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Post by Digital Muse Thu Aug 13, 2009 2:09 pm

Name: Tamsin Belisle

Age: 28

Race: Human

Class: Sailor/Witch

Appearance: Digital Muse's storage locker Tamsin3

Personality: Tamsin is an upbeat, practical, hard-working woman who is confident in her skills and abilities. Little rattles her. She was born to be on the sea and she revels in the beauty and power of it. Tamsin is a straight-forward individual with little time for nonsense. She is always humming and is cheerful most of the time. She appears to be one of those rare individuals who do not brood. Tamsin is always fiddling with a small piece of rope or string. She constantly plays cats-in-the-cradle or makes other shapes that often unconsciously reveal her thoughts. If she has nothing to occupy her hands, she can become distracted.

Equipment: On land, Tamsin dresses in loose-fitting pants tucked into soft, knee-high boots with wide fold-down cuffs. Her long-sleeved linen shirt tucks into the pants waist and is belted by a brilliant twisted silk scarf. Over this, she wears a long vest made of stiff Navy cotton with bright braided trim. She also has a heavy woolen great coat for cold, wintery nights. She has a shoulder pack filled with a bedroll, flint and tinder, and dried foods.

Her vest is leather lined, providing small amount of protection. She also carries a long belt knife which is more a tool than a weapon. At her other hip, she carries several pouches containing powders for weather magic, healing and flash powder for surprise escapes. Her main weapons are her fists, feet and the silk scarf around her waist. It is 15 feet long, supremely supple and strong with weighted ends she can use as a garrote, lasso, distraction, club and more. It is an unusual Martial weapon she throws, kicks or twirls to entangle and distract her opponent.

Special Abilities: Tamsin is an expert sailor with access to a good ship and crew. She is a good dice player and often wins money playing various bar games. She handles her liquor fairly well. Mostly because she is sensible about how much she consumes. But, her main skill is as the ships weather witch. Tamsin can sense changes in the weather and air currents. She can predict the weather to a high degree of accuracy and lead her ship to the best trade winds. This can save her ship from the brunt of dangerous storms at sea. In small ways, Tamsin can also influence the weather. She can call up the wind, freezing temperatures or extreme heat, snow or rain squalls in small areas. She is also a skilled mundane healer.

Bio: Tamsin was born on an island in the New Sea. Her family was made up of iron mongers or fisher folk and spent their lives living off the bounty of the sea. The island’s location made it a natural trading nation. Every nation and every commodity was traded there. Merchants, soldiers, pirates, clergy and farmers all passed through the Islands ports at one point or another.

From a young age, Tamsin had the sea in her veins, like so many of her family before her. She helped repair the fishing nets, listened to the old fisherman and big water sailors tell their tales of exotic lands, pirates and sea monsters. She was hooked. After a brief, unhappy stint in school, she ran away to sign aboard a merchant vessel bound for Throt. She never looked back. She became an able seaman and in the intervening years, she rose in the ranks to Navigator. She enjoyed the travel, the rough camaraderie of the crew, the rough and tumble ports. She learned to gamble, to drink, tried exotic foods, met other races, even learned to defend herself and fight with hands, feet, knees, elbows or anything she could lay her hands on.

Her Captain was a wiley trader and better seaman and the crew prospered. They made good deals, avoided fights with bigger ships, took a prize or two and on one occasion, even encountered a Moray eel demon which they managed to kill only by the sheerest chance. It was during this particular voyage that Tamsin became aware of her ability to sense the weather and the wind currents at sea. She could feel the changes in air pressure, smell the rain and call the wind, it was suddenly all alive for her. She tested her abilities, refined them, reached out with them until she became that rare asset for any ship; a Weather Witch. In the last 6 years, she developed her power to such a degree, she could even affect the environment around her for short periods.

Tamsin and her crew have gain a reputation of being skilled and began hiring out to individual contractors for duties that ranged from privateering to escorting diplomats from one country to another or seeking out rare luxury goods. They almost always succeeded.


Last edited by Digital Muse on Tue Feb 01, 2011 11:57 am; edited 3 times in total (Reason for editing : added bio)
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Post by Digital Muse Fri Aug 14, 2009 5:04 pm

Elizabetta Corvino Sheet

b]Age:[/b]31

Origin:Earth, Italian

Appearance: Billie is tall, fit and, some say, beautiful. Her Italian heritage gives her skin a soft olive tone and dark flashing eyes. She has long, dark tresses that more often than not are tied back from her face to afford her a better view. Billie stands a bit over 5 feet, 9 inches tall and is leanly muscled. In her mid 30s, Billie’s face has become leaner and somewhat predatory. Only when she smiles does her beauty shine through.

Currently, Billie walks with a pronounced limp from an injury that required replacing her left femur entirely. The surgery was a success and eventually, it will heal completely.

Relevance:primary – Spotter, secondary – situational Sniper, tertiary – Cook and Navigation

Bio:Billie was raised into the Military of New Angeles on Mars. She spent 12 years in as a sniper and spotter. But as peace lasted, the military continued to downsize and she learned new skills to stay in, including navigation. She was partnered for the last 5 years of her stint with Ryne (full name?). They were lovers briefly, but it didn’t work out and they mutually agreed to go back to just business. A year ago, when Ryne had a break down and shot up a school, the incident was covered up and he disappeared. Being his partner, Billie took a lot of flack for not reporting his deterioration. However he’d never shown any signs. She was discharged as no longer needed in the ever shrinking military two months later. She drifted to Mars, trying to sign up in their tiny military with no success.
Rumors of Ryne being in the capitol of New Angeles sent her looking for him. She got into a fight in a very seedy bar, killed two men with her bare hands when they pulled weapons and spent the next 6 months in jail for ‘the good of the public’. What it really meant was she couldn’t afford to buy her way out. Her stint in jail found her fighting for her survival nearly daily, and her training was the only thing that kept her alive.

In one fight, she actually had her left leg crushed, but the femur was replaced and she is mostly healed up from it. Her time is up and she walks out of the jail with a slight limp but a bright grin of accomplishment. She’d beaten the bastards, hadn’t added to her time and hadn’t killed anyone along the way. Now to find Ryne.


Last edited by Digital Muse on Tue Feb 01, 2011 11:39 am; edited 3 times in total
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Post by Digital Muse Fri Sep 25, 2009 7:42 am

Name: Winsome Jacobsen

Race: Magician

Gender: Female

Age: 25

Appearance: Digital Muse's storage locker Haughty

Personality: Winsome has learned that one can bluff your way through virtually anything. People are sheep as a rule and if you look and act like you own the place, you can rest assured that no one will question you. She has a colossal feeling that the world owes her and owes her big. She also knows that working for a living is for the stupid and if you can take someone’s money, then it’s yours by rights. She knows how to influence, network, flatter, appear vulnerable and work anyone’s emotions to her advantage.

History: Winsome is a con artist of the worst type. As her persona of Ecaterina Dobskyia, a long-lost Romanian heiress, she trades in her talent for cold reading, sleight of hand and shadow walking to convince unsuspecting and desperate clients into believing she is communicating with their deceased family members. She can influence their feelings of gratitude and self-deception in order to gain access to their deep pockets. In some circumstances, she was even able to convince some elderly clients to change their wills in her favor and had profited handsomely at the expense of their families.

Winsome lived expensively in the richest hotels at the expense of her clientele and was a regular in the finest homes working the crowds, influencing the gullible and lifting jewelry and money with impunity. It was all a grand game for her. Her regal bearing that had everything to do with lucky genetics and nothing to do with her supposed royal ancestry, allowed her to bluff the more weak-minded that might doubt her and she always moved on before any serious challenges to her scams could surface. She became more and more confident in her abilities as the years passed until one old woman’s family mounted a serious challenge to her claims and the Government got wind of her abilities. She was arrested rather publicly and her unnatural influence over the wealthiest families in the country came to light. Though nothing could be proved, she was labeled as an unnatural Magician and thrown into prison just weeks before the call came down for help against a shadowy figure called Brutus.

Length of Imprisonment: 2 weeks

Anything Else Important: Winsome has a great many resources that haven’t been located or seized by the courts yet. Town homes, stashes of cash, cars, money and more are still available for her to use should she need. She also has a great many supporters who believe she has been unfairly arrested and can be counted on for more should she require it.


Last edited by Digital Muse on Tue Feb 01, 2011 11:41 am; edited 1 time in total
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Post by Digital Muse Fri Sep 25, 2009 7:45 am

Zira D'Lani

Alias(es): None

Race: Helite

Age: 22

Gender: Female

Appearance: Digital Muse's storage locker Warrior_by_cetylnautica **image courtesy cetylnautica of Deviantart.com

Equipment: Spear, 4 knives, bolos, sling-staff, pouches with flint and tinder, religious icons, needles, food, salt and other necessities, water skins (2), bedroll with several blankets, yards of rawhide cording, tanned skins she’s working on for replacement moccasins.

Birthplace: The desert

Biography: Zira is a proud and dedicated warrior of her people. She underwent the “Embrace of the Black Dragon” when she was 16. The youngest in her clan. Her family gained much honor. In Helite society, warriors are most honored, songs are sung to their memory for many generations. As the eldest, Zira claimed the right to be trained and excelled. Her strength and conditioning from growing up in the harsh desert was tested, but she remained unbending. On the eve of her 16th birth year, she challenged the elders and demanded the test of the black dragon. For 6 days, she endured the pain of the needle and ink, the lack of food and achieved her vision of the bear. She showed neither pain or fear and was granted full warrior status. Her heart was full and rising from her blankets, bloody and defiant, sang her song of triumph. The following 3 days, her family held a great feast. The other warriors came to sing their songs of past glories and to weave ribbons of tribute into her hair. From then on she was trained in the ways of hunting men. She could disappear in the dunes, find water and track across rocks.

Personality In Helite society, dishonesty can be as dangerous as a weapon; lying or deceit could kill in the desert. So, it is not only taboo, it is harshly punished. As such, Zira is bluntly honest and easily lied to since she doesn’t deal with liars regularly. She is slightly zenophobic, untrusting of ‘Out Worlders’. They have no honor in her eyes and are soft compared to The People. She is seen as overly serious by outsiders, but among her own people or those she knows well, she can be funny and smiles easily.

Social Status: Warrior, guardian of her people’s lands

Profession: Warrior

Unique Skills: Stealth, misdirection, tracking, hunting, wilderness (especially desert) survival, killing from ambush and guerilla fighting techniques. Can run at an easy jog for hours without tiring.

Magic: None. She only has several magically-imbued talismans. One makes her resistant (not impervious) to magically-based attacks. The other aids her in finding water.


Last edited by Digital Muse on Tue Feb 01, 2011 11:44 am; edited 1 time in total
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Post by Digital Muse Fri Sep 25, 2009 7:48 am

Wyn Marin

Age: late 60’s

Race: Human

Class: Hedge-witch

Outside Appearance:

Wyn Maryin is a short, plump woman in her late sixties, but is remarkably strong and fit under it all. She has iron-gray hair and deep brown eyes. She wears a blouse and bodice over her skirts and sensible boots. She has a belt about her waist woven with runic symbols and fringed with stones, beads and seeds the villagers have given her as payment over the years

Height: 5 feet 1 inch

Weight: 160 pounds

Hair: once dark hair that is liberally frosted with gray

Eyes: dark brown

Skin: tanned from years out of doors

Equipment:

Weapons: carved staff, obsidian knife for rituals, regular knife for eating, cooking, etc

Armor: None

Clothing: several cotton shirts, wool skirts and stockings, several shawls and a coat, heavy common boots. A leather belt and a woven belt.

Miscellaneous: back pack with camping gear, many pouches with herbs, poultices, bandages, splints and other medical equipment. A few minor charms for healing, sleep, pain-relief, etc

Inside Appearance:


Personality: Wyn is a bossy, motherly, dedicated, intrusive person. She believes everyone is entitled to her opinion and gives it freely. She is caring, cooks like a dream and is just as liable to give someone a hug as slap their fingers for trying to snitch stew early. She doesn’t tolerate ignorance or ill-manners, regardless of the offender’s station in life. She is courageous and protective of anyone she is healing to the point of death.

Fears: Wyn fears anyone learning that she has some magical abilities. Even if it is minor and only used in healing. She believes all Magic users are to be hunted and killed by the Black Mages. She also fears not having anyone to pass her healing knowledge on to.

Loves: Wyn likes a good pipe of an evening and is proud to be able to read and write. She loves the people of her village as if they were her children and has decided that the best way to protect them is to help overthrow the Black Mages. She loves nature and is particularly thankful of the herbs and medicinal remedies to be found in abundance there.

Quirks:Wyn likes anything that glitters. She has a penchant for picking up bright stones or metal trinkets. She also makes a big deal about her supposed ‘advanced age’. She uses it as an excuse to berate younger people into seeing things her way and doing what she wants.

Flaws: Wyn is not a skilled fighter or strategist. While her heart is in the right place, she fears her small skills won’t be enough to save her village. She is not physically agile and while strong and possessing a great will, she can tire easily on the trail or if running from danger.

Deity:
Obad-Hai
"the god of nature, is neutral. He is known as the Shalk. He rules nature and the wilderness and he is a friend to all who live in harmony with the natural world. Barbarians, rangers, and druids sometimes worship him. The domains he is associated with are Air, Animal, Earth, Fire, Plant, and Water. Because he strictly adheres to nutrality, he is a rival of Ehlonna. He plays a shalm (a double-reed woodwind musical instrument, also spelled 'shawm', and takes his title from the instrument. His favoured weapon is the quarterstaff.


Last edited by Digital Muse on Tue Feb 01, 2011 11:49 am; edited 1 time in total
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Post by Digital Muse Thu Oct 07, 2010 8:25 am

Tia St. Jean

Alias: T, The Saint

Age: real age 261, appears in her late 20s

Sex: Female

Blood Type: O+

Height: 5 feet 7 inches

Weight: 130 pounds

Build: leanly muscled

Eye Colour: light brown

Hair Colour: dark brown

Hair Style: long and straight, usually tightly braided

Facial Hair: none

Tattoos: none

Piercings: ears

Scars: thin vertical scar through her left eyebrow

Specialization: Tech, computer hacking, expert at Mc Gyver-ing any machinery or electronics,
security systems design and redesign, engineering

Experience: 12 years Naval experience including the last 5 years in insertion teams as a technical advisor

Last Known Status: MIA with her entire ship over 230 years prior to current time

Common Clothing:

- Head: none

- Torso: white cotton button down shirt with a leather suit jacket

- Arms/Hands: simple silver wedding band and plain silver bracelet without any embellishment

- Legs/Feet: tight-fitting jeans, scuffed brown heeled boots

Combat Fatigues:

- Head: special goggles to aid in seeing in all light conditions as well as magnify or see long distances. Some material and electronic analysis software on board

- Torso: light body armor, pocketed vest with multiple tool kits for various jobs, extra ammo, etc

- Arms: normal jacket sleeves, padded elbows, data computer strapped to right wrist

- Legs/Feet: pocketed fatigues with a light kevlar weave, knee pads

Armour:

- Head: helmet

- Torso: flack vest

- Arms/Hands: light kevlar woven into jacket, plus tactical flak vest

- Legs/Feet: light Kevlar woven into pants, knee pads and steel-toed boots

- Installed Mod: (If Applicable) Left arm and shoulder complete cybernetic replacement. Nanites have interwoven enhanced muscle fiber across her chest and back to support the additional weight and the strain she is now capable of exerting, She has a grip strength capable of holding up to 1000 pounds and fine manipulation that exceeds human capability.

Because it is a new install, she feels a painful, itching sensation beneath her skin and has had little time to become comfortable with her new arm.

Weapon(s):
- Main: Binelli M4 Tactical Autoloader
Tia prefers simple shotguns, she is not on missions to be the fighter, she's there to get her team in, break the codes and get them out. If the bad guys are close enough that she needs to fight? She wants to clear a room.

- Sub: (If Applicable) none

- Side-arm: /[b] Springfield XP Tactical .40 caliber

[b]- Melee:
Military trained in hand to hand and knife fighting, then additional specialized covert combat martial arts her last 5 years in.

Miscellaneous Gear: Messenger bag of old leather, she carries schematics, dossiers on random people that interest her and personal items

Personality Profile: From the office of Dr. Malcom Dennison, research branch of Pax Cyreon Military Cybernetic Replacement Labs. The subjectChief Petty Officer Tia St. Jean is a most unusual case. She is quite possibly the longest surviving human recovered from a cryo container. At 237 years, 4 months and 18 days, she suffered minor cryo illness and was unable to see for a total of 13 days. Her limbs had severely atrophied, but rigorous rehabilitation for the past year has restored her body to pre-cryo condition.

Another issue Ms. St. Jean has had to cope with is the loss of her entire left arm from the shoulder. She has had a cybernetic arm replacement with nanite installers and it is functioning superbly. The weight is still bothering the subject somewhat.

The third item of concern with Ms. St. Jean is how she is dealing with her longevity. She no longer has any living family or friends. She has become quite isolated and with no military contact, there is not even the solace of work or a routine to assist her cope. The subject puts on a brave front and pretends that she is excited by the new adventure. However, I believe it is all a ruse and that sooner or later it will catch up with her. I cannot predict where or when that might be. Given something to focus on, especially a 'good cause' she will likely perform her job extremely well.

At this time, her rehabilitation has gone exceedingly well. She is eager to return to active duty. I recommend against this as she is mostly unaware of the political situations as they stand now. To continue the ruse of returning her to duty, she has been retrained on all the technical data of modern electronics and security systems along with her rehab for her arm. This however has been labeled as Top Secret and her official status has been listed as D.O.A.

Background: Tia had been born into a military family. As such, she also followed tradition and joined the Pax Cyreon Navy over 200 years ago. She did well, showed above average skills in the realm of technical surveillance, electronics and hacking. So much so, that she was tapped for a mission to join a insertion team in Naval Special Forces. She spent 5 years on dangerous cover missions, fighting side by side her crew, though her job was always the fine details and theirs usually involved keeping her alive.

On her last detail, her crew was aboard a highly classified experimental ship when they passed too close to a gas giant planet. It's intense gravitaional pull literally stretch the ship's frame causing a malfunction in the ship's AI. Believing the crew were hostile forces, it attacked the crew and in the process, Tia lost an arm. To save her life, her Captain threw her bodily into a cryo tube and turned it on. She blacked out.

Two hundred and thirty seven years later, she was wakened in a strange place and immediate became iill. She was rushed to sugery and spent weeks and months in rehab, surgery and training. She never learned what happened to her team. Only pinning a nurse to the wall with her new cyber arm got her the date. She was stunned to say the least. Every one was gone. Her family, her friends, her husband. The rest of the day was spent alone, just wrapping her head around the very idea.

After a single day, Tia demanded an accelerated rehab sschedule and training. She wanted, or needed, to get back to work. She had to have something to do. She wanted to go back to regular duty status. She didn't know she'd been listed as killed in action along with her entire crew twoo hundred years before.


Last edited by Digital Muse on Tue Feb 01, 2011 11:51 am; edited 1 time in total
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Post by Digital Muse Tue Feb 01, 2011 11:31 am

T'ra

Rank: Navigator, interpreter

Race: T’ra

Gender: Female

Age: 72 SEY (roughly equivalent to 13 in human years)

Appearance: The T’ra could never be mistaken for Human. They are universally tall and almost spidery-thin. Their skin is a brilliant blue hue with enormous golden eyes. They have no facial hair such as eyebrows; giving them a perpetually surprised look. They do have thick green cords rising from their foreheads that Humans equate with hair and it is always extremely long in the adults. T’ra’s just reaches her shoulders giving away her young age. What passes for T’ra’s nose is a series of bony ridges ending in 4 tiny nostrils. Her mouth is more similar to a Human’s but her lips are a deep purple in color.
Spoiler:

Alignment: Neutral

Personality: Quiet, thoughtful and curious. One of the rare few of her species that has left her home world. Despite physiological differences, T’ra can speak the human language, though with difficulty. Anyone not used to listening to her speak would have to work to understand her. She finds Humans to be curiously fascinating creatures. She deems them impulsive and rash, but capable of great deeds. T’ra is fascinated with the concept of personal property or space. She doesn’t understand the concept of ownership, so she is always simply taking things to examine them more closely. If something’s missing on the ship, T’ra has it.

Note: Candy acts like alcohol in T’ra’s system. She gets drunk whenever she eats candy, which she adores.

Bio: When Humans first began colonizing the stars, the T’ra had been doing so for millennium. They watched from afar as the Humans reached further out among the planets. As Human technology increased, the T’ra decided to extend the hand of friendship. Their huge ships were sent enmasse to greet the Humans. But to the wary humans already feeling the tensions of civil war, this ‘invasion’ was seen as a sign of aggression and a brief, brutal battle ensued. In less than 2 hours, the unprepared T’ra were blown from the sky. Those that survived retreated; stinging with a newfound zenophobia so profound, only the rare few ever reached out again. It is rare for a T’ra to interact with Humans willingly. While overtures have been made to the T’ra, they rebuff all attempts to trade relations or diplomatic envoys. They allow some emergency stops on their colonized planets, but little else.
T’ra (as she is called) is one of the rare few who have reached out to the odd-looking Humans. One in particular, the Captain of a ship called the ______________, caught T’ra’s interest. T’ra’s knowledge of the stars and navigation made her invaluable to the Pirate ship and gave them an added advantage when it came to evading the Inner Planet patrols. Slowly, T’ra learned the language and though still looked upon as an oddity, she has become an integral part of the crew as its chief navigator. The added bonus of her near-boneless flexibility allows T’ra into the most cramped of spaces and she is more resilient than Humans to changes of pressure. Captain _________________ also makes use of T’ra’s empathic sense and knowledge of alien languages when bargaining with other pirates or traders.

Specialty: Navigation, interpreter

Weakness: Naïve, easily fooled and Candy

Phobia: Dieing in Space where she cannot be returned home.

On Steel Wings...: Yes, we can go there. But, why do we want to?

Attributes: 12
Charisma: *
Constitution: **
Dexterity: ***
Intelligence: ***
Strength: *
Wisdom: **

Skills: 22
Barter: **
Explosives:
Lockpick:**
Melee: ***
Marksman:
Medicine: **
Piloting:****
Repair: **
Science: ****
Speech: **
Stealth:*

Finances:
Debt:

-----------------------------
Rank Modifiers
+ Alien relations
+ Navigation and reading start charts
- Stealth
- Human reaction to her[/spoiler]


Last edited by Digital Muse on Tue Feb 01, 2011 11:55 am; edited 1 time in total
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Post by Digital Muse Tue Feb 01, 2011 11:33 am

Jubal Lazarre

Name: Jubal Lazarre (alias Liam Canfield)

Age: 20

Gender: Male

Appearance: Jubal is a lightly muscled, handsome young man with a ready smile and light brown eyes. He stands an easy six feet tall and moves with the ease of a natural athlete or dancer. His skin is lightly tanned from a life only recently outdoors, but anyone can see by his smooth hands that he is not used to hard work at all. His razored hair is dark with long bangs feathered with white. Atop his head, he’s found some old welder’s goggles that shield his eyes from the Sheol sun.

Spoiler:

Personality: Unlike his volatile twin sister, Jubal, is cheerful and generally carefree. He is curious, sometimes unhealthily so. Growing up he was forever squirming into gated yards or losing himself in some dusty old shop for hours. He can focus minutely when something interests him, be it music, a girl or some dusty old map that is obviously a fraud. At other times, he’s as flighty as any young man without a care in the world. He is flirtatious, a rogue, a scoundrel and other names to many a young girl's Fathers. He rarely misses the opportunity to steal a kiss. He loves a good scam and adventure.

Biography: Jubal’s Father was a minor city official in a small provincial town on an outlying planet calledTdarnek and his mother owned a pastry shop. They had only the twins and doted on them. Jubal and his sister, Yvette were as opposite as could be. Where he smiled and charmed, she was driven and focused on her desires.

Jubal grew up happily in a warm and loving home. His mother indulged him and he exasperated his father with his lack of focus. He rarely got into any real trouble and when he applied himself, did very well in school. But he never liked to work. It was far too dull for his tastes.

Skills: Jubal has tried apprenticeships with several different trades but lacked the focus to stick with any of them. As a result he has some skills in typesetting, black smithing, plumbing and even as a street artist. His natural curiosity makes Jubal more observant than normal and at times he seems to have flashes of intuition which are in reality his subconscious processing things he’s seen or heard. He has an uncanny sense of direction and an easy likability. Jubal’s cheerful personality does make older companions tend to write him off or feel protective of him. In his times of avoiding having any real job, he gained many skills including pickpocketing, picking locks, palming small objects, lying in a completely believable manner and can charm the socks (or more) off of all but the most astute. He’s not a perfect Con, but he’s learning.

Weaknesses: Jubal is as unaggressive is his sister is combative. He’s been in a few scrapes as most humans have been growing up, but only when he was forced to protect his friends. Jubal is a fast talker rather than a quick draw.

Inventory:[b] leather messenger bag filled with rain poncho, knife, 4 days dry rations, 3 water skins, first aid kit, lock pick tools in a carefully rolled leather case, loaded dice, several packets of cash stashed in different pockets from cheating at cards and an old stone with a depression worm in one side from eons of handling.

[b]Weapons:
One hand-made, crank-powered air gun that fires ball bearings. It is a heavy pistol type weapon with fair accuracy up to 50 yards. Jubal stole the weapon from a dead bandit, but has yet to fire it and learn it’s particular quirks. He also has a leather wrapped heavy, flexible steel baton. While it potentially can be deadly if applied correctly, it is mostly used to break bones or cause temporary paralysis of limbs.
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Post by Digital Muse Sun May 15, 2011 1:34 pm

Name: Lord Archibald Merton Ulysses Dalmonte
Rank:
Race: Human
Gender: Male
Age: 67
Appearance: The lord is a dapper little man standing at 5’ 11” tall with a slender frame. His watery blue eyes seem all the larger behind an old fashioned pair of wire spectacles. His hair is still free of gray, but is an indeterminate light ash blonde. His skin is fair and only his forehead and eyes show any evidence of wrinkles and those are cause by many hours poring over old texts and books. His manner of dress is archaic at best, eccentric at worst. He favors old-fashioned tweeds and riding breeches from Earth’s long past. If he’s in the field he will still insist on a linen suit, pith helmet and tea precisely at three.

Spoiler:

Personality: In a nutshell, Lord Marlborough is a lovable eccentric. He fancies himself an old English aristocrat from Earth’s late 19th century. Modeling himself on the Lords that made brilliant archeological discoveries of King Tut’s tomb and the lost city of Troy, he plays the role to the hilt. Under the façade, however is a brilliant mind. Dalmonte has studied the myths and history of all three races and is supremely well versed in their languages. He is the proverbial nutty professor, so focused on his particular interest that he doesn’t always notice things right under his nose.

Bio: The Dalmonte family could trace their lineage back to the kings of Old Earth. And they did so at every opportunity. They had used their money, influence, old allies and brilliant minds to advance their own ends and deeply lined their pockets. Centuries of Dalmontes each added to the family coffers. None more so than Archie’s father, Malcolm. Using his old boys club contacts, Malcolm invested the family fortune brilliantly in the science of water farming on seemingly barren planets. Applications for the mining industry and for the colonization of outlying planets were enormously lucrative for the Dalmonte family. Archie and his 3 siblings grew up with private schools, private tutors and not a care in the world. They were able to pursue their own interests, be it travel, business or education as they saw fit. Archie pursued them all with equal vigor.

While his brothers and sister led comfortably normal lives, Archie’s brilliance led him to all known corners of the UEF territories and beyond. He threw himself into the old legends of the races. He fancied himself one of the great explorers in the days of Lord Canarvan and Howard Carter of old Earth. He learned the languages of the Kiri’ava and the Drex, becoming fluent. He studied their legends and sought their old places and treasures. While not entirely successful, he managed small finds often enough to continue to get investors and to fuel his own harmless eccentricities.

Specialty: Deep pockets, contacts (on both sides of the law), archaic knowledge of mythology from all three races.

Weakness: Slightly dotty, loses track of time, insists on tea and his pipe. Lives in the past.

Phobia: Being a common failure.

On Steel Wings...: “I want to go there and see for myself, you understand. I’m sure it’s very exciting.”

Attributes: 12 (+3 paid for)
Charisma: ****
Constitution: *
Dexterity: *
Intelligence: ****
Strength: *
Wisdom: ****

Skills: 24 (+1 paid for)
Barter: ***
Explosives:
Lockpick: **
Melee: **
Marksman: ***
Medicine: ***
Piloting:
Repair: *
Science: ****
Speech: *****
Stealth:
Survival: **

Inventory
2 packs of expensive cigs, pipe and tobacco, 5 tins of tea and kettle with a porcelain tea service, 5 bottles of expensive liquor, first aid kit, 5-day field rations, compass and flint, lock-pick kit, field tool kit (Archeology-specific), combat knife, 9mm pistol with 1000 rounds, Wide muzzle Elephant gun with 1000 rounds (8 bore), firearm cleaning kit, calvary saber (antique), general amenities, expensive clothing, exquisite clothing, extravagant clothing, body armor MK 1, simple chemistry kit.

Finances: 500,000,000.00 cR – 3,081,180.00 cR = 496,918,820.00 cR
Debt: none
Digital Muse
Digital Muse
Guardian Ghost
Guardian Ghost

Join date : 2009-08-12
Female

Posts : 1381
Location : South Dakota


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