HerziQuerzi's Wayward Character Gathering

HerziQuerzi

Only the Worst of Jokes
A place to dump characters. Especially ones I made for an RP but then never got to use. Note: A lot of these sheets are gonna have different formatting from each other, as well as mention context that you likely won't understand. This is a sad side effect of them being made for a wide variety of RPs with a wide variety of worlds and necessary information.

Character Name (Links to sheet) - Roleplay, Genre, Sex & Race, Role

Arnaute Ec-Savin - UNUSED, Fantasy, Female Giant, Tracker

Sunny - UNUSED, Sci-fi, Female Robot, Misc.

Lyn and Dalia Farraday - UNUSED, Sci-fi, Female Humans, Pilot & Assassin

Hannelore Salander - UNUSED, Fantasy, Female Human, Clairvoyent & Melee Glass Cannon

Heidi Donovan - UNUSED, Modern, Female Human, Misc.

Jacqueline Kosminski - UNUSED, Post-Apoc, Female Human Mutant, Assassin
 
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Name: Arnaute Ec-Savin
Sex: Female
Age: 54
Appearance: Ref Pic - Arnaute comes in at 10'9", definitely on the shorter end for giants. Her dark hair is partly done up in braids, and covers a nasty scar on the back of her neck. She usually wears a woolen tunic over a long-sleeved undershirt, alongside some pieces of leather armour.
Skills and Abilities:
  • Fighting
  • Weaving
  • Tracking
  • Carpentry
Weaponry and Equipment:
  • Two metal axes
  • Clothes
  • Leather tent
  • Bone skinning knife
  • Five days worth of dried, salted food
  • A spearhead necklace
Biography: The tribe had gone mad. A few days after a red beast had snuck into the village, all who were injured by it turned on their friends and family. There were only seven of them, but it was seven madmen against those who could hardly bear to raise arms against them. Instead they pleaded for reason, tried to cajole their old loved ones. Only a few survived that night, including Arnaute and her father Gastof. And Arnaute only barely, having taken a spear into the back of her neck. She was unconscious for days, but when she came to, she was granted the title Ec-Savin; Two-Hearted. A name given to those who danced on the border of life and returned, and were said to be closer bound to the spirits of ancestors than by the blood of family.

When she had recovered enough to travel, the last survivor - a hunter named Niels - urged her and her father to strike out with him for other lands. The three of them, he explained, should not rot away in this village of the dead, waiting for the next beast to come looking for food. Arnaute agreed with him, but her father would not. Eventually, Gastof conceded and urged the two younger survivors to leave, but he himself would spend the remainder of his days in his home. Niels and Arnaute left him, and struck out east. As they traveled, word reached them of Isanbjorg and the shelter it provided. Though wary of it being a trap, the two decided the potential safety was too much to pass up.
 
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Sunny - Art by Kadabura

Age: 12 overall (4 as Type-3)
Sex: Feminine
Species: Type-3 AI
Additional Appearance Notes: 5’1”/155cm. 95lbs/43kg. Sunny has a very small and slight chassis, made of lightweight and flexible materials. Beyond a pale grey scaled texture on her various joints, the majority of the body is formed of smooth, matte white plates. Her eyes are simple, softly glowing orange circles, with stripes of orange paint underneath meant to be reminiscent of a blush.

Sunny usually sticks to a very casual dress style; composed largely of loose exercise pants, street sneakers, and oversized hoodies. She has a soft spot for geometrical patterns on her clothes, often in black and white.
Ship Survivor or Colonist?: Colonist
Biography:
  • Originally a Type-2 AI intended as some form of assistant
    • Nursing assistant? (already a lot of healers)
    • Daycare? (Unsure if people are comfortable enough to let AI look after their kids)
      • Might actually work better if people are uncomfortable with AI (see awakening below)
    • Household assistant (cleaning, carrying groceries, etc etc)
  • Programmed to have a cheerful, optimistic demeanor, which has mostly remained even after awakening
    • Awakening should involve some scenario that caused her to drop that demeanor
      • If household assistant, perhaps some kind of injury to one of her owners
        • Maybe go happy with it. Works for a family long enough to see a child grow up and get married and awakens due to that.
      • If daycare, could potentially use fallout from some parent(s) decrying having an AI look after their children (would definitely require asking about populace’s general view of AI)
  • After awakening gets a job stocking shelves at a general store (could work as original purpose, but changing jobs after awakening would probably work better; emphasis the shift)
    • Reminder: Ask Brovo about mandatory military service in regards to AI
  • Rents single room in shared apartment
    • Roommate was out on errands at time of attack
    • Not really friends or enemies, just two people who know each other. Get along well enough.
Other Notes: Can plug into standard outlets to charge. Can go ~45 hours without charging.

Stats:
  • Strength: 5
  • Agility: 7 (6+1)
  • Marksmanship: 3
  • Intelligence: 5
  • Courage: 7
  • Survival: 8 (6+2)

Traits:
  • Empathetic Programming: Pre-awakening, Sunny was intended to be a friendly and personable AI, and much of that has carried over. The cadence of her voice and unthreatening appearance help calm and win over others.
    • Empathetic Recognition: Another effect of this programming is that Sunny has a knack for recognizing the emotions that others try to hide, or tell if someone is lying.
  • Stroke of Luck II: A lucky streak running a mile long help keep Sunny out of harm’s way. (+2 Survival)
  • Electric Blood: An artificial brain and efficient wiring lets Sunny react to her environment faster than most organics. (+1 Agility)

Equipment List:
  • Viscosity Smartphone - Commercially released in 2196 AD/91 AE. Has enough charge left to last for ~38 hours.
  • Wallet - Small, made of cloth.
    • Medium Amount of Cash
    • Various ID
    • Various Store Membership Cards
  • Casual Outfit - Exercise pants, hoodie, sneakers, gloves.
  • Viscosity eReader - Contains thousands of novels - mostly fiction - ranging from ‘classical’ (Pre-AE) to modern.
 
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Evelyn “Lyn” Ferraday - Art by Mitchell Mohrhauser

Age: 33
Sex: Female
Species: Human
Additional Appearance Notes: HEIGHT. WEIGHT. APPEARANCE.
Ship Survivor or Colonist?: Ship Survivor
Biography:
  • Grew up on New Earth, parents were office workers
    • Grew bored of the simple life, fell in love with stories of those who explored new and alien worlds
    • Rambunctious and forward attitude put her at odds with her parents
  • Became test pilot for experimental ships/planes (both aircraft and small spacecraft)
    • Tested both human-made and alien ships (at least, those that were humanoid compatible)
  • Younger sister Dalia took after her, had a tendency of getting in trouble
    • Often walked on the wrong side of the law, Lyn helped get her around, offered her safe places to stay
    • Sometimes the two ran smuggling operations
  • At time of attack was in orbit discussing strengths and weaknesses of an experimental fighter a private company wanted to sell to the INEF
    • Made it planet-side via her personal craft, took a glancing blow and was forced into a… ‘rough’ landing

Stats:
  • Strength: 3
  • Agility: 6
  • Marksmanship: 3
  • Intelligence: 4
  • Courage: 8
  • Survival: 10 (8+2)

Traits:
  • Frequent Flyer: Almost a decade of flying various prototypes, Lyn has gotten used to figuring out different controls. Put her into a craft - especially those designed for human use - and she’ll probably figure out quick enough.
    • Frequent Lander: Prototypes don’t always hold together the way they're meant to, and yet so far Lyn has yet to suffer any noticeable injuries. Whether it’s being able to keep calm in a mess, pure dumb luck, or a healthy dose of both, Lyn can get out of pretty serious calamities. (+1 Survival)
  • Flight Suit: Lyn was able to get her suit on before abandoning ship. Meant to keep the wearer safe when the ship around them isn’t doing the job, it’s resistant to heat, electricity, and acidic substances. (+1 Survival)
  • Fix’er Up II: Sometimes you just need a quick fix on the fly. Lyn can repair things from a mechanical standpoint (not programming) faster than most, but the longevity of such fixes is nothing to brag about.

Equipment List:
  • EQUIPMENT -



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Dalia Ferraday - Art by Mitchell Mohrhauser

Age: 27
Sex: Female
Species: Human
Additional Appearance Notes: HEIGHT. WEIGHT. APPEARANCE.
Ship Survivor or Colonist?: Colonist
Biography:
  • Took after her older sister Lyn in terms of recklessness and thrill seeking
    • It was Dalia who first started flirting with legality
    • Started off tracking down criminals for bounties
    • Over time, stopped caring whether the bounty was from the government or simply an interested party
  • Several times relied on Lyn to get her out of a tough spot
    • The two also ran small smuggling runs now and then
  • At the time of the attack on Galileo, was tracking-:
    • 1) Nikolai Bones to try and get info on past employers
      • Peacefully, Dalia only accepted the contract on the grounds that she wouldn’t be at risk of getting into a fight with the man
    • 2) Phillipe or Ralph for the technology behind their nanomachines
    • 3) Some unknown person (aka non-PC/NPC) for a simple hit/intimidation/w.e

    Stats:
    • Strength: 3
    • Agility: 6
    • Marksmanship: 9 (8+1)
    • Intelligence: 4
    • Courage: 5
    • Survival: 6

    Traits:
    • Eye for Detail II: When things get hectic, it helps to stay focused. Dalia gains a bonus to keeping track of targets, and avoiding distraction in high octane situations.
    • Between the Eyes: Get them fast, and get them right. A missed shot just gives them time to get behind cover. (+1 Marksmanship)
    • Fast ‘n’ Furious: Whether chasing or being chased, Dalia’s no lightweight behind the wheel. Bonuses to not hitting a wall when driving past the speed limit.
    • Drop ‘em: Not all contracts want a gravestone. Dalia carries alternate ammo for her gun that releases a chemical agent upon contact, temporarily numbing the target’s nervous system.

    Equipment List:
    • EQUIPMENT -
 
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Name: Hannelore Salander
Race: Human
Age: 21
Sex: Female
Origin: Igros

Appearance: Art by DeVmarine - Standing at five and half feet, Hannelore is a young white woman with long loose black hair. Dressed in what some might call a garishly red and black puffed jacket worn over a leather cuirass, alongside similarly garish red and black hose, a feathered wide brim hat, and fine black leather gloves, her wealthy upbringing is not exactly kept secret.

Biography:
The second cousin once removed of one of the members of the Wilkes Merchant Family, Hannelores parents were minor Igros nobles who had been marrying into money for several generations. Their political influence was limited, but they compensated, perhaps overly so, through wealth. Pampered and doted upon, when Hannelore expressed an interest in the soldiers and guards that accompanied esteemed guests, her parents sought out martial tutors to teach her the ways of war.

It wasn't until she was fourteen that Hannelore experienced her first vision. Grabbing a well worn training sword for her daily practice, she was suddenly paralyzed, her senses pulled away to witness an older man struggling aboard the deck of a ship shattered by raging storms. A couple months later, her tutor took temporary leave to attend the funeral of an old friend, who had died at sea.

As time passed, the visions grew more frequent. Sometimes she'd she things happening far away, other times into the past. Most times she lacked the context to know either way. It eventually reached the point where she took to wearing gloves and long sleeves at all times to avoid triggering another barrage of visions, letting her control the pace of her exposure.

Adolescence slowly passed her by, and Hannelore continued to grow more accustomed to fighting with a flamberge (though lacked real life or death experience), directing her visions (though the future continued to stubbornly deny her it's secrets), and enjoying her family's wealth. Her familial ties to the Wilkes Merchant Family, weak as they may be, let news of their more interesting exploits trickle down to the grapevine. Gideon's adventuring ways especially caught her attention, and when the Wilkes began to put together a group to find their lost blood, she sent her interest in helping back up the grapevine.

Defining Strength: Intuitive Clairvoyant

For several years now, Hannelore has had a knack for scrying. One that has only grown stronger with time. Through contact with a person or object, Hannelore can see into defining moments in the subjects past, or use a personal belonging of someone to try and see where that person may be during the present. Though for seeing elsewhere in the present, attachment between the two subjects as well as distance both factor into the clarity of the vision, and as such seeing into the past is generally far easier to control and direct.

Other Strengths:
Cleaving Insight - Though she's yet to be in a true life or death situation yet, Hannelore has received training from some of the most sought after tutors in Igros, and is no small talent with the two handed flamberge.
A Second Ahead - The future is a nearly impenetrable barrier to attempt to scry into, defined by countless decisions yet to be made. But impending injuries are often soon enough and shocking enough that Hannelore can start to dodge an attack a moment before the attack has even begun.
Gregarious - A welcoming demeanor, friendly attitude, and easy smile makes Hannelore an approachable and generally well received personality.

Great Weakness: Wracked With Visions

At this inexperienced, tender age, Hannelore has not yet learned to control her visions. Coming into contact with any object with a strong history or connection is likely to set her off, disorienting her. She's taken to wearing gloves to help avoid physical contact, but if something were to pierce her clothes, or touch some of her exposed skin elsewhere, her mind would be sent whirling off to another time and/or another place.

Other Weaknesses:
Naive - Raised in a sheltered and wealthy manner, Hannelore has little experience with the more unsavory elements life has to offer. As such, she is likely to place trust in those she should be wary of.
Sticks and Stones - Hannelore's martial skills alongside her reflexes let her avoid most blows, but when hit she lacks the tenacity or armour to try and shrug them off.
Superficial - Friendly though she may be, she has not experienced much in the way of hardship. She'll have no words of wisdom for those in need, no clue how to handle those who could use some support.
 
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Civilian Name: Heidi Donovan
Mage Name: ¯\_(ツ)_/¯
Age: 23
Gender Identity: Female

Appearance: Loose limbs, dark skin, and strong legs. A swaying curtain of brown hair parts to reveal an upturned nose, a chipped front tooth, tired eyes. Six feet tall, and all of it lithe. Some of it marred by picked-at scabs or fading bruises. Sparse and tucked away, but there. The visual signature of the clumsy or the battered.
Presentation: Gaze unfocused and slightly downcast, movements smooth and small, and body every so slightly turned away, Heidi's familiar with the body language of fading into the background. Around those she's unfamiliar with, she'll maintain that indefinitely until directly addressed, at which point she'll pull out a few polite nothings or tame jokes to say before the conversation flows away from her once more. Around those she's comfortable with, the body language loosens up. She still drifts around the edge of the conversation when she has nothing to add, but will liberally throw out bad jokes and wise cracks - mouth caught in a wry grin - before drifting back to the edge.

Primary Motivation(s): Stability. When it comes down to it, all Heidi wants is for things to be simple. For days to blend seamlessly into one another. To fall into a pattern, only occasionally interrupted by a day or two of adventure or new experiences before returning to her comfortable norm.
Secondary Motivation(s): Independence. Not just in terms of not relying on others, but also not having others rely on her. Helping friend's and vice versa when they're in a spot of trouble is fine, as long as there's no long term obligations and no ongoing responsibilities.
Obstacles & Obligations: Loose ends. A job and a relationship, both abandoned without warning.

Approach to Problem Solving: Avoidance. Indefinitely delay dealing with the issue, and hope it eventually sorts itself out, or someone else deals with it. A very go-with-the-flow and/or roll-with-the-punches attitude.
Example of them solving a problem: < OPTIONAL >

Magical Power Utility Style: Up in the air, as long as it isn't fighting or direct confrontation based. Utility over combat, y'know?
Magic Power: ¯\_(ツ)_/¯

History & Background: Things change. Inevitably. Unfortunately. You can fight it, encourage it, or just go along with it. Heidi chose the third path. Her parents loved each other, and then they didn't anymore. So Heidi moved out rather than choose one to live with. Friends drifted away after school, and Heidi simply spent more time at home rather than try and renew their bonds, or form new ones. Significant others made her laugh, and then they made her hurt, and she stayed with them. Patched together pieces, tried to mediate during their worst episodes, until they left of their own accord. She was convinced to try track and field in high school, and never quit. Stopped going to competitions after school ended, but the running continued. And as rent continued to rise, and her managers continued to pass her over for promotion, Heidi followed the herd. Went with the Rough Riders to find somewhere new to live with a group, instead of finding a new job. Instead of finding a new place to live by herself. They could find the cousin, negotiate the details, settle down, and she'd tag along.
 
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Jacqueline "Jackie" Kosminski (Female Listener)
Age: 29
Additional Appearance Notes: Reference - Jacqueline stands at a height of 6'5", a caucasian woman with short-cropped black hair. Her skin is imperfection and blemish free, like a living doll. Her forearms are notably long compared to normal arm ratios, with highly defined bones. Inflated jaws frame a wide face, with a nose easily compared to a pig's snout.
History Type: Ex-Raider
Biography:
Field Report 12/04/2075 - Colonel Jason Dufont
We've successfully cleared out the Fun and Gun gang that was troubling homesteads out west. No causulties on our side, three injured. Seventeen members of Fun and Gun were killed and thiry-three taken into captivity, twenty of whom are injured.
[...]
The gang seemed to be caught up in an inner conflict when we arrived, perhaps an attempted coup.
[...]
Several older bodies were found torn apart, almost certainly by some kind of mutant creature.
[...]
They had thirteen prisoners held in their camp, twelve of whom were captured homesteaders. The last is a woman called Jacqueline Kosminski, who claims to be from another gang that used to operate out far west, before Fun and Gun took them apart. Upon questioning some of the captured gang members, the story seems to check out. The distance of the old gang means technically, the woman has never committed a crime under our jurisdiction. By any means, the woman appears mentally sound and didn't display any violent tendencies.

Physical Evaluation Summary- Dr. Paula Renard
Subject: Jacqueline Kosminski
Reason for Evaluation: Military applicant
Results: Passed. Physically fit, more than capable of meeting the minimum military requirements. Several mutations - some quite dramatic - that would be useful in the field.
Personal Notes: Her lack of training with firearms combined with her unconventional strengths leads me to think she might fit best in Colonel Black's special unit.

Psyche Evaluation Summary- Dr. Carl Hillary
Subject: Jacqueline Kosminski
Reason for Evaluation: Military applicant
Results: Passed. The MRI showed a Chiari malformation of the brain, but the patient didn't speak of any symptoms when pressed. No other neurological or hormonal shifts were noted, and her mental state appears rational and standard.
Personal Notes: The patient was also evaluated by Dr. Geneve and Dr. Waen at my behest, who agreed with my conclusions. She can be abrasive at times, but that is hardly a crippling flaw.

Note to Colonel Marie Black and Ryan Dufont - Second Lieutenant Richard Sawyer
Took the liberty of gathering some documents on a recent recruit you two might be interested in. Used to be a raider, but if my memory serves she wouldn't be the first in your unit anyway. And to be honest, I'm not sure I'd be able to take advantage of her strengths elsewhere if you don't take her; "unconventional" was the understatement used in the Physical Evaluation. Also, she makes my men nervous. She cuts an intimidating figure.

P.S. Don't worry, I've already reprimanded Dr. Hillary for wasting the time of two other professionals for a single recruit. Hopefully he won't start making a habit of it. Don't know what got into him.

Career Path: Listener II
Mutations:
  • Brute Archetype
    • Thick Skinned - With thicker skin that is made out of tougher materials, it becomes harder to penetrate. Regular melee weapons, such as bayonets, have a harder time piercing this character’s outer hide, and when it is pierced the damage tends to be minimal. It acts like Kevlar, basically.
      • (Bonuses to defense especially to melee, lessens the overall effect of wounds.)
      • (Mutation Effect: Skin will be imperfection free. No scars, no pimples, no warts, no birth marks, no wrinkles. It will look quite odd, almost doll-like.)
    • {Thick Skinned Upgrade} - {Description}
      • ({Bonus})
      • ({Mutation Effect})
    • Acidic Spit - Certain glands within the mouth become factories for high concentrations of acid, which can melt through some surfaces, armour, and severely burn flesh and destroy eyes. It has a limited range, but is a very good initiation tool, and a surprise weapon against some.
      • (Ranged Weapon: Acidic Spit.)
      • (Mutation Effect: Jaws look inflated to add space for the acidic sacs, food is eaten quickly or is dissolved unintentionally.)
  • Ghost Archetype
    • Feather Bones - This mutation involves decreasing the overall weight of a Ghost archetype by thinning out the bones and simultaneously making them out of stronger, tighter material. While a little bit of sturdiness is sacrificed it is immediately replaced with much faster movement, as well as the ability to jump twice as high and three times as far than is normal.
      • (Faster movement, slightly increased defense.)
      • (Mutation Effect: Unnaturally lithe and lightweight appearance.)
  • Custom
    • Sharpened Bones - The Listener's forearms can unfold in a manner similar to a mantis, with the unfolded section revealing sharp ridges of bone alongside the outer and inner edge. These ridges are unusually strong for bone, and can cut a few inches into flesh. The listener's hand remains at the junction of the fold, and is virtually unusable while the arms are unfolded.
      • (Hidden, rending melee weapons)
      • (Forearms become elongated and spine more pronounced)
  • Miscellaneous
    • {Random Mutation} - {Description}
      • ({Effect})
      • ({Mutation Effect})
    • In Forma, Quod Puritas - Having a closer connection to the mutants in the fog than any human could ever hope to have, these individuals have started to realize their true potential in the face of the oncoming force. They can now acutely hear and understand what the mutants in the shadow zone say to each other verbally or telepathically, and are immune to the horrible side effect of coming into direct contact with them: They cannot be either absorbed or burned. Situations which would petrify a normal person, such as the glare of a shadow wolf, have no effect on this mutant.

      Wounds sustained are now rapidly healed, though this exhausts the mutant. For perspective: They can heal broken bones in minutes. This doesn't however render them immune to pain, which can still send them into shock, nor to blood loss, which can end their lives. Though notable their blood has taken on a somewhat lighter hue than that of a regular human, a more pinkish colour than red.

Inventory
  • Weapons
    • Combat Knife: The standard army combat knife. A design over a century old still more than effective enough to carry on into the future.
    • Standard Issue Council Pistol: Your standard issue, eighteen shot clip pistol provided to nearly everyone in the bunkers and on most homesteads, to both civilians and armed personnel alike. This is based off of the glock-18 model, with some near-future modifications.
    • Standard Issue Council Rifle: Your standard issue, thirty shot clip semi-automatic rifle, based on the M16AR2 of old with some near-future treatment to make it a little more effective.
  • Armour
    • Civilian Clothing: You wear a set of civilian clothing. This has no armour value and is thus pretty good to sneak around in, but, then again, if anything so much as breathes on you, you're a dead man.
    • Light Armour: Standard issue armour. It's light weight and looks like it might be able to defend against a kitten assault if you hold it just the right way. Needless to say, this armour won't stop anything from harming you, but it may at least lessen the damage you take.
  • Medicine and Tech
    • Medkit: Your standard medkit, including bandages, stitches, rubbing alcohol, and more.
    • Radio: A simple radio for contacting others.
    • Frag Grenade: A small hand held explosive. Pull the pin and throw it into a small room for maximum effect, as it isn’t all that effective in a large area with several pieces of cover... Each character starts with two frag grenades.
    • Flashbang: A non-lethal version of the Frag Grenade, this weapon’s purpose is to cause a bright flash of light and a loud bang, blinding and deafening opponents. Each character starts with two flashbangs.
  • Miscellaneous
    • Dog-Tags: A way to identify your horrible mangled corpse. Congratulations! At least you won't die forgotten mister... Uh... What was your name again?
    • Standard Watch: Your standard wrist watch, likely powered by gears and springs as in old clockwork, only compartmentalized to fit on the wrist.
    • Flash-Light: Useful in dark places. Often mounted on a shoulder or duct-taped to a weapon.
 
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