Meow's Marvelous Morons (or Bird's Beautiful Bints)

Herein lies the various character directory threads for the players
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Meowmai
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Meow's Marvelous Morons (or Bird's Beautiful Bints)

Post by Meowmai »

This is my assembly of dipshits, some of whom I even play!
Main Cast

Kestrel Nankeen: A curious and cheery young bird-girl archer and adventurer. She simply wants to explore the world and have fun but her naïve and foolish nature inevitably leads her into all kinds of trouble.

Elizabeth Welles: A young smart catgirl looking to turn away from her life of crime and use her skills for good as a hacktivist. She's a huge nerd and an equally huge coward though, so don't expect her to take a stand when her life is on the line.

Pania Waikaha: An angry human psion and warrior grappling to control her powers and seeking vengeance against those who experimented on her. She's new to the Nexus and a fresh member of MERC.

Atsede Nnadi: A teenage delinquent Changeling whose soul is entangled with that of an angel's, and is doing everything she can to rebel against her strict and highly religious parents. This mostly involves getting into a lot of trouble at school and doing some very stupid things.

Sylvia Brownlow: An anxious and skittish Lapin (bunny-girl) trying to find the courage to leave home and escape her families pressures. She spends most of her time reading, writing, drawing, and freaking out over anything trivial.

Tespa: A dubious catfolk fortune teller and necromancer, cursed with unbreakable magic that rots her body and drags her closer to death without ever quite pulling her over the line and into the grave. Loves to be cryptic and mysterious, and is always on the lookout for weird occult relics or new sources of power.

Ginger: A gnollish Champion of the sun Goddess Sarenrae, who is perhaps more boisterous and blunt than you would expect from a divine warrior. She strives to make the world a better place, striking down evil but always being sure to offer a helping hand to those willing to take up the path of redemption.
Last edited by Meowmai on Mar 21, 2024 9:12 am, edited 3 times in total.
Bismark wrote:Silence, birb-wench.
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Meowmai
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Re: Meow's Marvelous Morons (or Bird's Beautiful Bints)

Post by Meowmai »

Kestrel Nankeen

Image

The Basics
Aliases: Kes, Feathers
Gender: Female- cisgender, she/her
Ancestry: Bird-Kin
Age: 21

Profession: Adventurer, Camp Counselor at GLoG
Sexuality: Bisexual, but with a strong romantic preference towards women.
Height: 5’2” (157cm)

Description
Kestrel is a girl with a short, slender frame, her unassuming build hiding a surprising bit of strength built up from her years of labour and archery. She has tanned skin, and golden eyes that peer out from under her very messy shoulder-length brown hair. Most striking are the reddish-brown feathers that grow from her skin, tipped on the very end in black. These emerge from the back of her ears, very small feathers that grow to a point not unlike elf ears. Larger feathers grow from the underside of her forearms, and yet larger tailfeathers emerge from her lower back. These feathers sometimes flatten or puff out depending on her mood.

Kestrel’s outfit isn’t too complicated, as she prefers the practical and comfortable over the stylish. She wears grey shorts, a brown t-shirt, and comfortable brown boots. Over the top of her shirt is an old, thin, leaf-green jacket, with seams that seem barely stitched together. She wears a pair of fingerless gloves, once again brown. Her two concessions to fashion are a yellow bandana hanging low, and a small leather choker with a golden arrow charm decorating her neck.

Personality
Curious, adventurous, and ever-cheerful, Kestrel is a girl who’s always eager to go out into the world and try new things. While the realities of the world don’t often match her storybook heroic dreams, she’s excitable and optimistic enough that such things rarely weigh her down. She’s quite impatient easily distractible though, often getting lost in thoughts and daydreams should something fail to hold her interest.

Not having many when she grew up, Kestrel is always on the lookout for new friends. Thus, she always tries to be friendly when meeting people, and is more than willing to offer a helping hand at a moment's notice to those she does befriend. She’s naive and pretty inexperienced, and so prone to quickly trusting most people she meets. This also makes her quite susceptible to peer pressure, her desire to look cool and impress those around her overriding the more rational part of her brain.

Kestrel acts quite reckless and overconfident, and while some of this is a genuine over-estimation of her own skills, a lot of it is a facade. Her youth and inexperience shows, and she’s developed more than a few little insecurities in her need to be taken seriously. Cracks in this facade will reveal she’s a lot more shy, nervous and uncertain when it comes to some things than she tries to let on.

History
Kestrel grew up in a relatively small, unremarkable village, and spent most of her life as a farmgirl there. While she loved her parents, she always longed to leave for adventure, and was known for exploring the woods and getting into trouble. Her uncle tried to teach her the skills of a ranger, and while she struggled to pick up skills such as magic and navigation, she learned enough and quickly became attached to learning archery. When she turned 18, she left home to take up adventuring, and managed to eventually after a few years find herself thrown into the Nexus. She still has desires to keep adventuring and one day become a hero, but is less purely dedicated to it as she was before.

Further Information
Equipment
Family Shortbow: Really, the only significant piece of equipment Kestrel carries with her, as she’s quite broke. Even then, the bow is only special for sentimental value, previously belonging to her uncle thus making it one of the few reminders of home she has with her in the Nexus. For all intents and purposes, just a well-made wooden shortbow.

Hunting Knife and Pan: Her backup weapons should enemies ever get too close. Both are what they say on the tin, and used as weapons only as emergencies. Her hunting knife is a very simple blade mostly meant for skinning animals, and her pan obviously meant for cooking. On more than one occasion though, she’s had to rely on one or the other, and they are surprisingly trusty last-lines of defence.

Abilities
Archer: Kestrel is no keen sharpshooter, but she’s good enough with a bow to at least usually hold her own while adventuring. Kind of. She prefers a mobile, skirmishing style, and while that keeps her out of harm's way it doesn’t exactly help her aim. Still, it’s good enough to be a valuable skill in her arsenal.

Basic Ranger Training: While much of it did not stick, Kestrel at least understands the basics of herbalism, hunting and cooking, stealthy movement, and animal communication/care. She’s even managed to pick up a way to “speak” very simply with wolves!

Birdkin Body: Her ancestry provides Kestrel a few little useful quirks. She’s surprisingly light, which makes her hobby of climbing easier and safer. Her eyesight is sharper than that of a regular human. In addition, she bounces back from wounds and injuries a little quicker than most.

Were-Harpy: After the magic from a failed wish and an accidental bite from a werewolf mixed with her bird-like ancestry, Kestrel unwittingly found herself becoming a wereharpy. Her appearance in were-harpy form includes increased feather growth, slight changes in colour as some of her feathers take on a pinkish hue, while her legs become that of a bird and her arms transform into wings without proper hands. She has no real control over the transformation, and has yet to figure out the trigger. While the lack of hands makes everyday life difficult in this form, it does at least grant her the ability to fly. Kestrel is mostly herself while transformed, but notably is a touch more instinctual, and much more physically expressive.

Mild Misfortune: While not really an ability per-se, Kestrel is notoriously unlucky. Yet, paradoxically, she’s similarly blessed with a strange luck. While things always go wrong and she always finds herself in trouble, she rarely ever seems to find herself in so much danger that she can’t escape with more than a few scrapes and a bruised ego.

Misc Info
Kestrel is not alone in her travels, for while she does not take him on dangerous adventures she’s almost always otherwise accompanied by a young wolf cub named Silver. He had gotten loose from some goblin pens after his mother died, and injured himself. Kestrel rescued the poor cub, and he bonded to her in the absence of his mother. She negotiated being able to adopt and look after him from the goblins after helping them out, and now the two are basically inseparable. One day she hopes Silver will grow to be a wolf companion able to fight by her side, but for now she’s happy to spoil the curious and mischievous cub.

Kestrel has picked up a MERC Licence to help herself find adventuring jobs, but while she’s not adventuring she instead works at GLoG, happy to help out in any way she can.
Last edited by Meowmai on Mar 21, 2024 9:21 am, edited 3 times in total.
Bismark wrote:Silence, birb-wench.
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Meowmai
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Re: Meow's Marvelous Morons (or Bird's Beautiful Bints)

Post by Meowmai »

Elizabeth Welles

Image

The Basics
Aliases: Eclipse
Gender: Female, cisgender she/her
Ancestry: Catgirl
Age: 23

Profession: Thief and Hacktivist
Sexuality: Lesbian
Height: 5’4” (163 cm)

Description
Elizabeth is pale and scrawny, and even on her good days always appears at least a little bit messy and tired. Her eyes are bubblegum-pink, a telltale sign marking her as yet another child of Reinholdt’s. Her hair is blonde, as are her cat features- a fluffy tail and two fluffy ears atop her head.

Her standard getup is nothing flashy. Sneakers, long jeans and trousers, or shorts depending on the weather, and faded graphic t-shirts always hidden under a black hoodie. The only thing of note is the device she wears on her left wrist, a purple holo-projector screen strapped in place besides a few little switches and knobs.

When she gears up for a heist or other such crimes, her face is mostly covered, concealed by the hood as well as the addition of a bandana and a visor she uses to see in the dark or look through her drone camera.

Personality
Elizabeth is an intelligent young woman whose talents, passions and skills are rather held back by a prevalent laziness and general unwillingness to get up out of bed before noon. She’s quite antisocial, preferring to spend most of her time locked in her room and only emerging once in a while, like some dishevelled and likely malnourished cryptid. Part of this is informed by her refusal to do a single honest day's work- resulting in her preference to stay anonymous in most things. All of this means that should she ever be thrown into an actual social situation, she immediately becomes rather quiet and quite awkward. She is staunchly anti-authority, distastes violence, and holds little regard for the law in general. Despite some of these firmly held beliefs, she’s a huge coward. Elizabeth is neither tough nor brave, and she knows this, so prefers to instigate conflicts and confrontations from behind a laptop screen and several layers of proxy servers.

History
Elizabeth was a child born to two loving parents, with the slight added caveat that one of these parents was in hiding, and the other was a criminal. Her father was a particular clone of Reinholdt, made to be a sleeper agent, who escaped and eventually fell in love with Elizabeth’s mother. Her mother in turn was a hacktivist, using her skills to try and make the world a better place. And so Elizabeth grew up, learning larceny from her father and hacking (or datacrafting, as it was called there) from her mother, and always keeping a low profile. When she went out into the world on her own though, instead of taking after her mother she fell into bad habits, stealing and defrauding to make her way in life. After some time the guilt began to weigh down upon her though, and these days she once more tries to use her skills for good, working to expose or sabotage corrupt corporations or people of influence. Old habits die hard though, and one way or another, she’s still making a living off of a life of crime.

Further Information
Equipment
ECM Rig: The quintessential multitool of a datacrafter. Elizabeth’s Rig is a computer she wears on her wrist, built specifically for hacking, but it comes with a few additional tricks. This device uses nanite technology and other advanced tech to enable hackers to deploy a selection of pre-loaded programmes that can hack or interfere with close-by technology far more rapidly and effectively than one normally could. In addition, it allows her to hack targets without being at whatever terminal or systems would typically be needed to access them, instead simply needing proximity to the target. Elizabeth tries to avoid using the ECM capabilities unless she really needs to though, as replenishing the nanites is not exactly cheap, and she is almost always broke.

Polly: Polly is a small flying drone that Elizabeth has definitely not stolen, salvaged and reprogrammed in order to assist her on her “jobs,” keeping her out of the danger zone. Nicknamed Polly as letters on its side read “POLI,” with two more letters filed off. Polly is currently equipped with tools that enable Elizabeth to do some amount of remote hacking through it, and modifications that allow it to run silently and sneakily. Additionally, Polly is equipped with a taser. Just in case. POLIs AI so far is rudimentary and so mostly needs piloting by Elizabeth, but she’s hoping to one day change that.

Heist Equipment: You can’t live a life of crime without the tools to do so. Lockpicking sets, rope, a crowbar, a small pouch of flour, a pair of night vision goggles, additional hacking equipment etc., it’s all here.

An Endless Supply of Computers: Elizabeth always seems to be able to get her hands on a variety of desktop PCs, laptops, phones, and general electrical components. Don’t ask how.

Abilities
Hacking: Be it social engineering, or direct software hacking, Elizabeth is well-versed in gaining access to other peoples systems using a variety of methods and technology.

Larceny: Elizabeth is sneaky, and knows how to pick locks and pockets alike with practised ease.

Engineering: while she doesn’t exactly have an engineering degree, Elizabeth knows enough to be able to work on programming, constructing and repairing certain equipment, especially any electronics, and has learnt a lot about robotics recently.

Misc Info
Last edited by Meowmai on Mar 21, 2024 7:26 am, edited 1 time in total.
Bismark wrote:Silence, birb-wench.
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Re: Meow's Marvelous Morons (or Bird's Beautiful Bints)

Post by Meowmai »

Pania Waikaha

Image

The Basics
Aliases: None so far
Gender: Female- cisgender, she/her
Ancestry: Human
Age: current in-character age - remember to update this if needed!

Profession: Mercenary
Sexuality: yet to decide ngl, sue me
Height: 6’1” (185cm)

Description
Pania is a tall, muscled woman, with dark skin and brown eyes. Her hair is dark brown too, thick and almost a little unkempt, cut off before it goes below her shoulders. She is obviously athletic and muscular, with a few scars here and there- most notable a faded one that goes through her left eyebrow down to her cheek. Tattooed below her lips and down to her chin is a Tā moko tattoo, stylized like symmetrical koru.

When geared up for combat or her mercenary work in general, Pania wears her combat armour- a black undersuit covered in various grey metal plates for protection. A few dark green decals and glowing yellow lighting gives the armour a pop of colour. Over her armour she wears a couple things to remind her of home- a short feather cape, a pounamu koru necklace, and a reed skirt.
On a more casual day, you’re likely to find Pania in simple sportswear, or else very loose-fitting basic shirts and shorts/trousers.

Personality
For the most part, Pania is direct and straightforward, preferring a simple and perhaps sometimes blunt approach. It’s rare to find her in a good mood- typically grumpy, tired, and in pain, so it’s unsurprising that she can be quite quick to anger. She’s very stubborn, determined to see through whatever tasks she’s set for herself. She doesn’t tend to bother to hide her emotions, instead wearing them openly- no point in bothering when her stronger moods quite literally radiate outwards to others. Thanks to the way her psionics manifest, strong emotions feed into one another, resulting in low lows and (much rarer) high highs. Pania is very slow to trust, and tries to keep other people at arm’s length- thinking it’s safer that way for her and them both.

History
Pania grew up isolated from most other cultures, on a planet long-severed from other worlds after an apocalyptic disaster some 300 years ago. Over the years she learnt to gather, hunt, and eventually fight, but things became increasingly difficult for her as her Psionics began to manifest, and the people around her grew more and more suspicious and wary of her uncontrolled power. Things got particularly bad after her powers led to an accidental death, but before things could boil over Pania was thrown into the Nexus. Unfortunately, rather than being an escape, Pania ended up in a far worse situation when she was kidnapped by the Maxwell Institute of Neural Discovery- MIND- who noticed her power soon after her arrival. There, in a hidden research facility, they attempted to study her powers in an attempt to weaponize them, subjecting her to a long list of awful and extremely illegal tests. One of their tests backfired though, a painful brain implant granting her unexpected power and control over her Psionics, and she used the new boost to her abilities to escape. Now, with no real place to call home, and no real friends in a strange new world, Pania’s mind is set to one thing only. Revenge.

Further Information
Equipment
Advanced Armour: Pania’s armour is made using relatively advanced technology and materials, going for a mid-way balance between mobility and protection. The plating is mostly designed for minimising the impact of bullets and diffusing energy weapons instead of against melee (though it still provides adequate protection in that regard)- giving her as a melee combatant a much higher chance of actually making it into combat whenever guns are involved.

Axe: Her two-handed axe is made of similarly advanced metals, allowing it to keep its edge for longer while cutting through tougher materials. It’s blade is stylized a little like a tewhatewha, as a reminder of home.

Psionic Amplifier: A brain implant installed against her will, this device has made her powers stronger and granted her some amount of improved control over them. However, it results in constant headaches, some quite severe.

Abilities
Enmetic Psionics: Pania has strong psychic abilities that she views as both a blessing and a curse. This power was not something she had to train for, nor something she knows the true origin and nature of, but rather something that just began to manifest within her one day. They work as an extension of her determination and emotions, bending reality around her as she wills it, or sometimes unconsciously wishes it. Because her Psionics are an outward manifestation of her will, she cannot do things such as read the thoughts or emotions of others. Instead, it allows her to do things such as invade the minds of others, forcing them to think or feel things; or instead exert a telekinetic force, sending objects flying or unleashing a shockwave without ever needing to touch someone. The stronger her willpower or emotion, the stronger these powers get in turn. This also means that pain frequently fuels her Psionics as well. While on a calm day Pania has control over these powers, intense emotions can lead to disaster as she loses her grip, in particular her anger leading to some violent accidental demonstrations of psychic talent.

Combat Prowess: Pania does not just rely on her Psionics alone in a fight. The woman is very strong and athletic, fast, and more than capable of handling her axe whenever combat breaks out. She finds a lot of joy in fights, able to freely let intense emotions loose with little concern.

Enhanced Physiology: Long before the apocalypse in her homeworld, humanity had mastered genetic modifications. These modifications stayed in the gene pool long after the technology to make more was lost. All of this means (like everyone from her home) that Pania is just naturally stronger and more resilient than a baseline human.

Keen senses: Pania’s training in skills such as hunting has lead her to develop particular acute senses, as well as solid survival and navigation skills.

Misc Info
Pania is still haunted by what was done to her in the MIND facility, the events having traumatised her. In particular being held down or bound now terrifies her, as does anything that reminds her of the surgery room. This makes getting medical treatment particular difficult for her, a problem considering her job, although magical healers are usually able to avoid triggering any bad memories.

Pania negotiated a contract with MERC, to live on their premises and work for them, in exchange for getting what help they can reasonably offer on dealing with MIND. She needs some amount of protection, as MIND definitely wants her back,
Bismark wrote:Silence, birb-wench.
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