"Oh wow. Just look at ALL the chucklefucks! Chucklefucks as faaar as the eye can see!"
Name: Kaitlyn Gabrielle Griffin
Nicknames/Titles: n/a
Age: 17
Gender: Female
Race: Human
Sexuality: Does it have legs? Yes? Is it attractive? Yes? That’s good enough for Katie. Get in.
Magic: Circum: Quick Step
Some people are quick. Katie is quicker. Utilizing Circum: Quick Step, Katie is able to warp from her current location to any spot within her line of sight. An incredibly small hole appears right off Katie’s wrist, by her catalyst, as does one spawn in her intended destination. Now, the teleportation isn’t exactly instantaneous, but it is very quick. Katie is sucked into one hole and spit out the other. The teleportation is personal, so it’s not like others can hop a ride with her, willingly or otherwise. It’s really only open long enough for Katie, her clothes, and whatever small, handheld objects she’s carrying to enter. Her orientation remains the same after porting, but the girl’s usually quick enough on her feet to adjust as needed.
She's reached a point in her training where she is actually able to warp small objects without having to travel with them. Granted, she still has to be physically touching the object to warp it, but it still fundamentally works the same. Touch an object, pick a place to warp, and boom! Bowling ball on the pervert's head. She can reliably warp smaller objects, usually those that can fit into her grip. Much larger than that and...well...give her another year or so and check back in. The whole 'warping other things' thing is pretty new to her, honestly.
Strengths: Quick Step can be used in rapid succession, provided the user’s mana and stamina hold up. Her teleport can be locked on to virtually any unoccupied region. The warp also distorts the gravity around her immediately after she ‘exits’, giving her about one second to adjust before the world drags her back down.
Weaknesses: Rapid teleportation is incredibly damaging to the body. Katie needs a few moments to rest herself before warping again, lest she risk injuring herself. It’s also incredibly taxing on her energy. The first few warps of the day aren’t going to hurt, but if she keeps using them without properly resting, the energy drain increases exponentially.
It’s also not pretty for a teleporter to be warping somewhere and something pass into the exit point just as the teleporter is trying to exit. The timing has to be perfect, but it’s not impossible. Quite frankly, the more dense object will usually stand it’s ground, while the less dense one will...well, just sort of get jumbled apart. Very messy for organic beings. Katie’s been lucky so far. And the opposite situation is just as nasty.
Her warp is almost completely reliant on her vision to work. If she can’t see, she can’t warp. So, uh...just pepper spray her or something.
Catalyst: Katie’s plain black wristbands on her left arm act as her catalyst. They hold no special properties outside allowing her to channel her mana.
Other Skills: The girl’s got a mean, mean poker face and lies just as effortlessly as she breathes. She’s also pretty handy when it comes to mathematics or puzzles. And she knows her way around a guitar pretty well. Are any of those useful? Probably not. But she’ll probably still end up getting what she wants. Joy joy.
She does have quite a few years of Taekwondo under her belt. Apparently her parents thought that teaching their angry, violent little girl how to perform violence more effectively was a good idea. Well...whatever. Questionable parenting aside, Katie is more than capable of taking care of herself if she needs to throw down. Sure, the spinny, flippy kicks might seem a bit too flashy to be practical, but a leg to the face is still a leg to the face. Go figure.
Inventory: 1x Beaten-up, sticker-covered six-string acoustic guitar. 1x Diary 1x Old, old, old, worn-out ratty Teddy Bear named Mr. Banks. Touch him and die.
Familiar: N/A
Personality:
Ask anybody who knows her what Katie’s like and they’ll pretty much scratch their heads and shrug their shoulders. She’s a bit of an odd duck, really. The chick’s got a hair trigger temper, but she doesn’t really show her frustration or anger on her face. Instead she wears a smiling, cheerful mask while telling everybody to go fuck themselves. Is it a joke? Who can say? Good luck telling if you pissed her off or not. Chances are, one will remain ignorant until she strikes. And don’t fool yourself. It might not happen today. It might not happen tomorrow. But Katie WILL get even.
Consequences be damned.
In a similar vein, Katie’s a bit of a thrillseeker. One could probably (incorrectly) call her impulsive, considering how quick she is to jump into new situations. If she or somebody else could potentially be hurt...well, screw it. #yolo, amirite? It’s not like the girl is looking to die or anything...but one never knows if one will wake up the next morning. So live life to the fullest. Have fun. Take risks. Get hurt. Move on. Live in the moment. All that jazz.
With her temper and overall aversion for safety, it’s rather surprising to know that the girl is actually pretty damn smart. She consistently scored high on exams and would likely be in the top percentile for her class. But she’s not a genius, just really good at figuring out how things works. Patterns, numbers, etc, her mind picks those things up quickly. Coupled with a rather decent memory and quick reading speed and it makes school more or less child’s play. While the real world may be different, at the moment she’s soaring high.
But her intellect isn’t exactly something used purely for good. As analytical as Katie is, it’s easy for her to get a read on people. And with that comes the darker side of Katie. She’s manipulative. She gets a bit of a sick pleasure out of getting others to do what she wants. It’s not always to her benefit either, sometimes she just messes with people for shits and giggles. Almost worse than that manipulative side, the girl can be downright cruel. And at times, she may not know exactly when to let things go. The girl can hold a grudge for a long time.
And worst of all...she’s patient.
Expect the worst.
Backstory:
Kaitlyn was born the second of three children, and the only girl of the lot. Growing up, she was often treated as just one of the boys, which was perfectly fine with her. Hell, for the longest time, she thought she was a boy herself, and got so very angry when told otherwise. Granted, she did eventually grow out of that. The thinking that she was a boy part, not the anger. That anger ain’t going anywhere. It was the core of her very being.
It was also the core of most of her problems. She often got in trouble for...well...let’s just cut the shit here: she was a little heathen. She picked on the younger kids. And the older kids. The boys. The girls. She picked on anything and everything and fought with anything that would get within her reach. The damned hooligan was just a nightmare to teachers the world over.
But other than that, Katie had a pretty average life. Nothing spectacular really happened. Sure, she was breezing through school with little to no effort, but that really wouldn’t transfer to the real world. She knew that...but why make a fuss about it. That’s tomorrow’s problem.
Then tomorrow’s problem popped up today. Magic. It hadn’t shown in either of her siblings, and her parents were equally confused. But rather than try to figure out what was going on, the Griffins stuffed Katie into a box, threw some stamps on the damn thing, and the next thing the girl knew, she was in some magic school in France.
...she may have exaggerated a bit on that part, but the truth remains, Katie found herself at Montagne Academy, where she’s been for the past few years.
And despite her best efforts, she’s still not the biggest nuisance on campus.
Yet.
So Kon...not really the most intimidating guy, is he? Though to be fair, at three foot three and forty-five pounds soaking wet, he didn’t really have a chance at the whole macho man thing. Poor guy.
And it doesn’t get much better.
Since most people are going to be more than a couple feet taller than him, let’s just step into their shoes for a moment and describe what we see from the top down. The very first thing? That’s going to be Kon’s tall orange mohawk. It’s surprisingly clean for a goblin, but don’t worry. The green, leathery skin, pointy, notched ears, beady little eyes, and large bumpy nose make it more than obvious that he’s one of the little buggers. The sharp teeth? All the better to eat you with, my dear.
...kidding. He’s ugly, but people aren’t on the menu. This particular goblin only eats greens. Vegetables, not other goblins, you sick fuck. The whole cannibalism thing is just a damn stereotype.
Clothing would likely come next, and Kon disappoints anybody expecting a goblin fashionista. He sports a white coat with a high collar and pockets to keep tools or spare parts handy. The thing is long on him, hanging down to about his knees. He’s wearing a pair of brown trousers under that and simple brown boots. He’ll normally wear gloves if working, and often opts for a simple brown pair. But that pair has seen a ton of work over the years. Enough to cause the goblin to have wear out the fingers. But they still protect his palms and wrist, and that’s what matters.
As far as accessories go, Kon typically wears rings in both ears, and sports a pair of safety goggles. Two belts bind the coat to Kon’s small body: one around his waist, and another one just under his chest. The lower belt has a couple pouches hanging off it. More space for loose tools.
"Yeeeaaah, don’t ask me, bub. I’m just a janitor."
Name:
Kon
Nicknames/Titles:
Boss Glazkix
Age:
18
Gender:
Male
Race:
Goblin
Sexuality:
Heterosexual
Power:
Partial Invisibility Goblins aren’t much for the whole magic thing. Just isn’t in the cards, y’know? But that doesn’t mean that they don’t have their own tricks. Kon, for instance, is only going to be seen when he feels like it. Why’s that? Because the little goblin guy can blend into the shadows, escaping the sight of all but the most keen-eyed of individuals.
Silent Steps Being a naturally sketchy people, goblins, or at least the brightest goblins, are able to move in a way to minimize the sound of their movements in general. Basically, if a goblin doesn’t want to be found, he’s not likely to be found.
Bad Tinkering Goblins tend to break things. Sometimes on accident, sometimes on purpose, but either way, machines tend to have a bad time around the little green guys. The more clever among them are usually able to find the way to break a machine in the most spectacular way imaginable. If it’s capable of catching flame or exploding, it’ll likely do so dramatically. What? Even goblins can have a flair for the dramatic.
Strengths:
Partial Invisibility Kon’s partial invisibility can be used to almost completely mask his presence. Great for information gathering, scouting, setting up traps, observing, what have you. Plenty of potential uses to be utilized by a future Mage Client.
Silent Steps Kon might be able to hide in plain sight, but unless he wants somebody to find him, he’s going to have to stay still. That’s where Silent Steps come in. play. It allows the goblin to muffle the sound they make something fiercely. So getting into places he otherwise shouldn’t be? Not a problem. At all.
Bad Tinkering Sabotage, murder, or what have you, the ability to cause massive malfunctions with ease can be incredibly valuable. And a broken machine is just an excuse to build a better machine.
Weaknesses:
Partial Invisibility The invisibility isn’t perfect, by any means. People with excellent eyes, or those with nonstandard methods of seeing color will likely be able him with no trouble whatsoever. The ability also relies a lot on the environment that Kon’s in. A bright, open field isn’t likely to be as effective for melding. For that you want dense urban settings, or the forest.
Silent Steps Silent Steps cannot, despite the name, eliminate completely the sound of a footstep, either. It can muffle it quite a bit, but one with good ears is going to be able to spot it just fine. Yet another ability heavily reliant on the environment. An echoy cavern is the nightmare situation here. And with as small as Kon is, getting caught is not going to end pretty for the Iittle guy.
Bad Tinkering The obvious thing here should be the fact that if a machine does decide to blow sky high, the goblin working on the machine is likely to be caught up in the explosion as well, assuming they didn’t have delay timers or just booked it after setting up the boom. We lose more and more goblins every year to goblin related shenanigans involving heavy machinery.
Catalyst:
n/a
Other Skills:
Okay, so goblins! What are they good at? Besides being fodder for some murderhobo, of course. Well, believe it or not, he’s actually pretty damn smart. At least when it comes to machines, he is. He enjoys tinkering with machines, trying to figure out how they work, what is good about their design, what is bad, how to improve them...and how to break them. A hobby that comes in handy, given his current work as a custodian for the Academy. But really, give the handy little guy a goal, a few tools, some parts, and time, and he'll come up with something. It probably won't look pretty, might not work properly, and will definitely be dangerous to operate, but it'll still be something.
If he’s got a little bit of free time and he’s not up to his green tits in spare parts, Kon is probably hitting the books. He’s an avid reader, always searching for something to expand his knowledge and skills.
That being said, he’s not all numbers and gears. Kon can play the saxophone. Tenor, if you’re curious. He tries to practice or play around at least a couple times a week, but between work and the few classes that he does sometimes attend, Kon hasn’t exactly been the most faithful to that plan.
Inventory: Various simple tools in his coat’s pockets and pouches. Screwdrivers. Hammer. Well-worn wrench. Pliers. Just the common shit. It beats lugging around a heavy toolbox everywhere. Tenor Saxophone.
Master:
n/a
Personality:
There’s two sides to Kon: the Goblin and the Boss.
The Goblin’s just your average guy, really. He likes music, mainly jazz and classical. A good book can reliably be found within reach most of the time. And when he can, he likes to tinker with machines. Really, he just keeps mainly to himself, not looking for trouble.
That’s Kon the Goblin. That’s who he wants to be. Unfortunately for him, that’s not what destiny had in mind for him. Instead, he has to be Kon the Boss. And Kon the Boss can’t be some quiet little church mouse. He’s got an organization to run. So the little guy’s got to be bigger than life. Luckily, Kon’s watched more than his share of movies and has developed a suitable persona.
Ask anyone if there’s one thing that rings true about most goblins, and they’re likely to say that they’re feisty little shits. And Kon? Well, he’s no exception. It’s no secret that he ain’t the biggest guy around, but you wouldn’t know it from the way he talks. Boisterous, loud, crude, Kon talks the talk, but does he walk the walk? Truth is, it’s hard to say. Despite being in Maintenance, there are few that can honestly say that they’ve seen the goblin so much as pick up a mop. Now that ain’t because he’s lazy. No sir, it’s because he’s smart. Kon’s just got a knack for talking people into doing what he wants them to do. When he speaks, people listen.
And why wouldn’t they? He’s a funny little guy with a quick wit. But that’s probably not why they listen. It’s probably more to do with the thugs that Kon usually has with him. The musclebound gorillas ready to dance if the goblin so much as snaps. Gorillas that he tends to utilize fairly frequently. See, Kon’s got a helluva temper. It really doesn’t take much to set it off, either, but he’s not likely to blow up himself. He will get even, though.
See, the trick to not having one’s kneecaps broken, is to be useful. Have something that Kon wants that he can’t just take. The goblin’s not stupid enough to just jump to violence as a first option. No, it’s got to be saved, utilized only when it’s going to pack the biggest punch. He’s a pretty shrewd businessman after all, so all he really wants is to get the best bang for his buck.
But despite the temper, thugs, and threats, Kon’s not an unreasonable force of evil. He’s passionate in his love for Montagne Academy and those that serve it and he honestly believes that Headmistress Fiore is an angel of a woman, though perhaps a bit too soft-hearted. That’s why he does what he does. He enforces what she can’t. After all, she has a reputation to uphold. If getting his hands dirty is going to help her out, then great. And...y’know, if it ends up getting him a longer leash and some more breathing room, well that ain’t too shabby neither.
Maybe Kon the Boss is just a mask. Or maybe not. Truth be told, he’s been doing it for so long that it’s hard to even see the line anymore. And at the end of the day, it doesn’t matter. Real or not, it it’s what he’s gotta do to get the organization afloat, so be it.
Backstory:
It's not everyday that one sees a goblin out and about, walking the streets. There's a bit of stigma to the little green guys. Probably has something to do with the whole snatching women and children thing that they used to be real big on. Huh. But that was waaay before Kon's time.
No, our mean green pal was born into a far more civilized era, in a far more civilized place.
Kona Kali. The great goblin port city that sat on the shore of the Mediterranean. Well, shore is being a bit kind. In reality, the city was built on an artificial island in neutral water. It was run by representatives of the five major 'trade families' in the region. But we'll skip the history lesson for now.
Kon was born to a couple that worked in the fishing industry, the fourth of seven children. His upbringing wasn't anything too special. Just an average goblin family in an average goblin place. But Kon was just a touch above average. He was a bright kid, excelling in his studies. He was also a curious little brat. It's what got him interested in machinery in the first place. He was fascinated with how all those little parts could come together to form something greater. He desperately wanted to know how they worked. So he learned.
But the more he learned, the greater his hunger became. Every answer led to another two questions. And soon enough, it seemed as if there simply wasn't enough time to learn everything! Especially when his parents decided that it was time for him to get into the family business. He protested, of course, but it didn't matter. His course was set. He was shipped up, then shipped out on a fishing vessel. His assignment? Scrubbing floors and fixing things.
For a while, Kon resigned himself to his fate. He simply went about the motions, keeping his head down and his nose clean. But the isolation from his beloved books and lectures led him to meet people from all walks of life. All with stories to tell. And he, being the spunky little twerp of the boat, was often the one forced to listen. The stories were fascinating, of course, but they introduced him to an entirely new concept: magic.
He became obsessed with the shit. What it was capable of, what it's potential was. He wanted to learn everything about it. So he researched it to the best of his ability. And everything he found pointed towards Montagne Academy being the place he needed to go if he truly wanted to understand it. Well...maybe not Montagne specifically, but it was the closest magic school he could find. Any port in a storm, yeah?
His parents were against it, calling it foolish. Goblins couldn't use magic, so why bother? The boy had to look elsewhere to pay for attending the prestigious school. That led him to one of the bigger, MEANER 'trade families' in Kona Kali: the Glazkix family. He borrowed the money at a rate he'd never be able to afford and set out.
To Montagne Academy. A place that promising mages went to hone their art. A place where powerful creatures went to find suitable partners. A place he was dramatically unqualified to attend. A place where even with the help of the loan, he'd have to work his little ass off to pay for.
Doing what?
Scrubbing floors and fixing things.
Oh well. Same shit, different day.
At least, that's how his first few months went. He busted his little goblin ass, and for what? Pennies and mumbled, half-hearted gratitude. It was disgusting. The fat fuck overseeing the maintenance program was a joke. Some tenured son-of-a-bitch that overworked and underpaid the poor kids. Kon took it for a while, but eventually enough was enough. He slowly gathered support in the crews, and with his own uncanny ability to dig up information, got some dirt on ol' fat fuck himself.
Then he staged a coup. It went through painlessly enough. The fat fuck, fearing what the goblin found out, became a figurehead of sorts, acting as Kon's mouthpiece to the administration, while he essentially just stayed in a drunken stupor in his office. Kon unofficially took over the department head's duties and within months increased productivity and wages while decreasing total expenditure. Amazing what one can do with a budget that isn't getting funneled into drugs, alcohol, and cheap woman.
The crew loved him. Perhaps he would have been content with just that...but the goblin felt a rush. The flames of ambition had been fanned and now consumed him. While still at Montagne Academy, he continued to work to improve the lives of the people working under him. He quickly managed to incorporate Groundskeeping into his network, while laying the grounds to work in Catering and Construction.
It wasn't enough. The old goblin greed was strong. So he did something that he never thought he'd do: he reached out to friends and family back home in Kona Kali, and from there got in touch with people that introduced him to the other trade families in the great city. Over the years, he cultivated relations with the various heads, gaining allies and information. Using little more than sweet words, Kon managed to form a coalition of sorts that toppled the Glazkix family from their place of power and eliminated the leadership. The family crippled and its assets were divvied up by the victors. Kon didn't just walk away empty handed, however.
So what did he receive for his part in the little power play? Why, power, of course.
He was installed as the new head of the Glazkix family. Granted, the family was merely a shadow of its former self, and he was put into power to act as little more than a puppet to keep any undesirables from shaking up the scene, but it was HIS. And more importantly, it was something to work with. He now had a powerbase, a good reputation with the families, and that damn goblin ambition. Sure, the others only saw him as a harmless little school kid, but that was what he wanted. It's why he didn't leave Montagne immediately. It was a safe place for him to work out of, whilst giving him some more credibility. And...y'know, he liked the place. Not to mention that it served as a promising recruiting ground for rebuilding the family.
Funny how life works out. From being a scholar in a world of mobsters to being a mobster in a world of scholars. And now? Kon's running an empire. An empire that started with mowing lawns and unclogging toilets.
Now entering his final year at the school, Kon must juggle finding a suitable replacement for the school operation and preparing for his graduation party back home that is guaranteed to shake up the landscape in the goblin trade city.
Ack! The feels! Send help! I'm drowning in feels! I just finished watching "Your Lie in April". And as a pianist, the feels are amplified from this specific anime, even more so than Keys selection of animes
Oh no. You poor thing :< That anime hurt my heart in ways I didn't think it could be hurt. T^T It never gets better. Congratulations, you're broken now.
The elderly man goes by many names. The Merchant. Mr. Smiles. Old Man. But most of the younger people in the guild simply refer to him as Gramps, with which he seems to be fine. He abandoned his real name long, long ago, before even joining the guild. If he even remembers it, he’s not inclined to share.
Race:
Human
Age:
Somewhere in his seventies or eighties, probably. Gramps stopped keeping track of this around the time he gave up his name.
Gender:
Male
Appearance:
In a world of extraordinary people, Gramps seems to simply be...well… extra ordinary. He stands at about five foot four inches. As for weight, he seems a bit pudgy, but not unhealthy. His skin is like rough leather, hanging off his body in places where gravity and time have taken their toll. His hair relocated from his head to various places on his body. His chest. His back. His nose. His ears. His eyebrows. Really, just about anywhere except for chin and scalp. Go figure.
His clothing is rather unassuming as well: simple trousers or robes. Really, anything light is a plus. The man tends to travel on foot quite often, carrying his wares with him. The last thing he needs is heavy clothing on top of all the other weight. For footwear, it depends on the region. Usually he’ll either go barefoot or with sandals, but if it’s particularly cold or wet, simple leather boots will do.
Of course, anyone that knows the man knows that regardless of what he’s wearing, Gramps is going to have two things. His incredibly oversized, well-crafted pack and the conical hat, slightly rounded at the top, with plain blue cloth hanging around the sides to protect his head from the weather. And the damn pom-pom at the top. Don’t ask him about it. Really. He’ll just smile that annoying smile of his and not answer. It’s annoying.
Skills:
Barter - A merchant by trade, Gramps is no stranger to the art of bartering. He always seems to end up on the better side of a deal, whether he’s buying or selling. After all, who’d expect a sweet old man to be swindling them? Of course, this requires Gramps to be excellent at reading, writing, and mathematics. And outside of his handwriting becoming a bit worse with the years, and his eyes having a bit more trouble making out the letters on the page, his mind hasn’t lost it’s edge.
Negotiation - Related to his bartering skills, Gramps has no trouble transferring his skill to nonbusiness situations. His experience with people over the years have given him a good sense of how far he can push people before they push back. And, y’know, throw in a lie or two and everything’s golden. If there’s something that he needs to have or wants to know, Gramps is going to get it. One way or another.
Toxic Knowledge - Gramps has an intricate knowledge of various poisons, their effects, their application, their antidotes, etc. ...what? Thought this was just a feeble old man? In Yasuragiha? C’mon, now…
Human Anatomy - The old man also knows quite a bit about the human body. How it works, what it can withstand, what it cannot. It’s strengths. It’s weaknesses. He knows very well how to keep a body going...or…
Assassination - ...how to break it. Gramps may in fact just be a feeble old man. He moves a bit slower than he used to, and his body isn’t as strong as it may have been once. As such, he’s not likely to engage in combat in the traditional sense. His battlefield is one of minds, rather than arms. But should he fail to get what he needs, or if it is required of him, he knows how to take a life without said life knowing what is happening. Poison is his preferred method of execution, but if need be, more barbarian methods can be employed. A knife in the back. A fire under the bed. Use your imagination. Now, while Gramps has plenty of experience ending human lives, spirits are a different game altogether. Many of them shrug off his poisons, and he cannot engage them up front… but sometimes all one needs to do is get creative. Ohohoho~
Espionage - Gramps has a knack for seeing or hearing things he shouldn’t be privy to. Many people tend to overlook the harmless old man, as either a simple merchant, a useless drunk, or what have you. The man has an honest gift for hiding in plain sight. Though not everything can be attributed to being in the right place at the right time. Sometimes he’s got to get people to talk. Lies, drinks, and a harmless appearance do wonders there. Whatever the old man must do to get the information, he will do, regardless of the moral or ethical implications. Information is power, worth far more than any simple trinket.
Sabotage - Not quite as relevant in his current line of work, especially with his age, but Gramps in his earlier days had a way with getting himself into places of power when working on assignments. And from there, he was able to shut down a lot of resistance towards the guild, enabling other guild agents to work more efficiently in certain less accepting regions. Nowadays, he’s usually a bit more restricted, for obvious reasons. Not that he’s lost his touch. Spreading lies or misinformation can be effective too. And inciting an uprising or riot is always a blast. After all, who needs to fight with a hidden spirit when one can simply turn all of their friends, neighbors, and loved ones against them, giving them no option but to go with the guild?
Powers:
Magic? Spirits? Too flashy for his line of work. After all, Gramps is just a simple old man. He never picked up any tricks as a young lad, and now well...he’ll just leave the theatrics to the younger folks.
Weapons/Equipment:
Various Poisons - Gramps always carries a number of different nasty substances with him. Great tools, those poisons. Incredibly effective, and easily concealable. Not all of them are lethal or dangerous though. Many are, but just as many serve more mundane purposes. Sleep-inducing toxins and basic anesthetics are in his arsenal as well. Gotta be prepared, no? And some friendly advice: if he is after you, don’t piss him off. He’s the one that decides whether to use the quick, silent, painless poison, or the agonizing shit that’ll cause the skin to peel off, the organs to boil, all over the course of days. Now granted, the more effective stuff usually needs to be ingested or injected, but the man will find a way if need be.
Knife - If push comes to shove, Gramps does usually carry a knife somewhere on his body. It’s a last resort, obviously. It’s looks every bit a simple knife used as cutlery. It’s just...much, much sharper. If he’s resorted to using the knife, he’s probably not too happy, though.
Bio:
Anyone that meets Gramps will quickly learn that he’s an alright fella. Always smiling, seeming so jolly, calm, and carefree. A kind and caring paternal figure towards the little ones, a silly drinking buddy for the older ones, and much to the chagrin to the older ladies, a bit of a lecherous old man. Of course, even that’s simply done in good jest. Nothing serious about the man, right? Just a harmless old fella hanging around the guild.
…
But those same people have never seen the man in action. That beneath that jolly persona lies a cold, calloused killer that wears the same smile. They’ve never witnessed how cruel and methodical he can be. They’ve never known how easily and effortless he can take a life and not even bat an eye. Of course, there are those in the guild that HAVE worked with the man and HAVE seen the monster in the man. But even those people, having witnessed his actions firsthand, couldn’t say why he is how he is. Any attempt to question his methods, his feelings, or his past is answered with a smile and a joke. It may be frustrating to some, but most have just come to accept this as the norm. After all, he is efficient. Deadly efficient. And if it ain’t broke...
But who exactly IS the man known as Gramps? It’s hard to say, really. He has never stuck with a single name, assuming whatever identity he needs for the mission at hand, and throwing it away just as easily. His age isn’t even much of a clue. He’s old, of course, but he can’t even give an exact number. He’s been with the guild for ages though, but one would need to consult either the Council’s records. Or an older, older spirit, but that can be unreliable, leaving one with just a number of different accounts from a number of different witnesses, and a stubborn old man that refuses to confirm nor deny any of them.
It’s speculated that Gramps was likely an assassin or some sort of political agent in his earlier days, given his particular skillset. If so, it’s odd that he would leave that to work for Yasuragiha. He doesn’t seem to hate spirits. In fact, he acts towards them just as he acts towards anyone else.
But who can really tell what he’s thinking behind that smile?
As far as guild work goes, Gramps doesn’t often undertake assignments that seem likely to involve hostile spirits. Much too troublesome, those. The big, brutal ones he leaves to the younger, rougher crowd. They’re always looking for a fight, so have at it. Now, if he is asked to join, he’ll usually agree. If his talents as a support agent can make a job easier, he’ll gladly jump in, with the understanding that if things come to blows, his allies are on their own. Fighting just isn’t his forte.
No, his speciality lies with the hidden ones. The ones that think they can pass as humans. That simply will not do. Gramps’ success rate with these jobs is staggering. And while he usually works solo, he’s more than willing to take on any curious younger guildie, just to let them observe it. If they can figure it out on their own and learn a thing or two, great. If not, oh well. He’s not going to explain it if they can’t understand.
The elderly man goes by many names. The Merchant. Mr. Smiles. Old Man. But most of the younger people in the guild simply refer to him as Gramps, with which he seems to be fine. He abandoned his real name long, long ago, before even joining the guild. If he even remembers it, he’s not inclined to share.
Race:
Human
Age:
Somewhere in his seventies or eighties, probably. Gramps stopped keeping track of this around the time he gave up his name.
Gender:
Male
Appearance:
In a world of extraordinary people, Gramps seems to simply be...well… extra ordinary. He stands at about five foot four inches. As for weight, he seems a bit pudgy, but not unhealthy. His skin is like rough leather, hanging off his body in places where gravity and time have taken their toll. His hair relocated from his head to various places on his body. His chest. His back. His nose. His ears. His eyebrows. Really, just about anywhere except for chin and scalp. Go figure.
His clothing is rather unassuming as well: simple trousers or robes. Really, anything light is a plus. The man tends to travel on foot quite often, carrying his wares with him. The last thing he needs is heavy clothing on top of all the other weight. For footwear, it depends on the region. Usually he’ll either go barefoot or with sandals, but if it’s particularly cold or wet, simple leather boots will do.
Of course, anyone that knows the man knows that regardless of what he’s wearing, Gramps is going to have two things. His incredibly oversized, well-crafted pack and the conical hat, slightly rounded at the top, with plain blue cloth hanging around the sides to protect his head from the weather. And the damn pom-pom at the top. Don’t ask him about it. Really. He’ll just smile that annoying smile of his and not answer. It’s annoying.
Skills:
Barter - A merchant by trade, Gramps is no stranger to the art of bartering. He always seems to end up on the better side of a deal, whether he’s buying or selling. After all, who’d expect a sweet old man to be swindling them? Of course, this requires Gramps to be excellent at reading, writing, and mathematics. And outside of his handwriting becoming a bit worse with the years, and his eyes having a bit more trouble making out the letters on the page, his mind hasn’t lost it’s edge.
Negotiation - Related to his bartering skills, Gramps has no trouble transferring his skill to nonbusiness situations. His experience with people over the years have given him a good sense of how far he can push people before they push back. And, y’know, throw in a lie or two and everything’s golden. If there’s something that he needs to have or wants to know, Gramps is going to get it. One way or another.
Toxic Knowledge - Gramps has an intricate knowledge of various poisons, their effects, their application, their antidotes, etc. ...what? Thought this was just a feeble old man? In Yasuragiha? C’mon, now…
Human Anatomy - The old man also knows quite a bit about the human body. How it works, what it can withstand, what it cannot. It’s strengths. It’s weaknesses. He knows very well how to keep a body going...or…
Assassination - ...how to break it. Gramps may in fact just be a feeble old man. He moves a bit slower than he used to, and his body isn’t as strong as it may have been once. As such, he’s not likely to engage in combat in the traditional sense. His battlefield is one of minds, rather than arms. But should he fail to get what he needs, or if it is required of him, he knows how to take a life without said life knowing what is happening. Poison is his preferred method of execution, but if need be, more barbarian methods can be employed. A knife in the back. A fire under the bed. Use your imagination. Now, while Gramps has plenty of experience ending human lives, spirits are a different game altogether. Many of them shrug off his poisons, and he cannot engage them up front… but sometimes all one needs to do is get creative. Ohohoho~
Espionage - Gramps has a knack for seeing or hearing things he shouldn’t be privy to. Many people tend to overlook the harmless old man, as either a simple merchant, a useless drunk, or what have you. The man has an honest gift for hiding in plain sight. Though not everything can be attributed to being in the right place at the right time. Sometimes he’s got to get people to talk. Lies, drinks, and a harmless appearance do wonders there. Whatever the old man must do to get the information, he will do, regardless of the moral or ethical implications. Information is power, worth far more than any simple trinket.
Sabotage - Not quite as relevant in his current line of work, especially with his age, but Gramps in his earlier days had a way with getting himself into places of power when working on assignments. And from there, he was able to shut down a lot of resistance towards the guild, enabling other guild agents to work more efficiently in certain less accepting regions. Nowadays, he’s usually a bit more restricted, for obvious reasons. Not that he’s lost his touch. Spreading lies or misinformation can be effective too. And inciting an uprising or riot is always a blast. After all, who needs to fight with a hidden spirit when one can simply turn all of their friends, neighbors, and loved ones against them, giving them no option but to go with the guild?
Powers:
Magic? Spirits? Too flashy for his line of work. After all, Gramps is just a simple old man. He never any tricks as a young lad, and now well...he’ll just leave the theatrics to the younger folks.
Weapons/Equipment:
Various Poisons - Gramps always carries a number of different nasty substances with him. Great tools, those poisons. Incredibly effective, and easily concealable. Not all of them are lethal or dangerous though. Many are, but just as many serve more mundane purposes. Sleep-inducing toxins and basic anesthetics are in his arsenal as well. Gotta be prepared, no? And some friendly advice: if he is after you, don’t piss him off. He’s the one that decides whether to use the quick, silent, painless poison, or the agonizing shit that’ll cause the skin to peel off, the organs to boil, all over the course of days. Now granted, the more effective stuff usually needs to be ingested or injected, but the man will find a way if need be.
Knife - If push comes to shove, Gramps does usually carry a knife somewhere on his body. It’s a last resort, obviously. It’s looks every bit a simple knife used as cutlery. It’s just...much, much sharper. If he’s resorted to using the knife, he’s probably not too happy, though.>/list>
Bio:
Anyone that meets Gramps will quickly learn that he’s an alright fella. Always smiling, seeming so jolly, calm, and carefree. A kind and caring paternal figure towards the little ones, a silly drinking buddy for the older ones, and much to the chagrin to the older ladies, a bit of a lecherous old man. Of course, even that’s simply done in good jest. Nothing serious about the man, right? Just a harmless old fella hanging around the guild.
…
But those same people have never seen the man in action. That beneath that jolly persona lies a cold, calloused killer that wears the same smile. They’ve never witnessed how cruel and methodical he can be. They’ve never known how easily and effortless he can take a life and not even bat an eye. Of course, there are those in the guild that HAVE worked with the man and HAVE seen the monster in the man. But even those people, having witnessed his actions firsthand, couldn’t say why he is how he is. Any attempt to question his methods, his feelings, or his past is answered with a smile and a joke. It may be frustrating to some, but most have just come to accept this as the norm. After all, he is efficient. Deadly efficient. And if it ain’t broke...
But who exactly IS the man known as Gramps? It’s hard to say, really. He has never stuck with a single name, assuming whatever identity he needs for the mission at hand, and throwing it away just as easily. His age isn’t even much of a clue. He’s old, of course, but he can’t even give an exact number. He’s been with the guild for ages though, but one would need to consult either the Council’s records. Or an older, older spirit, but that can be unreliable, leaving one with just a number of different accounts from a number of different witnesses, and a stubborn old man that refuses to confirm nor deny any of them.
It’s speculated that Gramps was likely an assassin or some sort of political agent in his earlier days, given his particular skillset. If so, it’s odd that he would leave that to work for Yasuragiha. He doesn’t seem to hate spirits. In fact, he acts towards them just as he acts towards anyone else.
But who can really tell what he’s thinking behind that smile?
As far as guild work goes, Gramps doesn’t often undertake assignments that seem likely to involve hostile spirits. Much too troublesome, those. The big, brutal ones he leaves to the younger, rougher crowd. They’re always looking for a fight, so have at it. Now, if he is asked to join, he’ll usually agree. If his talents as a support agent can make a job easier, he’ll gladly jump in, with the understanding that if things come to blows, his allies are on their own. Fighting just isn’t his forte.
No, his speciality lies with the hidden ones. The ones that think they can pass as humans. That simply will not do. Gramps’ success rate with these jobs is staggering. And while he usually works solo, he’s more than willing to take on any curious younger guildie, just to let them observe it. If they can figure it out on their own and learn a thing or two, great. If not, oh well. He’s not going to explain it if they can’t understand.
[centre][h2]Heyo, Ogo, leggo[/h2][/centre]
Hiya! Morgan here. I'm twenty-nine. I am the mountain mama.
Used to be hella active, now I mostly just lurk. Feel free to drop a message if you catch me snoopin', I probably won't bite.
<div style="white-space:pre-wrap;"><div class="bb-center"><div class="bb-h2">Heyo, Ogo, leggo</div></div><br><br>Hiya! Morgan here. I'm twenty-nine. I am the mountain mama.<br><br>Used to be hella active, now I mostly just lurk. Feel free to drop a message if you catch me snoopin', I probably won't bite.</div>