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Something Wicked - 3. Character Records

Thread Index
Plot & Rules
Game Mechanics
Character Records - You Are Here
OOC Chat
Open Threads
Stat Management

Character Creation:
To apply a character, fill out the form below and post it, deleting anything in parentheses:
:
Name: (Your character's name/nickname/alias)
Played By: (Your username)
Species: (Slig, mudokon, glukkon, fuzzle and so on)
Faction: (Native, Industrial, or Free Agent, as well as their subfaction ex Slig Barracks, Mudokon Resistance, etc if applicable. Characters do not have to be in their “typical” faction, but they need a legitimate reason in their history for being in another faction.)
Age: (How old you character is, some people do it in comparison to a human. You don't have to be precise)
Gender: (Male or female, or something else)
Appearance: (What the character looks like)
Equipment: (What the character carries)
Personality: (likes, dislikes, quirks, what makes the character interesting)
History: (Your character's past)
-
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Note: All stats start at 1, and each character is allowed 18 additional points to distribute as you wish. All stats are currently capped at 10.
__________________


Last edited by FennecFyre; 04-09-2016 at 07:15 AM..
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Natives
Name: Gabbi
Played By: FennecFyre
Species:Grubb
Faction: Native - Grubb Rebellion
Age: Young Adult
Gender: Female
Appearance: Rather diminutive, even for a Grubb, though as far she's concerned, it just means she's at the perfect height for chopping people in the knees. Gabbi's hide is a pale reddish-tan color, fading to a darker rusty shade on her neck, shoulders,back, and hips, as well as around her arm-fins. An intricate pattern of speckles and splotches, in shades of orange and yellow, run down her spine. Her eyes are sage-green, rimmed by dark lashes. The young Grubb wears typical clothing for her kind--a cloth chestwrap and skirt, as well as a reed chestplate and bracers, as well as a leather string around her neck strung with a chipped piece of flint. Her left arm is marked with old puncture scars, the remnants of a slog attack, and the webbing on that arm-fin is ripped and punctured in several places.
Equipment: Flint tomahawk, sinew bolas, light reed armor
Personality: Despite hailing from a peaceful, spiritual culture, Gabbi is neither of these things. Opinionated, pugnacious, and perhaps even a bit foolhardy, she has found herself in more scraps than she cares to count, and has somehow survived to tell the tale. Though protective and caring of those she manages to befriend, she can also be surprisingly spiteful, and refuses to believe that there are any decent Industrials in the world. While resourceful and able to think on her toes, she also has a tendency to be rash and impulsive, which has landed her in hot water more than once before
History: Though young and inexperienced, Gabbi is fiercely devoted to the Rebellion's cause, and for good reason: she has lost father, mother, and twin brother to the "relocation" programs that decimated Grubb villages through the Mongo. Once an apprentice weaver, she has since given up any hope of a peaceful domestic life and dedicated herself to seeking vengeance wherever she can, whether it be sabotaging dams in the Mongo Valley or raiding Slig supply convoys in the wilderness. She goes where she's needed, and has resigned herself to a life of combat. She's going to enjoy it while she can though, and cause the Industrials as big of a headache as she can.
-
Name: Etiru
Played By: STM
Species: Mudokon
Faction: Native: Freedom Fighter
Age: Adult [comparable to forty human years]
Gender: Agender (male attributes, as per all mudokons we've seen)
Appearance: Etiru is typical of most mudokons; lean and wiry, tall and wizened. Having spent the majority of his formative years within the confines of a factory, his skin is pallid and grey and thus he is apparently sickly at first glance. Due to his tenuous connection to his native spirituality, his top-knot is patchy and his feathers are silvery in colour. In brief, Etiru is seemingly rather haggard and world-worn. This is not entirely the case as his orange-tinted eyes bely a cunning intelligence and desire to learn. Like many of the resistance fighters, Etiru has a number of scars and scratches from run-ins with security. Notably, there is a nine inch gash that runs from the right-side of his chest, down towards his stomach--the result of an ill-timed explosive tearing up a walkway, lodging a thick piece of shrapnel firmly in his torso. He wears a typical brown burlap loincloth to cover his pelvic area, but also bares the addition of a leather bandolier that straps over his left shoulder.
Equipment:
1x slingshot
1x shiv
1x primitive lock-pick
1x bandolier with tin shoulder plate
Personality: Etiru is an amicable, if not quiet fellow. By the standards of a one-time industrial slave he has lived a fairly long life and thus, his self-perceived wisdom gives him an air of condescension. Having fled an industrial facility before working as a tactician, he is often wily and tends to hold his tongue with patience; speaking only when there is something valuable to add to a conversation. To Etiru, actions speak louder than words.
History: Born from within one of the many slave-birthing complexes across Oddworld, Etiru was raised on the sustenance of corporate propaganda; a typical childhood for many of his class. His youth was spent between two industrial facilities; a fabric mill and then later a Flub Fuels petroleum refinery. A model employee, Etiru laboured quickly and was promoted into a mechanic's position due to his methodical approach to work. It was not until a vast oil spill erupted from one of the pumpjacks and a number of workers were consumed in a subsequent blaze, that Etiru became disenchanted with the uncompromising march of the Magog Cartel. Rather than compensate survivors or give time to grieve the loss of their friends; mechanics and labourers were separated from one another, hours were increased and dissenters were violently executed by the new retinue of security guards.
Etiru was drafted into the resistance movement after fleeting conversations held in the enormous staff canteen: the only place workers could discuss things with one another for more than a few seconds at a time. His subsequent escape was staged after a violent struggle racked the fuel refinery that saw many dead on either side. Fleeing into the surrounding wilderness, the mudokon was taken in by a group of tribal natives, where he explained the plight of his brothers. So began his career as a tactician within the resistance; offering feet-on-the-ground assistance to the squadrons of stealth fighters that would infiltrate factories, easing the escape of other disenfranchised workers.

---

Industrialists
Name: Nikoh
Played By: J_dude320
Species: Slig
Faction: Free Agent/Industrial: Smuggler
Age: Young Adult [mid 20's human years]
Gender: Male
Appearance: Nikoh is of standard stature one would expect from a Slig, body hunched and skin an olive hue. Short rust coloured stripes run horizontal down the length of his spine reminiscent of his species marshland origins and pathetic need for camouflage. His equipment is of a slightly higher grade than those carried by most standard Slig security. Paid for out of pocket, his lighter framed legs allow him somewhat more manoeuvrability on land and raises him a couple inches above a standard Slig. Typical to most Sligs he wears a mask, though rather than cover his entire face the respirator lies under and to the side of his facial tentacles, with his visor being a removable pair of flight goggles. Slung around his waist lies a belt of pouches stained in an assortment of blotches from thorough use, and a holster for his pistol - a standard semi-automatic. Nikoh's perhaps most striking feature is the absence of his third finger on his right hand, which also bears a brand scar in a symbol unrecognisable to all but the most depraved members of Oddworld's society.
[b]Equipment:
  • T-3 Light Frame Slig Pants
  • T-3 Custom Respirator
  • T-2 Flight Visor
  • Ammo Belt With Assorted Pouches And Holster
    • T-2 Semi-Automatic Pistol
    • Pistol Magazines x2
    • Rolling Tobacco and Associated Paraphernalia
Personality: Nikoh is fairly charismatic for a Slig, making up for what he lacks in good looks with guile and eloquence somewhat ill-fitting a member of his species. Preferring to talk his way out of a situation rather start a fight, though decently capable with a firearm and close quarters combat should the need arise. His custom made two piece ventilator/goggles set being a result of his desire to see eye to eye with people. Thankfully lacking the addictive personality that his superiors take advantage of, he has found himself under the influence of some of Oddworld's most sought after substances. In his line of work Nikoh has little time for honour and often behaves with amorality and apathy, always focused on his end goal rather than the steps he needs to take to get there. Though his arrogance and determination lead him to be successful as a smuggler, his lack of foresight would be his downfall.
History: Born in a hatchery far from the bustling Mudos mega cities, Nikoh began his career as a security guard for a small fishing business along the most eastern coast of Mudos, very little action though he'd always keep his skills relatively honed. He'd heard of the expansive mega city of Nolybab and wished to go there in search of a brighter future, though he lacked the funds necessary to relocate. Having made some connections during his time as a security guard, Nikoh took some simple jobs for a local crime syndicate, moving illicit contraband that found its way onto the shores and hiding it in and amongst the warehouses of the fishing business he was employed with.
Having been caught by his supervisors Nikoh betrayed the crime syndicate and found himself jobless with the syndicate on his back, as no one dared to press charges against the local gang. Before he was able to leave town he was set upon by some of the gang members and brought to the leader of the syndicate. Nikoh was tortured for hours, his finger removed and the back of his hand branded; all who saw would know he was a traitor to the syndicate. Begging for his life and trying all the he could to use his silver tongue to his advantage, Nikoh agreed to investigate the rumours of new substances flowing out of the bustling mega-cities, and secure sources for whatever the mystery substance was.
Kicked onto the first cargo train to Nolybab, Nikoh found himself heading towards Nolybab until his train made an unscheduled stop at FeeCo Depot. Recent terrorist attacks by Mudokons had caused a higher state of security and all the train cars were searched. Rather than be caught by security hopping a train to his destination, he left the carriage onto a bustling station platform, his train pulled away behind him and he was abandoned at the FeeCo Depot. He'd need to find another way to Nolybab.
-
Name: Mildred
Played By: Slog Bait
Species: Vykker
Faction: Industrial Magog Cartel
Age: Super Fricken Old
Gender: Hermaphrodite (im gonna use female pronouns for her)
Appearance: Take your standard vykker, put it in semi formal attire at all times with a sun hat or an equivalent of, inject a shitload of botox and pull back all the skin that typically sags, throw on some makeup that actually compliments a vykker's facial features, and you have Mildred.
Her outfits change frequently, and when she's on a "mission" she tends to dress in more armour-like OFFICIAL BUSINESS garb. And also a sun hat or equivalent of.
Equipment:
---A Satchel with:
  • A handgun (clip contains 13 rounds)
  • Surgical equipment (namely surgical scissors, a scalpel, gauze, suture)
  • Moolah, both paper and plastic
  • A pack of Lung Busters she never smokes
Personality: A quick-thinking silver-tongued cosmetic surgeon of the Magog Cartel, Mildred is exceptional at her work. The only thing in the world more important to her than herself is the money she makes through "beautifying" the ugly schmucks that walk into her office and her tiny garden in her window. She's a bit of a racist toward several native-aligned species, but despite her obvious prejudice will work with the other party if there's any reason for her to believe it's beneficial and will even show respect towards natural leaders and powerful figures regardless of alignment or species after first impressions.
Mildred is much more of a talker than a fighter. If she can, she'll avoid physical conflict at all cost in favour of coming to some sort of agreement or understanding with the other party. However, she keeps herself armed at all times and is very adept at using guns, as well as crippling a potential attacker in defense using her surgical tools so long as she has an understanding of the attacking species anatomy.
History: Her past before the conflict was simple enough. An artist with a vision born into the upper class, went through medical school, graduated with flying colours, and quickly rose to the top as a certified surgeon of the Vykker's Conglomerate. For a while, she did standard surgical procedures. Heart transplant here, removing a tumour there, occasionally amputating a rotting limb, etc. The demand for cosmetic surgeons rose while she was practicing, so she switched focus to appeal to the masses and finally allow herself to do something she was genuinely interested in. It was a roaring success, and moolah was pouring in by the hundred thousands. After a few decades, the Magog Cartel had offered her a position in one of their experimental facilities in the surface levels of Nolybab, offering more opportunities for her as a vykker and even more annual moolah. Her life couldn't have been more perfect, being able to see how she transformed the fleshy masses that trudged into her office and being paid handsomely for her work.
Everything was wonderful.. until one day taxes began to skyrocket and stocks began to crash. Several chain businesses in the area started shutting down, her favourite shops closing, and the local markets were severely low in stock. She never paid much attention to the news, and had only heard whispers in passing about a war with the native fauna that surrounded the cities, but it was becoming increasingly more and more apparent to her something serious was going on and not your average run of the mill occasional labouror causing a small fuss. Everything was falling into disarray so Mildred quickly withdrew the majority of her fortune and stashed it in a place she believed to be far safer than if she'd left it all in the banks. Her business quickly began failing because no one could afford the luxury as of late, and the funding for the facility she worked at began to dwindle.
In an attempt to keep the facility open and her program going, she volunteered to help the Cartel in any way possible regarding the native-industrial conflict, to which she was appointed to oversee certain operations and assist in delivering and occasionally escorting supplies to cities and towns all across Mudos. Additionally, she was told to cease all cosmetic surgery operations and, for the duration of her volunteer work, she was to only to perform life or death defining surgeries on important figures assigned to her by the Cartel.


---

Free Agents
Name: Laulek
Played By: Xorlidyr
Species: Glukkon
Faction: Free Agent: Pilgrim
Age: Young Adult [comparable to nineteen human years]
Gender: agender/male, like all Glukkons in AO/AE
Appearance: Laulek is an albino Glukkon with pale skin and violet eyes. Having spent the majority of his formative years undergoing experiments, his skin is full of surgery scars. Unlike other Glukkons this one has immense spiritual power which currently is on the dark side due to the pain and the rage he felt when he was experimented on and it makes his face look very malicious and pained, like that of a demon. Laulek also, unlike other Glukkons, has fully functional limbs and wears only Mudokon-like loincloth. Laulek has a black Shrykkul-like marking on his chest, which is full of scars due to the attempts of the experimentators to extract it. When he is enraged, he has an aura of dark tendrils.
When Laulek is especially calm, his Shrykkul marking becomes lighter and his power becomes lighter.
Equipment:
2x chant suppressor crystals (limit spiritual power in area)
2x curative serum (heal)
Personality: Laulek is a very tortured individual. His entire life until recently was full of pain and humiliation. He is partially insane due to all the rage and can go berserk. He is savage and feral, but has empathy towards those who feel pain and often spares opponents when he can suppress his dark spiritual power, for which he uses the chant suppressor crystals. Without them he loses mind and becomes a mere destructive animal. Laulek speaks in a very screamy and bizzare manner.
When Laulek is especially calm he likes to play with his power and tries to pull the air with it, but he is very bad at controlling power so it does not really work.
History: When Laulek was born he was immediately marked as a "dirty" one due to his Albino skin and a glowing Shrykkul marking on the chest. At first everyone wished to dispose of him, because he might pose a great danger to the industrial world in the future, but the Congress decided to experiment on him to find the way to suppress spirituality better on Mudos.
He became a slave to a wicked scientist, who tortured him every day with various different substances and magnetic fields. He has grown to be insane, his marking changed from a bright violet to a sucking black and he knew nothing but pain and some knowledge that his wicked master gave him during the bloody experiments.
Over time his spiritual power did not wane, but increased drastically, so that the scientist had to steadily replace chant suppressors in his laboratory. It grew so big that the dark spiritual power just flooded the laboratory and destroyed it.
Laulek woke up in the Scrabanian desert not remembering anything, but being filled with inexplainable feral hatred and ate the nearest tiny animal which his dark aura has slain when the animal came near. For some reason there were 2 pocket chant suppressors and 2 curatives nearby. He glanced at the crystals and started thinking more clearly, then picked them and ran away like an animal to find a shelter.
He found a cave in a sandy cliff and lived there, hunting for bats and drinking cactus water.
But one day he felt the Call of Shrykkul somewhere in the Mudos and he started mindlessly going to Monsaic Lines.
__________________


Last edited by FennecFyre; 04-14-2016 at 01:26 PM..
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  #3  
04-09-2016, 03:32 AM
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Name: Etiru
Played By: STM
Species: Mudokon
Faction: Native: Freedom Fighter
Age: Adult [comparable to forty human years]
Gender: Agender (male attributes, as per all mudokons we've seen)

Appearance: Etiru is typical of most mudokons; lean and wiry, tall and wizened. Having spent the majority of his formative years within the confines of a factory, his skin is pallid and grey and thus he is apparently sickly at first glance. Due to his tenuous connection to his native spirituality, his top-knot is patchy and his feathers are silvery in colour. In brief, Etiru is seemingly rather haggard and world-worn. This is not entirely the case as his orange-tinted eyes bely a cunning intelligence and desire to learn. Like many of the resistance fighters, Etiru has a number of scars and scratches from run-ins with security. Notably, there is a nine inch gash that runs from the right-side of his chest, down towards his stomach--the result of an ill-timed explosive tearing up a walkway, lodging a thick piece of shrapnel firmly in his torso. He wears a typical brown burlap loincloth to cover his pelvic area, but also bares the addition of a leather bandolier that straps over his left shoulder.

Equipment:
1x slingshot
1x shiv
1x primitive lock-pick
1x bandolier with tin shoulder plate

Personality: Etiru is an amicable, if not quiet fellow. By the standards of a one-time industrial slave he has lived a fairly long life and thus, his self-perceived wisdom gives him an air of condescension. Having fled an industrial facility before working as a tactician, he is often wily and tends to hold his tongue with patience; speaking only when there is something valuable to add to a conversation. To Etiru, actions speak louder than words.

History: Born from within one of the many slave-birthing complexes across Oddworld, Etiru was raised on the sustenance of corporate propaganda; a typical childhood for many of his class. His youth was spent between two industrial facilities; a fabric mill and then later a Flub Fuels petroleum refinery. A model employee, Etiru laboured quickly and was promoted into a mechanic's position due to his methodical approach to work. It was not until a vast oil spill erupted from one of the pumpjacks and a number of workers were consumed in a subsequent blaze, that Etiru became disenchanted with the uncompromising march of the Magog Cartel. Rather than compensate survivors or give time to grieve the loss of their friends; mechanics and labourers were separated from one another, hours were increased and dissenters were violently executed by the new retinue of security guards.

Etiru was drafted into the resistance movement after fleeting conversations held in the enormous staff canteen: the only place workers could discuss things with one another for more than a few seconds at a time. His subsequent escape was staged after a violent struggle racked the fuel refinery that saw many dead on either side. Fleeing into the surrounding wilderness, the mudokon was taken in by a group of tribal natives, where he explained the plight of his brothers. So began his career as a tactician within the resistance; offering feet-on-the-ground assistance to the squadrons of stealth fighters that would infiltrate factories, easing the escape of other disenfranchised workers.


Strength: 3
Dexterity: 3
Constitution: 3
Intelligence: 5
Wisdom: 6
Charisma: 4

[fixed]
__________________
:
Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.


Last edited by STM; 04-10-2016 at 01:19 AM..
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  #4  
04-09-2016, 07:12 AM
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Accepted, though one bit about stats that I should probably clarify: The 1 point that every stat starts as is a freebie, it doesn't count towards your 18. I'll add Etiru to the character records, and record his stats once you fix that. Sorry for the confusion!

E: And stats look good to me, accepted.
__________________


Last edited by FennecFyre; 04-11-2016 at 07:21 AM..
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  #5  
04-11-2016, 07:28 AM
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Name: Laulek
Played By: Xorlidyr
Species: Glukkon
Faction: Free Agent: Pilgrim
Age: Young Adult [comparable to nineteen human years]
Gender: agender/male, like all Glukkons in AO/AE

Appearance: Laulek is an albino Glukkon with pale skin and violet eyes. Having spent the majority of his formative years undergoing experiments, his skin is full of surgery scars. Unlike other Glukkons this one has immense spiritual power which currently is on the dark side due to the pain and the rage he felt when he was experimented on and it makes his face look very malicious and pained, like that of a demon. Laulek also, unlike other Glukkons, has fully functional limbs and wears only Mudokon-like loincloth. Laulek has a black Shrykkul-like marking on his chest, which is full of scars due to the attempts of the experimentators to extract it. When he is enraged, he has an aura of dark tendrils.

When Laulek is especially calm, his Shrykkul marking becomes lighter and his power becomes lighter.


Equipment:
2x chant suppressor crystals (limit spiritual power in area)
2x curative serum (heal)

Personality: Laulek is a very tortured individual. His entire life until recently was full of pain and humiliation. He is partially insane due to all the rage and can go berserk. He is savage and feral, but has empathy towards those who feel pain and often spares opponents when he can suppress his dark spiritual power, for which he uses the chant suppressor crystals. Without them he loses mind and becomes a mere destructive animal. Laulek speaks in a very screamy and bizzare manner.

When Laulek is especially calm he likes to play with his power and tries to pull the air with it, but he is very bad at controlling power so it does not really work.


History: When Laulek was born he was immediately marked as a "dirty" one due to his Albino skin and a glowing Shrykkul marking on the chest. At first everyone wished to dispose of him, because he might pose a great danger to the industrial world in the future, but the Congress decided to experiment on him to find the way to suppress spirituality better on Mudos.

He became a slave to a wicked scientist, who tortured him every day with various different substances and magnetic fields. He has grown to be insane, his marking changed from a bright violet to a sucking black and he knew nothing but pain and some knowledge that his wicked master gave him during the bloody experiments.

Over time his spiritual power did not wane, but increased drastically, so that the scientist had to steadily replace chant suppressors in his laboratory. It grew so big that the dark spiritual power just flooded the laboratory and destroyed it.

Laulek woke up in the Scrabanian desert not remembering anything, but being filled with inexplainable feral hatred and ate the nearest tiny animal which his dark aura has slain when the animal came near. For some reason there were 2 pocket chant suppressors and 2 curatives nearby. He glanced at the crystals and started thinking more clearly, then picked them and ran away like an animal to find a shelter.

He found a cave in a sandy cliff and lived there, hunting for bats and drinking cactus water.
But one day he felt the Call of Shrykkul somewhere in the Mudos and he started mindlessly going to Monsaic Lines.


Strength: 6
Dexterity: 4
Constitution: 6
Intelligence: 4
Wisdom: 3
Charisma: 1
__________________
Ah well, have determination.


Last edited by Xorlidyr; 04-11-2016 at 12:48 PM..
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04-11-2016, 10:54 AM
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Name: Nikoh
Played By: J_dude320
Species: Slig
Faction: Free Agent/Industrial: Smuggler
Age: Young Adult [mid 20's human years]
Gender: Male

Appearance: Nikoh is of standard stature one would expect from a Slig, body hunched and skin an olive hue. Short rust coloured stripes run horizontal down the length of his spine reminiscent of his species marshland origins and pathetic need for camouflage. His equipment is of a slightly higher grade than those carried by most standard Slig security. Paid for out of pocket, his lighter framed legs allow him somewhat more manoeuvrability on land and raises him a couple inches above a standard Slig. Typical to most Sligs he wears a mask, though rather than cover his entire face the respirator lies under and to the side of his facial tentacles, with his visor being a removable pair of flight goggles. Slung around his waist lies a belt of pouches stained in an assortment of blotches from thorough use, and a holster for his pistol - a standard semi-automatic. Nikoh's perhaps most striking feature is the absence of his third finger on his right hand, which also bears a brand scar in a symbol unrecognisable to all but the most depraved members of Oddworld's society.

Equipment:
  • T-3 Light Frame Slig Pants
  • T-3 Custom Respirator
  • T-2 Flight Visor
  • Ammo Belt With Assorted Pouches And Holster
    • T-2 Semi-Automatic Pistol
    • Pistol Magazines x2
    • Rolling Tobacco and Associated Paraphernalia

Personality: Nikoh is fairly charismatic for a Slig, making up for what he lacks in good looks with guile and eloquence somewhat ill-fitting a member of his species. Preferring to talk his way out of a situation rather start a fight, though decently capable with a firearm and close quarters combat should the need arise. His custom made two piece ventilator/goggles set being a result of his desire to see eye to eye with people. Thankfully lacking the addictive personality that his superiors take advantage of, he has found himself under the influence of some of Oddworld's most sought after substances. In his line of work Nikoh has little time for honour and often behaves with amorality and apathy, always focused on his end goal rather than the steps he needs to take to get there. Though his arrogance and determination lead him to be successful as a smuggler, his lack of foresight would be his downfall.

History: Born in a hatchery far from the bustling Mudos mega cities, Nikoh began his career as a security guard for a small fishing business along the most eastern coast of Mudos, very little action though he'd always keep his skills relatively honed. He'd heard of the expansive mega city of Nolybab and wished to go there in search of a brighter future, though he lacked the funds necessary to relocate. Having made some connections during his time as a security guard, Nikoh took some simple jobs for a local crime syndicate, moving illicit contraband that found its way onto the shores and hiding it in and amongst the warehouses of the fishing business he was employed with.

Having been caught by his supervisors Nikoh betrayed the crime syndicate and found himself jobless with the syndicate on his back, as no one dared to press charges against the local gang. Before he was able to leave town he was set upon by some of the gang members and brought to the leader of the syndicate. Nikoh was tortured for hours, his finger removed and the back of his hand branded; all who saw would know he was a traitor to the syndicate. Begging for his life and trying all the he could to use his silver tongue to his advantage, Nikoh agreed to investigate the rumours of new substances flowing out of the bustling mega-cities, and secure sources for whatever the mystery substance was.

Kicked onto the first cargo train to Nolybab, Nikoh found himself heading towards Nolybab until his train made an unscheduled stop at FeeCo Depot. Recent terrorist attacks by Mudokons had caused a higher state of security and all the train cars were searched. Rather than be caught by security hopping a train to his destination, he left the carriage onto a bustling station platform, his train pulled away behind him and he was abandoned at the FeeCo Depot. He'd need to find another way to Nolybab.

Strength: 3
Dexterity: 6
Constitution: 2
Intelligence: 4
Wisdom: 1
Charisma: 8
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Last edited by JayDee; 04-11-2016 at 12:47 PM..
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  #7  
04-11-2016, 02:03 PM
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@Xor
I like Laulek's concept, though a few things might need to be dialed back to keep him from being too OP/canon-breaking:
  • I don't mind him having more of a spiritual connection than other glukkons, since as far as I know (and someone please correct me if I'm wrong) it is possible to be born a prodigy, like Abe. However, he probably shouldn't have very much control over it given his youth and the fact that glukkons have been spiritually disconnected for generations. Maybe add a bit mentioning that his powers are often uncontrollable or uncooperative, possibly based on his emotional state? Something along those lines.
  • What exactly do his aura-tendrils do to living things? Is it like a physical blow, or some sort of life-draining, or what? How far can he extend them?
  • This is mostly just nitpicking so you don't have to change this if you don't want to, but since glukkons haven't had working legs for ages, maybe his aren't fully functional? I'm imagining that he could still stand and shuffle on them, but he'd probably still need to use his arms for any kind of quick movement.

@J
Looks good, accepted.
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  #8  
04-11-2016, 03:11 PM
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1. His powers are UNCONTROLLABLE. I have already mentioned it. He goes Berserk when he gets damaged heavily and then his aura spawns. He uses crystals to suppress the power even further, so that he can not really use it in a controlled manner (only chaotically). When calm he can heal a little. It is automatic.
2. The aura is full of vile tendrils, which damage physically where they pierce, and has a reach of a leg.
3. His legs are fully functional. I am sorry. He was gifted by the spirits at birth for some reason.

Overall, this is a Strength-based character with a Berserk mode ans possible future spiritual development.
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Last edited by Xorlidyr; 04-11-2016 at 03:15 PM..
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  #9  
04-11-2016, 03:19 PM
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All right. So long as you don't play him like a munchkin (essentially, don't try to make him the best and ultimate because that just isn't the point of this game) I'll let him slide.
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  #10  
04-11-2016, 04:06 PM
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Of course not. He is going to die, anyway.
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  #11  
04-14-2016, 06:58 AM
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Spoiler alert.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #12  
04-14-2016, 01:17 PM
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Name: Mildred

Played By: Slog Bait

Species: Vykker

Faction: Industrial Magog Cartel

Age: Super Fricken Old

Gender: Hermaphrodite (im gonna use female pronouns for her)

Appearance: Take your standard vykker, put it in semi formal attire at all times with a sun hat or an equivalent of, inject a shitload of botox and pull back all the skin that typically sags, throw on some makeup that actually compliments a vykker's facial features, and you have Mildred.

Her outfits change frequently, and when she's on a "mission" she tends to dress in more armour-like OFFICIAL BUSINESS garb. And also a sun hat or equivalent of.

Equipment:
---A Satchel with:
  • A handgun (clip contains 13 rounds)
  • Surgical equipment (namely surgical scissors, a scalpel, gauze, suture)
  • Moolah, both paper and plastic
  • A pack of Lung Busters she never smokes

Personality: A quick-thinking silver-tongued cosmetic surgeon of the Magog Cartel, Mildred is exceptional at her work. The only thing in the world more important to her than herself is the money she makes through "beautifying" the ugly schmucks that walk into her office and her tiny garden in her window. She's a bit of a racist toward several native-aligned species, but despite her obvious prejudice will work with the other party if there's any reason for her to believe it's beneficial and will even show respect towards natural leaders and powerful figures regardless of alignment or species after first impressions.

Mildred is much more of a talker than a fighter. If she can, she'll avoid physical conflict at all cost in favour of coming to some sort of agreement or understanding with the other party. However, she keeps herself armed at all times and is very adept at using guns, as well as crippling a potential attacker in defense using her surgical tools so long as she has an understanding of the attacking species anatomy.

History: Her past before the conflict was simple enough. An artist with a vision born into the upper class, went through medical school, graduated with flying colours, and quickly rose to the top as a certified surgeon of the Vykker's Conglomerate. For a while, she did standard surgical procedures. Heart transplant here, removing a tumour there, occasionally amputating a rotting limb, etc. The demand for cosmetic surgeons rose while she was practicing, so she switched focus to appeal to the masses and finally allow herself to do something she was genuinely interested in. It was a roaring success, and moolah was pouring in by the hundred thousands. After a few decades, the Magog Cartel had offered her a position in one of their experimental facilities in the surface levels of Nolybab, offering more opportunities for her as a vykker and even more annual moolah. Her life couldn't have been more perfect, being able to see how she transformed the fleshy masses that trudged into her office and being paid handsomely for her work.

Everything was wonderful.. until one day taxes began to skyrocket and stocks began to crash. Several chain businesses in the area started shutting down, her favourite shops closing, and the local markets were severely low in stock. She never paid much attention to the news, and had only heard whispers in passing about a war with the native fauna that surrounded the cities, but it was becoming increasingly more and more apparent to her something serious was going on and not your average run of the mill occasional labouror causing a small fuss. Everything was falling into disarray so Mildred quickly withdrew the majority of her fortune and stashed it in a place she believed to be far safer than if she'd left it all in the banks. Her business quickly began failing because no one could afford the luxury as of late, and the funding for the facility she worked at began to dwindle.

In an attempt to keep the facility open and her program going, she volunteered to help the Cartel in any way possible regarding the native-industrial conflict, to which she was appointed to oversee certain operations and assist in delivering and occasionally escorting supplies to cities and towns all across Mudos. Additionally, she was told to cease all cosmetic surgery operations and, for the duration of her volunteer work, she was to only to perform life or death defining surgeries on important figures assigned to her by the Cartel.





Strength: 1
Dexterity: 8
Constitution: 1
Intelligence: 8
Wisdom: 1
Charisma: 5

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  #13  
04-14-2016, 01:23 PM
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Accepted!
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