Post by Quinn Connelly on May 16, 2018 17:13:26 GMT -7
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Quinn Connelly
Quinn Connelly
[attr="class","appsubname"]a new path to be carved
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[attr="class","appheading"]GENERAL INFORMATION
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Human (Lochrach)
Human (Lochrach)
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32
32
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Female
Female
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Mellie
Mellie
[attr="class","applabel"]race
[attr="class","applabel"]age
[attr="class","applabel"]sex
[attr="class","applabel"]played by
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Bisexual
Bisexual
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Vieri
Vieri
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Collector
Collector
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Evankka & Osmene
Evankka & Osmene
[attr="class","applabel"]orientation
[attr="class","applabel"]residence
[attr="class","applabel"]occupation
[attr="class","applabel"]religion
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[attr="class","appheading"]PERSONALITY
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Quinn has a charming, and upbeat air to her that allows her to charm the pants off of the average person she meets (sometimes literally). She’s excellent at pretending to be interested in new people, and excels in making other’s feel important while she’s around them. You know, until it doesn’t serve her. The thing is, Quinn likes to keep people happy because happy people are a lot easier to massage and manipulate. An angry person has it’s value too, though - so when it comes to scathing comments and cutting words, she’s certainly not the worst. [break][break]
Most of what Quinn does, and how she acts, comes down to three simple things: [break][break]
Money. Wealth is the be-all and end-all, and Quinn knows it. There’s nothing in Fortuna that money can’t buy, she’s seen it played out time and again. You can buy things, land, even people - if you can name the right price. Quinn herself has managed to become independently wealthy through a life dedicated to a particular service that the rich appreciate, and is good about keeping her coffers full. However, she doesn’t let on that she’s a woman of such exorbitant means. It keeps things fun. [break][break]
Discovery. The first time that Quinn saw a real artifact, she got a surge of adrenaline that began a complete addiction. Quinn loves finding something rare, making a discovery no one has made before, or simply seeing something new. She finds the unfamiliar exciting, and the unpredictable addictive. The behaviour could be healthy if it weren’t for the ways she so willingly risks her life, and takes from others to feed it. [break][break]
And debauchery. After wealth, everything is sex to Quinn. Wealth gives you power - but sex makes you alive. Whenever she travels to a new place she loves to learn directly from the locals - and not just about their culture. She’s got quite a number of notches on her belt, and has little restraint in adding more. Her want for something new fuels what some might call a racist desire, as she finds non-human races more exciting than humans, and is interested in seeing how they all… work, for lack of a better word. [break][break]
Quinn is also a staunch believer that you only live once - and that you can’t take it with you when you go. Part of that belief helps her moralize stealing from history when that history’s descendants are alive and kicking, and another part of it keeps her moving forward and from holding onto things that don’t give her any immediate benefit. Essentially, Quinn believes that one should enjoy their life, and then burn it all to the ground when they die. Inheritance, in other words, is bullshit. [break][break]
Quinn has a charming, and upbeat air to her that allows her to charm the pants off of the average person she meets (sometimes literally). She’s excellent at pretending to be interested in new people, and excels in making other’s feel important while she’s around them. You know, until it doesn’t serve her. The thing is, Quinn likes to keep people happy because happy people are a lot easier to massage and manipulate. An angry person has it’s value too, though - so when it comes to scathing comments and cutting words, she’s certainly not the worst. [break][break]
Most of what Quinn does, and how she acts, comes down to three simple things: [break][break]
Money. Wealth is the be-all and end-all, and Quinn knows it. There’s nothing in Fortuna that money can’t buy, she’s seen it played out time and again. You can buy things, land, even people - if you can name the right price. Quinn herself has managed to become independently wealthy through a life dedicated to a particular service that the rich appreciate, and is good about keeping her coffers full. However, she doesn’t let on that she’s a woman of such exorbitant means. It keeps things fun. [break][break]
Discovery. The first time that Quinn saw a real artifact, she got a surge of adrenaline that began a complete addiction. Quinn loves finding something rare, making a discovery no one has made before, or simply seeing something new. She finds the unfamiliar exciting, and the unpredictable addictive. The behaviour could be healthy if it weren’t for the ways she so willingly risks her life, and takes from others to feed it. [break][break]
And debauchery. After wealth, everything is sex to Quinn. Wealth gives you power - but sex makes you alive. Whenever she travels to a new place she loves to learn directly from the locals - and not just about their culture. She’s got quite a number of notches on her belt, and has little restraint in adding more. Her want for something new fuels what some might call a racist desire, as she finds non-human races more exciting than humans, and is interested in seeing how they all… work, for lack of a better word. [break][break]
Quinn is also a staunch believer that you only live once - and that you can’t take it with you when you go. Part of that belief helps her moralize stealing from history when that history’s descendants are alive and kicking, and another part of it keeps her moving forward and from holding onto things that don’t give her any immediate benefit. Essentially, Quinn believes that one should enjoy their life, and then burn it all to the ground when they die. Inheritance, in other words, is bullshit. [break][break]
[attr="class","appheading"]APPEARANCE
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Quinn is a fit woman with a lean, muscular frame than lends itself well to feats of acrobatics and athleticism. Her legs are built for running and jumping, her arms are built for climbing and lifting, and her core strength gives her incredible balance. [break][break]
Like most humans of the Lochrach people, Quinn has fiery red hair and lightly tanned skin coated in freckles. They smatter her from face to foot, with a larger assortment on the backs of her shoulders and over her arms. Pairing well with her red hair are eyes of bright green, always hiding some outrageous plan. [break][break]
Quinn dresses for the region that she’s in, preferring to do her research and wear garb not only appropriate for the weather, but for the culture as well. Clothing is one of the few places she spends exorbitantly, ensuring that her wear is both authentic, and long-lasting. She has no qualms over covering herself up, or revealing herself - she knows she pulls it off either way. [break][break]
Quinn is a fit woman with a lean, muscular frame than lends itself well to feats of acrobatics and athleticism. Her legs are built for running and jumping, her arms are built for climbing and lifting, and her core strength gives her incredible balance. [break][break]
Like most humans of the Lochrach people, Quinn has fiery red hair and lightly tanned skin coated in freckles. They smatter her from face to foot, with a larger assortment on the backs of her shoulders and over her arms. Pairing well with her red hair are eyes of bright green, always hiding some outrageous plan. [break][break]
Quinn dresses for the region that she’s in, preferring to do her research and wear garb not only appropriate for the weather, but for the culture as well. Clothing is one of the few places she spends exorbitantly, ensuring that her wear is both authentic, and long-lasting. She has no qualms over covering herself up, or revealing herself - she knows she pulls it off either way. [break][break]
[attr="class","appheading"]HISTORY
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Smoxe Kzilan, more commonly known as Quinn Connelly, belonged to a large family in a small village. Her parents were very much in love, and not very well educated, which meant that their love turned into a massive family. Four sisters, and six and half brothers -- the half was a miscarriage, but Quinn has little use for tragedy. [break][break]
Due to the number of children in the family, and the fact that their business was cobbling, and their village was rather communal, there wasn’t much in the way of money. There were, however, two things: Community, and stories. [break][break]
The community of Lochrach that Quinn grew up with were extremely close-knit. Everyone looked after everyone else. Hell, you could spend a week with another family (and she often did) and no one would bat an eye. It was a place, like the best of Vieri, where everyone helps everyone else. [break][break]
The stories are Quinn’s best memories, though. Tales of the past, of battles fought, won, and lost. The Lochrach, with their stories history of attempted conquering; with their taming of dragons; with their desire for glory, have many such tales. None quite as amazing as the tale of the Dragon’s Betrayal. The battle that her ancestors lost to the Ghaideth and the other Vieri races, who convinced the dragons to turn on her people. [break][break]
Not only was there a story, but there was a place. A ruin of old antique airships, long overgrown by the weeds of the earth - an absolutely terrible place for children to play, but the perfect place for Quinn. She brought along several friends, and two of her siblings, to assist her in exploring it. They crawled through passages littered with broken nails, and jumped busted gangways to even more busted masts, and traveled deeper into the depths of the ships. [break][break]
The others told her to turn back as it got deeper, darker, and more dangerous… But Quinn was always charming. [break][break]
When she finally found her first artifact, it was lodged between a large bookshelf and a crushed skeleton. She was certain if she could make the other end of the ship weigh more, it would push the bookshelf off of the skeleton, and give her a moment’s access to the artifact before it fell off the cliffs. [break][break]
So she told the kids what to do, and they did it. She got her artifact, and four of them made it out alive. Two? Didn’t. [break][break]
No one told anyone else that Quinn had been the one to lead them, that it was Quinn’s fault, and she hardly saw it that way. Instead, those who survived were treasured - and no one spoke of that day anymore. But they also didn’t follow Quinn out to the wilds, either. Quinn kept going, she wasn’t afraid. She had gotten a sip of forever, the person she was going to become. [break][break]
She got very good at finding things. At taking things. At selling things. [break][break]
Her very specific set of talents caught the eyes of those who desire objects of importance, and by the time she was just hitting her twenties she had been hired to do a job that would pay ten thousand gold: Enough to buy her village one and a quarter times. One successful job for a rich S.O.B. lead to another, and another, and another -- and now? Quinn Connelly isn’t just a name, it’s a promise. Anything you desire, you can have -- for a price. [break][break]
Quinn doesn’t just collect on request, though. She has a bit of her own collection. Most notably, a set of eight staves of magical and religious significance. She hopes to complete the collection someday, and sell it for the world… Or however much she can wring out of the highest bidder. [break][break]
Oh, and that village she could buy after her first job? She did buy it. She maintains it, and all who live there now work under her command. They’re good at keeping things looking on the up-and-up, keeping things as unassuming as they were when Quinn was a kid. But -- damn if it doesn’t make a great vault. [break][break]
Smoxe Kzilan, more commonly known as Quinn Connelly, belonged to a large family in a small village. Her parents were very much in love, and not very well educated, which meant that their love turned into a massive family. Four sisters, and six and half brothers -- the half was a miscarriage, but Quinn has little use for tragedy. [break][break]
Due to the number of children in the family, and the fact that their business was cobbling, and their village was rather communal, there wasn’t much in the way of money. There were, however, two things: Community, and stories. [break][break]
The community of Lochrach that Quinn grew up with were extremely close-knit. Everyone looked after everyone else. Hell, you could spend a week with another family (and she often did) and no one would bat an eye. It was a place, like the best of Vieri, where everyone helps everyone else. [break][break]
The stories are Quinn’s best memories, though. Tales of the past, of battles fought, won, and lost. The Lochrach, with their stories history of attempted conquering; with their taming of dragons; with their desire for glory, have many such tales. None quite as amazing as the tale of the Dragon’s Betrayal. The battle that her ancestors lost to the Ghaideth and the other Vieri races, who convinced the dragons to turn on her people. [break][break]
Not only was there a story, but there was a place. A ruin of old antique airships, long overgrown by the weeds of the earth - an absolutely terrible place for children to play, but the perfect place for Quinn. She brought along several friends, and two of her siblings, to assist her in exploring it. They crawled through passages littered with broken nails, and jumped busted gangways to even more busted masts, and traveled deeper into the depths of the ships. [break][break]
The others told her to turn back as it got deeper, darker, and more dangerous… But Quinn was always charming. [break][break]
When she finally found her first artifact, it was lodged between a large bookshelf and a crushed skeleton. She was certain if she could make the other end of the ship weigh more, it would push the bookshelf off of the skeleton, and give her a moment’s access to the artifact before it fell off the cliffs. [break][break]
So she told the kids what to do, and they did it. She got her artifact, and four of them made it out alive. Two? Didn’t. [break][break]
No one told anyone else that Quinn had been the one to lead them, that it was Quinn’s fault, and she hardly saw it that way. Instead, those who survived were treasured - and no one spoke of that day anymore. But they also didn’t follow Quinn out to the wilds, either. Quinn kept going, she wasn’t afraid. She had gotten a sip of forever, the person she was going to become. [break][break]
She got very good at finding things. At taking things. At selling things. [break][break]
Her very specific set of talents caught the eyes of those who desire objects of importance, and by the time she was just hitting her twenties she had been hired to do a job that would pay ten thousand gold: Enough to buy her village one and a quarter times. One successful job for a rich S.O.B. lead to another, and another, and another -- and now? Quinn Connelly isn’t just a name, it’s a promise. Anything you desire, you can have -- for a price. [break][break]
Quinn doesn’t just collect on request, though. She has a bit of her own collection. Most notably, a set of eight staves of magical and religious significance. She hopes to complete the collection someday, and sell it for the world… Or however much she can wring out of the highest bidder. [break][break]
Oh, and that village she could buy after her first job? She did buy it. She maintains it, and all who live there now work under her command. They’re good at keeping things looking on the up-and-up, keeping things as unassuming as they were when Quinn was a kid. But -- damn if it doesn’t make a great vault. [break][break]
[attr="class","appheading"]ABILITIES
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[attr="class","appability"]➢ Weapon Proficiency[break]
Quinn has had to learn how to handle a few different weapons, particularly as she becomes more well-known in certain circles, there are increasing threats on her life. She carries a pistol (because of course she knows weapons smugglers), but when it cities keeps it hidden to avoid the law. Her signature weapon comes in the form of a series of daggers, along with a series of poisons she likes to get from a fantastic supplier. She’s also been known to use a whip, and even to use a grappling hook as a weapon. It doesn’t look pretty.
[break][break]
[attr="class","appability"]➢ Investigator[break]
Quinn is a great investigator and researcher. Before she goes on any mission, she consumes absolutely all of the knowledge available to her, whether that be books, or getting information from locals. She’s extremely well-read on history, particularly art, war, and culture. If it’s happened, Quinn often has a good idea about it - or she knows someone else who does.
[break][break]
[attr="class","appability"]➢ Contacts[break]
In Quinn’s line of work, contacts are what pay your bills. Quinn has connections in law enforcement, through governments, in mobs and other crime syndicates, and among the sea and air vessels of pirates. And those are just people she doesn’t do work for. There are some wonderfully wealthy and influential people who owe her more than a few favours - and Quinn is cautious on when she collects.
[break][break]
[attr="class","appability"]➢ Minor Magics[break]
Not well-versed in magic, but knowing that anything you can do to get ahead, you should do, Quinn got herself access to a magical tutor years ago. She was lucky enough to have a small spark for the stuff - though not enough to make it a signature. Instead, she’s learned two spells for herself, which she refers to as: Farstep, and Appraisal. [break][break]
Using conjuration magic, Quinn is able to summon enough power to teleport short distances. If used sparingly, she can do it multiple times a day for short distances around 5-10 feet. If she can hold off on it and use it in one burst, she’s been able to (once or twice) go up to forty or fifty feet in a single move.[break][break]
With divination, Quinn has mastered the handy ability of seeing the materials within something she holds. It fills her mind like a breakdown of ingredients, and while it doesn’t tell her anything about magic, or anything about the source of the object, combined with her knowledge on treasure? It’s usually enough to tell if something is fake, or a genuine artifact.
[break][break]
[attr="class","appability"]➢ Lochrach Sailing[break]
Like most Lochrach, Quinn was taught how to pilot an airship at a young age. She’s quite adept at it, and uses one as her main method of transportation. She’s particularly fond of single-handed piloting, and racing. She can usually convince some of her friends in the lightning smuggling profession to take her up on dangerous races every once and awhile. [break][break]
Quinn’s signature vehicle is a powerboat, which looks somewhat like a trimaran with an aerodynamic sail that she can control the rise in. She’s rigged the powerboat to overdrive on lightning, allowing her to go at extreme speeds for short periods of time. Unfortunately, it usually means she’ll need to spend the next few days fixing her ship when she does. [break][break]
[attr="class","appability"]➢ Weapon Proficiency[break]
Quinn has had to learn how to handle a few different weapons, particularly as she becomes more well-known in certain circles, there are increasing threats on her life. She carries a pistol (because of course she knows weapons smugglers), but when it cities keeps it hidden to avoid the law. Her signature weapon comes in the form of a series of daggers, along with a series of poisons she likes to get from a fantastic supplier. She’s also been known to use a whip, and even to use a grappling hook as a weapon. It doesn’t look pretty.
[break][break]
[attr="class","appability"]➢ Investigator[break]
Quinn is a great investigator and researcher. Before she goes on any mission, she consumes absolutely all of the knowledge available to her, whether that be books, or getting information from locals. She’s extremely well-read on history, particularly art, war, and culture. If it’s happened, Quinn often has a good idea about it - or she knows someone else who does.
[break][break]
[attr="class","appability"]➢ Contacts[break]
In Quinn’s line of work, contacts are what pay your bills. Quinn has connections in law enforcement, through governments, in mobs and other crime syndicates, and among the sea and air vessels of pirates. And those are just people she doesn’t do work for. There are some wonderfully wealthy and influential people who owe her more than a few favours - and Quinn is cautious on when she collects.
[break][break]
[attr="class","appability"]➢ Minor Magics[break]
Not well-versed in magic, but knowing that anything you can do to get ahead, you should do, Quinn got herself access to a magical tutor years ago. She was lucky enough to have a small spark for the stuff - though not enough to make it a signature. Instead, she’s learned two spells for herself, which she refers to as: Farstep, and Appraisal. [break][break]
Using conjuration magic, Quinn is able to summon enough power to teleport short distances. If used sparingly, she can do it multiple times a day for short distances around 5-10 feet. If she can hold off on it and use it in one burst, she’s been able to (once or twice) go up to forty or fifty feet in a single move.[break][break]
With divination, Quinn has mastered the handy ability of seeing the materials within something she holds. It fills her mind like a breakdown of ingredients, and while it doesn’t tell her anything about magic, or anything about the source of the object, combined with her knowledge on treasure? It’s usually enough to tell if something is fake, or a genuine artifact.
[break][break]
[attr="class","appability"]➢ Lochrach Sailing[break]
Like most Lochrach, Quinn was taught how to pilot an airship at a young age. She’s quite adept at it, and uses one as her main method of transportation. She’s particularly fond of single-handed piloting, and racing. She can usually convince some of her friends in the lightning smuggling profession to take her up on dangerous races every once and awhile. [break][break]
Quinn’s signature vehicle is a powerboat, which looks somewhat like a trimaran with an aerodynamic sail that she can control the rise in. She’s rigged the powerboat to overdrive on lightning, allowing her to go at extreme speeds for short periods of time. Unfortunately, it usually means she’ll need to spend the next few days fixing her ship when she does. [break][break]
[attr="class","appheading"]Fortuna-RPG