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Hidden 7 yrs ago 7 yrs ago Post by Tera
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Tera Meow~?

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Essential NPCs



Hidden 7 yrs ago 7 yrs ago Post by Genbor
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Genbor Dabblerjack

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Hidden 7 yrs ago 7 yrs ago Post by ihinka
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ihinka Sleepy

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Hidden 7 yrs ago 7 yrs ago Post by Azazaa
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Azazaa Genghis Khan

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Hidden 7 yrs ago 7 yrs ago Post by BespeckledCeph
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BespeckledCeph Your Friendly Neighborhood Mr. Danklage Spanklage

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Hidden 7 yrs ago Post by Drakey
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Drakey The Best Dragon

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Name
Mikhail Falkher
Gender
Male
Age
22
Birth Place
Small time town in Michigan
Role/Occupation
Mechanic/inventor/mercenary/novice smith
Appearance
Boast about how ugly you are.
Equipment/Inventory
Poor as fudge! Mikhail has next to no money as he spends all the money he gets on materials for his weapons/stuff. Though, he does have a prosthetic arm that has replaced his right arm. He wears green tinted goggles, a long swallowtail trenchcoat, a brown vest with black leggings.
Strengths
Well….Mikhail is mostly shit in combat. However, he is a boss with a sniper rifle. Though, what keeps him alive is his skill with machines. So far, Mikhail has been able to develop several butterflies, for a total of five, and has at his disposal 20 spiders. His mode of transportation is akin to a segmented tank.
Weaknesses
Priorities. Mikhail is really bad with his priorities, often times putting some machinery or resources above his own life or even another’s life. He also can't shoot a pistol worth crap. Mikhail is probably the only human being that can miss his target with a shotgun.
Personality
Mikhail is a very bubble person when he's talking about either machines or materials. However, if one was to ask him about money, Mikhail's mood would plummet. He often doesn't realize that something potentially dangerous is nearby, unless he is looking for it, that is.
Essay is a WIP, will be updated throughout the RP.
Background
Mikhail was a nobody. Only a small time tinkerer in a small time town.Mikhail used to dream of the days that he could truly spread his wings. Now, with Agartha, those dreams may very well be a reality. Mikhail has been tinkering since he was born, always the inquisitive sort, he continuously astonished his parents. However, Mikhail’s ingenious came at a cost. He was unable to truly connect with his peers, often alone and with his machines.
When he was fifteen, Mikhail perfected the first of his spiders. Each of which are a foot in diameter and about six inches tall, though they can be a foot tall when they bring their legs together. They have been outfitted with the tools for dismantling and construction. Though five of them were built for the express purpose of gaining materials and processing them.
When he was 18 Mikhail developed the first of his butterflies. They are about ten inches wide, a few inches tall. Mikhail was able to create a frequency distributer between the butterflies and his goggles, as such, if Mikhail chooses, he can see through his butterfly’s eyes. Mikhail has been able to develop five of them.
When he was twenty, Mikhail got into an automobile accident, taking his right arm from him. As such, he was forced to create his own replacement arm, as he was unsatisfied with the options he was given. His new arm, while not any stronger than the original, has an assortment of tools in the forearm.
When he first travelled down to Agartha, Mikhail had just enough money to purchase an old, broken down foundry truck. After spending nearly month fixing it up, Mikhail is finally ready to set out on his own, or with others as the case might be.

Arm:


Clothing:


Goggles:


Tools:



Weapon:


Vehicle:


Current Project:

Hidden 7 yrs ago Post by Sierra
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Sierra The Dark Lord

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Name: Samantha Whitmore, chooses to omit her last name to conceal family ties.
Age: 21 (almost 22)
Sex: Female
Origin: Whitmore Manor, Aeraport, Agartha Gates.
-The Whitmore family was originally from Texas prior.
Family: Andrew Whitmore (father), Rachael McCarthy Whitmore (mother)

Appearance: A slender young woman, her physical presence is hardly imposing. Sam’s fine boned face makes her wealthy upbringing painfully apparent. She keeps her light hair pulled back underneath a wide brimmed hat most of the time. Her emerald green eyes are brightly obvious even in such shade. She dresses in plain clothes, a shirt and pants instead of a blouse, avoiding the traditional wardrobe of most women.

Background: Sam was born of the Whitmore family, a wealthy name earning its fortune from goods transport into and throughout the new world. Her upbringing steered her towards being the perfect wife for another wealthy male, though she fought this every chance she could. She was constantly in trouble for sneaking out to the lower class districts with friends, or playing around on the docks near the airships constantly coming and going. She was obsessed with airships since she was a young girl. Of course, her parents would have none of their daughter being around the deckhand peasantry. More than once her father, Andrew Whitmore, third generation owner/operator of Whitmore Shipping Company, caught her in the carriage trying to sneak down to the docks whenever he went to attend to business matters.

Around 17, her parents were beginning to try to marry her off. Samantha made it a point to lead on every suitor, only to shatter their hopes and dreams as the adults began to press for an answer. After two years, Sam had grown tired of the game and on the eve of her 20th birthday, a party which was less for her, and more for her to be presented in a fancy dress to more men than she cared to be in eyesight of, she decided to leave. She dressed herself in deckhand’s clothes, a plain collared shirt, vest, and worn pants, and sneaked downstairs. Before she left the manor, she took one of her father’s mounted rifles off its plaque, a magazine-fed lever-action rifle taking standard 8mm full-power, and slung it across her back.

One of her “peasant” friends had arranged for her to have a place aboard a light freighter headed out into the frontier lands of Agartha. Wanting their daughter back, while also furious at her escapade, her parents arranged for a bounty to be placed for her safe return: a price on her head large enough that word of it would spread into the wildlands almost as fast as she could run. Now she takes various jobs aboard whatever ship will have her, making a name for herself as crew for hire while exploring the Scorpion’s Ville Frontier for herself.

Friends/Allies: Sam does not settle down much and therefore does not keep in contact with many people. She knew a great many people in the upper class society of Aeraport, especially centered around the Avalon district where she lived. However none of those old names mean anything anymore, as a return to Aeraport is quite risky to her. Her family’s influence has made certain that she would be spotted almost immediately.

Enemies: Having a several thousand dollar price tag for her capture put a lot of people on her trail, but the frontier is a large place to hide. In rare instances, a lone pirate-wannabe will find her out and try to make himself rich, but is hardly a challenge for her to evade or dispatch.

Dreams/Life Goals: Sam hopes to one day captain her own airship providing ‘goods procurement’ to frontier towns (piracy). She also hopes her parents can one day understand her desires to be a frontiersman, rather than a perfect princess to be married off, however she understands the cultural barriers of the wealthy elite that stand against such.

Best Qualities: For a frontiersman, Sam is quite optimistic. Her upbeat attitude can help motivate those around her. She is also a quick study, going from almost no firearms training to accurately hitting a man-sized target at 100 meters within a few months of being on the frontier. Such distances are still short for ship-to-ship combat, but her progress as a marksman is remarkable nonetheless.

Worst Qualities: Sam has an almost-complete disregard for etiquette, heavily stemming from it being shoved down her throat from a young age. She can sometimes come across as brash without trying. She is not very tactful even if she needs to be.

Weaknesses: The frontier of Scorpion’s Ville is still new and exciting to Sam. It’s all still a game to her, even when bullets are flying past. She does not yet fully grasp the seriousness of it all. Underestimating the frontier is a grave mistake, and the life and death stakes of these lands do not always give second chances.
She sometimes jumps straight to violence, or threats thereof, if she perceives it to be likely in the near future. This ‘jumping to guns’ has caught her more than once in a shootout that wasn’t entirely necessary.

Paraphernalia: Sam carries most everything with her in a brown leather rucksack. That which she does not includes her rifle and an ammo belt with three spare magazines and twenty additional rounds, which she wears loose around her waist. In the rucksack is two changes of clothes, one spare box of rifle ammo, and a smallish leather coin purse never holding more than fifty dollars, and other miscellaneous items. She never carries much in the way of money.

Her rifle is a lever-action with replaceable magazine holding ten rounds, made of machined steel. Firearms of such quality are almost unheard of on the frontier, and very expensive. The valuable bits are set in a lightly stained white ash body with a polished brass casing around the receiver action. Save for the reward attached to her name, the rifle is the single most valuable thing she carries.
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