Post by Rickard Flagg on Jul 31, 2011 21:55:14 GMT -5
Rickard Flagg
"The Tower has no room for cripples or bastards like me... but at least the Enforcers do."
"The Tower has no room for cripples or bastards like me... but at least the Enforcers do."
NICKNAMES[/color]: // The Cripple, three-legs, a variety of derogatory names
AGE[/color]: // 54
DATE OF BIRTH[/color]: // 23 August
GENDER[/color]: // Male
ALIGNMENT[/color]: // Neutral
OCCUPATION[/color]: // Interrogator
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HEIGHT[/color]: // 175 cm usually, but tends to walk stooped, 160 cm
WEIGHT[/color]: // 70 kg
EYE COLOR[/color]: // Brown
HAIR COLOR[/color]: // Grey
PIERCINGS[/color]: //
TATTOOS[/color]: //
DISTINGUISHING FEATURES[/color]: // Eyepatch
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- Cautious
- He's not hot-headed, nor does he rush into things. He's slow and quiet, taking small but deliberate steps, gauging everything before acting.
- Bitter
- When he was young, he was a shooting star, to say the least, rapidly rising through the Association's ranks, despite his family's young age. Women were falling heads over heels for the young and dashing Flagg... and now he's not that person any more.
- Critical
- He dislikes the young pip that he once was, seeing that person as idealistic and too arrogant for his own good. Sadly, this same attitude is exhibited by ninety percent of the young men at the Clock Tower.
- Reliant
- He relies on other people to see him through the day. When his left leg is half what it used to be, and his body wasted and weak, it's necessary.
- Sharp
- They might have taken his body and his future from him, but they did not take his mind, at least.
- A little sadistic
- You have to be, to do what he does and still sleep.
LIKES[/color]: //
The enforcers that he's partnered up with, who have worked with him for the better part of a decade
Results
Answers
Elevators/Escalators
DISLIKES[/color]: //
Young people
Arrogant people
Lots of types of people
Lies
Wastes of time
FUCKING STAIRS
STRENGTHS[/color]: //
Sly. Tricky. Rickard is perfectly capable of telling a lie, having dealt with them for the better part of his life. He's good at dealing with people, capable of reading them at a moment's notice. Furthermore, he's pragmatic and not afraid to call on technology, if needed.
WEAKNESSES[/color]: //
He's crippled. He's not going to be punching you, chasing you, etc, for a loooooooooooong time. He can barely get out of bed by himself at times, even. No secret ninja arts, no secret cripple kung fu for him.
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MY FAMILY LINE[/color]: //
Flagg. A relatively new family of 260 years, (or 6 generations) from Ireland. It is a bit too early to apply an element to them, but they are primarily water users. Furthermore, though they have entered the Association, it is without recommendations or connections, which makes them some of the lowest in the Tower, as far as influence goes. There's really not much to say, as they're a new family and all.
MY HISTORY[/color]: //
My story... huh. The fact that you're so interested almost brings a tear to my eye, really. What's your stake in it, I wonder...? Hm, not important.
When I was little more than a young pup, my parents tested me on my knowledge and aptitude with magecraft. A formality, you see. But the result... What a surprise. What a surprise.
As it turned out, I was the first in our family to be blessed with two elements. And not just fire or earth either; but the oh so noble wind element. That set off quite a titter with our people. I was uniquely gifted. Possibly the first of a great dynasty. It would be such a shame to stifle my gifts before they flourished, to let what I had go to waste... so my aunts, my uncles, my grandparents, they all lobbied to my father about the Crest. They all suggested, remarked, or demanded that my father, the Head of the family, give up the Crest to me; not even a decade in his tenure. Took... five years for him to submit to the will of... everyone else.
After that, they shipped me off to the Tower.
Ah. Prejudices.
Coming to the Tower, with hardly a single letter to my name, I made little friends. As it turned out, Wind was but an element. Little more special than fire or water or earth.
Whatever my mother or aunts or uncles might have said, I was nothing special. I was just another upstart magus from an upstart family trying to reach for things that did not belong to me. Nothing and nobody of note.
So I would make myself special. Make a name for myself.
I studied. I trained myself. I did all this under my own steam in order to rise, to get better, to seek recognition. I learned magecraft. I even picked up extracurricular pursuits. However... This was seen as ambition, unnecessary and unwanted. Showing off, even.
So I tried a less academic pursuit.
Dueling. A dangerous activity. Without any safety measures short of having an infirmary nearby, it was all too easy to get your face torn off, your limbs burned off, to get maimed and battered in all sorts of manners.
But, as they said, no risk, no gain.
And... I was proficient in them. More than proficient, in fact. Simple clashes of power, battles of guile and wit, of quickness, all were fair game, all won.
At first, I only made enemies. Disgraced lordlings who were furious at losing to a man like I, of a young family. However, as my victories grew in number, that animosity turned to grudging respect, until some of the more liberal lords (not like that was saying much) grew friendly with me in the loosest sense of the word. Seeing my potential as a man and a leader, perhaps.
Of course... I grew arrogant. I swiftly distanced myself from the friends that I had in favor of the lords and wealthy. I became a brown-nosing, sycophantic, political hound. Looking for influence, looking for bones from my betters.
But at least I was promised to a daughter of one of the noble families. She was, after all, everything that one could desire in a woman. Pretty. Rich. Connected.
Heh.
...Another man took offense to that. The young rip wanted her as well. He was untested, untried, the sort of person who sat in the back of the classes and rode on his family's name. No ambition outside of wenching and wining.
So I challenged him to a duel. Within the fortnight – I had managed to get my name in an expedition to some town in Japan, Fuyuki.
You might have asked why I chose to go there. For the education? To right some grievous wrong? No. Because it would look good on a resume.
...Anyways.
I went to Fuyuki. I let the Enforcers and researchers look over the wastes.
I went back.
I got captured. By? I don't know who. Only what they wanted, and what they did to me.
They wanted to know what I learned at Fuyuki. Of what had happened there. Of the devastation.
Now, were I a hero, I'd say that I held out bravely, that they got nothing out of me, until I was rescued.
That... did not happen. I cried, I screamed, I told them anything and everything that I could, and when that was not enough, lied and made up details to satisfy them.
In exchange... they broke me. They tortured me, tore strips out of my legs, cut me. I don't know how long I stayed there. Weeks? Months? Days?
However long it was, they released me. Dumped me out of the back of a moving van.
Lucky that I was able to get an ambulance, get my hands on a phone, contact the Association.
By the time I got back, though, nobody wanted to be my friend. I was... a broken thing, a shadow of my former self. And I saw who I really was, then. That young sycophant.
A harsh lesson.
Regardless, the Enforcers were willing to have me, after I haggled them down, proved that I still had a sharp mind. Though I think that it was actually the work of one of the lordlings that I had embarrassed – to see me working among the dogs. And there I remained for 20 years.
I took a job as interrogator. Ironic, that I should inflict upon others what has been done to me. Sometimes interrogator... sometimes confessor, when the Tower needed someone to take the blame for a mishap, and fast. Ironic. That, and information. My missions often had me lodging with other physically-attuned Enforcers, acting as controller. And so it went.
Now... it seems that the Association wants to redo the same experiment that laid waste to Fuyuki. My superiors prefer to see Lucca intact.
So I'll be stationed there next. The Association even loaned me several safehouses and properties for this purpose. Though, amusingly, at least three other Enforcers have also mentioned going there, though not to limit damage. But to participate.
MY GOALS[/color]: // To limit collateral damage and to whip the other Enforcers back into line.
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Painkillers
Cane
'Tools' – Screws, pliers, hammers, cleavers, the works.
Colt M1911 – four 7-round clips
Safehouses – One in Piazza di Brancoli (Under a nightclub), Monte San Quirico (Near an Italian restaurant), and Ponte a Moriano (Under a residential home owned by a front). They are simply houses – spartan in furnishing. Things of note are first aid kits,
RANK[/color]: // 4th
ELEMENT[/color]: // Water/Wind
EXPERTISE[/color]: //
Interrogation – Rickard has been interrogating for at least 25 years now. He knows where to hurt people, when to hurt them, how to hurt them... and, more importantly, he knows when people are lying to him.
Tracking – Self-explanatory. Rickard knows when things are out of place, out of line. Accordingly, he can piece things together, follow a trail, broken branch by branch.
It was a simple matter to beat and batter the light saber with the heavier longsword, swiftly tiring the foe out... and then simply drawing blood. A relentless barrage of attacks throwing them off balance, preventing effective offense or defense.
The remarks turned from scorn to injured and angry mutterings.
Hardly applicable in his current state.
MAGIC CIRCUITS[/color]: // 12 circuits of 12 PrC for 144 total
SPELLS[/color]: //
Hex - Electric (Wind/Water)
Rank: E
Cost: 10
Range: 15m
Effect: Disrupts the electrical flow of a machine, breaking it. The actual result depend on the type of machine. A car engine would explode, while something small like a flashlight would sputter out. He developed it after one of his missions involving a near mishap with lights, cars, and a fire hydrant.
Self-learned, one-line.
Hex - Mechanic (Wind/Water)
Rank: E
Cost: 15
Range: 15m
Effect: Working on the same principle of Hex - Electric, this spell is designed to mess up a mechanical system by giving it the equivalent of a heavy knock on the side with a sledgehammer. The exact effect varies with object - a gun would stop working, whereas a fire hydrant would break the seal that keeps the water down, causing the high-pressurized water to spurt out or something.
Two-line spell.
Reinforcement (Water)
Rank: C
Cost: 20
Range: Self
Effect: A holdover from his Enforcing days, this spell runs for 10 minutes. Used as he is currently, it would boost his physical capabilities, yes, but it would certainly hurt like hell for the next morning. Of five.
Clock Tower curriculum, 5-line.
Tracking Nexus (--)
Rank: B
Cost: 20 for 24 hours
Range: City-wide
Effect: A mystic code. It appears as a square box with a compass in the middle, an indentation in the back, and a light in the front. It works off the concept of sympathetic magic, of connecting parts to a whole. Attach a piece of cloth ripped from the seat of someone's jeans to the indentation, actualize the ritual, and then compass needle will point to the whole jeans. The light flashes; the closer the compass is to the source, the faster it flashes. The same could be said of people and hair, were it not for magi resistance. They would be able to tell if the Nexus were to try to track them directly.
It lasts 24 hours before the miniature ritual has to be actualized again.
Eight lines.
Freezing Lance (Water/Ice)
Rank: D
Cost: 10 Pr
Range: 15m, Straight line single-shot, dissolves on impact
Effect: Low damage e prana costing, Freezing Spear is a ranged attack mostly useful for quick jabs or low key assassination works. Being weak, it leaves few traces as the condensed and frozen water simply melts on impact after the prana composing its shape disappears. As a result, being hit by one simply looks as if someone dropped a bucket of water on the target. As the spear is not completely made of ice as the prana infused into it keeps it partially flowing, it is also not so lethal and mostly inflicts blunt wounds. Its low speed keeps it from being more used but it is a common and easy to produce magic widely used.
It was initially developed as a counter to long range attacks that water mages could not defend themselves against as many water magi are more healers than attackers by trade. Its ease of use guaranteed its filtering through most common ranks of magi society and it is still a staple spell for most beginner mages that is widely used even by more advanced ranks. It can be fired in rapid succession as well.
Three-line spell.
PLAYER'S NAME[/color]: // Beo
FACE CLAIM[/color]: // Big Boss, MGS4
OTHER CHARACTERS[/color]: // Percy, Sig, and Beo
MISC. INFORMATION[/color]: // Gotsta fill mah mastah ratio heah
Also, the two enforcers mentioned will be snpcs when I'm less lazy
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