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PostPosted: Mon Jun 08, 2015 2:40 pm
by Jessjohnesik
The Carlisle wrote:
Jessjohnesik wrote:Well that's pretty awesome. :p

Certainly like Johanna's intro. Also Shimmer is pretty bad ass for her age.

She needs to be in this world. Hence the "Expert Groin Puncher"


She's probs going to my fav char. A little girl that's cute, but also swears and is an expert groin puncher, amazing. :p

She better not cry or whine tho...

PostPosted: Mon Jun 08, 2015 2:59 pm
by Vancon
Name: Hamad Kir, Son of Shahad Kir, but read oppositely, i.e. Kir Hamas. He also has dropped the 'Son of Shahad' part in daily use, but when introducing himself formally or when he's drunk off his ass, he returns to his roots.
Sex: Male
Age: 21
Height: 5'6''
Weight: 130lbs (minus gear) 173lbs

General appearance:
Image

Skills:
-Accomplished Chef
-Herbalist
-Climbing Experience

Stuff they own:
-Tattered old Satchel bag
-Assorted rags
-Sunvisor
-Air tanks
-Large brown Duster
-Assorted spices
-Large Frying Pan
-Rope and grappling hook
-Reproduction PPSh-41
-Assorted magazines of dubious quality

Personality: Kir will generally be calm, collected and quite reserved. That being said, he's as sarcastic as the sun is hot in the desert. He's also pretty snarky and witty, albeit within reason. He won't be snarky around people who he intends on getting on better terms with, but expect him to be pretty hostile otherwise.

Traits, quirks, habits: Even though he's a chef, he rarely takes off his mask. Even to try his food, he doesn't remove his mask. He'll push it up to reveal his beige/red skin. Few people have seen his whole head, and even fewer his whole body. Also, he walks relatively slowly, not due to his stature but due to how heavy his gear is.

Likes: Spicy foods, different kinds of flowers, cooking, cool air, jazz

Dislikes: Opposites of the above.

Reason for becoming a Vagabond: The elusive Dragonflower. It's a miss translation of a miss translation. This flower is only a flower in spirt, since it's actually more like a mushroom. It's found on the back of a small insect that roams The Great Kahn Desert, but they live in small packs and are very nomadic. It's said to be able to cure any desiese, and if healthy, can give the consumer an untold rush of ecstasy and joy. Hamar Kir would like to find one of these flowers to simply have it. He's seen many types of flora, but never this one. He's seen pictures, but they're never the same. Just artist's impressions. Some drew it as it was intend, others as a bright white flower with wispy ends, almost like little baby dragon's were trying to fly off of the petals. Hamas would like to see one for his own eyes. No more, no less, except for maybe a little something here and there.

Bio: Being a desert rat was a bit odd. He, his family and their nomadic village traveled throughout the wastes of The Great Kahn Desert. It was peaceful. Their vagabonding convoy of curious creatures constrained by caravans rolled across the desert, pulled by cattle. Even in such harsh conditions, they lived well. His mother and father were the village witch doctors, and in turn, Kir picked up a few herbal tricks here and there.

He was eventually given a book on the subject, and in due time he became as proficient as his parents, if not more so. Hamar by the time he was a young adult, him and the nomadic tribe had been around and both seen and passed through countless villages. At each of these stops, he had heard about the Dragonflower, which made him curious. He asked around here and there, but he rarely found information. Kir wanted to leave home, but he was becoming a rising figure in his nomadic village, and was one of the future leaders.

That was until one day as they passed through a canyon and they were attacked by bandits. It was a bloodbath. Men, women and children were slaughtered left right and center, without remorse. The only reason Hamar wasn't killed was since he was away climbing the surrounding hillsides and mountains in search of rare flora. When he returned, he wasn't filled with remorse, but joy. Now he could go off and do as he pleased. He was raised differently to most, and death wasn't a sad thing for him and his people. In his culture, death was a sign of the deceased being needed elsewhere in the universe, so they had to be removed and placed accordingly where needed.

Hamar gathered up assorted gear from the devastation, and walked. He was heading for the nearest village, which was only 20 kilometers away. His tribe had radioed for help, so within a half hour and 2 kilometers of march, he was picked up. In the village, Kir became a chef based off of his herbal background, and in due time he earned his certification. The restaurant that Hamas worked at was reasonably popular, and more then often tips were left for him personally.

Due to this plus his regular income, he had achieved a modest fortune. all was going swimmingly, but due to a plethora of arson attempts and one success, the place was burnt down. In this fire, his skin was scarred permanently. It was this time that he decided on leaving and returning to his childhood quest of searching for the Dragonflower. Before leaving though, he got an assortment of lines drawn on his face to represent each of the fallen caravans from way back when, with the two largest ones representing his mother and father.

PostPosted: Mon Jun 08, 2015 3:11 pm
by Pan Asian Amercian Coalition
Name: Armando T.A. Manhoso
Sex:Male
Age: Appears to be around ~35, actual age is 47.
Height: 6"
Weight: 140 lbs

General appearance: Truly dandy. Armando is tall and thinly built, with green eyes and short, slick, silver-gray hair and a fancy brown mustache (pictured). His suit and vest are brown, with a blue and white pinstripe shirt and a matching blue tie, with a white band on his wide-brimmed fedora and matching white gloves.

Skills: Gambling, Bartering, Negotiation, Pickpocketeering, Bribery, Lying, Quick-draw, Passable in Hand-to-Hand.

Stuff they own: His fancy bulletproof suit, an antique pocketwatch and fob, an antique Masuer C96, a seemingly unlimited deck of razor sharp playing cards that can be thrown with surprising dangerous amounts of force at oppenents, some 'lucky' dice, and an antique solid gold coin that seems to switch which faces it has randomly, along with some valuable jewelry stolen from wealthy women and wads of cash of varying value.

Personality: Armando is a silver-tongued gambling man, and the sort of person whom you would see scamming wealthy businessmen in the American deep south with rigged card games. He is sly, wily, clever, seductive, thieving, and deceptive. Famous lady-killer, in the sense of sexytimes, not murder.
Traits, quirks, habits: Plays a mean card game, has a thick, yet seductively smooth Spanish accent, and never dirties his hands or does any visible manual labor. Will often have a cigarette in his mouth, but he has never been seen actually smoking. Has hands have been described as magical and light, with an amazing ability to plunder pockets and lift wallets.
Likes: Games of chance, the gullible, people with loose pockets, the wealthy, mint juleps, cuban sandwiches, shady business deals.
Dislikes: Moral crusaders, no-gambling, dry counties, poor deals, having to fight.
Reason for becoming a Vagabond: Hey, I can't be stuck here forever, dig?

Bio: Not much is known about Armando T.A. Manhoso. He mysteriously appeared before the flux occurred, and somehow convinced several large companies to sign up for massive 'insurance polices', which, through clever use of fine print and lawyering, meant that Armando got most of their insurance money. Since then, he has been moving from place to place, taking money and taking women. He has been loosely following the Dropout clan, because most of them are 'Slack-jawed laborers" and are easily duped. Day to day, he spends most of his time gambling over card games and drinking mint juleps.

PostPosted: Mon Jun 08, 2015 5:22 pm
by Swith Witherward
Jessjohnesik wrote:Swith, may I make a suggestion of the Kahn desert having occasional, small hypersalinated pools?

Sure thing. I figure the oasis aren't all going to be the same, and won't all draw from the same sources. This gives people a chance to come up with some really odd things. Plus, hey, who wouldn't want to stumble upon a natural day spa? Don't drink the water, but do roll in the mud, and always remember to float on your back... and all will be well.

PostPosted: Mon Jun 08, 2015 5:42 pm
by Tiltjuice
Jessjohnesik wrote:
Tiltjuice wrote:I see what you did there, Jess. :p


Wait, what did I do? I was asleep through all of this chit chat. :p


Minx's pic? :p

PostPosted: Mon Jun 08, 2015 5:46 pm
by Illan
Swith Witherward wrote:
Jessjohnesik wrote:Swith, may I make a suggestion of the Kahn desert having occasional, small hypersalinated pools?

Sure thing. I figure the oasis aren't all going to be the same, and won't all draw from the same sources. This gives people a chance to come up with some really odd things. Plus, hey, who wouldn't want to stumble upon a natural day spa? Don't drink the water, but do roll in the mud, and always remember to float on your back... and all will be well.


I know where my guy will have snuck away to during the clan's travels in the deserts :)

PostPosted: Mon Jun 08, 2015 5:47 pm
by Illan
Also, I need recommendations on a tribal-ish male name, but not too....barbaric, if that makes sense. The clan/tribe will be highly based on engineering/electronics/technology as a whole, but I'm giving them some tribal things to make it interesting.

PostPosted: Mon Jun 08, 2015 5:49 pm
by Tiltjuice
Illan wrote:Also, I need recommendations on a tribal-ish male name, but not too....barbaric, if that makes sense. The clan/tribe will be highly based on engineering/electronics/technology as a whole, but I'm giving them some tribal things to make it interesting.


Tribal of which geographic origin?

PostPosted: Mon Jun 08, 2015 5:54 pm
by Illan
Tiltjuice wrote:
Illan wrote:Also, I need recommendations on a tribal-ish male name, but not too....barbaric, if that makes sense. The clan/tribe will be highly based on engineering/electronics/technology as a whole, but I'm giving them some tribal things to make it interesting.


Tribal of which geographic origin?


Honestly, I'm making that part up. It'll be composed of people from a lot of ethnicities, but I'm mostly just going to have fun with the faction :)

PostPosted: Mon Jun 08, 2015 6:57 pm
by Cylarn
Got rid of the discrepancy in Willis's backstory.

PostPosted: Mon Jun 08, 2015 6:58 pm
by Mincaldenteans
Cylarn wrote:Got rid of the discrepancy in Willis's backstory.


Will update accordingly in OP.

Este, I freaking dig the credits. Ish awshum!

PostPosted: Mon Jun 08, 2015 7:05 pm
by Highfort
Credits are sick, and I dig the Sherlock Holmes music. Much preferred over the overt Borderlands reference, even though I love that game. Current music fits way better with the intro sequence.

PostPosted: Mon Jun 08, 2015 7:06 pm
by Illan
Finally, here's the tribe I've been ranting on about.

The Skyfallen Nomads


A nomadic group-slash-tribe originating from all sorts, they wander the lands of Rigel-3 banded together in a huge pack of interconnected - in both communication and physical manners, occasionally - motor vehicles of all sizes. Mostly known for their prowess as tinkerers, engineers, and technicians, they are also famed for their bazaar, known as the "Traveling City" to many. This bazaar, typically set up in the Great Khan Desert, attracts all sorts of people, and is renown for what it offers - electronics, vehicles for sale, weaponry of all kinds, and many other forms of salvage that has been restored to a useful purpose. At typical times, depending on the situation of the location, the "Traveling City" is stopped to set up shop for around two weeks, but can vary depending on the safety of the region. At times, it could extend to a month or even two months in stasis, if their business is good enough. When they do need to pack up, however, they can do so in just under a day's time, and be back to wandering on. In a new development, however, the Skyfallen have came to favor the investigation and acquisition of alien artifacts that are strewn across Rigel-3, possibly being one of their most prized objects.

>>The Skyfallen - Origins

As mentioned above, the Skyfallen Nomads are composed of people of many ethnicities and backgrounds, all of whom who came to Rigel-3 in some manner. Often, these people were those who were grunts of the companies and groups that came to the planet, and left their former employers to pursue something more....fulfilling. Others came to Rigel of their own accord, and they eventually conglomerated into what the Skyfallen are today. As for their vehicles and equipment - they first began as what the people brought with them to Rigel, but as the planet got more tense and lawless, they began taking the armaments of bandits and raiders, as well as the vehicles of them, modifying them to serve themselves better. In fact, the Skyfallen's workshops for these vehicles, known as "forges" in common parlance, are some of the most efficient and renown around, and are typically based aboard massive rigs that can support their load.

As the different cultures that came to Rigel-3 clashed, the Skyfallen began blending these together in a rather efficient manner. Skyfallen "culture" reflects this, as one can not truly pinpoint the Skyfallen's mannerisms as a whole to one ethnic group.

The Skyfallen - Society

As mentioned above, Skyfallen society has blended together from many sources. This is evident in their trades - while above it was mentioned that the Skyfallen show a great proficiency in engineering and technology, they also have a rather inclined aptitude toward more....refined arts. Tailoring, sewing, weaving, etc. have a great place in Skyfallen culture, as an individual in the clan typically wears clothing that corresponds to their ethnicity, while retaining the light armor-esque suit that the Skyfallen seem to favor. They often show this cultural pride in the form of cloaks, ponchos, scarves, and so on. This is just one example of Skyfallen culture, and there are many more kinds. Another prominent one is the use of many languages, be it English, French, German, Russian, Spanish, or something else. In addition to these, various "traditions" we're adopted as distinguishing characteristics. The most well-known is the use of a tattoo-like system to distinguish oneself - depending on pattern, coloration, location, and so on of the tattoo, it tells your identity, be it your family or ethnic origin, in addition to ones attire and other factors. Another tradition adopted by the Skyfallen is the granting of one a visor mask, if one is a male, or a form of facial wrapping or a simple covering mixed with a hood, if one is female. Done in a manner to protect against sandstorms in the Great Khan, it has now been tradition for several years, and many like to give their own custom "touch" to their masks. It is also typically frowned upon to not carry one's mask with them at all times, while it is not neccesary to always wear it. This is only done as a "coming of age" ceremony to regulate the supply of masks - with the influx of new children in the Skyfallen, there is simply not enough protective masks to go around. Thus, it is reserved for the coming of age time, which is typically around 15 to 18 years of age.

Since the event that led to the clan's name occurred, the clan has experienced the first true generation to their cultures. Thus, they must accommodate to teach and instruct these children and soon-to-be-inheritors of their culture. Honestly, this was a task that turned out rather easy. Mixed in with those of the Skyfallen was those who were experts in the fields which required teaching to this new generation, be it biology, mathematics, the various languages, and so on. This generation turned out to be rather well educated, while not as well as their predecessors, turned out alright, being with educated on Rigel-3 itself.

PostPosted: Mon Jun 08, 2015 7:10 pm
by Illan
Mincaldenteans wrote:
Cylarn wrote:Got rid of the discrepancy in Willis's backstory.


Will update accordingly in OP.

Este, I freaking dig the credits. Ish awshum!


Um, is that robotics corporation I made accepted?

And will the credits be updated to accompdate the new characters?

PostPosted: Mon Jun 08, 2015 7:15 pm
by Galdius
Illan wrote:
Mincaldenteans wrote:
Will update accordingly in OP.

Este, I freaking dig the credits. Ish awshum!


Um, is that robotics corporation I made accepted?

And will the credits be updated to accompdate the new characters?

I hope so..

Also, what would you describe the relationship between the dropouts and the skyfallen? I mean, they are very similar aside from cultural differences.

PostPosted: Mon Jun 08, 2015 7:17 pm
by Cylarn
Command Post Hercules

Situated in a strategic position in one of the desert's many passes, CP Hercules is AA's main holding in the region. While not as impressive as their other bases, Hercules is well-defended and well-supplied, with massive carriers often roving in and out of the post to ferry in supplies and fresh corpses for AA's operations. Defenses have taken advantage of the high ground, making almost any attack impossible due to the amount of visibility in the area. The raiders failed to take out the base numerous times, and even Cudgel thinks twice about assaulting the base. In addition to coordinating AA movements, Hercules also features a research facility, where various relics are studied.

PostPosted: Mon Jun 08, 2015 7:23 pm
by Illan
Galdius wrote:
Illan wrote:
Um, is that robotics corporation I made accepted?

And will the credits be updated to accompdate the new characters?

I hope so..

Also, what would you describe the relationship between the dropouts and the skyfallen? I mean, they are very similar aside from cultural differences.


Hmm, I'll definitely have to look at them and see :)

PostPosted: Mon Jun 08, 2015 7:24 pm
by Transoxthraxia
Galdius wrote:
Illan wrote:
Um, is that robotics corporation I made accepted?

And will the credits be updated to accompdate the new characters?

I hope so..

Also, what would you describe the relationship between the dropouts and the skyfallen? I mean, they are very similar aside from cultural differences.

They're not Dropouts; so they're targets.

At least, to the Gouge-Tongues :P

PostPosted: Mon Jun 08, 2015 7:33 pm
by Illan
Transoxthraxia wrote:
Galdius wrote:I hope so..

Also, what would you describe the relationship between the dropouts and the skyfallen? I mean, they are very similar aside from cultural differences.

They're not Dropouts; so they're targets.

At least, to the Gouge-Tongues :P


We didn't do anything to you!

PostPosted: Mon Jun 08, 2015 7:36 pm
by Galdius
Transoxthraxia wrote:
Galdius wrote:I hope so..

Also, what would you describe the relationship between the dropouts and the skyfallen? I mean, they are very similar aside from cultural differences.

They're not Dropouts; so they're targets.

At least, to the Gouge-Tongues :P

Well, from what I can gather the Gouge-Tongues are basically borderline bandits anyway, tainting the dropouts already terrible reputation even more and shit.

Not that I didn't intend for there to be a violent clan in the dropouts, I mean, its only a matter of time until someone starts getting a taste for murder while high on hallucinogens.

Most other dropout groups would be a bit more passive so long as their freedom isn't been screwed with, basically holding a more psychotic "The don't tread on me" mentality.

Also, anyone have a problem with me having a go at making a villainous Neo-Western bounty hunter group operating out of either a small town or a medium sized prison?

PostPosted: Mon Jun 08, 2015 7:37 pm
by Transoxthraxia
Illan wrote:
Transoxthraxia wrote:They're not Dropouts; so they're targets.

At least, to the Gouge-Tongues :P


We didn't do anything to you!

Let's put it this way;

The Thenns are to the Wildlings as the Gouge-Tongues are to the Dropouts.

PostPosted: Mon Jun 08, 2015 7:53 pm
by Illan
Transoxthraxia wrote:
Illan wrote:
We didn't do anything to you!

Let's put it this way;

The Thenns are to the Wildlings as the Gouge-Tongues are to the Dropouts.


I still don't get it.

PostPosted: Mon Jun 08, 2015 7:54 pm
by Illan
I really need to know if my two factions are accepted. They are kinda needed for my character's bio.

PostPosted: Mon Jun 08, 2015 8:00 pm
by Transoxthraxia
The Gouge-Tongues

The Gouge-Tongues are a group of nomads that were formerly a clan under the Dropouts, but soon achieved political and cultural independence from the group while retaining certain core characteristics of the Dropout Nomads. Originating as a sub-clan of Dropouts comprised of a group of initially-mute couples, thus the name Gouge-Tongues, after a number of them had had their tongues forcibly ripped out from other bandits, though the majority of their children didn't inherit muteness. The Gouge-Tongues initially proved to be one of the more violent clans, raiding and stealing from others rather than ascertain their own resources. This violence, while initially kept in-check by the rest of the Dropout clans, mostly to protect their own reputation, eventually tired of the violent tendencies of the Gouge-Tongues.

In an attempt to subdue the violent clan, many of the other Dropout clans supplied the Gouge-Tongues with more Cunihal than they normally consumed in an attempt to pacify their raiders through the use of psychedelic drugs. However, as the drugs are more of a mood enhancer and modifier, it only made the raiders who took it more violent and motivated to steal from others. Due to the ever-increasing violence of the Gouge-Tongues, they began to drift away from the rest of the Dropouts, eventually splitting off of the main group and going their own, separate way. Despite this, however, they remain at peace with the rest of the Dropouts.

They retain the same cultural quirks as the Dropouts, especially being obsessed with Cunihal and automobiles.

PostPosted: Mon Jun 08, 2015 8:04 pm
by Galdius
Transoxthraxia wrote:The Gouge-Tongues

The Gouge-Tongues are a group of nomads that were formerly a clan under the Dropouts, but soon achieved political and cultural independence from the group while retaining certain core characteristics of the Dropout Nomads. Originating as a sub-clan of Dropouts comprised of a group of initially-mute couples, thus the name Gouge-Tongues, after a number of them had had their tongues forcibly ripped out from other bandits, though the majority of their children didn't inherit muteness. The Gouge-Tongues initially proved to be one of the more violent clans, raiding and stealing from others rather than ascertain their own resources. This violence, while initially kept in-check by the rest of the Dropout clans, mostly to protect their own reputation, eventually tired of the violent tendencies of the Gouge-Tongues.

In an attempt to subdue the violent clan, many of the other Dropout clans supplied the Gouge-Tongues with more Cunihal than they normally consumed in an attempt to pacify their raiders through the use of psychedelic drugs. However, as the drugs are more of a mood enhancer and modifier, it only made the raiders who took it more violent and motivated to steal from others. Due to the ever-increasing violence of the Gouge-Tongues, they began to drift away from the rest of the Dropouts, eventually splitting off of the main group and going their own, separate way. Despite this, however, they remain at peace with the rest of the Dropouts.

They retain the same cultural quirks as the Dropouts, especially being obsessed with Cunihal and automobiles.

ManNoddingInApproval.gif

Seriously tho, nice work.