Clover Sandleford
⦋ 28 || United States || Her ⦌
APPEARANCE & PERSONALITY
APPEARANCE
PERSONALITY TRAITS
BACKSTORY & MOTIVATION
5'10'' and surprisingly muscular, with absolutely no superfluous body fat though a few old scars she's not so willing to show off. Freckles, orange hair. Her her waistcoat, gloves, bow tie, and ears are bright red. Her shirt is white, and her pants are black. Despite her lifestyle she does her best to keep this uniform clean and professional looking.
PERSONALITY TRAITS
Brash, assertive, attentive, loyal, persistent, irreverent, conversational
BACKSTORY & MOTIVATION
Clover was born on the wrong side of the tracts, the child of poor parents with so many kids they couldn't find time for even one of them. As a young child all but abandoned to her own devices she started to act out for attention, and as the frustration from her failure to raise any concern from them and the nigh unbearable social pressure of sharing a home with so many others built and built she began to lash out violently at anyone that gave her the excuse.
She turned out to be pretty good at it, too. She couldn't make anything, she couldn't cook, she was terrible in school but by god she could make even older kids run crying to their mothers. She started doing it a lot, especially as she got older, spending long night out wandering town looking for the strongest opponents she could find. She did not expect to find that in an old lady.
She hadn't set out to pick a fight with the old lady, more that a fight she was having accidentally spilled into the path of the old lady. The old lady may have commented on how sloppy Clover's technique was, Clover may have said some nasty things to the old lady, and a punch might have been thrown. Clover couldn't tell you, because she still doesn't remember most of that morning. All she knows was that when she awoke with a splitting headache that sent shutters of agony through her body every time she turned her head she was in a classy, huge, richly decorated bar. She was laying in a circle of concerned old faces, with the old lady grinning at her.
The old lady, she soon learned, was named Hazel. She was a "retired" nomad and this was her bar, The Warren. Then, completely unprompted, she asked Clover is she had a job. Clover said no. Hazel asked if she wanted one. Clover told Hazel exactly where she could stick her job. Hazel strongly implied that if Clover refused to take the job the police might find out she'd tried to assault a poor, defenseless old lady in the street.
Clover, who was not on the best of terms with the local police, took the job.
It chafed at first, of course. The uniform was embarrassing and being told what to do by the person that whipped you so hard you didn't even remember it grated on her pride, but the pay was actually really good and the old lady was an attentive and caring boss. She wasn't good at all the bartering stuff at first. She didn't know how to really talk to people, broke her share of glasses and spilled her share of expensive booze, but the old lady never seemed to get mad and helped her along to learn the ropes. The rest of the staff was kind and supportive. The old patrons weirded her out at first, what with them crawling out of black portals that Hazel had set up on the floor in an unused bathroom, but they never gave her a hard time and always had some really interesting stories to tell. What started as a job she had to take turned into a job that she not only loved, but was good at.
After a while Hazel started to trust Clover enough to share her secrets. She'd made this bar for Old Nomads, guys like her that just wanted to drink in peace without worrying about some upstart young fighter looking for glory ruining their night with some asinine challenge. Clover learned that the mentorship she'd been under was a habit of Hazel's, that all her co-workers had once upon a time been some disaffected punk with talent but no sense, and that now that Clover had sense she could finally start putting that talent to good use. Hazel trained her, passing on to Clover her style and the basics of her strange space bending powers.
Things had been going swimmingly for ten long years. The money Hazel was paying her was enough to help her move out of that crowded house and into a place where she could stretch her legs. She wasn't as angry anymore, had made some good friends, and only got into a fight around once or twice a month at most. Only when people were really rude, only if they started something.
It was a year ago when one particular robot really started something. She and her co-worker, a woman by the name of Whig, were delivering a specialty bottle of rum to a regular, "Ravishing" Ricardo Rosinante, as a consolatory gift for being knocked out of the tournament. When the robot Oh-One and it's minions attacked Whig and Clover felt the need to jump to the defense of the populous, a decision that cost Whig her arm in defense of Clover. That meant war. Clover left her friend to recover and set off after the robots, eventually getting tangled up in a group of Nomads who were also after them and taking part in the battle for the stones of power.
After beating the robot she returned to the Gold City, home of the Warren, to continue tending bar.
She turned out to be pretty good at it, too. She couldn't make anything, she couldn't cook, she was terrible in school but by god she could make even older kids run crying to their mothers. She started doing it a lot, especially as she got older, spending long night out wandering town looking for the strongest opponents she could find. She did not expect to find that in an old lady.
She hadn't set out to pick a fight with the old lady, more that a fight she was having accidentally spilled into the path of the old lady. The old lady may have commented on how sloppy Clover's technique was, Clover may have said some nasty things to the old lady, and a punch might have been thrown. Clover couldn't tell you, because she still doesn't remember most of that morning. All she knows was that when she awoke with a splitting headache that sent shutters of agony through her body every time she turned her head she was in a classy, huge, richly decorated bar. She was laying in a circle of concerned old faces, with the old lady grinning at her.
The old lady, she soon learned, was named Hazel. She was a "retired" nomad and this was her bar, The Warren. Then, completely unprompted, she asked Clover is she had a job. Clover said no. Hazel asked if she wanted one. Clover told Hazel exactly where she could stick her job. Hazel strongly implied that if Clover refused to take the job the police might find out she'd tried to assault a poor, defenseless old lady in the street.
Clover, who was not on the best of terms with the local police, took the job.
It chafed at first, of course. The uniform was embarrassing and being told what to do by the person that whipped you so hard you didn't even remember it grated on her pride, but the pay was actually really good and the old lady was an attentive and caring boss. She wasn't good at all the bartering stuff at first. She didn't know how to really talk to people, broke her share of glasses and spilled her share of expensive booze, but the old lady never seemed to get mad and helped her along to learn the ropes. The rest of the staff was kind and supportive. The old patrons weirded her out at first, what with them crawling out of black portals that Hazel had set up on the floor in an unused bathroom, but they never gave her a hard time and always had some really interesting stories to tell. What started as a job she had to take turned into a job that she not only loved, but was good at.
After a while Hazel started to trust Clover enough to share her secrets. She'd made this bar for Old Nomads, guys like her that just wanted to drink in peace without worrying about some upstart young fighter looking for glory ruining their night with some asinine challenge. Clover learned that the mentorship she'd been under was a habit of Hazel's, that all her co-workers had once upon a time been some disaffected punk with talent but no sense, and that now that Clover had sense she could finally start putting that talent to good use. Hazel trained her, passing on to Clover her style and the basics of her strange space bending powers.
Things had been going swimmingly for ten long years. The money Hazel was paying her was enough to help her move out of that crowded house and into a place where she could stretch her legs. She wasn't as angry anymore, had made some good friends, and only got into a fight around once or twice a month at most. Only when people were really rude, only if they started something.
It was a year ago when one particular robot really started something. She and her co-worker, a woman by the name of Whig, were delivering a specialty bottle of rum to a regular, "Ravishing" Ricardo Rosinante, as a consolatory gift for being knocked out of the tournament. When the robot Oh-One and it's minions attacked Whig and Clover felt the need to jump to the defense of the populous, a decision that cost Whig her arm in defense of Clover. That meant war. Clover left her friend to recover and set off after the robots, eventually getting tangled up in a group of Nomads who were also after them and taking part in the battle for the stones of power.
After beating the robot she returned to the Gold City, home of the Warren, to continue tending bar.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Clover fights with a sort of hit and run style, relying on her speed to move quickly into range to deal a few solid hits before dashing out again to try and attack from a different angle entirely. Her legs are stronger than her arms, but because she focuses primary on moving around and jumping to disorient her opponent she mostly punches with only her finishers employing kicks. In addition to this she is not averse to fighting dirty and using her her environment or any weapon she can get her hands on if it would give her an advantage, a leftover from her street brawling days.
Clover's special ability, which she leaned from Old Hazel, is the magical ability to create holes either between her hands or directly on surfaces that, when applied to a surface, lead into some kind of dark space "underneath" that it. When she does this she can move around beneath that surface as though burrowing beneath the ground before either exiting through the hole she entered from or creating a new hole entirely to pop out of. This movement is limited to the surface where she placed the original hole. For example, if she placed a hole on the wall of a room she would have to pop out of that same section of wall, she couldn't move to the floor or ceiling. The hole also doesn't allow her to pop out of the opposite side of a surface. For example, if she dives into a hole on a sheet a paper she would have to pop out of the same side she dived into. It is possible for her to close the hole behind her, but doing so deprives her of air so she must come out at some point.
As it stands Clover can create one "permanent" hole that she keeps on the back of her waistcoat. This hole acts as a combination backpack/emergency hotel room.
SPECIAL MOVES & TECHNIQUES
SUPER MOVES
WEAKNESSES & LIMITS
Clover's special ability, which she leaned from Old Hazel, is the magical ability to create holes either between her hands or directly on surfaces that, when applied to a surface, lead into some kind of dark space "underneath" that it. When she does this she can move around beneath that surface as though burrowing beneath the ground before either exiting through the hole she entered from or creating a new hole entirely to pop out of. This movement is limited to the surface where she placed the original hole. For example, if she placed a hole on the wall of a room she would have to pop out of that same section of wall, she couldn't move to the floor or ceiling. The hole also doesn't allow her to pop out of the opposite side of a surface. For example, if she dives into a hole on a sheet a paper she would have to pop out of the same side she dived into. It is possible for her to close the hole behind her, but doing so deprives her of air so she must come out at some point.
As it stands Clover can create one "permanent" hole that she keeps on the back of her waistcoat. This hole acts as a combination backpack/emergency hotel room.
SPECIAL MOVES & TECHNIQUES
■ [Burrow]
Clover creates a hole in a surface and dives in, popping out of a different place of that surface for a cheap attack.
■ [Easter Surprise]
Clover can create one permanent hole that leads to a "room." She keeps this hole on the back of her waistcoat, and can reach behind her back to pull out random things she's carrying to either throw or hit the opponent with. Examples include bricks, a bowling ball, a croquet mallet, various bottles of alcohol, books, pillows, or anything else she picks up and puts in there.
■ [Chase the rabbit!]
Clover jumps back, throwing a dozen leg wide holes into the ground between her and her opponent as she does so. If an over eager opponent rushes forward and gets their leg stuck in one clover leaps forward with a flying kick.
■ [Holey Blow]
As she attacks Clover creates holes in her own arm or leg, distorting its length in order to extend its range.
■ [Moon Kick]
Clover leaps over her opponent, throws an item out of her "room" hole, and kicks off of it toward the opponent below to deliver a flying kick.
■ [Crescent Moon Swing]
Clover creates a hole in front of the opponent and dives into it, grabbing onto the edge and swinging. She then creates another hole directly underneath the opponent. As they fall she swings up, bringing both legs right into them and launching them and herself out of the hole.
■ [Beer Goggles]
Clover makes a small hole that she throws at the opponent's face, where it then expands just enough to push their eye apart doing no damage but creating a blind spot right in front of them.
■ [Threading The Needle]
If attacked physically with something with a large surface area, such as a large weapon on a body slam, Clover can create a hole in the oncoming attack and slip inside of it to avoid all damage. If the attack was with a part of the opponents body Clover can combo this into Rabbit Infestation.
SUPER MOVES
■ [Rabbit Infestation]
Clover opens a hole on her opponents body and dives in. Holes then being appearing on the opponents body, out of which pops one of Clovers limbs to deliver a flurry of attacks before leaping out.
■ [5000 Proof!]
Clover Throws a bottle of Old Hazel's special brew at the opponent, shattering it and covering the opponent in alcohol. She then lights a match and throws it at them before diving into a hole to avoid the resulting explosion.
■ [Sandleford Burial]
Clover creates a hole and dives in. Then a large hole appears under the opponents feet. Clover pops out, pulls them in, and closes the hole to unleash a relentless assault in the under space ending with them being kicked out back into the real world.
WEAKNESSES & LIMITS
While a Nomad with all that entails Clovers defenses are low, relying on dodging and avoiding her opponents attacks to avoid injury rather than tank damage. In addition if a surface is broken while Clover is inside of it she takes massive damage from the resulting quake and is launched out, stunned.
If a fight isn't something she perceives as urgent she'll goof around.
If a fight isn't something she perceives as urgent she'll goof around.
OTHER
- Clover always has a Warren brand matchbook on hand, and will reflexively light anyone cigarette for them using it.
[132 | Hazel | Female]
Description:
A retired Nomad and both The Warren's proprietor and mentor to all the employees that work there. Hazel is a woman who looks half her age which still doesn't leave her looking very good. A little wizened old woman with floor length chestnut hair, the most striking feature about her is her ears. Instead of normal human ears she has long, droopy, expressive rabbit ears. Unlike most of her employees Hazel's ears are real, marking her as a Mystic. Where she comes from isn't known, but popular theory at the bar is that she came from the moon. Spends her retirement managing the bar, drinking with her friends from the old days, and training her students. The bars dress code comes from the old woman's homesickness.
Fighting Style:
While far past her physical prime Hazel's powers have not diminished in the slightest. She is able to create the same types of holes as her students, but in far greater numbers with far greater permanence, to the point where she hands out cards to her regular that contain holes leading directly to the Warren so they can pop in any time them like. She has great control over them, able to create spacial distortions by rapidly opening and closing holes in the space around her target in order to bend them unnaturally or throw them around. If she wants she can even use holes to cause direct physical damage, sucking the space around them inside and then closing the hole leaving perfectly circular wounds in her opponent.
Description:
A retired Nomad and both The Warren's proprietor and mentor to all the employees that work there. Hazel is a woman who looks half her age which still doesn't leave her looking very good. A little wizened old woman with floor length chestnut hair, the most striking feature about her is her ears. Instead of normal human ears she has long, droopy, expressive rabbit ears. Unlike most of her employees Hazel's ears are real, marking her as a Mystic. Where she comes from isn't known, but popular theory at the bar is that she came from the moon. Spends her retirement managing the bar, drinking with her friends from the old days, and training her students. The bars dress code comes from the old woman's homesickness.
Fighting Style:
While far past her physical prime Hazel's powers have not diminished in the slightest. She is able to create the same types of holes as her students, but in far greater numbers with far greater permanence, to the point where she hands out cards to her regular that contain holes leading directly to the Warren so they can pop in any time them like. She has great control over them, able to create spacial distortions by rapidly opening and closing holes in the space around her target in order to bend them unnaturally or throw them around. If she wants she can even use holes to cause direct physical damage, sucking the space around them inside and then closing the hole leaving perfectly circular wounds in her opponent.
[??? | Fiver | Female]
Description:
The co-owner of The Warren, Fiver is a short brown haired girl with ears like Hazel. Their exact relationship is unclear even to the other employees, though they figure Fiver must at least be comparable in age to the old woman considering how familiar the old timers are with her. Her exact job isn't very clear and she hardly ever leaves the bar, living a very ascetic lifestyle despite that. In contrast to Hazel she eats only vegetables, consume no alcohol or surgery drinks, and abstains from fighting.
Fighting Style:
None, but one would be remiss not to mention her remarkable Ki sense and prophetic ability to "hear" trouble coming. She in fact warned Whig and Clover to be careful when they traveled to Brazil.
Description:
The co-owner of The Warren, Fiver is a short brown haired girl with ears like Hazel. Their exact relationship is unclear even to the other employees, though they figure Fiver must at least be comparable in age to the old woman considering how familiar the old timers are with her. Her exact job isn't very clear and she hardly ever leaves the bar, living a very ascetic lifestyle despite that. In contrast to Hazel she eats only vegetables, consume no alcohol or surgery drinks, and abstains from fighting.
Fighting Style:
None, but one would be remiss not to mention her remarkable Ki sense and prophetic ability to "hear" trouble coming. She in fact warned Whig and Clover to be careful when they traveled to Brazil.
[30 | "Big" Whig | Female]
Description:
A giant of a woman, seven feet tall and built like a dumptruck, Whig was a trainee wrestler who was brought in by one of Hazel's regulars in a effort to have the frail looking old lady learn the girl some humility. It worked a little too well, as she gave up her career in the ring in order to become Hazel's disciple. Lost her arm protecting Clover from an attack and its for that reason Clover got involved in the fight against Oh-One.
Fighting Style:
Whig is the most physically powerful but slowest of the Warren's employees, lacking the agility of the others and having to necessarily make her holes bigger to fit through them. However, to compensate for this she has developed an ability to close holes with such speed and force that she can create spacial quakes to damage and disorient an opponent.
Description:
A giant of a woman, seven feet tall and built like a dumptruck, Whig was a trainee wrestler who was brought in by one of Hazel's regulars in a effort to have the frail looking old lady learn the girl some humility. It worked a little too well, as she gave up her career in the ring in order to become Hazel's disciple. Lost her arm protecting Clover from an attack and its for that reason Clover got involved in the fight against Oh-One.
Fighting Style:
Whig is the most physically powerful but slowest of the Warren's employees, lacking the agility of the others and having to necessarily make her holes bigger to fit through them. However, to compensate for this she has developed an ability to close holes with such speed and force that she can create spacial quakes to damage and disorient an opponent.
[28 | Blackberry | Female]
Description:
Tall and skinny with long blue/black hair and glasses, Blackberry is the most Hazel's most intelligent employee and is the go too technological consultant for problems either Hazel or the old timers are having. This trait makes up for her lackluster bar skills and inattentive nature. Clover called her up a lot during her hunt for Oh-One to grill her for advice on the best way to hurt robots.
Fighting Style:
Instead of getting into melee range Blackberry uses holes in order to store equipment and pelt an enemy with gadgets and explosives from semi-safty. She will fold in straight up hand to hand fight with any nomad.
Description:
Tall and skinny with long blue/black hair and glasses, Blackberry is the most Hazel's most intelligent employee and is the go too technological consultant for problems either Hazel or the old timers are having. This trait makes up for her lackluster bar skills and inattentive nature. Clover called her up a lot during her hunt for Oh-One to grill her for advice on the best way to hurt robots.
Fighting Style:
Instead of getting into melee range Blackberry uses holes in order to store equipment and pelt an enemy with gadgets and explosives from semi-safty. She will fold in straight up hand to hand fight with any nomad.
[19 | Dandelion | Male]
Description:
A lad bursting with youthful energy, his eyes always hidden under a mop of curly blond hair. The best talker in the bar bar none, no one can get a patron to open up quite like Dandelion. An aspiring writer and lover of stories, he has watched the footage from the Justice Rider show religiously from the time Clover got involved in the Oh-One incident and bothers anyone who he finds was involved for details of the adventure. He plans on turning these accounts into a book.
Fighting Style:
Dandelions special trait is his speed. No one in the Warren is capable of outpacing him and in a fight he uses this speed to pinball around his opponent, dashing in and out of holes in order to get the right angles for unexpected shots.
Description:
A lad bursting with youthful energy, his eyes always hidden under a mop of curly blond hair. The best talker in the bar bar none, no one can get a patron to open up quite like Dandelion. An aspiring writer and lover of stories, he has watched the footage from the Justice Rider show religiously from the time Clover got involved in the Oh-One incident and bothers anyone who he finds was involved for details of the adventure. He plans on turning these accounts into a book.
Fighting Style:
Dandelions special trait is his speed. No one in the Warren is capable of outpacing him and in a fight he uses this speed to pinball around his opponent, dashing in and out of holes in order to get the right angles for unexpected shots.