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Sivers, Piper

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Sivers, Piper Empty Sivers, Piper

Post  Piper E. Sivers Sat Mar 10, 2012 11:34 am

DOSSIER: Combatant; Sky Pirate
RANK: Boatswain

DETAILS

-NAME


Piper Elizabeth Sivers; was once Elizabeth Janey Millers.

-GENDER

Female

-AGE

22

-BIRTHPLACE

Aenias City, Redidential District, in the Slums.

-BIRTHDATE

April 3rd, 412A.R.

-THEME SONG
Rogue Traders- What You’re On
Fun- Be Calm



*********


-PICTURE

Spoiler:


-DESCRIPTION

Piper is five foot three, messy ginger hair, with bright green eyes and a happy smile, pale skinned with scattered freckles, and is almost never seen without Clementine.
Her hair she keeps cropped short, as she hates feeling her hair against her neck. She wears a pair of green tinted goggles on her head, though she rarely actually uses them. She wears a thin black leather and chain choker that was a gift from her father many years ago and has a habit of attaching small odds and ends to it such as cogs, nuts, and on one occasion a bright blue feather that has since been lost.

Clothing wise, she pretty much jumbles together whatever she stumbles across, preferring items for their individual value rather than what they look like as a whole. She isn’t colorblind however, and when given a choice or a paycheck, Piper will almost always attempt a more “smart” appearance, as she feels is required for her job. Her current favored attire consists of a nice small coat with sleeves stopping just after her shoulders over top striped sleeves underneath, over top her lower arm she wears cream colored bracers that sport a couple latching belts, and on her hands she wears black fingerless gloves with the section over the back of her hand missing. Mostly, the gloves serve only to help her grip on Clementine from slipping, but the slight protection they offer is better than nothing at all. The coat she usually leaves open, unless she’s cold. As for the clothing over her chest, Piper prefers to wear a light colored short sleeved blouse with a classic cut corset overtop of it. Her pants sport two deep frontal pockets and two smaller ones on their reverse, and the end just after her knee though she never snaps them closed. Her longboots are heeled and make a rather satisfying click as she walks in tempo to her accordion’s agonized gasping. Her socks are almost never clean to her annoyance.

She sports a small tattoo on her left upper hip of a mechanical wing and a cog, a trophy she received one night after sampling the bar’s wares for the first time at her brother’s urging. Later, she went to have it touched up and had the artist make it a bit more eye pleasing. On her back, there is a scar that starts at her left shoulder blade and curves down before spiking back up that she received from her parents’ murderer. There is another lesser scar on right forearm from where she was burned by one of Clementine’s unexpected steam bursts when she was younger.


-PRIMARY WEAPONS

Her wonderful accordion “Clementine.” It’s a bisonoric pianostyle accordion with an air compartment in the right hand manual. The more she pumps the instrument, the more compressed air builds up inside of the special chamber; when she finds herself in a situation where she needs to use the shot, she presses the release button and like a yo-yo from hell, the accordion releases all of its stored up energy and slams into whatever it hits. The force in the shot relates directly to the amount of stored up energy, thus why she’s almost constantly “playing it” at all moments of the day.

Because this build of air could potentially lead to a musical explosion, there is a “release” switch on the left hand manual that slowly forces the pent up air out of four brass pipes found on either end of the same manual. Due to the condensation that often builds up inside the instrument and the heat inside the bellows, steam may sometimes escape with the releasing air through the pipes.

Note: She only uses her accordion as a weapon as a last resort when fleeing is not an option. It also manages to never die. Much to the dismay of the crew. Their. Utter. Dismay.

-SECONDARY WEAPONS

None. She’s doomed.

*********


-SKILLS

-She can play the actually play her accordion properly (but only does so on rare occasions).
-She is as good as getting out of harm’s way. IE: Hiding and running away.
-Can spin a better tale than half the bards and drunkards in Thibudis.
-Has an uncanny knack for knowing if someone isn’t feeling well and will do everything in her power to cheer that person up.
-Is surprisingly amazing at being a Boatswain (which is the only reason nobody onboard has shot her yet).

-WEAKNESSES

-She cannot fight. She has one “shot” with her accordion which she chooses very carefully, often saving it as a last ditch attempt to stun her attacker before fleeing to safer ground.
-She has sporadically truly has trouble remembering what her real past is.
-Oblivious to everyone’s immense loathing and abhorrence of Clementine.

-COMBAT STYLE

She doesn’t fight until she has to and makes her hit count, “hit” because her accordion only has one shot. The more she pumps the instrument, the more compressed air builds up inside of the special chamber; when she finds herself in a situation where she needs to use the shot, she presses the release button and like a yo-yo from hell, the accordion releases all of its stored up energy and slams into whatever it hits. The force in the shot relates directly to the amount of stored up energy, thus why she’s almost constantly “playing it” at all moments of the day. After using the shot she will attempt to find safer ground, whether it be the nearest hidey-hole or friendly firepacking crewmate who hates the enemy more than her accordion.

If she can’t get away and has already used her shot, she will usually try to bludgeon her attacker(s) with the accordion, wielding it like some kind of stretchy baseball bat. As the instrument is approximately twenty five pounds, it packs a hefty punch; however, as she is a small lightweight with limited combat skills her “accordion kung-fu” isn’t as impactful as it could be.

If she doesn’t have her accordion, of if it’s badly damaged, she’ll resort to kicking and general thrashing found commonly displayed by young street urchins, which is a relatively ineffective method of combat. She might try to slingshot small rocks or something with her goggles but that’s unlikely to do much of anything.

-PERSONALITY

Most people would probably tell you that Piper is sweet, bouncy, and more annoying than having a sandflea up your nose. She’ll chat with you for hours, and usually does weather you want her too or not. -Usually not if she’s packing her accordion, which she usually is- and her tales always begins along the lines of “My heroic tale begins/began back in the early days of my youth…” and changes everytime she tells it. More often than not the story is completely irrelevant to anything at all and changes focus several times throughout its duration, beginning about her past and ending up as a faux lesson to avoid angry iguanas before teatime and the like. Between that and Clementine’s ghastly wheezing, most of the crew makes sure to occupy themselves wholeheartedly in their work in hopes of avoiding her all together. Not that it ever works, mind you, as she is quite diligent in her duties as it were and there isn’t a finer Boatswain in the entire fleet, as long as one was basing purely on the job performance. She also cares about the people she’s with, which is evident from the advice she has been known to dole out when needed.

Due to her insecurities Piper constantly charges and releases Clementine’s compressed air, the motions and sounds while aggravating and grating on most others helps to relax her and eases her mind. As long as she pumps air through her accordion she feels as though she isn’t completely defenseless. Singing softly also helps, but she wouldn’t be able to bring herself to sing for anyone besides Clementine.

Most of the time Piper effortlessly maintains her happy demeanor but she isn’t inhuman however, and like all humans, it is possible for the anger to get the best of her, which is usually marked by her (Cockney) accent becoming less formal and crude, reverting back to her time growing up around drunkards in her parent’s bar. She follows orders well and doesn’t question them unless they involve herself and combat, to which she tries to worm out of, and for good reason as she isn’t a strong fighter by any means and she knows it. However, if a friend is in danger and there is no one around to help them, Piper will use her “Punchline” shot without regards to her own safety in the hopes of helping her friend survive and afterwards when the adrenalin wears off Piper will usually scold herself for being careless before a lopsided grin kicks in and then she simply whistles to herself as she thanks her trusty accordion for saving the day once more.

-HISTORY

Piper was born to Jonathon “Reed” Millers, and his wife, Eliza Maryanne late one light in early April. She was the second child, the first and oldest being her older brother Thomas, who was twelve at the time of her birth. Her birth name was Elizabeth, after her mother. Her father ran a local bar deep within the Aenias residential district, her brother acted as the barkeep and her mother a serving wench. While the meager income from the bar was usually enough for the family to scrape by, Jonathon would often tell his children stories of the airships passing over the sky, sometimes going so far as to sketch out the mechanical marvels on whatever scraps of paper were lying about to further illustrate their many marvels. Eliza fretted away her worries by tinkering with an old accordion that was left to her from her great-uncle Huck. She enjoyed playing it in the evenings for the patrons of the bar and the extra few TS that her songs brought in were welcomed. Thomas however, held little sentiment in fanciful stories and catchy tunes; he spent most of his time listening to the patrons and the other scoundrels in the slums, learning of the resistance and of the way the world was waging war. Filled with all of the righteous anger that a young boy could hold, he began to disappear for varying lengths of time; his parents, convinced that it was an innocent phase all good lads were prone to left him be. Unfortunately, his involvement with the uprisers led to inevitable disaster and a few nights after Elizabeth’s seventh birthday, her parents were murdered in retribution for her brother’s crimes, as he was nowhere to be found in the building. Upon hearing her parent’s death cries the young girl stuffed her pillow under the covers and hid in the small space underneath her thin bed; the murderer, not caring enough to do a proper search stabbed at the lump under the covers and the blade of his knife slide through the old worn mattress and bit into her small body, just below the shoulder blade before jerking back out again. Seeing the blood on his blade he moved on without checking further. She waited until the footsteps faded before letting out the yelp of pain that she had been holding back, attaining a bitten lip in the process. Later that night when Thomas returned, he heard her crying and pulled her out from under the bed and stitched her up to the best of his abilities. Neither mentioned that night again after the bodies of her parents were cleared away.

Afterwards Thomas changed his name to “Franky Sivers” and Elizabeth became “Piper” and Franky quickly took over the running of the bar by passing himself off as a cousin to his late father and Piper as his hired help. For a few years things went smoothly, Franky running the bar and Piper keeping as quiet as possible. She took up to fixing her mother’s accordion in the backroom as it had been severely damaged. Piper also helped around the bar as much as she could, mixing drinks and waiting tables until it became rather obvious that she was her mother’s daughter. To keep talk from spreading she lopped off her hair and donned on her brother’s clothes. For awhile the ruse worked, but then Franky was tipped off by an old uprising contact that the hitman planned on returning soon to finish the job.

Scared for his little sister’s life, he convinced Piper to be smuggled out of the city in secret to Sabrie with only the clothes on her back, the most money he could spare, and their mother’s old accordion. Piper spent three years in the city, learning about the resistance and feeling her way around until word reached her that her brother had been taken to the dungeons in Aenias City to be tortured and had died in the process. Enraged at the Empire, piper hopped onto the nearest pirate air ship and offered up her services, thereby avenging her brother and living out her long lost father’s dreams on living on an airship and by keeping her accordion close she feels that she keeps a piece of her mother with her as well.


*********


-FINISHERS

The Clementine “Punchline” Shot. The only form of attack Piper and Clementine are really capable of. Can only be used once and has a limited range. Force of impact depends on compressed air supply available in right hand manual at the time of use. Use only when applicable as results may vary.



*********



-CUSTOM RANK

- Accordionist Extraordinaire

-ALIAS/NICKNAME

Krystina

-OTHER CHARACTERS

None.


Last edited by Opal Hutchinson on Sat Mar 10, 2012 12:16 pm; edited 3 times in total (Reason for editing : Followed some suggestions. I think it's better now.)

Piper E. Sivers
ACCORDIONIST EXTRAORDINAIRE

Posts : 3
Credits : 0
Join date : 2012-03-10

Summary
Power Level: 1
Gender: Female
Rank: Boatswain

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Sivers, Piper Empty Re: Sivers, Piper

Post  Opal Hutchinson Sat Mar 10, 2012 11:44 am

Not an official revise as everything is more or less in order. Only real thing to be made aware of is that her accent's more than likely to be closer to a lower/middle class Central/Southern London accent than anything else, borderline cockney, especially so if she lives in the slums.

As well as that, with your Finisher, are you simply want to make it the same attack as the accordion's regular function? I'd advise dwelling on it for a little longer to see if you can't come up with something to differentiate the actual move from just 'normal' - I use that term... sparingly, in this context - combat.

I understand your premise, with a character who puts more stock in running away than anything else, and Piper herself is excellent, straight off the bat jumps outs as unique and a character I'd definitely like to RP with, but these are just a couple of concerns you might want to think about.

Other than that, all you need to do is post up an equipment app, remove the faceclaim section and post in the Armada's thread - excellent app otherwise, though. Good to have you aboard. ^_^
Opal Hutchinson
Opal Hutchinson
THE AGE OF APOCALYPSE (Admin Elite)

Posts : 110
Credits : 32
Join date : 2012-02-29
Age : 28
Location : Old Yatarian Ruins

Summary
Power Level: 5
Gender: Male
Rank: Syndicate Ascendant

https://adoreadmire.rpg-board.net

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Sivers, Piper Empty Re: Sivers, Piper

Post  Opal Hutchinson Sat Mar 10, 2012 12:15 pm

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Opal Hutchinson
Opal Hutchinson
THE AGE OF APOCALYPSE (Admin Elite)

Posts : 110
Credits : 32
Join date : 2012-02-29
Age : 28
Location : Old Yatarian Ruins

Summary
Power Level: 5
Gender: Male
Rank: Syndicate Ascendant

https://adoreadmire.rpg-board.net

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