Character Conceptualizing
Jezra "Moonshadow" Falia
Born to the hoomiku Cyra and skole Spiritstorm (and there might have been magic or a blessing involved in that hybridization, but they're not telling), Jezra seems to mostly take after her mother...
Her underside, paws, muzzle, and tailtip are a light grey color while the base of the rest of her pelt is more a burnt orange. She bears hoomiku markings, including the darker rings around her plush tail and the rosettes over much of her fur - each one a darker umber color framed in wisps of silver fur like the corona during an eclipse. Her long ears poke up through hair that's a soft powder blue. Bright green eyes hint at the sharp mind behind them.
Most of her clothing runs in shades of brown, including a double-breasted leather vest with bright brass buttons, knee-length pants, and high boots. A wide belt circles her waist with a couple large pouches and loops for a number of her tools as well as a sidearm holster. For work protection, she keeps a pair of gloves tucked into her belt when not in use and a pair of basic goggles usually resting around her neck or atop her head. For additional storage, she typically wears a satchel across her body. Over it all, she wears a black hooded poncho with an embroidered golden sunburst of Kij at one shoulder and silver crescent moon of Nyx at the other.
Tarantian Engineer - Having schooled for the last couple years in Tarantis, Jezra is familiar with a variety of technological creations with a focus on pyrotechnics and firearms. She's fascinated with fireworks and explosives.
Hoomiku Artifice - Taking after her mother's techniques, Jezra uses hoomiku quasi-magical techniques to transcend purely physical creations. While they view it as science, it's functionally more a form of magic by most rp system styling.
Equipment - Tools mostly, including the fine escudo tools for artifice tracery. A hand-lodebow (still breach-loading, smaller dart) rather than a combustion-propellant side arm.
Shy - Again taking after her mother, Jezra is far more at home tackling a technical problem than relating with other people. It's not that she dislikes them, but that she gets caught up in how different people are compared to mechanisms where she knows just what to expect.
Religion - With such religiously-diverse parents, Jezra hasn't fully decided what she believes. In her father's name, she honors Kij and Nyx. But if the hoomiku owe none of their origins to any of the gods of Kith Kanaan or Rym as her mother says, where does that leave her?
Nationality - Unimportant? Well... Jezra considers Hawk's Freehold "home" as that's where Cyra set up shop and settled. Tarantis is a nation she considers highly and most closely associates with. But she considers herself something of an outsider, being born to parents native to Rym. So she keeps travel papers on hand and makes use of portals and other transporation as desired.
Combat - While reasonably proficient with her hand-lodebow and most firearms as well as having received some very basic combat training from her father, Jezra is not a skilled combatant by any means. In preference, she would use smoke-producing grenades or similar fireworks as a distraction to avoid combat and has never even seriously considered shooting a person. She'd probably have few reservations about acting in defense against animals, and she wouldn't mind blowing up undead, but otherwise she's not much of a fighter at this point.
Goals/Motivation - Expanding technical knowledge, naturally. Jezra is reaching a time in her life when she's having to find her way. She could easily take after her mother (focused on tech and crafting) or her father (a protective warrior for Nyx and Kij). Though her thinking leans toward the former so far, she's not as obsessed with it as her mother is. Her current dream job would probably be organizing fireworks displays for the rich and royal.
Respect for skole ways could push her more toward "adventuring" to broaden her experience and prove herself in a sense. Becoming a dedicated solinar/lunitar (unitar?) would probably require some some life events that drive home the danger of undead.
Is this sufficient RP motivation? It feels realistic/consistent enough, but I don't see a whole lot of hooks to actually spawn RP. In her past, I suppose there's possible Guild politics and associations that could come up.
Overall... this is a pretty similar starting point to where Cyra was as far as capability, motivation, and ties. There's a potential for her to take up a more religious mantle (whether more priestly or paladinly) and follow Spiritstorm's example, but it might take some plot-nudge in that direction.
If developing combat abilities, I'd rather take Jezra in a direction to make creative use of artifice explosives rather than being a sniper/shooter. She could potentially use similar power armor to her mother, but that wouldn't happen for a few years at least to be sure she's not going to outgrow a suit.
Is this enough to go on? Enough inspiration to run with? Are there enough people to interact with? I'm not sure...
Born to the hoomiku Cyra and skole Spiritstorm (and there might have been magic or a blessing involved in that hybridization, but they're not telling), Jezra seems to mostly take after her mother...
Her underside, paws, muzzle, and tailtip are a light grey color while the base of the rest of her pelt is more a burnt orange. She bears hoomiku markings, including the darker rings around her plush tail and the rosettes over much of her fur - each one a darker umber color framed in wisps of silver fur like the corona during an eclipse. Her long ears poke up through hair that's a soft powder blue. Bright green eyes hint at the sharp mind behind them.
Most of her clothing runs in shades of brown, including a double-breasted leather vest with bright brass buttons, knee-length pants, and high boots. A wide belt circles her waist with a couple large pouches and loops for a number of her tools as well as a sidearm holster. For work protection, she keeps a pair of gloves tucked into her belt when not in use and a pair of basic goggles usually resting around her neck or atop her head. For additional storage, she typically wears a satchel across her body. Over it all, she wears a black hooded poncho with an embroidered golden sunburst of Kij at one shoulder and silver crescent moon of Nyx at the other.
Tarantian Engineer - Having schooled for the last couple years in Tarantis, Jezra is familiar with a variety of technological creations with a focus on pyrotechnics and firearms. She's fascinated with fireworks and explosives.
Hoomiku Artifice - Taking after her mother's techniques, Jezra uses hoomiku quasi-magical techniques to transcend purely physical creations. While they view it as science, it's functionally more a form of magic by most rp system styling.
Equipment - Tools mostly, including the fine escudo tools for artifice tracery. A hand-lodebow (still breach-loading, smaller dart) rather than a combustion-propellant side arm.
Shy - Again taking after her mother, Jezra is far more at home tackling a technical problem than relating with other people. It's not that she dislikes them, but that she gets caught up in how different people are compared to mechanisms where she knows just what to expect.
Religion - With such religiously-diverse parents, Jezra hasn't fully decided what she believes. In her father's name, she honors Kij and Nyx. But if the hoomiku owe none of their origins to any of the gods of Kith Kanaan or Rym as her mother says, where does that leave her?
Nationality - Unimportant? Well... Jezra considers Hawk's Freehold "home" as that's where Cyra set up shop and settled. Tarantis is a nation she considers highly and most closely associates with. But she considers herself something of an outsider, being born to parents native to Rym. So she keeps travel papers on hand and makes use of portals and other transporation as desired.
Combat - While reasonably proficient with her hand-lodebow and most firearms as well as having received some very basic combat training from her father, Jezra is not a skilled combatant by any means. In preference, she would use smoke-producing grenades or similar fireworks as a distraction to avoid combat and has never even seriously considered shooting a person. She'd probably have few reservations about acting in defense against animals, and she wouldn't mind blowing up undead, but otherwise she's not much of a fighter at this point.
Goals/Motivation - Expanding technical knowledge, naturally. Jezra is reaching a time in her life when she's having to find her way. She could easily take after her mother (focused on tech and crafting) or her father (a protective warrior for Nyx and Kij). Though her thinking leans toward the former so far, she's not as obsessed with it as her mother is. Her current dream job would probably be organizing fireworks displays for the rich and royal.
Respect for skole ways could push her more toward "adventuring" to broaden her experience and prove herself in a sense. Becoming a dedicated solinar/lunitar (unitar?) would probably require some some life events that drive home the danger of undead.
Is this sufficient RP motivation? It feels realistic/consistent enough, but I don't see a whole lot of hooks to actually spawn RP. In her past, I suppose there's possible Guild politics and associations that could come up.
Overall... this is a pretty similar starting point to where Cyra was as far as capability, motivation, and ties. There's a potential for her to take up a more religious mantle (whether more priestly or paladinly) and follow Spiritstorm's example, but it might take some plot-nudge in that direction.
If developing combat abilities, I'd rather take Jezra in a direction to make creative use of artifice explosives rather than being a sniper/shooter. She could potentially use similar power armor to her mother, but that wouldn't happen for a few years at least to be sure she's not going to outgrow a suit.
Is this enough to go on? Enough inspiration to run with? Are there enough people to interact with? I'm not sure...
It looks like a fine character. Some of my suggestions: RP people should make to include her would be elements of advances of technology on display, the spread of Rymnian culture through the island and other Rym-folk perhaps looking for a fellow comrade for a travel companion. RP you could run would include looking for new recipes and patterns for making things, tracking down Guild-affiliated characters to talk with and stranger in a strange land, looking for a guide.
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