five years older than she and quite a swordsman himself, wasn't a bad catch. No, the outrage came from the fact that she'd been taught her whole life that it was victory or honorable death.

And now she was being told to surrender.

Refusing outright Kimiko fled her home when she found out that her options were to agree and submit, or be beaten into submission. Taking her sword and iaito with her, she disappeared into the night, managing to stow away on on of the few outlander ships that came and traded with her clan.

As she would find out later, she was lucky, as the rival clan, the Hawks, had assaulted her people that next morning and killed them all.

Away from her family for the first time, Kimiko slowly found work as a guard here or there before opting to roam. For the first time in her life war was no longer a constant, and her love of nature begin to rekindle, untainted by a constant rain of blood and steel. In this new life Kimiko also found her sense of humor and adventure.

Now Kimiko continues her travels, looking for a new adventure to take her from the current island she resides on.

Extra:
Unbeknownst to Kimiko, the Hawk clan has her targeted, as they can not make legal claim to their lands until it is proven that all other clans no longer exist, and there is evidence that shows Kimiko escaped. This means that Kimiko is the sole reason the Hawk clan can not obtain the deeds to the lands of the island and maintain full control over it.


 
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Echo Ekko




  • Full Name: Echo Ekko

    Gender: Female

    Age: 22

    Physical description:
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    Being a bat mink Echo doesn’t look exactly normal. Her ears stand taller than the entire height of her head and she has a leaf-shaped nose that protrudes up from the tip of her snout. She has short dark brown hair and brown fur that covers almost her entire body. Her arms and hands are her wings, the skin stretching between each of her exceedingly long fingers. Her feet are curved and clawed with a fifth claw on the side that she uses as a thumb. For Echo her feet are her hands. She wears shorts and tanks usually and changes the colors often although no one quite knows how. Echo needs glasses to read and see effectively but normal glasses would fall off her face when she flew, she instead wears glasses that are more like goggles so they do not fall off, they also have tinted glass to help with her light sensitivity.


    Height: 5’3”, 5’11.5” including ears

 
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Jarko Belfonte
Full Name: Jarko Belfonte

Nickname: Frostfur

Gender: Male

Age: 23

Appearance:
bear_warrior_by_zgfisher-d3a3ax1.jpg


Height: 9' 9"

Weight: 1,680 lbs.

Personality: Jarko is a bear who is most thrilled when adventuring. Whether hunting a rare and dangerous monster, searching for a secret treasure, or discovering new lands and animals Jarko finds himself full of wonder and excitement. His sense of adventure is his often most driving force, even leading him to leave the sky islands he grew up in to come to the blues. He loves fighting a good casual fight, though he refrains from using his claws as he doesn't enjoy hurting people senselessly. When it comes to earnest combat however, he has no issues killing someone who threatens him or those he cares for.

Jarko is known among his friends and family to be motherly at times, though he oft rejects this when people bring it up. He loves feeding people an over abundance of food, making sure they feel alright post combat, and always reminds those around him to wear weather appropriate attire. Supportive in the dreams of nearly anyone he comes across, he is glad to help someone realize their goals if he can. He himself simply dreams of creating a band of adventurers who seek out new experiences at every turn. He has little care for the rules of law when it keeps him from pursuing an interest.


Likes
- Meat, oh glorious meat!
- Cool places, ice and snow are prime!
- Learning new things, the Blue Sea is endlessly new to him!
- Naps, especially under a shady tree!
- Exploring untrodden land, treasure can be around every corner!
- Forging new friendships, for what is an adventure without companions?
- Intense and rewarding combat, where blood and blade sing in tandem!
- Spicy foods, the burn is how you know it's good!
- Swimming, he's looooooves swimming!

Dislikes
- Most vegetables, he's a predator for gosh dang's sake!
- Places under the burning sun, all this fur does not help when overheating!
- Those who assume they have authority over him, Jarko abhors this.
- Sweet foods, they hurt his teeth in most cases!
- Stagnation, variety is the spice of life!
- Political debates, he holds little faith in leaders who do not take action.
- Clothes, most clothes are too small and his fur is more than enough to keep him warm!
- Assassins, what fun is there to combat if you do not engage your enemy openly?
- Liars, Jarko believes in honesty even in ones faults and crimes!

Character Strengths
Loyal - Jarko does not understand the concept of betrayal. If he care about someone or swore loyalty to a cause or goal, he is steadfast in the face of nearly anything. He would have to be shown his cause was inherently wrong in ways he disagrees with to get close to shaking his loyal roots.

Supportive - Jarko believes in the pursuit of ones dreams and goals, no matter how silly others may feel they sound. Pirate King? You can do it! Worlds most famous model? You are beyond stunning enough! Best spicy chicken in all four Blues? Let him test every flavor and sing their praises to those who will listen!

Willing To Learn - Jarko LOVES new things. It's like an addiction. He doesn't care if it's a child, elderly individual, man, woman, fishman, or duck. If one is willing to teach him without condescension he is happy to learn about most anything.

Determined/Hard-working - Jarko will go through any level of labor to achieve his causes and goals. He will bleed a thousand gallons of his blood to see things through. Difficulty is of little consequence to Jarko.

Honest - Honesty, like loyalty is brutally inherent in Jarko. Some may say being supportive of anyones dreams while also being totally honest is impossible, but Jarko laughs at such people. Never one to lie, regardless of if it's about his mothers cooking, his own possible faults or crimes, or what his current emotions and fears are. What he says is truth, through and through.

Character Flaws
Foolhardy - Jarko is not known for thinking things entirely through before he runs into action. Seeing as many dangers to others hold little threat for someone of his size and durability he feels he is at times justified. But he will be the first to admit he doesn't always think things through when he's over excited.

Requires Interest - Jarko will not go somewhere or do something unless he's interested in doing it. If it'll support a friend or his own goals he is glad to travel to hell itself. But he won't do anything he lacks interest in, no matter the pleading or yelling of others.

Lack of Restraint - Jarko has found himself in the opposite problem of what Blue Sea dwellers experience when going to the White Sea. Whereas Blue Sea Dwellers find themselves weaker and sometimes slower up in the sky due to lower oxygen, Jarko finds himself oftentimes too strong or fast when he goes to do something. This often results in accidentally breaking things or running into walls and damaging them. He often misjudges required distances and force needed in combat down on the Blue Sea currently. Hopefully with time he will adjust.

Gullible - Jarko knows little to nothing of the Blue Sea and its people. With his penchant for complete honesty, which is not uncommon on his home island, he doesn't usually assume anyone would lie to him. As such many will find it astonishingly easy to trick him when it comes to things he doesn't already know about.

Little Care For Rules - Jarko does not care about established laws and rules when they get in the way of his or those he cares for's desires. Rules are fine and dandy for keeping people who need it safe, but he finds little safety in his life choice in the first place. What care does he have for laws meant to assure his safety when there is a treasure to be had on that forbidden island?

Potential Position: Captain of a yet unnamed crew

How do you fight: Heavy, certain motions are the common default for Jarko. Cleaving blows with his claws or axes, heavy paw swipes and forward kicks, head-butts or bites with his incredibly sharp teeth and powerful jaws. When basic melee combat does not work he has electro to fall back on. Charging his paws or weapons with Electro allows him to hurt or some cases paralyze his opponents. When the occasion suits him Jarko has been known to throw his axes as well. He practices extensively to improve his aim.

Unique Abilities: Electro - As a mink, Jarko is capable of emitting electricity from any part of his body or onto his weapons to enhance his attacks. This may cause electric burns or paralysis in his opponents.

Weapons Carried: Twin Waraxes

Backstory: Jarko was born an only child to a single mother, his father having been an enigmatic adventurer his mother had taken a fancy to at random. He was raised rather freely on the sky island Salvissa. A sky island connected to several others via milky roads. It was a hub of activity and the main island where sky dwelling minks lived. Snowy and vast, it was happily settled by the furred minks who found it far more suiting than the thin skinned sky island dwelling humans did. It was common on Salvissa for teen minks to join adult minks for trips to other sky islands to expand their knowledge and experience.

It was on one of these trips that young Jarko discovered books on the Blue Sea, an entire ocean and hundred if not thousands of islands below their own! He read of pirates, and marines, and bounty hunters, and legendary adventurers of all kinds. He pondered if his father had ever adventured below to the Blue Sea. The thrill of new experiences and combat were enticing to Jarko, and he decided when he reached a place in his early adulthood where he could afford to, he would make the trip down to the Blue Sea and start a band of adventurers!

In his late teens he began combat training and signed on to the Sky Chain United Army, a military peacekeeping force made up of all the local sky islands citizens. Here he was trained in combat applications of Electro, was given trial weapons until he found his calling with a pair of waraxes, and was informed of a later technique he would be trained in were he willing to stay in the military long enough, something known as Sulong. While in this military unit he traveled all across the Sky Island chain, even non-locally, and fought in multiple engagements. He served for nearly five years before opting out and returning home to Salvissa.

When he returned home at nearly 23 years of age he had built up a very healthy some of money. His first use of it was to properly set up his mother for years to come, with promises to send her more as he made it. She tried to refuse but was met with the stubborn will she recognized she had inspired in her son. Begrudgingly accepting, she made him promise to try and not get into unnecessary danger. He promised her he'd do his best. With what funds remained to him he bought a rather expensive passage to the Blue Sea, in the oceans of the West Blue. He found himself considered wildly unique and intimidating in this part of the Blue Sea.

He found himself dumbfounded at the sheer amount of new information and experiences. First off the little money he had left was invalid in this ocean, so he sought out work. He found merchants more than glad to have him on board as a body guard. So he went from island to island for the last few months saving up what money he could and buying what others assured him were essentials on this ocean. Eventually he had a solid amount of money built up, but not enough. Luckily his jovial nature and effectiveness in combat won him favor with the most recent merchant he guarded. As they dropped him off at Balaggan Port they gave him a voucher for a ship merchant friend of theirs, promising him it would lower the cost of a ship to within his price range. With great gratitude he now seeks out this merchant in Balaggan Port, and searches for those willing to join him in adventuring across the sea!
 
Kaiyo of the Hawk NPC
NPC(Kaiyo will be an npc, instead of PC. I would like to keep the CS, but if you need it off this forum let me know and I'll Gdoc it.)


Full Name: Kaiyo of the Hawk

Nickname: Sparrow

Gender: Female

Age: 17

Physical description:
Christa.Renz.full.1512430.jpg
Kaiyo is a fair skinned girl with light hair and bright blue eyes. Her smaller stature belies a wiry strength one may not expect form such a kind looking girl. Often appearing to be both aloof and on guard, Kaiyo carries herself apprehensively and lightly, often as if she's expecting trouble, though still with purpose and drive.

Not often seen, but under her clothes Kaiyo has a fair number of scars, ranging from animal-derived damages to human derived damages. She has most of the scars one would expect of a trained warrior.

Kaiyo tends to wear a simple cream coloured shirt, long or short in sleeve depending on the weather, as well as a cropped, brown leather jacket. She wears a midthigh length four piece overlapping segmented leather skirt over skin tight, cream coloured pants and knee high leather boots. Of note, there seem to be weights of some sort threaded into her jacket and boots.

Kaiyo's hair is generally done up in a bun, keeping it out of her ever focused and gauging field of vision.

Height: 4'10"

Personality: Usually straight forward and to the point when not avoiding contact with people as she focuses on her hunt, Kaiyo tends to have a fairly one track mind, focusing on some as of yet incomplete task. Despite this she isn't outright intentionally cold as much as seemingly detached from most problems, and she has a hard time sympathising or empathising with people. The result leads to a persona of general frigidness that she doesn't seem to notice she carries.

When she does actually take the time to communicate, she has a tendency to be blunt or terse, and this can lead to her being somewhat unlikable at times. She can sometimes come across as if she's simply reading from a script, sounding almost mechanical at times. She often keeps her emotions bottled up, and it's rare for her to show hint as to how she's truly feeling. As for emotions she does tend to show, a notable contempt for those she fights tends to rise up to the front, and after numerous battles won Kaiyo has a bit of a haughty streak.

Something notable, but only if you pay attention, is that Kaiyo feigns disinterest in just about anything, but actually finds herself enthralled with learning new skills. Between the rigidity of her youth as well as the chance that anyone in her family's employ could be watching keep her fairly on track for her assigned task. Despite this, she will try to learn new skills and information if she can, and does her best to excel at new tasks as well as she does at fighting. This leads to either irritation or anger as Kaiyo really hasn't found herself able to pick up any new skill as readily as fighting.

Likes:
  • Staying on mission.
  • Those that don't beat around the bush.
  • A proper fight.
  • Succeeding at her tasks.

Dislikes:
  • Anything considered inane or redundant.
  • Being sidetracked from her goal.
  • Pacifists
  • Anyone that opposes her.
  • Failing or being threatened.

Character Strengths (these should NOT be all physical strengths!):
  • Militant: Kaiyo is a very on point individual, be it in timing or anything else requiring precision. Furthermore, she's very curt and quick in her handling of most situations.
  • Hardened: There's little that gives Kaiyo pause. It can be expected for her to maintain her head in even the roughest and toughest situations.

Character Flaws (these should be equivalent in magnitude to strengths):
  • Unswerving: Call it belligerent or stubborn, it can be difficult to sway Kaiyo from her chosen task at hand at even the best of times. Often one to settle on a task and not move til it's finished, this can cause friction among her fellows as well as wear her out if she doesn't know when to quit.
  • Colder than Most: Kaiyo can seem distant and prickly at the best of times. Growing up, she was taught to be a warrior, and not a friend, and that can lead to some initial friction when meeting her.
  • Brutal: Be it in words or in actions, Kaiyo is not particularly good at mincing her decisions or tempering her actions. Be it executing troublemakers or being ruthlessly honest, Kaiyo can be particularly brutal at times.
  • There was a Fuse?: Kaiyo's temper can be volatile, and while she may not throw a tantrum or scream and shout, it's very easy to know when she's fully lost her temper with something.

Potential Position: Jim-of-all-trades/Tactician(You know, Jim. Yeah, he's Jack's less productive and not nearly as skilled cousin. Don't put him in charge of cooking. Or cleaning. Or really anything. Jim doesn't know what he's doing. He tries really hard though, so that counts for something, right?)

How do you fight?: With a mixture of martial arts, her dagger and her speed, Kaiyo is a skilled combatant that often uses her agility and all around martial arts prowess to close on her opponents before dispatching them with her dagger. If left with no other alternative Kaiyo defaults to utilising her Peregrine speed to take advantage over her opponents.

Unique Abilities: Peregrine Speed- Kaiyo's natural speed is controlled in public with extra high density weights put in her boots and jacket in conjunction with the knife she regularly carries. These weights allow her to access her speed, but only in forced sprints that would best be described as running with a fifty to seventy pound pack on your back.

This is namely intended for Kaiyo's safety lest she be seperated from her dagger during her hunt for Kimiko of the Blossom.

Weapons Carried: A kukri style knife shaped like a hawk's wing.

Backstory:
Like anyone else in the Clan of the Hawk Kaiyo grew up communally and was fighting from the day she could walk. In her clan it was understood that no one was anything special, and even their leaders were readily replaceable with another holding similar knowledge and abilities. It wasn't an easy life, with discipline and a strict regiment being instilled as soon as they could learn it. Every child was taught of the trial of the sixth year, the trial of the eighth year and the trial of the tenth year as well, knowing that failure of any of these would mean death.

From the start Kaiyo was a problematic child. While she wasn't against the fighting she had a habit of acting up, being undisciplined and not following her regiments. In fact, she was so problematic that at five, rather than being expected to reach her trial of the sixth year she was deemed untrainable and was dumped into a feeding pen for one of the war dogs. A week later, when the pen was meant to be emptied, Kaiyo was found hunched over the corpse of the war dog, gnawing at a chunk of raw meat.

From this day Kaiyo was a changed child, following commands unthinkingly and with no hesitation. During the trial of the sixth year, when Kaiyo was left in the woods to find her way home, she was the first one to get home and immediately started training on her own, refusing to sleep until the last trainee got back. Two years later the trainees were made to draw a name via lotto. The name drawn would be the one they fought to the death for the trial of the eighth year. Kaiyo not only made short work of her own opponent, but also followed orders to track down two runaways that refused to fight each other and deal with them accordingly.

Marking a turning point for Kaiyo's life, the once troublesome child fully embraced her clan's utilitarian lifestyles fully. From then on forth she ensured that she not only kept to her clan's regiment, but made her own even stricter path to stay at peak form. When the trial of the tenth year came around the trainees were put into teams of four at random, often with others they didn't care for, and were expected to survive. The teams could only survive in even numbered teams, meaning if one died, they would either have to pick one of their number to kill, or would have to fight to 'steal' a team mate from another team.

During this trial Kaiyo's three other team mates were killed, and with no other option she fought against the other teams until she inspired the fear driven loyalty of three others by killing their strongest fighter. The quartet then went on to pass the test upon which Kaiyo admitted that she only 'saved' the other three because she refused to let herself die.

Having now passed the trial of the tenth year Kaiyo was officially a junior warrior, and her history of being a fine specimen of the Hawk clan changed little. While she was never the strongest or the fastest, she was quick on her feet and had a habit of ensuring her own survival no matter what.

When the time had finally come that there were only two clans left, hers and the Blossoms, Kaiyo readily volunteered to take out the bride-to-be when they launched their surprise attack. However the plans went awry as, upon the arrival to the home of the Blossoms, it was found that the bride-to-be had vanished. Without waiting for orders and without hesitation Kaiyo set out to hunt down the escaped Blossom and finish the job once and for all.


Peregrine Speed Information: While the history of why it is the case has been lost to the brutal violence of their wars, all clans were known to possess some form of abnormal ability or skill. These were far and varied between the clans, and they were usually easy enough to recognise. There were simple versions, usually likewise to the Clan of the Blossom that had a passive and simplistic ability to cause a personal breeze of Cherry Blossoms, or there was the Clan of Mothers, an oddly all female clan that literally had eyes in the back of their head. The Strongarm Clan were all ridiculously strong with a penchant for yelling and obnoxiously boasting about their skills, though the latter may have just been an annoying or amusing personality trait.

As with all of these gifts, the better they were the more likely it was there was going to be a massive drawback of some form. The Strongarm clan, for example had to eat double their own weight daily otherwise their body would begin to consume itself to support their strength's needs.

As it stands, the Clan of the Hawk is no different. At puberty their muscles and joints through their arms and legs become extremely powerful and strong, capable of resisting vast amounts of pressure and force behind what drives their speed. While this may seem a great boon, being awarded blinding speed, but it comes at a cost; Control.

The Peregrine Speed of the Hawk clan suffers from an inability for the user to effectively stop themselves of their own power. An attempt to do so would either lead to broken bones as they bounce and scrape along the ground until their momentum wore out, or for them to splatter quite spectacularly on or through a wall. To stop this unaided they are forced to tip toe at what would be an absolute snails pace lest they lose their concentration and send themselves rushing forward.

To counteract this struggle the Clan of the Hawk begin utilising a high density metal in their clothes and weaponry. With this metal in use the members of the Clan of the Hawk were able to use it to slow their base speed to normal levels. While they can still utilise their speed in sprints, or have further access by only using the metal in their weapons and not in their clothes or in armor, it means that the Clan of the Hawk is dependent and reliant on their metal to easily maintain a slow speed.

Even still activating a sprint when armored still requires them to 'catch' or 'add' an anchor to slow themselves. This is why the Clan of the Hawk often throws their weapons when using their speed, so that upon catching their blade it pulls their body's speed back down and allows them to safely decelerate with the usual messy or painful results.

This is generally referred to as 'blinking' by the Clan of the Hawk and can be mistaken for teleporting by those without eyes swift enough to follow their bodies as the rush towards their daggers.
 
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Benjamin Corazón
Beans
Full Name: Benjamin Corazón

(Nick)name: Beans

Gender: male

Age: 35

Physical description:
igaohf.jpg

Beans has a body that is very frightening in a primal way. He is huge, both in length and width. Most of it is bulky muscles or fat. Except for his white apron, he only wears simple brown clothing. He often wears a belt with some dangerous looking knives and other cooking utensils and on his back he carries a big bag with bean cans (never know when you get hungry).

His head looks menacing as well. The nose is broad and looks like it has been broken several times. His left cheek is covered by a nasty scar. Most of his face is almost constantly scowling. His eyebrows often cover most of his hazel brown eyes. When he goes out of his way to show some expression he lifts up his eyebrows to show his eyes.

Height: 8'2"

Personality
Beans is a simpleton. He sticks to what he knows, which is not much. Most clever talk and theories just passes him by, but any other stuff also takes a long time to get through. Beans is just very slow, also in redirecting his course. Once he has set his mind on a goal he is almost unstoppable, even if the goal proves incorrect.

Talking is quite difficult for Beans. He usually grunts a lot. They sound alike, but over time you'll get the difference between "Hmmmpf" and "Hrrmmmpf". If he can't express himself with grunts he will say some very short sentences or try to mimic facial expressions he has seen others use. If he ever uses more than that to communicate, you know things are getting real serious.

In contrast with his dangerous looks and distant demeanor, his heart is one of the kindest. His Grandma always told him to be a good boy, so that's what he does. He has a week spot for people in need, especially children and old ladies, people who cannot fight their own fights. For those people Beans will fight their fights. With Strength. Whenever a decision has to be made, Beans takes the option that does most good. And once he has decided, nobody can change his mind.

Likes
  • Kidney Beans
  • Flageolets
  • Chillibeans
  • Black Beans
  • White Beans in Tomato Sauce
  • Bean Casserole
  • Jelly Beans

  • Cooking
  • Fighting
  • Old Ladies
  • Children
  • Cute Animals
  • Caring for People
  • Heavy Lifting
  • Doing Good
  • The color Brown

Dislikes
  • Being out of Beans
  • Food without Beans
  • Spilling the Beans
  • Change
  • Shouting People
  • Mean People
  • Complaints about his Cooking
  • Rodents

Character Strengths
  • Strong: What he lacks in brains he doubles in muscle.
  • Moral Compas: He will always do what is right, no matter what other people think about it.
  • Determined: Beans is like a bull. Once he set his mind to it he can accomplish anything. Also a flaw when he should be redirecting.
  • Creative: It takes a lot of creativity to make something like beans interesting, but Beans can make anything. From Croqembeans to a Flageolets Milkshake. As long as there's beans in it, he can make it.
  • Caring: Beans always knows what you need. He does not know how to talk or give you a hug, but a blanket, a smile and a bit of Mama's Chilli can go a long way. He does not want credits for his kindness and is sometimes a bit secretive about it, but you the random kindness probably fills you with warmth and gratefulness.

Character Flaws
  • Borderline retarded: Beans is not very bright. Puzzles are not his thing and he does not like conversations. Just let him do the heavy work and he is happy.
  • Slow: It takes a long time to think things through, or even think in the first place. Both his movements and his train of thoughts are very slow as a result of that.
  • Gullible: Always help people, that's what is right. But what if people lie about it? Beans is very susceptible for sob stories. He is often used in schemes and it takes him a long time to realize that.
  • Not very subtle: Beans likes strength. Backing down is for people who do not eat enough beans. Simply capturing someone can be very dangerous for the person being captures. Even when he tries to be gentle, people can get hurt.

Potential Position: Cook and Heavyweight

How do you fight?
Skip the formalities and the confusing talk. The only thing that matters is strength. Fist to fist. Or wrestling. Or just barging in. No plans or strategy, just instincts and muscles talking it out.

Beans stands his ground with his feet and legs. It is very hard to get him to move once he takes his stance. He prefers close-up combat, but is also quite okay in mid-range. Apart from his body he uses old tin cans to throw or as head to the battering rams that are his arms. The tin cans are usually just filled with dirt for weight, but also has some that are filled with dynamite (you know, for when you need a more subtle move).

Unique Abilities
Screw spinach, when Beans needs a power boost he needs one of his special beans, the ones Mama Estrella prepared for him. He knows he will run out soon, so he only uses them when he meets an obstacle he cannot beat. More strength is always the answer.

Weapons Carried
He caries some knives, but those are strictly for cooking. Whenever Beans considers using them in a fight he hears his grandma: "The fish knife is for fish and the tomato knife for tomato. Don't you dare mix it up or your food will taste like someones intestines."

The bean cans on his back are more often used as weapons. Not the ones containing the beans though, that would be wasted on the enemy. Just the empty ones that are repurposed

Backstory
Benjamin was born as the child of two lovely parents on a lovely island in the West Blue. At least that's what Mama Estrella always told him. He does not remember much of them as he was dropped of at Mama Estrella when he was eight. He did not care much about them anyways, the old lady Estrella was his mama and her house in the woods was his whole world. His folks probably couldn't handle the challenged boy anyways.

Mama Estrella could handle it perfectly. She was a loving, but strict old lady. She knew the boy was not bright enough, so instead she let him put his muscles to good use. She had him get water from miles away and chop wood for their fireplace. The woods provided them everything they needed, game, herbs, water and warmth, but one thing it couldn't give them wholesome food. For that reason Mama had a real big bunker full of canned beans. Every meal was based on it and Benjamin loved it. So much that Mama started to call him beans and taught him how to cook his own.

As the years went by Beans grew stronger while Mama Estrella became old and frail. Beans had to do almost all the chores just to care for him. The storage with canned beans was also growing thinner. One day, when Beans returned from chopping wood (for which he had to go further and further each time) he found the limp body of Mama. He didn't really know what to do, so he bound the lady on his back, grabbed all the remaining bean cans and set out to find help.

After a few days he reach civilization, but the first people he encountered were not kind at all. They said a lot of difficult words like curfew and it really stressed him out, so he knocked them out. Suddenly a lot of people came out of their houses and cheered. Though confused it also made him sort of happy, but it was short lived. A doctor analysed Mama and discovered the reason why she was so limp: she had died. Beans was very sad and did not really know what to do with himself. The doctor said that they could use a man like him in the rebellion. Beans did not know what "rebellion" means, but he just did not know what else to do. The rebels hid him away from the rulers and helped him cremate Mama.

Over the coming years Beans grew out to be a folk hero. Beans enjoyed beating up the bad guys and learned how to blow things up. The conditions were harsh and there was little food, but Beans had the time of his life. The rebellion loved him too, a strong weapon that could not blab any secrets because he simply did not know. However, this too came to an end. In a final epic battle the rebels overthrew the dictator. The country was finally at peace and the people were happy to be free. Everyone except beans, he did not get to cook for the poor, beat up bad guys and make things explode. They offered him a high function in the newly formed government, but Beans did not get politics. Once again he did not know what to do. So, when pirates promised him he could do all those things on their ship he just accepted.

He stayed on the ship for years, the crews changed, but Beans didn't mind. He loved the ship and she loved him. He could do without crews complaining about the consistent menu of beans. Without Beans, what is there to live for?
 
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Walter


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  • Full Name
    Walter

    Nickname
    Wally (the only one allowed to call him this is Oliver)

    Gender
    Male

    Age
    Unknown

    Physical description
    Walter is a robot who is a little worse for wear. His body in need of constant repairs and bits of him rusting. He has a very steampunk look to him, gears popping out in places and steam persistently flowing out of gaps in his metal body. He has glowing eyes, one green and one blue that clash against his bronze faceplate. He wears a long black and red tailcoat that resembles that of a gothic circus ringmaster. He has a black top hat with different sized goggles on it and a ringmaster’s hooked cane.

    Height
    6’6


 
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Oliver

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  • Full Name
    Oliver

    Nickname
    Ollie

    Gender
    Male

    Age
    18

    Physical description
    Oliver is short with noodle limbs and a round face with green eyes. He has light brown hair that is perpetually messy no matter what he does with it. He is often covered in soot or grease and has freckles access his face. He usually wears goggles and gloves and heavy, sturdy clothing.

    Height
    5’’


 
Petty Officer E-4P2-3T2-1P3P2-1T4D2T3
Full Name: Petty Officer E-4P2-3T2-1P3P2-1T4D2T3

Nickname: Essex

Gender: Male

Age: 4.5 years.

Physical description: Essex is a construct oft times described as a golem, and other times as an automaton. He stands at 7 foot flat with a broad chested chassis modeled to fit in among other laborers. While his original frame wasn’t as tough, after he was repurposed for the Marines he was updated with proper plating, including a fierce face plate and all around armored up. Under his extra armour is a more skeletal structure, and his base head under the face plate actual bear a single 'eye', glowing, square view port.

While he was originally just grey and brown in hue, he’s been repainted with an all gunmetal grey hue, save for various pouches and other holding straps of canvas, all colored the same blue as the Marines. Essex does have scrapes and dents from various missions and damages here or there. Under all the additional plating, there's a specific part of his torso chassis that is particularly well armored to begin with.
Character_68374b_5828500.jpg

Height: 7’

Personality: Built with the intent on being the perfect worker, Essex was created to handle manual labor and other such tasks. As such he’s friendly, down to earth and overall pleasant to work with, having learned most of his traits from hanging around other well-to-do laborers. Essex has a laid back, informal accent to his voice. Despite this, and the fact that he no longer works with them, Essex still carries over his termage and handling of ‘Chain of Command’.

Essex doesn’t have any particular ‘guidelines’ on how to handle any situation, as he thinks just that same way as everyone else and operates on the same premises as most people Of course he doesn’t need to eat, sleep, breathe or take a piss like anyone else, though he doesn’t usually brag about it unless the topic comes up, and even then it’s always in good fun for him.

Loyal and unwavering to those he allies himself with, you won’t find a better and more stalwart ally than Essex. He’s fearless in combat and selfless in actions, all the things that make a good soldier, which is what he’s proud to be.

Likes: Camaraderie, teamwork, socialising and making friends.

Dislikes: Threats to his comrades, dishonorable people, magnets and the color puce.

Character Strengths: Essex is loyal and carries a no man left behind mindset at all time. He still carries his military attitude as well, and as such remains reliable in most any scenario. Essex is also humble and lacks the worrisome ambition and greed some people carry.

Character Flaws: His habit of Marine grammar can anger pirates and he still calls crewmates by military titles, sometimes causing confusion. Essex also sticks out more than a Fishman at a Mink convention, and as such won’t be good for missions requiring a more subtle take. Furthermore he can’t swim, but also doesn’t need to breath. Can be excessively loyal.

Potential Position: Laborer, Medic and Weapons Specialist.

How do you fight: Essex carries a customised flintlock rifle. Wielding this, he lays out fire on the front lines and dares anyone to try to outgun him. Furthermore, as he was designed for carrying heavy loads, he has a large amount of strength in his chassis and as such can excel at hand to hand combat.

Unique Abilities: “I’m good at what I learn to do. Nothing special here, sir.”

Noteworthy Information: Even though it isn't 'programmed' into him, Essex still acts as if he's a part of the Marines. He tends to evade explaining why.

Weapons Carried: Originally a revolver rifle, the cylinder has been replaced with firing system where the ‘cylinders’ are individual links each holding a round. Each of these chains consist of fifty rounds and Essex can carry up to five of them at a time. Despite the amount of ammunition carried, the rifle can still only fire semi-automatically. The front barrel has a metal foregrip welded on.

Shughart's Honor:
A heavily customised rifle with a water filled shroud to keep the barrel cool under the high number of rounds fired through the barrel. A cover of metal was put over the back of the rifle to keep the hammer of the flintlock clear of water or other debris that may interfere with the firing capabilities. The iron sights consist of two metal rings, one stationary in the front and a second that can be adjusted for range in the back. The ammunition belt. when loaded, run from the left to right, often draped over Essex's left arm and shoulder as he fires.
Loosely based on the standard shape and design of the Huot, that likewise had a shroud over the firing mechanism to keep it clean and clear.
1518564746748.png

Backstory: Essex was the first functional variant of a line of automatons that was intended to hopefully one day replace the slaves that were often used. The hope was that they would become the new ‘economy’ allowing them to simply replace the slave market.

First, however, was the need to make sure that they could function effectively, with a three year testing period to ensure no issues. Because of this, Essex’s first memories of being operable were working alongside other paid workers in a mine, digging and hauling ore and other precious materials. This is where he developed most of his personality working alongside the good natured family men .

Essex worked in the mines for nearly a year before a group of pirates tried to take the miner hostage and steal the precious materials. While at first unsure of how to handle the situation as he and the miners were rounded up, when one of the pirates executed two people, the mine manager and his creator, Essex stepped in and began beating the pirates by hand, ignoring the damage to his barebones chassis as he fought. He would continue for an hour before a group of Marines arrived , though they found every single pirate killed and Essex standing guard over his fellows with a liberated rifle.

The mine was chosen to be shut down as they cleaned up and the miners and Essex buried their two dead. As the men all started to head home, the Marine captain, a kind looking woman by the name of Aileen asked the construct if where he was going as he simply sat on a rock outside the mine entrance. Essex explained he had nowhere to go, and while he didn’t know why at the time, Aileen extended an offer for him to join her crew.

The next two years would see Essex rise in a little in rank under the banner of Aileen and her Marines, working well with his crew and quickly gaining a reputation of the ‘Metal motherfucker at Captain Aileen will always vouch for’.

Essex and the crew continued on for a time to come before they’re ship was eventually targeted by a trio of pirates. While they successfully managed to sink one of the ships, they took serious damage and suffered many wounded. As the men began to follow orders to abandon ship, Petty Officer Essex and Captain Aileen stayed behind and fought to the last, ensuring that both pirate ships would be sinking right along with them. Despite this, however, Aileen was fatally injured before they both went down with the ship.

Half a year later Essex would walk up on shore from the ocean. In his arms was a chest that he took to the closest cliffside hill and buried with all honors he knew to bestow before setting out on his own to follow the last command his dying captain had given him.

“Learn to make a life for yourself.”

Theme:
 
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Wendy 'Lillian' Henson & William 'Philp' Henson
[div style="display: none;"].[/div] [div style="display: none;"].[/div] [div style="display: none;"].[/div] [class name=backgroundBox] max-width: 950px; margin: auto; background: rgba(163, 132, 225, 1); border: 6px solid black; padding: 10px; border-radius: 5px; font-size: 11pt; font-family: 'Mouse Memoirs', Georgia, serif; [/class] [class name=crediting] font-size: 10pt; font-family: 'Mouse Memoirs', Georgia, serif; color: rgba(163, 132, 225, .8); margin-left: 160px; margin-bottom: 5px; [/class] [class name=mainHeader] background: rgba(0, 0, 0, .7); text-align: center; font-size: 30pt; font-family: 'Mouse Memoirs', Georgia, serif; color: rgba(163, 132, 225, 1); border-bottom: 5px solid black;[/class] [class name=williamPicture] background: url(https://i.imgur.com/xSrRgWH.jpg); width: 186px; height: 271px; border: 3px solid black; border-bottom-right-radius:5px; border-bottom-left-radius:5px; color: transparent;[/class] [class name=wendyPicture] background: url(https://i.imgur.com/HVeACe8.jpg); width: 186px; height: 271px; border: 3px solid black; border-bottom-right-radius:5px; border-bottom-left-radius:5px; color: transparent;[/class] [class=tabs] background-color: rgba(41, 20, 82, .9); border-radius: 3px; box-sizing: border-box; color: black; font-size: 18px; font-weight: bold; font-family: 'Mouse Memoirs', Georgia, serif; line-height: 1; margin: 20px auto; min-width: 350px; text-align: center; width: 100%; padding: 5px; [/class] [class=tab] box-sizing: border-box; cursor: pointer; display: inline-block; padding: 10px 0; width: 33%; [/class] [class name=tab state=hover] background-color: rgba(163, 132, 225, .8); [/class] [script class=tab on=click] hide tabsContent set currentTab (getText) if (eq ${currentTab} "I") (show tabsContentOne) if (eq ${currentTab} "II") (show tabsContentTwo) if (eq ${currentTab} "III") (show tabsContentThree) [/script] [div class=backgroundBox][div class=mainHeader]Wendy And William Henson: The Terrificly Tiny Geniuses

"Ready, ol' sister of mine?"

"Only if you are, ol' brother of mine!"[/div]
[div class=williamPicture].[/div]
[div class=tabs][div class=tab style="border-top-left-radius: 3px; border-bottom-left-radius: 3px;"]I[/div][div class=tab]II[/div][div class=tab style="border-top-right-radius: 3px; border-bottom-right-radius: 3px; width: 34%;"]III[/div][/div] [div class="tabsContent tabsContentOne" style="overflow:auto; height: 271px; padding:5px; color:black;"]Full Name(s): Wendy 'Lillian' Henson (Right) & William 'Philp' Henson (Left)

Nickname(s): Jumbo (William) & Giga (Wendy), Willy (William) & Wendo (Wendy)

Gender(s): Female (Wendy) & Male (William)

Age(s): 19 (William) & 18 (Wendy)

Physical Description(s): William is a young man of average build, short and combed black hair with amber eyes. On top of his head are two large black mouse ears, as well as a thin tail to match. Wendy is a young woman of a slight petite build, her hair purple and slightly longer than William's with eyes that match. She too has mouse-like features, but her tail is thicker. William wears a black and white tuxedo jacket with a red vest underneath, as well as a white long-sleeved undershirt and a yellow big bowtie on top of everything. With black pants and black dress shoes, his style screams 'class' despite what he does in his limitless free time. Wendy wears a simple black frilly dress that nearly covers her knees and a white long sleeved shirt underneath, as well as long stockings and black shoes, resembling a sort of maid. She also has a pink bow in her hair that's a little bit bigger than her brother's.

Height(s): 10 inches tall[/div] [div class="tabsContent tabsContentTwo" style="overflow:auto; height: 271px; display: none; padding:5px; color:black;"] Personalities: William and Wendy are both zany and brainy. They both exhibit eccentric personalities and odd mannerisms, as well as a knack for being easily excitable. They love to joke around and have great senses of humor, to the point where they switch up their behavior at times just for a laugh or to amuse themselves, which usually leads them to be quite distracted at times. However, this pair are quite the intellectuals. They're more perceptive than they let on, and they have a vast amount of knowledge, able to comprehend to complexities and construction of machinery, as well as other things. They seem to be quite similar in personalities, but there are also small differences between the two. William, unlike his sister, is a bit more stubborn, always motivating his sister to try something new and never give up while very easily holding grudges against those who bring harm to them. Wendy, unlike her brother, is a bit more of a dreamer, liking to think outside of the box and is usually spitting out ideas for new inventions or activities, crazier than what her brother usually cooks up!

Likes: William enjoys soda pop, robots, adventure, and puppies while Wendy likes candy, romance, drama, and fashion. They both enjoy inventing, bad puns, finger sandwiches, and coffee.

Dislikes: William dislikes spiders, big boots, and mouse traps while Wendy dislikes getting her dress dirty, sour candy, and secrets. They both dislike cats, being in large bodies of water, and cheese...god, do they hate cheese.

Character Strengths: Wendy and William both have a large knowledge of all things machinery and science, being able to create, identify, and repair contraptions and equipment. They also have enhanced hearing and smells due to their half mink side, as well as being small enough to easily spy, steal, and trespass in almost any area they want. They also have a small ability to change clothes at the random, although this is more for comedy than actual use. They're also quite unpredictable, and are usually determined to do whatever they set their minds to.

Character Flaws: Once again, they're small, so they are unable to travel far distances without the help of an invention or someone larger than them. And although durable, they both can easily be hurt by a misstep of a shoe or being thrown across a room. And due to their size, it's hard for them to create larger inventions, having to take days to complete a project. And since they can be easily distracted, it's easier to catch them off guard. And they have a small habit of thinking TOO much.

Backstory: It all started long long ago when the first mentions of interspecies romances began to start. Fishmen with giants, Snakenecks with merfolk, and interestingly enough, humans with mink. One of the few cases was between a human farmer and a mouse mink foreigner on an island long forgotten in the future. They had met one day during harvesting season, and it was love at first sight. Their relationship remained a secret, and it was not until years later when their town grew suspicious of how long the mink was staying at the farmer's house. Rumors began spreading, and a small mob arrived at to the farm and stormed in, only to be shocked to see the couple staring back at them with a small baby in their hands, seemingly human, but with large mouse ears adorned on his head. Before the crowd launched into an uproar, the couple had quickly escaped the farm and outran the mob out of town. They had spent months traveling across the waters with their child, island after island, until they finally found an island with natives who were supportive of their relationship.

Its been generations since then, and the half mink and half mouse Henson clan have inhabited the island, having peaceful and quiet lives...until William was born...and then Wendy a year later. The two were inseparable. They would always get into trouble, the citizens of the small town dubbing them the 'tiny terrors' due to their ability to cause so much havoc despite their size. Power outages, explosions, elaborate pranks, the whole package. But despite all this excitement, the two still weren't quite content with their monotone life on the island. They wanted something more. Something...new. On William's 13th birthday, they hatched a plan to hatch the greatest prank of all time, months of careful planning leading to this moment. The scheme was too...well, elaborate to explain to most, so let's just say it ended with a fire to the town hall that nearly engulfed the whole town itself, as well as a few shops that blew up due to...'fireworks'.

After that and a loooong town meeting with William and Wendy excluded, they decided to exile the two until they can grow more mature, despite their parents' wishes. Giving them enough belli to last a few months and tips and tricks on how to survive the open seas, the two were boarded on a ship and sailed away from the island, saddened, but excited about new adventures. As the years went by, their behavior only grew more eccentric, their knowledge having grown from studying and experiments. Now older, they still venture the seas, eager to see and learn new things and get into all sorts of hijinks! . [/div] [div class="tabsContent tabsContentThree" style="display: none; overflow:auto; height: 271px; padding:5px; color:black;"] Potential Position: Mechanics

How do you fight?: The siblings prefer not to jump into confrontations too quickly due to...complications. However, if worse comes to worse, they can bite and scratch relentlessly, and have even allowed themselves to be eaten by animals to completely destroy them from the inside. They normally like to use their brains rather brawn in a fight, liking to use tricks and inventions to help them win.

Unique Abilities: They both have enhanced hearing and smell. They are also immune to some diseases that are dangerous to humans and animals, as well as having bites that can paralyze a victim for about a full minute.

Weapons Carried: They don't have any REAL weapons, but Wendy and William do have matching sewing needles they use to combat bugs and ravenous dogs. [/div]
[div class=wendyPicture].[/div]
[/div] [div class=crediting]Coding by Cecilia[/div]
Full Name(s): Wendy 'Lillian' Henson (Right) & William 'Philp' Henson (Left)

Nickname(s): Jumbo (William) & Giga (Wendy), Willy (William) & Wendo (Wendy)

Gender(s): Female (Wendy) & Male (William)

Age(s): 19 (William) & 18 (Wendy)

Physical Description(s): William is a young man of average build, short and combed black hair with amber eyes. On top of his head are two large black mouse ears, as well as a thin tail to match. Wendy is a young woman of a slight petite build, her hair purple and slightly longer than William's with eyes that match. She too has mouse-like features, but her tail is thicker. William wears a black and white tuxedo jacket with a red vest underneath, as well as a white long-sleeved undershirt and a yellow big bowtie on top of everything. With black pants and black dress shoes, his style screams 'class' despite what he does in his limitless free time. Wendy wears a simple black frilly dress that nearly covers her knees and a white long sleeved shirt underneath, as well as long stockings and black shoes, resembling a sort of maid. She also has a pink bow in her hair that's a little bit bigger than her brother's.

Height(s): 10 inches tall

Personalities: William and Wendy are both zany and brainy. They both exhibit eccentric personalities and odd mannerisms, as well as a knack for being easily excitable. They love to joke around and have great senses of humor, to the point where they switch up their behavior at times just for a laugh or to amuse themselves, which usually leads them to be quite distracted at times. However, this pair are quite the intellectuals. They're more perceptive than they let on, and they have a vast amount of knowledge, able to comprehend to complexities and construction of machinery, as well as other things. They seem to be quite similar in personalities, but there are also small differences between the two. William, unlike his sister, is a bit more stubborn, always motivating his sister to try something new and never give up while very easily holding grudges against those who bring harm to them. Wendy, unlike her brother, is a bit more of a dreamer, liking to think outside of the box and is usually spitting out ideas for new inventions or activities, crazier than what her brother usually cooks up!

Likes: William enjoys soda pop, robots, adventure, and puppies while Wendy likes candy, romance, drama, and fashion. They both enjoy inventing, bad puns, finger sandwiches, and coffee.

Dislikes: William dislikes spiders, big boots, and mouse traps while Wendy dislikes getting her dress dirty, sour candy, and secrets. They both dislike cats, being in large bodies of water, and cheese...god, do they hate cheese.

Character Strengths: Wendy and William both have a large knowledge of all things machinery and science, being able to create, identify, and repair contraptions and equipment. They also have enhanced hearing and smells due to their half mink side, as well as being small enough to easily spy, steal, and trespass in almost any area they want. They also have a small ability to change clothes at the random, although this is more for comedy than actual use. They're also quite determined on goals they really set their minds too, and are usually unpredictable.

Character Flaws: Once again, they're small, so they are unable to travel far distances without the help of an invention or someone larger than them. And although durable, they both can easily be hurt by a misstep of a shoe or being thrown across a room. And due to their size, it's hard for them to create larger inventions, having to take days to complete a project. They're also easily distracted, so it's not hard to catch them off guard at times. They also have a habit of thinking TOO much.

Backstory: It all started long long ago when the first mentions of interspecies romances began to start. Fishmen with giants, Snakenecks with merfolk, and interestingly enough, humans with mink. One of the few cases was between a human farmer and a mouse mink foreigner on an island long forgotten in the future. They had met one day during harvesting season, and it was love at first sight. Their relationship remained a secret, and it was not until years later when their town grew suspicious of how long the mink was staying at the farmer's house. Rumors began spreading, and a small mob arrived at to the farm and stormed in, only to be shocked to see the couple staring back at them with a small baby in their hands, seemingly human, but with large mouse ears adorned on his head. Before the crowd launched into an uproar, the couple had quickly escaped the farm and outran the mob out of town. They had spent months traveling across the waters with their child, island after island, until they finally found an island with natives who were supportive of their relationship.

Its been generations since then, and the half mink and half mouse Henson clan have inhabited the island, having peaceful and quiet lives...until William was born...and then Wendy a year later. The two were inseparable. They would always get into trouble, the citizens of the small town dubbing them the 'tiny terrors' due to their ability to cause so much havoc despite their size. Power outages, explosions, elaborate pranks, the whole package. But despite all this excitement, the two still weren't quite content with their monotone life on the island. They wanted something more. Something...new. On William's 13th birthday, they hatched a plan to hatch the greatest prank of all time, months of careful planning leading to this moment. The scheme was too...well, elaborate to explain to most, so let's just say it ended with a fire to the town hall that nearly engulfed the whole town itself, as well as a few shops that blew up due to...'fireworks'.

After that and a loooong town meeting with William and Wendy excluded, they decided to exile the two until they can grow more mature, despite their parents' wishes. Giving them enough belli to last a few months and tips and tricks on how to survive the open seas, the two were boarded on a ship and sailed away from the island, saddened, but excited about new adventures. As the years went by, their behavior only grew more eccentric, their knowledge having grown from studying and experiments. Now older, they still venture the seas, eager to see and learn new things and get into all sorts of hijinks!

Potential Position: Mechanics

How do you fight?: The siblings prefer not to jump into confrontations too quickly due to...complications. However, if worse comes to worse, they can bite and scratch relentlessly, and have even allowed themselves to be eaten by animals to completely destroy them from the inside. They normally like to use their brains rather brawn in a fight, liking to use tricks and inventions to help them win.

Unique Abilities: They both have enhanced hearing and smell. They are also immune to some diseases that are dangerous to humans and animals, as well as having bites that can paralyze a victim for about a full minute.

Weapons Carried: They don't have any REAL weapons, but Wendy and William do have matching sewing needles they use to combat bugs and ravenous dogs.
 
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