Current
Holiday hiatus coming to a close, updates for all soon!
5
likes
2 yrs ago
Stop being passive aggressive. Just be aggressive.
7
likes
3 yrs ago
It is certainly not 'optimal', but it *is* doable, depending on what you want to do with it. You could go swords or valor bard and play them more like a warrior with some magical ability
2
likes
3 yrs ago
One might say your villain arc has begun. Embrace it.
Aw, no Tec-9s or Mac-10s or other good old gang machine guns?
Ah, and @Howler, regarding my character- most uses of his power won't be lethal, blowing out eardrums and essentially being a walking, self-directed flashbang, which will be mostly knocking people on the ground to set up for kills either by himself or others, do you still want me to limit that to 2? Especially since soundwaves kind of spread out.
We're boots on the ground except for one person who is in an Ultra-Light. But the one person who pilots the Ultra-Light is less of a pilot and more of an infantryman trained to use Ultra-Light MAS
@Reaper In most of the Falling Skies iterations we are (elite) pilots with infantry skills, this particular RP will be played through the role of UEE regulars and infantrymen. Ultra-Light MAS suits don't require the same type of training as Light-Heavy MAS because they're essentially larger exoskeletons and are controlled by motion input as opposed to complex controls and neural interfaces
It is year 2899. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. Powerful self sustaining AI's were developed to aid humans and their machines, and cyborg parts allowed cripples and the weak to continue working for society.With the advent of AI, biotech and cybertechnology several centuries prior, the advancement of humanity has grown exponentially. Starships of massive proportions were built, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what humanity thought were possible were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong.
And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The fall of the Empire resulted in a massive power vacuum and the Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space.
By the 25th Century, most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions.
By the turn of the 26th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.
As the end of the 28th century drew near, a series of failed operations by the Earth Empire at an attempt at securing a rumored Coalition Superweapon has sparked up and reignited the flames of war. After almost 300 years of peace, war between the Coalition and the Empire had renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. The Coalition forces take advantage of the Empire’s overextended lines to take seize planet after planet.
The next planet to come into the path of the Coalition warpath is the Fortress World of Cerol. As the UEE world's defense fleets are engaged by a massive Coalition fleet, a huge invasion army is sent to the planet with the intention of capturing the strategic world and using it against the UEE. Caught off-guard, the UEE are slow to fortify their positions, and have pulled back to the major military bases and cities on the planet, where they lay under siege by vast numbers of Coalition soldiers.
As the soldiers of the Coalition begin to pour into the gates of Cerol's Capital City Leis, the men and women of the 8118th Mechanized Infantry prepare a desperate defense. This is Falling Skies: In our Final Hour.
Hello everyone! Welcome to the OOC for "Falling Skies: In our Final Hour"! This RP is based in my (relatively) cannon universe known as "Falling Skies". The Falling Skies takes a page from several of my favorite sci-fi, games and anime series, from gundam and robotech to Front Mission and more. This series tries to combine some gritty hard science and realism with utterly fantastic things like giant robots and energy guns. Where my usual Falling Skies RPs usually puts us in the cockpit of some of these giant robots, this iteration of the series will see us with our boots on the ground as infantrymen with rifles in hand.
We the players will play the role of a squad from the United Earth Empire 8118th Mechanized Infantry Legion, as they mount a desperate defense against massive, overwhelming numbers. Our story will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will be forced to make desperate decisions, and face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this RP.
Terminology and Technology:
The United Earth Empire:
The United Earth Empire was the originator of the galaxy’s space colonies. Formally known as the United Nations, the United Nations of Earth was formed after humans had first colonized mars. Originally developed to unite humanity against possible hostile extraterrestrials, humanity encountered few alien species, even fewer of which were intelligent. With no need to worry about possible alien attacks, the UNE was free to focus on rapid expansionism, and renamed itself the United Earth Empire, as international differences became less and less important. After the Great War, the shattered remains of the UEE were quick to regroup and reclaimed the majority of the former empire's core worlds with little difficulty. Now one of the largest powers in the galaxy, the UEE is known for its patriotism and solidarity, despite the presence of an unusually large number of corrupt officials.
The Coalition for a Free Galaxy:
The Coalition for a Free Galaxy, better known as just 'The Coalition', was formed shortly after the Great War as a group of colonies' desire to stay separate from the UEE. A loosely tied confederacy of worlds, the Coalition's movement has picked up a large number of worlds against the imperialism and rigidness of the UEE. Due to the fact that they are allied purely to combat against the UEE, competition and rivalries are common between the Coalition Nations. Despite this, their armed forces are able to remain standardized and well equipped to combat the UEE. Well known for their individualism and its dependence on commercialism, the Coalition is constantly trying to dismantle the UEE once and for all.
The Krellian Republic:
Very little is known about the Krellian Republic. They are a reclusive group of fringe world colonies, and were paid little attention to by both the UEE and Coalition. With their proximity to the edge of discovered space, it is believed there is a possibility for them to be in contact with intelligent extraterrestrials, though this notion is widely dismissed as untrue by both the Coalition and UEE. With the Krellian Republic being so far removed from contested space, the galaxy has yet to see the Krellian Military, and many wonder if the Krellians even possess a standing armed force.
The Ghosts:
The UEE Ghosts are the most feared military presence in the Galaxy. Top secret, and with extremely advanced training, UEE Ghosts are extremely individualistic and are perfectly suited to any and every situation. The Ghosts represent the UEE's pinnacle of military training and technology. Specially trained and conditioned to be the perfect weapon, the training, biogenetic and cybernetic modifications, as well as gear for a single Ghost exceeds the cost of building a Capitol Class Battleship. Capable of completely superhuman feats and the almost impossible to hit, Ghosts are rumored to be utterly invincible. The Ghost Corps numbers less than 5000, with only 400 of these men and women being active Ghost Operatives, the rest being maintenance, intelligence, and logistical supports.
Deadly, efficient, and subtle, Ghosts are typically used for covert operations, where their individual talents are most effective.
a UEE Ghost in full body armor
8118th Mechanized Infantry Legion:
More commonly known as the Skull Legion, the 8118th is one of the thousands of infantry legions that make up the backbone of the UEE military. Well trained in both infantry tactics and armored warfare, the 8118th make up one of the dozen legions that defend the planet. Numbering close to 50,000 servicemen and women, the 8118th is tasked with the defense of the Capitol City of Leis.
A trio of Skull Legion infantrymen in transit to Capitol City Leis.
Coalition Armored Infantry Corps: The Coalition’s Armored Infantry Corps make up the majority of the Coalition invasion force. While the individual infantry can be considered inferior in equipment and training when compared to its UEE counterpart, they assault with massive numbers numbers, alongside the support of their large Mobile Armor Suits. They advance their troopers wearing the signature '4 eye' helmets under the cover of artillery, gas assaults, and Mobile Armor Suits.
A Coalition soldier wearing the signature '4 eye' helmet. The helmet features an auto-activating filter system, while the four eyes are emp-resistant, allowing a soldier to see clearly while protecting his face underneath a thick ballistic shell.
Mobile Armor Suits are the newest development in mechanized armor, capable of besting space-craft as well as ground armor. Mobile Armor Suits, while not as fast as air and spacecraft, are considerably more maneuverable, and can make sharp turns to out maneuver and defeat aircraft. They are also more resilient than conventional ground armor, and are even able to take out space warships when properly equipped.
The 8118th employs 'Ulta-Light' class Mobile Armor Suits, essentially large exoskeletons that a soldier can climb into. The 8118th suit of choice is the PTX-099 Goliath, a 12 foot tall exoskeleton with variable equipment setups to fit the current combat situation.
The standard Goliath variant utilized by the 8118th, the Goliath HK is equipped with a heavy duty 25mm Autocannon, making it a threat to infantry and conventional vehicles alike. The HK variant's main gun is also large enough to make it a threat to full sized MAS, though direct combat with a Ferir is not recommended. Alongside its main cannon, the Goliath HK features an advanced scanning system and 4 multi-purpose 40mm munitions launchers on each shoulder.
The fast assault variant of the Goliath, the Goliath RA is equipped with combat blade with a activated plasmatic edge making it deadly against armor in CQC. It also features a rapid fire 15mm autocannon in order to combat infantry and light vehicles. While a capable combatant against enemy Ulta-Light MAS, and even capable of attacking full sized MAS, direct combat with a Ferir is not recommended. The RA features a high powered booster on its back allowing it to reach high speeds, and has micro missile launcher on its shoulder and a chaff launcher on its opposite shoulder.
The heavily armored variant of the Goliath, the Goliath D features heavier armor, as well as a heavy alloy combat shield mounted on top of a 15mm autocannon in order to defend itself against heavy munitions fire as well as provide fire on enemy positions. The Defender also equips a plasmatic hammer with an axe head on the opposite side. The large fist that carries the hammer is also capable of dealing grievous damage to armored vehicles. Due to its heavier armor, the Goliath D is the slowest of the variants.
The 8118th equips its soldiers with Arca series Mk III Combat Exoskeletons. These partially sealed exoskeletons provides considerable reinforcement and protection across the body. It also comes with a muscle aid system, that increases a soldier's strength, speed, and overall endurance when powered by the suit. The main drawback to this system is that it requires a sizable amount of power, a using a micro power cell giving a soldier around 7 hours of combat effectiveness. It can be recharged slowly via solar power, or by replacing the suit's power cell. The system is also equipped with numerous high-tech devices, including thermal imaging systems, heads up displays and more.
The Exoskeleton helmet also provides clean air allowing survival in undesirable conditions environments for up to thirty minutes. The suit is not capable of operating in vacuum as it is not fully sealed. There are dozens of different variations upon the armor design, but they all have generally the same operating capacities, though some are more specialized than others.
Weapons technology has advanced significantly since humanity has entered the stars, but for the most part splits into three main categories.
Energy/Laser Weaponry: At first rather ineffective and prohibitively expensive, humanity quickly discovered that laser weapons were much cheaper in the long run than typical conventional weapons. Laser weapons are considerably more accurate, lightweight, and lack the need for any sort of ammunition, and are considerably cheaper than their ballistic counterparts. However, despite these perks, laser weapons are rarely used as military grade equipment. While capable of causing serious burns and injuries on unarmored targets, laser weapons are relatively ineffective against body armor and are more fragile and temperamental than their conventional counterparts. Laser Weapons, due to their low cost and light weight are mostly used by police forces and civilian shooters.
Conventional/Ballistic Weaponry: The mainstay of weapons technology since before humanity entered the stars. Loud, heavy and hard hitting, mass driving technology has made smaller caliber ammunition more and more effective against body armor and flesh. Effective in most situations, ballistic weapons remain one of the more effective and reliable methods of killing other human beings, though it should be noted that new mass driven rounds tend to overpenetrate soft unarmored targets. However, despite their universality, conventional weapons are considerably more expensive due to their needs for parts and ammunition and the methods used to produce these materials. Conventional weaponry is used extensively by both UEE and Coalition military units.
Plasmatic Weaponry: A very new concept in modern weapons technology, plasma weapons are regarded as a two edged blade. On the one hand, the damage caused by a plasma burst to any surface, flesh, armor, and nature alike is tremendous. On the other hand, plasma weapons are heavy, difficult to maintain, dangerous to reload and fire, and finicky on a good day. Plasma is not a blast of superhot liquid as the name may suggest, but is instead similar to a bolt of energy. Purely Plasmatic weaponry remains mostly experimental and is not often used in modern military units. Current ranged plasma weapons are typically mounted weapons, or ship based weapons. Projectors also make plasma edged weaponry possible.
In this day and age, it is not uncommon for the average man to replace a limb with a cybernetic one. Whether it is by personal preference or because of prior injuries, soldiers commonly sport cybernetic limbs along with their exoskeletons. In general, it is taboo to cybernetically replace major/vital organs, and UEE policy prohibits external modifications to the head and face- with the exception of cybernetic eyes.
Also very common are the presence of full AI on the battlefield, controlling mechanized systems, or operating robotic battlesuits. Combat Drones and Attack Robots are common in the 8118th, and each squad typically has at least one SI (simulated intelligence) or AI operating a battlesuit alongside them.
The Armory
While not an exhaustive list, all 8118th soldiers are familiar with the following weapons:
ACS - Adaptive Combat System The standard firearm that most 8118th soldiers are equipped with, the ACS - Adaptive Combat System is a mutlirole combat rifle system that utilizes an advanced mass-driving system to propel its 6.8mm rounds from its 36 round magazine at high speeds with a high degree of accuracy. While typically fired in single auto mode, the ACS also sports a 2 round burst, and fully automatic fire at a cyclic rate of 800 rounds per minute. The ACS is designed to be easily modified, able to switch out barrels, receivers, covers, and accessories by hand. 8118th soldiers are regularly equipped with the ACS to allow the sharing of ammunition between soldiers.
STAKEN Battle Rifle A heavy battle rifle typically used by the UEE, but occasionally used as a machinegun platform. Designed by Enson Corp. the STAKEN fires advanced, mass driven, chemically powered 7.62mm rounds with considerable velocity and accuracy. The weapon is heavy, and difficult to handle, with considerable recoil but it features almost unparalleled stopping power, punching clean through lighter or unreinforced cover. Used extensively by UEE as a heavy weapons platform, it features a fire rate of 750 rpm, usually uses a 20 round box magazine, though a larger 50 round box is often combined with a bipod for a heavy mounted weapon.
Designed similarly to the STAKEN, the Crowe-Smartgun fires 6.8mm mass driven, chemically powered rounds with high velocity and accuracy. The Crowe has a high rate of fire at 850 rounds per minute and uses 5 interlocking 50 round drum magazines for a total of 250 rounds. The weapon relies on a robotic arm that mounts itself to the users exoskeleton to reduce recoil, and can lay down a withering hail of accurate fire. The Smartgun comes with a built in sight that sends data directly to the users HUD. It is noted that the Crowe drains large amounts of power, and must be plugged into the user's power system in order to use.
APP-3 Pistol The Takashi Industry's APP-3 is one of the most common weapons in the Galaxy. A versatile, ubiquitous ballistic weapon, this pistol is a common sight throughout the system, and is a common sidearm for militaries, police forces, civilians and criminals alike. The APP-3 has a built in laser/light module, and can be fitted in a variety of sidearm calibers, though the most common is .45 HSC. It is sturdy, rugged, and reliable, though is a decidedly mid-tier weapon. Military variants include a three-round burst setting as well as a semi-automatic setting, and is the standard sidearm of all UEE forces.
SN-1 Machine Pistol Extremely popular amongst special forces units, the SN-1 is a machine pistol resembling a bullpup design. Its magazine is offset to the side, to allow it to be properly held, though its design prevents it from being ambidextrous or two handed, and the left and right variants must be used in the left or right hand. Featuring a high rate of fire, firing .45 caliber rounds from a 27 round magazine, its high recoil is offset by the combat exoskeleton.
Bullhammer Mk II A powerful revolver weapon favored by Ghosts, rangers, and snipers, the Bullhammer Mk II is a heavy revolver that fires specialized .357 rounds, fit with small plasmatic micro-explosives. An advanced mass-driving system built into the weapon results in high muzzle velocity and power, with a considerably lower recoil. The Bullhammer has a break-open frame (it opens from the top- like the MP412 Rex), and a double action trigger, and comes built in with a targeting laser.
Also not an exhaustive list, this is only a few pieces of the more common gear UEE soldiers might carry.
Electron Grenade The Electron Grenade is a multi-purpose smart grenade made for incapacitating enemy infantry and electronics. The Electron Grenade has multiple settings. At its standard setting, the Electron Grenade emits a sudden lethal electrical charge detonating explosives capable of eliminating enemy personnel within a 15 foot radius, and incapacitating them at up to 25 feet. The EMP setting emits a powerful electrical charge capable of overloading and effectively freezing personnel in their suits, and disabling all electronics within a 10 foot radius. This high powered electrical charge also disables the explosive within the grenade from within - though the grenade's case protects it from charges from outside. The Scan setting emits a low power charge across a 30 foot radius, the low powered wash of electricity marks the silhouette of anyone caught within the blast on the HUDS of all UEE soldiers. Due to the relative low power of the scanning charge, the grenade can be picked up and reused almost indefinitely.
Electron Mace Heavily used by riot police, the Electron Mace is a retractable baton used for the express purpose of clubbing uncooperative or otherwise troublesome individuals. At the push of a button the mace's head projects an electrical field capable of sending a powerful, debilitating shock through the intended target. Highly effective on unarmored targets, and capable of disrupting electronics, the Electron Mace is often used as a less lethal alternative to a melee or close combat weapon.
Biogel Biogel is a smart, expanding, self-sealing antibacterial gel made to temporarily seal wounds until proper medical attention can be administered. The gel comes in a small cylindrical canister and is can be applied by hand, or with the use of an administrating device.
Rules: 1. This Roleplay will have above average standards. I will be expecting at least a few well written paragraphs, and absolutely NO ONE LINERS. 2. Please do not write in first person. 3. No Mary/Gary Sues, its alright for your character to be a hero, but they're not perfect. 4. No God-modding. Its no fun for anyone. I value your characters, but I will not hesitate to injure them if they do something exceedingly stupid. 5. This RP will have mature content. Violence, foul language, and mature themes are freely allowed. However for the sake of decency any sexual acts will fade to black (or will be taken to PM) before it goes too far. 6. Player Knowledge is not necessarily character knowledge. Just because you know something (be it through OOC or someone else's post) does not necessarily mean your character knows. 7. As GM, my word is law, I will expect you to respect any executive decision I make. 8. If players find a ruling of mine unfair, they are allowed, and encouraged to speak up and offer sound reasoning to dispute my decisions. Provided the discussion is productive, polite, and reasonable, decisions I make may change.
Name: Last name, First name Age: The minimum age of a character fresh out of training is 20 Gender: Your character's gender Nickname: If Applicable, a name your character goes by. These are short names given to your soldier by the rest of his/her squad. Nicknames like "Wraith" or "Kingslayer" because your character is "super cool" is a no-go. A nickname that would make sense would be "Fives" if you had an obsessive compulsion with carrying things in multiples of fives, or "Giggles" because you laugh too damn much. A nickname that makes a pun or joke off of your name is also acceptable ie Donald "Duck" Rasmey. Rank: For this RP we will be using US Army Ranks - the majority of the squad will be Corporal or lower.
Psychological Analysis: Fancy talk for 'Personality'. Give me a good paragraph or so describing your character's personality. Rule of thumb: the more detail, the better.
Military Record: Your Character's background. Again, give me a few good paragraphs describing your character's history. Again, the more detail, the better.
Equipment: Any tactically important equipment your character carries on his or her person (I.E. Weapons, Grenades, tactical computers, etc). Pack/Survival Gear need not be included. All soldiers will be wearing the same type of armor, unless they are specifically specialized for a different task. Same goes with weapons- most soldiers will be using the ACS, or one of the chemrail weapons for fire support, unless they are specifically specialized for a separate task.
I am a personal fan of smaller scale RPs, as such, I will only be accepting 5-6 other players to join me in this adventure. While you are free to make your character however you like, acceptance to this RP will be judged by me, and is not on a first come, first served basis. Keep in mind that your soldiers may be skilled and talented, but they're average soldiers, not former special forces. While not necessary, there are several roles I would like to see filled:
The Squad Leader - This player will be 'party leader'. This player will have responsibilities as the Team's leader, and will have to manage and deal with the clashing personalities of the squad- as well as the difficulties some of the NPC soldiers may give him/her. Needless to say, if you for some reason wish to play an antisocial character, this is not the role for you.
The Rookie - This player should be among the youngest members of the team, as well as the least experienced. He has many roles, such as serving as a convenient reason for characters/npcs to explain and describe the lore that, while known to the characters in the world, is otherwise new or unknown to the players themselves. This character might also have a brighter outlook than his/her compatriots, and if necessary should be the optimistic character of the bunch.
The AI - This player will play as the squad's Artificial Intelligence unit, and will perform a variety of roles. They will likely be responsible for hacking and electronic warfare, and will in their own battlesuit - Either a robotic version of the combat exoskeleton, or a humanoid combat robot unit of the player's choice. The AI may be privy to information the rest of the party will not be, and may serve as a Co-GM if the need arises.
Mobile Armor Suit Pilot - This player will serve as the pilot of the squadron's Ultra-Light Mobile Armor suit, and will probably have the most firepower in the squad. They will be utilizing the 'Goliath' depicted in the Tech&Terms section and their loadouts will be limited to the different variants of Goliath provided.
The rest of of the roles will be normal squad members, with preferably varied roles: Heavy weapons, explosives, medic, support gunners, riflemen.
@Naril oh no I fully intend on having Jacob have to call home later on in the day and cancel on dinner as well. Because breaking a little girl's heart is the best way to pull on people's heartstrings
The room was mostly dark, save for the streaks of white, cloudy sunlight that cut into the otherwise gray room, illuminating the messy contents within. In the center was a queen sized bed, with space for two, though there was only one figure hidden beneath the covers. Around the bed, the room was slightly messy, a pair of slacks hung over the foot of the bed and a pair of dress shoes sat haphazardly by the closet. On top of the nightstand sat a digital alarm clock, its green digits one of the only visible sources of color in the room. Next to the clock laid a black block of plastic and glass, fiercely vibrating as it tried to get the attention of the room's inhabitant.
Slapping the phone with his hand, Jacob drew it towards him and answered, his eyes not even bothering to open. "Ah, Hello Jacob." It was Sol, his boss and taskmaster. A friendly enough guy, if not one with terrible timing. "I hope you're not to terribly busy. Ms. Blackwood needs some assistance with a guardian spirit at the local Wal-Mart-"
Jacob hung up the phone and immediately rolled over to return to sleep. A few seconds later, his phone started ringing again. Jacob was half tempted to ignore the phone call, but as much as it annoyed him, Tanner still was his boss. Reluctantly picking up the phone with a sigh, Jacob pressed the piece of plastic against his face.
"This is a terrible idea of a joke, Sol." the tired man grumbled.
"Oh I assure you Mr. Mcalister, this is no joke, there is indeed a guardian spirit going rampant at the Wal-Mart."
"Today was supposed to be my day off Tanner." Jacob reminded him irritably. He was vaguely aware of the almost irony in this situation because it was in fact Tanner that had insisted that Jacob took today off anyway.
"I wouldn't have called you if we didn't need you." Sol replied in his ever even voice. "Oh, and please do hurry. Apparently the spirit is kicking over cars." Sol added, almost as though it was an afterthought.
With a sigh Jacob pulled himself out of bed and quickly dressed himself in one of his work suits- a dark steel gray one with a white shirt and red tie, which was secured to his shirt with a silver tie-bar. Running a brush a grand total of twice through his hair, Jacob pulled on a pair of brown leather shoes, and pulled his leather shoulder holster over his shirt. Unlocking a strongbox on his dresser, Jacob slid his pistol- black with a titanium plated slide, into his right shoulder, and his two spare magazines into his left. He threw his jacket over his shoulder and proceeded out of the bedroom.
It was early in the morning, so Jacob crept quietly through his own home and towards the door, so as not to wake up his daughter. In the silence of his home, the slightly creaky floorboards seemed to be even creakier than normal. Despite that, Jacob managed to reach the door with relative quietness, and had just unlocked the door's deadbolt when-
"Daddy..? Is that you?"
Jacob winced and silently cursed himself as he turned to find his daughter, Amanda, sticking her sleepy head around the corner, staring him down with a pair of sleepy eyes. Still wearing her pokemon pajamas, Amanda rubbed at her eyes, a lock of hair sticking out of her head from static and sleep.
"Sorry sweetie, daddy has to go to work, the others need some help." Jacob said in a quiet, almost apologetic voice.
"But... but we were supposed to go to the park today." Amanda said sadly. Jacob winced. Since Tanner had previously given him the day off, Jacob and his daughter had planned out an entire day together, involving a trip to the park, followed by the mall, and then dinner at the nearby IHop, which for some reason Amanda loved. To say Amanda looked disappointed was a bit of an understatement. Rather, the little girl looked almost devastated that she was no longer able to spend the day with her father.
"I- I'll be back in time for dinner, and then we can go to IHop, I promise." Jacob assured her. Amanda responded by miserably walking away back towards her room, leaving Jacob alone at the door. Jacob sighed and exited his home. He quickly climbed into his car and drove off towards the Wal-Mart with the Guardian Spirit in question. If Guardian spirits understood english, Jacob would have some choice words for this day-ruiner. Otherwise, Jacob wondered if spirits were also vulnerable to silver bullets.
The Wal-Mart was easy to spot- the giant guardian spirit inhabiting part of the Wal-Mart sign was similarly easy. Pulling up in his car next to where the others were, not bothering to park in any actual parking spot, Jacob lazily climbed out of the car and walked to where the others were. Already there was Morgan, she wasn't human, that much was certain, but Jacob wasn't certain what type of occult she was- it felt rude to ask, and Jacob assumed she'd tell him when she thought it was a good time. Either way, Amanda seemed to like her, and his daughter seemed to be a supernatural judge of character. Also there were Beth and Emma, two of PHI's resident witches, knowledgeable in the occult. Jacob while friendly with both of them, was rather wary of Beth's work involving the occult. However, Amanda seemed to adore both of them, and would willingly follow either of them wherever they told her to go- which reassured and worried Jacob in equal measure. Also there was Miller, Jacob's usual partner for most cases. Robert was very much like Jacob and the two got along well.
"It appears the only one missing from our merry little band is the invisible one," Jacob mused, referring to Mandy, whom while not invisible, was difficult to spot because of her habit of blending in to the background very easily- even when there was no one else in the room.
Qullian Brightfeather Often referred to as 'Quill'
Race: Rito
Age: 22
Gender: Male
Description: Shorter than average, Quill stands at about shoulder height to the average Hyrulian, and like most Rito, is considerably lighter than his size suggests. Despite his light weight, and thin frame, Quill is surprisingly lithe, and has a build of one used to physical activity. Like many Rito, Quill has red irises, and his skin is of a dark olive hue, which is contrasted by his stark white hair and golden yellow beak. His wings dangle around his arms like sleeves, and are white like his hair, though end in charcoal grey at their tips. Unlike Hyrulians and other land based races, Quill and his Rito brethren have digitgrade legs, and his feet are stronger and more resilient than most hardened leathers and as such often forgoes footwear outright.
His clothing is similar to traditional Rito clothing, typically as light as possible as to not limit his abilities to fly. He wears loose white cloth pants, that taper down and tie just below his knee. He often wears a dark red traditional rito tunic and brown forearm wrappings. Around his waist he wears a leather belt, and across his shoulders is a baldric; the former of which bears a small messenger bag emblazoned with a red wing on his back alongside a dirk, and the latter carrying a large quiver with a score arrows, the quiver itself being designed to be able to carry his strung shortbow alongside the arrows. Quill occasionally wears armor of boiled leather, consisting of a breastplate and forearm bracers.
Character: Where most Rito are calm and reserved, Quill is flighty and impatient. Headstrong and stubborn, its hard to sway Quill once his mind has been made up. However, despite his fast, and dynamic personality, Quill fairly level headed and isn't above putting logic into his decisions. As a result he is able to make quick, but rational decisions on the fly and often faces adversity with determination and bravery. Kind-hearted and loyal, Quill has a strong sense of morality and justice, and will go to great lengths to defend loved ones. He is a bit hotheaded, and is quick to get riled up, especially when comments about his height are made.
Quill is a naturally curious character, and has few qualms about stepping over legal limits to investigate and explore. Exceptionally keen eyed and perceptive, Quill is able to spot details from remarkable distances, and has a fairly powerful memory as well alongside excellent spacial awareness. Following the philosophical and spiritual ideals of the Rito, Quill believes in the ideal of freedom of movement, and freedom in general. As such, he views the totalitarian style of the Hyrulian government with a grain of salt. While he appreciates the growth of economy and safety the empire provides its peoples, he is very much not a fan of their outright oppressive tendencies.
Biography: A young Rito hailing from Dragon Roost Island, off the southern coast of Hyrule, Quillian is named after Quill, fabled friend and ally of the legendary Hero of Wind. Born the second son of the Island Chieftan, Quill was afforded a comfortable childhood. He learned what was expected of him as a child, and lived a young life relatively free of the interruptions and intrusions of Imperial Hyrule. Dragon Roost Island, despite its close proximity to Hyrule, was left mostly alone by the Hyrulians, whom despite possessing control over the island, left most of the day to day functions of the island to its native inhabitants- the vertical structure of its cities making life for those incapable of flight too inconvenient to bother staying there for more than a vacation.
Upon his fifteenth birthday, Quill, like his older brother, and many others before him, began the trek up the central mountain of Dragon Roost Island, where he would undergo the coming of age ritual of the Rito. This journey was wrought with peril and hardship- not so difficult that his death was assured, but enough that he was forced to use his wits and strengths to scale, climb, and traverse the challenges the terrain, and interior of the mountain provided. After five days, Quill had arrived at the summit of the mountain, there he received his scale, and flew down the mountain.
In a few short years, Quill proved to be one of the fastest, and strongest flyers on the island, with considerable stamina, and speed rivaling some of the fastest flyers ever born. Like many youths, Quill joined the ever burgeoning ranks of the Rito couriers, an honorable career that promoted one's integrity, stamina, and appreciation for the world. Rito couriers often learned skills with martial weapons alongside route planning, in order to better defend their charges from the possible dangers that they might face. The majority of young Rito served a short period of time in the ranks of Rito couriers before moving onto other professions in Rito society, be it guards, artisans, or philosophers. Quill, more dynamic and energetic than other rito decided to stick to courier service longer than most, enjoying the freedom it lent him.
Eventually, with his parent's blessing, Quill migrated to mainland as a Journeyman-Courier for the Red Pinions, a primarily Rito company that acted as one of the prime methods of delivery in central Hyrule. Based atop the slow, but steady massive land-bound caravan carts of the Red Pinions, Journeyman-Couriers like Quill often fly ahead to scout and secure routes or deliver smaller parcels for the slower moving vehicles carrying larger, more valuable deliveries such as metals for smiths and weapons shipments for guards or deliveries of jewelry and gold from nobles. Journeymen-Couriers are also the ones tasked with delivering important, time-sensitive letters, often between people of either great importance, great money, or some combination of the two.
Quill has just arrived in Castle City with a smaller Red Pinions caravan, having just delivered a large package to a minor noble.
Totem: The Eagle, representing the freedom of spirit, as well as the courage to seek out freedom.
So, I introduced the idea of magically powered airships- great, slow, lumbering things using wind magic to either move propellers or even just massive balloons of air, similar to these concepts:
If thats a hard no, then I can go ahead and scratch them out with no big fuss.
Oh, missed this somehow. I'll take a look at this when I'm back from work.
My plan is to create a Rito scout-esque character. What is your ruling for their wings? Should it be traditional as in the wings are part of the Rito's arms? or are you okay with the wings being attached to their backs like a separate pair of appendages?