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Fantasy The Dawn Bringer [CS]

OOC
Here
Other
Here

Berries

Berry bad fruit puns
This rp is no longer accepting applicants! If you want to join, please PM me and maybe we can work something out privately. :)

Just as a recap, I'm only looking for 3-4 people to join this rp, but it's by no means first come first serve! For that reason I've made an abbreviated/application CS so that you don't have to spend a lot of time making a CS with the potential of not being accepted. :) I'll be leaving this thread open for a few days, so please feel free to make a CS if you're interested! After that I'll be judging the application CSs to see which characters/players would work the best in this rp. After you're accepted, you'll be welcome to make a full CS.

The application CS is below with the full CS in the spoiler. I explained each of the elements of the CS further below, but if you're still confused on anything or have questions please ping me in the OOC thread. Please don't post ANYTHING but CSs on this thread, I do not want any OOC chat or questions here. I like to keep my CS threads clean for easy referencing! :)

Application CS
General Info
Name
Gender
Age

Character Info
Skills
Weaknesses

Combat Info
Style
Skills
Weaknesses

Stats
Strength
Stamina
Dexterity
Intelligence
Wisdom
Charisma

General Info
Name
Gender
Age

Appearance
(IMAGE)
Height
Weight

Character Info
Profession
Background
Skills
Weaknesses

Gear
Equipment
Weapons

Combat Info
Style
Skills
Weaknesses

Stats
Strength
Stamina
Dexterity
Intelligence
Wisdom
Charisma

Other
Quirks
Theme Song
Extra

CS Explanation
General Info
Name- First and last
Gender
Age- Above age 22

Appearance
(IMAGE)- Image is optional, but if you choose to use one realistic artwork is preferred (no anime or photographs).
Height
Weight

Character Info
Profession- Profession can be whatever you want, but keep in mind that they are now government-hired pirate hunters.
Background- You have full creative liberty over your character's background, but make sure that it corresponds to their skills and strengths! For instance, if your character is a marksman, they should have some kind of marksman training. Additionally, they are now government-employed pirate hunters so make sure their background is going to help lead them up to this job.
Skills- These are non-combat oriented skills and abilities (ex. cooking or persuasive skills).
Weaknesses- You should have an equal number of skills and weaknesses (ex. singing or fear of heights).

Gear
Equipment- You have as much creative freedom with equipment and gear as you want, however make sure it stays within the steampunk theme!
Weapons- You can have guns, swords, bows, etc, but make sure nothing is excessively overpowered. Anybody who has been in a rp that I've GMed before will know that I am a stickler for overpowered weapons and characters. I will ask you to remove or weaken items that I find are overpowered. Make sure you stay within the realm of steampunk!

Combat Info
Style- Information on your character's fighting style and/or strategy.
Skills- These are combat-oriented skills and abilities (ex. reflexes or dodging attacks: this should be consistent with your stats).
Weaknesses- You should have an equal number of skills and weaknesses (ex. low stamina or bad eyesight: this should be consistent with your stats).

Stats
You have the following stat points: 5, 4, 4, 3, 3, 2
You cannot alter or change the value of the numbers.
Distribute them among the following characteristics:
Strength
Stamina
Dexterity
Intelligence
Wisdom
Charisma

Strength- 5
Stamina- 4
Dexterity- 3
Intelligence- 4
Wisdom- 3
Charisma- 2

Other
Quirks- Optional
Theme Song- Optional
Extra- Optional
 
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-GM CHARACTERS-

Captain | William Reed
2de144e9ad80b2d2d95fc6fc11eef717.jpg

General Info
Name
William Reed
Gender
Male
Position
Captain
Age
46

Character Info
Skills - ?
Weaknesses - ?

Combat Info
Style - ?
Skills - ?
Weaknesses - ?

Stats
Strength - ?
Stamina - ?
Dexterity - ?
Intelligence - ?
Wisdom - ?
Charisma - ?

Mechanic | Iven Stragos
d335e9a1cafef4d985254a46a02932c5.jpg

General Info
Name
Iven Stragos
Gender
Male
Position
Mechanic
Age
45

Character Info
Skills
Construction - Having been a mechanic and repairman all his life, Iven doesn't only have a good grip on how to repair things but is also able to build his own creations. He is very innovative with materials and is able to quite literally 'make something out of nothing' as long as he's armed with his trusty tools. He is used to having a bunch of underlings to help him work, so works considerably slower if he's by himself, but is able to make sturdy constructs nonetheless.

First Aid - There are a surprising amount of injuries on a construction site and Iven has learned how to care for a lot of injuries ranging from concussions to amputated body parts. However, he isn't a medic so isn't good with following up on injuries but the initial treatment is safe in his hands. He is used to working with sub-par medical supplies and is good at stitching due to his nimble hands.

Brute Strength - Used to lifting heavy objects and wrenching materials into obedience, Iven has a ton of pure brute strength. He is good at throwing things and is capable of making some heavy hits with improvised weapons. He has never trained in formal combat but is good at simply whacking something until it bends to his will. His attacks seldom have any strategy to them and are very predictable.

Loud - Iven has a loud voice. It can be heard for miles. Useful for both calling people over and for startling enemies.

Weaknesses
Speed - In all senses of the word, Iven is a bit slow. His thought processes take a long time to complete and he often struggles to keep up with more nimble-minded people, his reflexes are a little slow, his reactions tend to be a little bit delayed, and he's a pretty slow runner. Regardless, he tends to just plow through situations even if he doesn't entirely comprehend them or if he's being outmatched by speed.

Survival Instinct - Iven has seldom ventured out into the wilderness nor has he ever had to defend himself. His survival instincts are very low and he doesn't realize something may effect him until much later. For instance, he will be the first to eat a strange plant in the forest if he's hungry and not realize that it may be poisonous until after the fact. He's kind of like a kid in that regard and someone constantly has to keep an eye on him unless he accidentally dies.

Stubborn - Despite the fact that he acknowledges that he's not the brightest in the bunch, once Iven comes to a decision it is near impossible to deter him from that line of action. The same applies to humans, once he forms an opinion on a certain person they shall be viewed the same way in his mind forever so first impressions are incredibly important to him. His stubbornness makes it difficult for him to weigh different points of view and can make it hard to work with him.

Egotistical - When he's building something and in his element, Iven becomes very boastful and egotistical. If somebody tries to suggest anything to him or correct him in any way he will lash out and strive to prove them wrong. However, if it's not related to building, he loses this property almost entirely and will happily take criticism and suggestions.

Combat Info
Style - WIP
Skills - WIP
Weaknesses - WIP

Stats
Strength - 6
Stamina - 2
Dexterity - 6
Intelligence - 3
Wisdom - 3
Charisma - 2

Gunner | Johanna Kilter
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General Info
Name
Johanna "Jo" Kilter
Gender
Female
Position
Gunner
Age
28

Character Info
Skills

Banjo-Playing - A skill she picked up from one of the members of her crew, Joha carries around her banjo as one of her most prized possessions. When she's not fighting, she's most likely playing random songs on her banjo. She cannot read music for her life but has a good ear for music and is able to compose her own short pieces which she memorizes in order to play them again.

Adaptation - No matter the situation, Joha can make herself feel at home. Not much surprises her, even fewer things scare her and she always faces new situations undauntedly. This attribute also helps her become more effective in any environment because after she adapts to it she is able to use it to her benefit more easily and with more success.

Creative - A master of sudden improvisation, Joha can take any random object and make it do her bidding. Due to this even if she doesn't have her normal weapons she is far from defenseless because she can make the terrain into her weapon. However her creativity doesn't only apply to combat for she uses it to just make ends meet in general, not to mention that she is a gifted musician and is able to use her creativity that way as well.

Weaknesses
Absent-Minded - While she's in combat Joha is incredibly well focused, but that's about the only time she actually concentrates. On a regular basis she is constantly zoning out and is rather scatter-brained. She will constantly forget what she's doing or what people are talking about and is prone to daydreaming a lot. This can make it very frustrating to deal with her because especially if you're trying to give her instructions she will just entirely zone you out.

Temper - Joha has an incredibly short fuse. Even random comments will spark her temper and she will fly into a rage on somebody, but luckily for the people around her, her tantrums seldom last very long. She doesn't hold grudges but when she's in a bad mood people know to tread on eggshells around her in fear of angering her.

Reckless - Always the first to act without thinking and charge into dangerous situations without a care in the world, Joha seems to take her own life for granted. Anybody who happens to be around her will be dragged into her reckless behavior and she can drag whole groups into danger at once. However, luckily for her, things usually work out in the end. Usually.

Combat Info
Style - WIP
Skills - WIP
Weaknesses - WIP

Stats
Strength - 5
Stamina - 4
Dexterity - 4
Intelligence - 3
Wisdom - 3
Charisma - 2​
 
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General Info
Name: Kai Mustela
Gender: Male
Age: 27

Appearance
2cdac688eebfac6007c8a36c7cf305cb.jpg

Character Info
Profession: Rascal & Sailor

Background: Kai grew up near a port frequented by pirates. After a conflict between feuding crews his father, a longshoreman was fatally wounded leaving him to fend for himself. His mother was not around because she ran off not long after his 6th birthday. He had a roof over his head but very little money that soon ran out. Not long after that, his home was taken from him and he lived on the streets for some time. Doing what he had to for survival, which was mostly stealing food and lifting purses.

There were times when he was tempted to join a pirate crew to make some money and leave this horrid place but the thought of being a pirate twisted his stomach into knots. Then one day a heavily guarded merchant ship pulled into port. They were looking to replenish some crew due to a small dispute with some pirates. This was all Kai needed, he signed on as a deckhand and with few possessions left he sought to leave his past behind him.

One of the other sailors, Kenneth Oliver took a liking to Kai and mentored him. From Kenneth, Kai learned his way around a ship, how to fight, that he liked high places, that he didn't mind tight spaces, and he learned that pirates wouldn't stop until someone stopped them for good. Word got to Kai about his chance to do just that!

Skills: Acrobatics, Climbing, Deception, Keen Vision & Repair
Weaknesses: Aimless, Illiterate, Nosey, Overconfident & Persistence

Gear
-Daggers
-Hand Me Down Pistol from Kenneth
-Trolley for Descending Cables
-The Clothes on His Back

Combat Info
Style: [Hit & Run]Kai prefers to get up close and personal, make quick strikes and withdraw (hopefully to cover or allies).
Skills: Quick Attacks, Evasive Footwork, Hindering Strikes
Weaknesses: Cocky, Easily Provoked, Single Target Focus (Tunnel Vision)

Stats
Strength [3]
Stamina [4]
Dexterity [5]
Intelligence [2]
Wisdom [3]
Charisma [4]
 
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General Info
Name: Pax Corrin
Gender: Male
Age: 27

Appearance: As pictured. Both hands have a golden metal sigil pressed into the skin on the back of his hand. The sigil is an inverted triangle with a sword through it.
d02bbfe89b025d9c588a14f887725251.jpg
Height: 6'3
Weight: 200 lbs

Character Info

Profession: The Cloud Knight of Cintras

Background:
Pax hails from Cintras, a remote island nation home to a strange caste system. Arranged according to the arcane and hopelessly complex laws of the Compact, every citizen of Cintras is born into a particular labor force and identified by the metal sigils stamped into their hands. Pax was fortunate to be born into the Exarchs, the ruling class of Cintras, rather than its numerous servant or slave castes. Pax grew up with unimaginable wealth, and relentless and unforgiving tutelage. Like all his peers, he began studying the art of swordsmanship at the age of five, and the greatest works of literature at seven. While he has had every comfort possible, he rarely had the time to appreciate them throughout his youth. Leisure time was a foreign concept, and if he was not observing the family's business practices, he was training at the feet of the War-Singers or the Politicos of Cintras.

It was not long before Pax was noticed for his unique knack for the ways of the War-Singers, and he was recruited into their ranks as an initiate in late adolescence. After observing their ancient rites, he began training in the Reaping Dance style, which fit well with his highly coordinated and agile approach. From there, he simply climbed the ranks. His penchant for getting involved in various spats of honor saw him challenge, or be challenged to, nearly two dozen duels. Killing off two dozen of his foes has earned him plenty of rivals at home, and to prevent him from further butchering his fellow Exarchs, as well as prevent retaliation against his family, his father had it arranged for him to be made the Cloud Knight after the previous owner of the title died.

Pax briefly enjoyed the perks of his new position, before being told the true reason for his new status. The Empress needed him to cease his participation in duels, and she needed someone to represent Cintra in a foreign nation's attempt to eliminate the pirates which plagued Cintra and the rest of the civil world. He packed his things and set off to a land he'd never seen, seeking out a new vessel by the name Dawn Bringer.


Skills:
1. Singer: The War-Singers of Cintras live up to both halves of their title. Pax is a highly talented poet and singer.
2. Courtier: As a member of the esteemed Cintrian Exarchs, Pax has unfailing manners and a talent for diplomacy, persuasion, and negotiation.
3. Well-Read: Pax has read almost all great written works, whether they be philosophical, literature, or historical.

Weaknesses:
1. Technologically Averse: Pax knows little about the inner workings of machinery, and is of no great use with technology.
2. Pride of the Exarchs: Pax is unflinchingly aristocratic, and takes no joy in cavorting with "lesser men."
3. Stranger in a Strange Land: Pax has no external support or contacts outside of Cintras, due to his people's habitual isolationism.

Gear
Equipment
1. A luggage case full of prized pocket watches.
2. Back-up fuel pack for the Repulser.
3. A fully stocked bookshelf.
4. Various expensive outfits.
5. War-Singer's Vest (as pictured): Surprisingly capable of deflecting grazing blows due to its material and weaving pattern.

Weapons
1. Skysong: Pax's rapier, a gold-filigreed masterpiece of craftsmanship worth more than the average airship as a collector's item.
2. Cintrian Repulser: A highly advanced piece of technology, the Repulser is a glove capable of projecting a cone of force about eight. It takes a minute or two of time to recharge, but is capable of knocking down a charging man or deflecting a bullet, if the wielder can time it perfectly.
3. Death Rattle: A seven inch long curved knife, sometimes used as an off-hand weapon but chiefly for slashing the throats of the wounded after duels.

Combat Info
Style:
1. The Reaping Dance: Considered the most difficult and aggressive combat style taught by the Cintrian War-Singers, the Reaping Dance is a high-speed flurry of footwork and aggressive thrusts. It relies on sheer mobility to shock and outmaneuver, finding the window for blade to pierce heart.

Skills:
1. High Mobility: Pax moves quickly and gracefully, almost cat-like. His reflexes and capacity for quick, deep strikes set him apart.
2. Precision Killer: Pax does not rely on out-enduring his opponent. He forces his foe to make a mistake by out-maneuvering them, and his first strike is typically the last.


Weaknesses:
1. Honor-Bound: Pax is bound by oath to kill only by the strength of his own arms. As such, he does not, under any circumstances, permit himself to use ranged weaponry. He will not operate shipboard weapons, and will not use any personal ranged weaponry besides the Cintrian Repulser.
2. One-on-One: Pax is very specifically a duelist. While he can hold his own against multiple opponents, he does so poorly unless he can even the odds in the first few moments.

Stats
Strength: 3
Stamina: 4
Dexterity: 5
Intelligence: 2
Wisdom: 3
Charisma: 4

Other
Quirks:
1. Collector: Pax is a collector of pocket watches. He isn't so much concerned with quality, but enjoys unique or peculiar designs. He hides this, and would be ashamed to have it known. That said, he would consider one to be an extremely heartfelt gift.
Theme Song:
 
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General Info
Name: Soloris Khan
Gender: Male
Age: 36

Appearance
Roleplay Nation Soloris.jpg
Height: 6'1
Weight: 175lb

Character Info
Profession: Scholar and tactician
Background: Ever since an early age, Soloris' was fascinated by knowledge. His passion to learn was not limited by his interest towards the topic though, as he firmly believed that every speck of knowledge was of the utmost importance.

Growing up in a middle class family, his childhood was quite bland and unexciting. His parents were often too occupied in maintaining their already measly income to pay attention to Soloris, and so he never truly felt the loving embrace of a mother nor the bonding time spent with a father. Instead, he comforted himself through books, stories, and any other sources of learning available. The local library became his home and knowledge became more than just a passion, it became his companion.

His childhood essentially passed by in a blur, and he soon found himself working for the government as a scholar due to his superb foundation and also his keen ability to learn. The introduction of the Pirate Age barely even caught Soloris' attention as he rarely payed much attention to the outside world. It wasn't until his attention was refocused to warfare tactics and technology did he begin to question the government's intent and realize the danger that the Pirate Age was truly posing to society. Despite his lack of experience within the area, the tactics of the time of naval and seafaring piracy was truly intriguing, and, before he knew it, he was moving even further back in history to better analyze a more diverse range of tacticians to further educate himself.

Eventually, after the conflict continued to escalate without any sign of opposition, he was designated by the government to join a certain group of pirate-hunters. As uncomfortable as he was to leave the comfortable confines of his quarters (and the library), he reluctantly agreed. Packing up the few things that he owned, most of which were books and tomes, he departed and began his journey to a ship known as the Dawn Bringer.

Skills:
- Quick Learner
- Analytical
- Has theoretical knowledge and expertise in a range of areas
- Patient

Weaknesses
- Little to none field experience
- Physical inept
- Unsympathetic
- Uptight (in some occasions)

Gear
Equipment
- Several books and tomes
- Robes and other clothing
- A spyglass
- Ink and parchment (for documentation)
- Leather boots and gloves

Weapons
A rapier (custom crafted for the journey)
Roleplay Nation Soloris Rapier (Sword).jpg

Combat Info
Style: As much as Soloris prefers to avoid physical confrontation as much as he can, he did receive some brief training before his journey and has rudimentary experience with his rapier. He prefers to be reactive if he ever finds himself in a fight, patiently analyzing his opponent's every move in order to develop a plan of attack. Once the others' weaknesses have been identified, Soloris will proceed to capitalize upon them using quick and concise attacks, hoping to wound the enemy before they can even return with a strike of their own. Although he cannot overpower his opponent with brute force nor can he overwhelm them with a flurry of quick strikes, he can remain level headed and fight with his head more so than with blind instinct or emotions.
Skills: Analytical, predictive of opponent's moves, and surprisingly agile for his build
Weaknesses: Physically weak, inexperienced, and poor endurance

Stats
Strength: 2
Stamina: 3
Dexterity: 4
Intelligence: 5
Wisdom: 4
Charisma: 3

Other
Theme Song:
 
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images


General Info
Name: Amanda Hayworth
Gender: Female
Age: 29

Appearance
Hair Color: Vibrant Scarlet (Former) | Rust Red (Current)
Eye Color: Emerald Green
Height: 5’9”
Weight: 142 lbs

Character Info
Profession: Amanda Hayworth was once one of the most feared and dreaded pirates that roamed the skies, a feat made considerably more impressive by the fact that she is a woman. She led a band of pirates called Scarlet Death, known for dying their hair the same shade as their glorious captain, and they roamed the skies on the ship named Sweet Vengeance. Her crew, while predominantly male, also contains plenty female pirates. After various circumstances that led to her capture, Amanda Hayworth agreed to assist the Government in hunting other pirates to avoid the hangman’s noose and, someday, get revenge on those who orchestrated her downfall.
miss-fortune-schnitt-gangblank-den-arm-ab..jpg

Background:
WIP

Skills:
Cooking - This comes as a surprise to some, but Amanda is one hell of a cook. Even back when she was a captain on her own ship Amanda had always loved to cook and eat. She really dislikes bad food, especially when you have to eat it for days and weeks until you resupply at port, so she takes it upon herself to provide herself and her crew a bite to eat.

Intimidation - One would think that Amanda would be more suited to seduction given her certain... qualities, but her father didn’t raise her that way. Amanda instead honed the sharper side of negotiation and is quite skilled with it, and if some man comes walking in thinking themselves her better, well, her sharp tongue and true aim might make them think twice.

Disguise - While she may have flaunted her gender once she had became a captain, Amanda had to conceal it during the times when she was nothing more than a lowly deckhand. She has learned how to dress up as a man, move like one, and even try to sound like one, though she’s usually a few pitches higher.


Weaknesses:
Tunnel Vision/Revenge - While she may have signed up to escape the hangman’s noose and hunt pirates, her true goal is to bring down those who screwed her over and betrayed her father. If push comes to shove Amanda is willing to let the Dawn Bringer sink if it means bringing those backstabbers down with her.

Manners - Well, let’s just say that pirates are a class on their own when talking about bad manners. Amanda rarely acts ladylike and she is incredibly rude and crass no matter who it is she is facing. In fact she seems to actively antagonize any law figures that she might come across.

Hot-Headed - She’s got a temper, this one. One cannot expect Amanda to let go even the slightest wrongdoing done to her. Bump her accidentally? You can expect a smack to the head for that. Whistle appreciately as you ogle her figure? That’s a castration for you boy. Insult her for being a woman? Now that’s just asking for your death.

Gear
Equipment: First and foremost, Amanda has in her possession a wealth of munitions for her various firearms, you can never get enough of those. She’s also got a few grenades stashed in there just in case hot lead wasn’t good enough. She also has with her a set of religiously maintained set of cookwares from pots and pans to laddles and knives.

Weapons:
flintlock_lp1_l.jpg
images
images


Combat Info
Style: Amanda’s fighting style can be easily summed up as ready, aim, and fire. Amanda is all about guns, guns, and more guns, and you can bet that she’ll be riddling you with holes once she gets a hold of them. Whether it’s the quick and constant fire of pistols, or the explosive punch of a shotgun, or the devastatingly upsetting death from a sniper rifle from far away, Amanda’s got plenty of ways to kill you and is only limited by the bullets and munitions she has on hand.

Skills:
Marksmanship - Guns are Amanda’s bread and butter, if said bread and butter can riddle you with holes from a distance. From pistols to shotguns to sniper rifles, Amanda has experience handling them and she is quite good at them. It also helps that the guns are of good quality and has some modifications, all of which was funded by the good citizens she and her crew had acquired funds from.

Brawling - Her guns might be main arm, but her fists aren’t so bad either. Granted, she may not pack as much punch as some bigger combatants, but she’s agile and swift enough to dodge blows and get a couple of hits in. At the very least she isn’t completely helpless without her guns.

Weaknesses:
Melee - As proficient as she is at firearms, Amanda is severely lacking when it comes to melee fights. Sure, she can fist fight, but it’s sometimes hard to do so when your opponents are brandishing swords and axes.

Hot Tempered - In the heat of battle Amanda could sometimes get too into it. She’d be too focused in the carnage that she sometimes forgets to pay attention to her surroundings. She can also be quite bloodthirsty in the heat of battle and this may prove detrimental at times.

Limping Gait - During the betrayal Amanda’s right leg had been permanently injured and has resulted in her having a limping gait. While not severe enough that she can’t walk or would require a cane, Amanda’s movements have been hindered and she finds it quite troublesome to run or climb high places.

Stats
Strength - 4
Stamina - 4
Dexterity - 5
Intelligence - 3
Wisdom - 2
Charisma - 3
 
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Jepha Hyman
Name- Jepha Hyman
Gender- Male
Age- 30

Appearance

26765946-53c1-4f0c-a10f-fc5ee6f56108-jpeg.417480
Height- 6’2
Weight- 190

Character Info
Profession- Jepha is a jack-of-all-trades. He never chose a specific profession and so, given his wandering ways, he earns money from whatever needs to be done wherever he is when he needs the work.
Background- Jepha was raised by farmers in a small, rather isolated farming community. His family had owned the property and business for generations and his parents were thrilled to have a sturdy son who could carry on the tradition. He was fine with it, being something of a natural with the animals, he could easily see spending the rest of his life on the little farm.
Unfortunately for his parents, that all changed one day when he was thirteen.
It wasn’t unusual for passers-by to come and go through the town’s only tavern, on their way to bigger and better taverns, most of them harmless travelers or merchants. For the most part, any children in the town were kept well away from the tavern and any outside influences that passed through so they weren’t ‘corrupted.’ But two things were different that day. Jepha’s friends dared him to run into the tavern, swipe a mug of beer, and come back with it. Being the bravest, or perhaps the most easily persuaded, he did, running up the hill to the tavern, through the door, and into a massive scarred man. A pirate. King of the sky.
Jepha got up off the floor, mumbling an apology and trying not to turn red in the face from embarrassment. Given the unspoken town rule about children in the tavern, the barkeep instantly ran over, berating him and shooing him back towards the door. The pirate stepped between Jepha and the red-faced barkeep, told him to fetch a drink for the boy, and why shouldn’t he be allowed in a tavern? He was nearly a man after all. The pirate and his crew took Jepha to their table and for hours they regaled their adventures in the sky for him.
From that day on, Jepha’s only dream was to fly and one day, maybe, pilot a ship. His parents, once they found out what had happened, were horrified. They tried desperately to crush his silly daydreams and bring him back to the reality of running the farm. But even as he fed the animals and worked the fields, he could only look up at the sky. At their wits end, they resorted to approaching Old Lady Darmont. She was the town cripple, an old widow with nightmareish scars. She mostly kept to herself, with a few villagers who took care of her. Jepha’s parents dragged him to her house and made him listen to the horrible story of how her husband and daughters were tortured and killed by pirates, while she managed to escape, barely alive.
In a small way, that helped curb his enthusiasm for flying the pirate-infested skies, but he couldn’t forget the day he spent with the crew of pirates in the village tavern. As soon as he was old enough, he left home with the grudging blessing of his parents.
He wandered. From village to village, town to town. His parents couldn’t afford for him to take too much with him, so he had to work to earn food and clothes. At first he was only able to do farming and grunt work, but with a few months spent in a town here, a few more months in a city there, he soon picked up a variety of useful skills. He was able to earn enough money to get him to a city with a well-known sky port, where he hoped to be able to get a job on a ship. The terrible fate of Lady Darmont’s family was always on his mind as he debated whether to join a pirate crew or not. The adventurous life with no rules still called to his inner child, however, the more brutal aspect of pirating contradicted his nature. The only problem was, with the pirate’s all-encompassing rule of the sky, it was doubtful he would be able to find a job on a ship that had honorable intentions. When he got to the sky port city, it became clear that his worries were well-founded. The pirates ruled the sky and no one else really had a chance. Refusing to give up, Jepha took up an apprenticeship under a former pilot, hoping to learn everything there was to know about airships and how they work. It took many long years of learning and waiting, but eventually his teacher managed to arrange a job for him on a small short-range ship. It wasn’t quite the dream he had when he was younger, but he still hoped for something to come up that was more his speed. Luckily, he got his chance when the government hired him for the Dawn Bringer’s crew.
Skills: Jepha is a natural with animals ~ Some knowledge of mechanics and piloting ~ Very basic skills with cooking, mostly from scratch or improvisation ~ Picks up new skills with relative ease
Weaknesses: Shy and socially awkward, not very good at making conversation // Doesn’t come from a very educated background, so his knowledge is limited to whatever he has picked up in his travels // He has no formal weapons training // He is hilariously light-weight when it comes to alcohol in any form

Gear
Equipment- A worn out satchel-bag that carries all his belongings: a few books, a multi-purpose watch his mentor gave him as a parting gift that acts as a watch, compass, and altimeter, a few basic cooking tools, a change of clothes, a pendant on a leather rope that his mother gave him
Weapons- A crossbow that fits in a holster on his back, a short sword that he carries on his left hip, although he avoids using it unless it’s absolutely necessary

Combat Info
Style- Jepha is far more comfortable in hand-to-hand fighting, where his strength and fluid motions give him an edge. He is largely self-taught with a blade and has only used his crossbow for hunting. Essentially, Jepha is best off in the thick of a fight, or concealed at a distance.
Skills: Strength // heavy, well-aimed blows // Medium-range weapons // Can take on multiple opponents
Weaknesses: Jepha’s actual fighting experience is limited to the occasional barfight, so he has yet to be tested in battle // His fighting style rests heavily on his ability to overpower his enemy and long-drawn out fights wear him out quickly // He has never killed before and doesn’t really plan to unless someone else’s life is at stake, which restricts how far he is willing to go in a fight // He is completely unskilled with long-range weapons which means that he can’t really surprise an enemy from a distance and has to get fairly close to be effective

Stats
Strength-4
Stamina-3
Dexterity-4
Intelligence-3
Wisdom-5
Charisma-2

Other
Quirks- Jepha is socially awkward so he tends to gravitate towards one or two people and relies on them to be an interpreter // buffer, left on his own with strangers who expect him to carry on a conversation he tends to stutter slightly, repeat himself, or keep talking until someone cuts him off, depending on how uncomfortable he is
Theme Song- TBA
Extra- N/A
 
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