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Character Count: 101
Ml: 48 - Fml: 51 - Oth: 2
OR - 14 | R - 17 | H - 47 | G - 23

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Season: Autumn

With the cooling season of Autumn, Ice-types are starting to re-emerge from their hibernation as Ghost-, Normal-, and Flying-types swarm in the largest numbers they will all year. In comparison, wild Fire- and Bug-type populations are falling in number. The migration of Flying-types to the south in search of warmer weather has also started, as Istin City starts to re-freeze and Autumn marks the beginning of Cypwater Point's rainy season. Handlers and Rogues alike should be wary: Ghost-type powers are boosted during this season, at the cost of being more prone to their triggers.

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 Adelaide Hawksworth, Derecho || Councilman Lindsey
Rosalie
 Posted: Jun 4 2016, 10:12 PM
| Quote |


It's a box of spiders.
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Total Posts: 2321
Member No. 1
Joined on 19-March 10.


Characters:
Branson Faust, Rohesia Clements

Awards: 1




Character: Adelaide Hawksworth
user posted image

Full Name: Adelaide "Addie" Hawksworth
Age: 42
Gender: Female
Sexuality: Pansexual

Class: Guardian
Starting City: Istin City
Patron or Trick Lord: Councilman Matthais Lindsey
Merits: Lv.02 [ 2.3 / 5 ]
Total Level: Lv.02 [ 2.3 / 5 ]
Condition: Fine
Aptitudes


Overall Appearance:
    The first thing that anyone would associate with Addie is the way she carries herself. She walks with the long-legged gait of a woman who knows she can bring down a man with her bare hands, with the pushed-back shoulders of the well-entrenched in one's own confidence and self-worth. Her pale hair is not cut short but kept to her mid-back instead, and braided to keep it out of her face. If she's anticipating trouble or a fight, there's a leather strip embedded with sharp-tipped steel spikes braided into the plait, securely and turning a liability into yet another weapon; otherwise, her hair is plain and understated.

    A seasoned Guardswoman with more than two decades in the service, Addie looks more at home in her armors and fur-lined Istin-issue cloak than she does outside of it. At five-foot-seven, she's more of a stout mountain than a tall one, and would otherwise not cut an intimidating figure. That's for anyone who doesn't know Addie, though - to the world and most of the Guard, she walks with purpose and a straightened spine, commanding attention in the way a woman who knows what she's doing more than anyone else does will.

    If there's any beauty in her then age and time has worn it and hidden it, honed her into something less to do with appearance and more to do with function. This is reflected in her choice of clothing off the clock; simple, plain, functional. Adelaide Hawksworth does not do "frivolous," and it shows in the way that she rejects jewelry and other accessories unless absolutely necessary.

    Addie keeps a shortsword at her side, kept in good condition, though it's as common to see her without it as it is to see her slinging it at her hip. Similarly, she has never been seen to carry a shield, wooden or steel or otherwise. In contrast, she has a hand-to-hand combatant's scars on her skin and callouses on her knuckles, turned silvery with time and built up with the same. An old steel ring hangs from a cord around her neck, tucked beneath the mountains of layers that's required to stay warm in the North; it still shines clearly in the light, but to see it is a rare feat comparable to seeing the Articuno in the mountains.
Distinguishing Features:
  • Pale eyes and hair
  • Steel ring strung on a cord around her neck, tucked beneath layers and layers; only cord is visible
Overall Personality:
    Typically, what people see in the first glimpse of Adelaide is exactly what they get: no-nonsense, stern, collected, in control. If there is an emergency, an investigation that needs to be conducted, rookies to break in, messages to run - she is the one you wish to have as a partner on the team. In the barracks she has a reputation for being responsible and prompt (the model Guardian) and, in this case, the rumors are true.

    What the rumors fail to say (or rather, witnessed and spoken of outside the pups' ears) is that - catch Adelaide with a favored treat or food, or simply make pleasant small talk with her, be polite and courteous, and she is as friendly as can be. If Adelaide is uncomfortable with speaking to people, then it is not evident in the way she interacts with her fellow Guardians, with the civilians. To those whose prides she need not break in order to build them back up better, she smiles easily, a quick flash of teeth in a grin.

    The woman beneath all of that is a more quiet one. Quiet nights with a favored scroll or long talks that go well on into the night with an old friend are more her taste, and had been even since before she'd joined the Guard and one that's only been heightened over time. Catch her alone and happen to be an old friend or a rookie way over your head, and she'll even be gentle with you - well, for what counts as an Istin Guardian's "gentle," anyway. Adelaide might have a reputation for being a stern instructor as well as a stern Guardian, but there is a soft spot beneath it all, reserved for friendships and mentorships.

    But though she's personable, likable, Adelaide isn't a bleeding heart. She wears steel in her hair when she anticipates a fight, and she's not afraid to go for the so-called cheap shots that are against some Guardians' moral codes on fighting. Ask her about honor in fighting, and there's a lecture hidden behind her teeth and on her tongue about how that sense of honor will get you killed in the field. Her mind is a strategist's one, shifting views and plans and stratagems and discarding them as easily as she creates them; she sees things that people miss because she looks where others fail to look, and she understands people in a way that, should she ever use it in interrogation instead of her own successful career of investigation, would almost be dangerous.

    (The key word being: almost. Addie is a Guardswoman, with all that it entails; she has lines that she will not cross, as few and as starkly black-and-white as they are these days. The world has shifted sideways and people look to people like her to be the bedrock. Addie knows her duty, does it even as she resents the cloying presence of it.)

    Above all, Adelaide Hawksworth is a woman who takes liabilities and makes them into weapons. Sure, she's genial, kind, with always a soft word for a rookie, a hard lesson to pound into harder skulls for the more stubborn ones in hopes of getting them to listen - but she hasn't given the Guard more than two decades of her life without learning something in return. She prefers hand-to-hand because there is not a weapon that can be taken from her in that discipline, and the rest of her life pans out with the same pragmatism. There comes a point at which one must cut their losses, and if that includes loss of life - well. Death is a common thing, and Addie does not shirk away from it.
History:
    The Hawksworth family were breeders of birds, for use as couriers, as pets, as companions. It was a long and noble career, her parents had told her; her father had done it, as had her father's father, and her father's father's father, all the way in an unbroken line to the first Hawksworth merchant with a swellow on his shoulder that came to Istin City and set up shop in the market level. What had started out as a small business known only by word-of-mouth had spread into the steady family-run business it was today, and Adelaide had grown up being told she would do the same as her father did. Or marry into another merchant family, whichever.

    Adelaide Hawksworth, second-born with the same pale hair and pale eyes as the rest of her family, decided that being a Guardian was more appealing. And continued to think so all through her teenage years, batting away her parents' requests to reconsider, her older sister's tireless amusement, her grandparents' silent judgement at family reunion dinners.

    The only thing that she did not refuse was her mother's offer of finding a tutor to teach her how to fight. "If you're going to do it for a living," she'd said as she wrung her hands (and Adelaide refused to feel bad about that, and she succeeded), "we might as well prepare you best we can." It meant that Addie learnt how to use her fists and duck and roll properly when she was eleven, and had undertaken the ordeal with such seriousness that she could kick out the knees of a cousin older than her by four years and send him to the ground by fourteen.

    (A secret: Adelaide didn't want to be in the family business because that was what was expected of her, and she wanted to do something more with her life than be a breeder, and becoming a handler meant risking dying in the middle of nowhere after being robbed by bandits. She would rather have an organization like the Guardians backing her up if she was in any danger of dying, please and thank you.)

    She swore into the Guardians when she was eighteen, booted feet seeking out the Councilman and his office, repeating the words to him with the practiced ease of those who'd spent hours turning the words over in their heads, weighing meanings and finding loopholes (hopefully they wouldn't be necessary, but you never knew).

    ---

    The first couple of years were good. She learnt the ropes, punched a few disrespectful fellow rookies in the teeth while the instructors weren't looking (learnt later that they had known and chosen to look the other way, and to this day some of her first mentors in the Guard are her best models), and learned to fight with a pokemon, not just her own hands and feet.

    When she made it to full Guardian, people nodded to her and her stantler partner, at the pair the two of them made. When Thomas bucked three separate people in the chest just enough that they were thrown back, not impaled with their own ribs, when Addie took a closer look at the way their witness was standing and the fidgeting he was doing with his hands and found the white dust that meant a cremated body, not chalk, people began to notice.

    Adelaide Hawksworth told people that she could do these things because she looked where people forgot to look and thought in ways they didn't realize they'd needed to think. The truth was something close to it, at least enough that she could tell them that and that would be the end of it. Twenty-two years old and just four years into her service record, Addie was none-the-less someone that the Istin Guard had learnt to trust.

    It aided in her rise through the ranks, and her own natural personable nature and steady hands kept them from rumors about her behind her back - or at least, if there were any then she certainly didn't hear about them afterwards. She learned to hold her liquor and fake drinking more than she had actually drunk, and when she was entrusted with peoples' lives she learned to bring them back home. Sometimes at the cost of her own health, perhaps, but what good leader didn't? And Addie was a good leader, knew when to back off, call for reinforcements, let someone else take the lead, cut losses.

    (Another secret: that last part, she didn't need to learn, not with the Guard. In a successful breeder's business, those that can't produce good stock need not be used, and Addie might not have wanted to become a breeder herself but her family is a successful one.)

    ---

    Somewhere between year six and year eight, a thought dawned on her in the middle of an investigation: she'd joined the Guard because she didn't want to become a breeder and this was the only other acceptable solution, and she'd stayed in it because this - getting a mystery or a puzzle, finding clues, figuring it all out at the end - was interesting. Fun, even, if one ignored the dead bodies often involved (and Addie did, when it was easier to find the murderer without thinking of the families of what were now simply meat).

    ---

    Adelaide Hawksworth remained in active service for more than a decade, almost two, building a reputation as one of the best hand-to-hand combatants and investigators. At the end of that, the Guard offered her a choice: retirement, or stay on track to try for the higher officer titles. She'd already made Senior Guardian by that time, at the age of thirty; Lieutenant wasn't that far off down the road.

    But twenty years was a long time - long enough that she'd made enemies while on the streets, as many as she'd made friends, and there was a pretty cloth-dyer that her elder sister had been keen on introducing to her that had only grown more persistent the longer she put it off.

    Addie chose to "retire" - or rather, chose to stay in-house and teach instead of pull street duty with the younger Guardians. The officers stuck her with paperwork duty instead as soon as they could, as well as asking (read: assigning) her to teach the rookies hand-to-hand and run remedial lessons for the other Guardians. Whenever she tried to go back out into the field, an itch in her feet and a want for a good mystery to sink her teeth into almost a physical ache, they pulled the "best hand-to-hand instructor available" card - which, well. Duty first, and all that.

    It allowed her to get married, at least, to the cloth-dyer she'd found intriguing, pleasant, had courted (Thomas had snorted at her, moist air breathing into her face in his version of amusement) until they wore matching rings in the best Fough Place-quality steel that they could afford.

    (Back in the Guard, her colleagues spread rumors of how she was a ghost and had been one all along to scare the rookies. She let it go on for all of a week after she got back before she disappeared for her honeymoon, and if she took entirely too much delight in the pups' confusion then it was their fault, she'd swear.)

    She was still in the barracks when the reports first came in of a rock slide in one of the city's oldest tunnels. The response was practiced, if not regular. Except for the news they brought back. There were more than a few pairs of Guardians reaching out to families to inform them of someone's fate, if their remains could be identified; Addie had been one of them once. Which made the two that came to her doorstep before she left to go home for the day, in full uniform and blank faces, pleasant.

    (Read: not at all.)

    ---

    Addie didn't go crawling into a bottle; she'd never liked alcohol anyway. Too many risks in letting yourself get into a stupefying daze and become unaware of your surroundings. She poured herself into her work instead, becoming sterner on her classes, on her colleagues, on the damn paperwork that multiplied like bunneary every time she turned around.

    (That year, all of her rookies were competent enough at hand-to-hand that they didn't die when they were caught without their weapons in a lower-level riot; her colleagues knew how to handle fighters who'd grown up with just their hands and feet as weapons. The paperwork was a lost cause.)

    Then the Schism happened, and everything slid sideways faster than an avalanche could bring down an entire mountainface of snow.

    ---

    They needed people in the field. They needed competent people in the field, those who knew how to handle themselves independently or with a partner, knew the city, knew the law. Addie might be an instructor but she still fit at least two of those three descriptions, and that would have to be good enough.

    Thomas had retired years ago, to a nice pasture set aside by the Lady Grey for her Guardians' use. The Councilman had changed while she'd been teaching teenagers and just-became-an-adult teenagers how to form a fist properly and how to roll without breaking anything.

    But the city was still the city, and Adelaide Hawksworth had grown to love it after all these years.
______________________________________________________________________________

The Player:
Name: Flight
Age: Old enough!
Time Zone: EST
How did you find us? I live here.
Anything Else: Retiring Katherine Monet for this! Transferring the houndour from her profile, as well as taking 300g as per the new limits on retiring characters. Please mark the Travels thread as belonging to the Derecho account!

______________________________________________________________________________

Items Bag:

Money: 630g
Weapon(s): Shortsword
Armour: Scalemail shirt, pants, and a gorget
Items:
  • (1) Pokecard
    • Pokeball Upgrade: "Long-Distance Recall"
    • Pokedex Upgrade: Pokemon friendliness check
    • Pokecard Upgrade: Dowsing
  • (5) Pokeballs
  • (3) Potions
  • (8) Rare Candies
  • (1) Zinc
  • (1) PP Max
  • (1) Carbos
  • (1) Protein
  • (1) Red Card
  • (1) Flame Orb
  • (2) Water Gems
  • (1) Dragon Gem
  • (1) Fighting Gem
  • (1) Rock Gem
  • (1) Charcoal
  • (1) Dark Glasses
  • (1) Flying-type Z crystal [held by Edwina]
  • (2) Flying-type Move Tutor Coupon
  • (1) Silk Scarf [held by Irwin]
  • (3) Safeguard patch
  • (3) Mist patch
  • (1) Waterium Z
  • (1) Rockium Z
  • (1) waiver for one year's membership for Harper's Passion Guild
  • (1) Magma Armour Ring
  • (1) Bungeoppang (+2 Happiness)
http://files.jcink.net/uploads/harperregion/sprites/berrybag.png Berries:
  • (1) Chople
  • (1) Wacan
  • (1) Cheri
http://files.jcink.net/uploads/harperregion/sprites/tmcase.png TM & HMs:
  • (2) TM10 - Hidden Power
  • (2) TM44 - Rest
  • (1) TM40 - Aerial Ace
Mission: (if applicable)

--------------------


user posted image-- user posted image --user posted image
Branson - - + - - Rohesia
« Pr & Tr » - - * * * - - « Pr & Tr »

(Sprites by Mackay)
Post Count Rewards
Old Characters: Tobias Middleton & Travels, Gineva Winstret & Travels

| PM || Email |
^
Rosalie
 Posted: Jun 4 2016, 10:15 PM
| Quote |


It's a box of spiders.
*******
Admin
Total Posts: 2321
Member No. 1
Joined on 19-March 10.


Characters:
Branson Faust, Rohesia Clements

Awards: 1




Party pokémon

http://files.jcink.net/uploads/harperregion/sprites/163hoothoot.png http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Edwina
Lv. 11 Exp: 0/6
Friendliness: {||||||||||}
Original Handler: Adelaide Hawksworth ( Derecho )
Held Item: Flying-type Z Crystal
Health & Condition: Fine
Abilities:
Keen Eye: Prevents accuracy from being lowered.
Tinted Lens: If one of the target's types is resistant to the attack the Pokemon is using, the attack does normal damage rather than 50%, if both of the target's types are resistant to the attack, the attack does 50% damage rather than 25% damage.
Moves: [ primary / secondary ]
Tackle, Growl, Foresight, Hypnosis, Peck, Confusion, Secret Power [Special], Feint Attack [Special], Whirlwind [Special], Mimic [Special], Psychic [Special], Shadow Ball [Special], Return [Special], Agility [Egg], Mirror Move [Egg], Hidden Power (Grass, Strong), Protect, Frustration, Double Team, Facade, Attract, Round, Echoed Voice, Endure, Recycle, Psych Up, Work Up, Captivate, Sleep Talk, Natural Gift, Swagger, Substitute, Confide, Flash
Notes:
Starter Pokemon

http://files.jcink.net/uploads/harperregion/sprites/228houndour.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif
Malin
Lv. 11 Exp: 0/6
Friendliness: {||||||||||}
Original Handler: Helena Ferentine ( Strander )
Held Item: ---
Health & Condition: Fine
Abilities:
Early Bird: SLEEP conditions lasts for half as long, rounding down. For example, half of three turns is 1.5, which rounds down to one turn. When the number of turns to sleep is one, half of this rounded down is zero, and the Pokémon wakes up instantly.
Flash Fire: Activates when user is hit by a damaging Fire-type move (including Fire-type Hidden Power). Once activated, user’s Fire-type moves deal 1.5 times damage. While this ability is in effect, this Pokémon is immune to damage from Fire-type attacks and Fire-type Hidden Power (accuracy and effect from these moves are ignored). For Fire-type Pokémon with this ability, Will-O-Wisp activates this ability without having an effect. If a non-Fire-type Pokémon has this ability, Will-O-Wisp will activate the ability and will have an effect.
Moves: [ primary / secondary ]
Leer, Ember, Howl, Smog, Sucker Punch [Egg], Reversal [Egg], Sunny Day, Flamethrower, Fire Blast, Flame Charge, Overheat, Incinerate, Will-O-Wisp, Protect,
Counter [Tutor], Hyper Voice [Tutor]
Notes:
Once someone else's starter pokemon.
Met at Lv. 9. Traded/taken from retirement of Katherine Monet.
Respects Addie.

http://files.jcink.net/uploads/harperregion/sprites/133eevee.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif
Irwin

Lv. 11 Exp: 0/6
Friendliness: {||||||||||}
Original Handler: Eryn Norwood ( Mirage )
Held Item: Silk Scarf
Health & Condition: Fine.
Abilities:
Adaptability: Increases the same-type attack bonus from 1.5× to 2×.
Anticipation: Warns when the foe knows 1-hit KO or super-effective moves.
Moves: [ primary / secondary ]
Growl, Tackle, Tail Whip, Helping Hand, Sand Attack, Baby-doll Eyes, Yawn [Egg], Wish [Egg], Hidden Power (Psychic, Strong), Protect, Frustration, Return, Double Team, Facade, Secret Power, Attract, Endure, Captivate, Sleep Talk, Natural Gift, Round, Echoed Voice, Retaliate, Work Up, Swagger, Sleep Talk, Substitute, Secret Power, Confide,
Iron Tail [Tutor]
Notes:
Rose Bowl 2016 Third Place Prize
Moved to Adelaide Hawksworth at Lv. 5

http://files.jcink.net/uploads/harperregion/sprites/358chimeco.png http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Janne

Lv. 07 Exp: 0/4
Friendliness: {||||||||||}
Original Handler: Tobias Slate ( Harper's Passion )
Held Item: ---
Health & Condition: Fine
Abilities:
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Moves: [ primary / secondary ]
Healing Wish, Synchronoise, Wrap, Growl, Astonish, Confusion, Disable [Egg], Wish [Egg], Psyshock, Calm Mind, Light Screen, Psychic, Reflect, Rest, Dream Eater, Trick Room
Notes:
Traded from Harper's Passion at level 5

http://files.jcink.net/uploads/harperregion/sprites/eggsprite.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif / http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Egg

Lv. 01 Exp: 0/4
Friendliness: {||||||||||}
Original Handler: --- ( --- )
Held Item: ---
Health & Condition: ---
Abilities: ---
Moves: [ primary / secondary ]
---
Notes:
Hatched from an Egg

http://files.jcink.net/uploads/harperregion/sprites/eggsprite.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif / http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Piplup Egg

Lv. 01 Exp: 0/4
Friendliness: {||||||||||}
Original Handler: --- ( --- )
Held Item: ---
Health & Condition: ---
Abilities: ---
Moves: [ primary / secondary ]
---
Notes:
Hatched from an egg received from Alexander Fitzgerald. Traded at 10 counts.
Contains a piplup.

_______________________________________________________________________________

Stored pokémon

http://files.jcink.net/uploads/harperregion/sprites/eggsprite.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif / http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Cubchoo Egg

Lv. 01 Exp: 0/4
Friendliness: {||||||||||}
Original Handler: --- ( --- )
Held Item: ---
Health & Condition: ---
Abilities: ---
Moves: [ primary / secondary ]
Rock Tomb, Fling, Substitute,
Low Kick [Tutor], Water Pulse [Tutor]
Notes:
Hatched from an Egg
Grand Festival 2017 Lottery Prize
+1 HP, +1 Atk, +1 Spd

http://files.jcink.net/uploads/harperregion/sprites/285shrromish.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif
Sawyer

Lv. 05 Exp: 0/4
Friendliness: {||||||||||}
Original Handler: Adelaide Hawksworth ( Derecho )
Held Item: ---
Health & Condition: Fine
Abilities:
Effect Spore: The opponent has a 10% chance of being induced by PARALYZE, POISON, or SLEEP when using an attack, that requires physical contact, against this Pokémon.
Poison Heal: HP is restored by 1/8th the maximum HP every turn while the Pokémon has the Poison condition.
Moves: [ primary / secondary ]
Absorb, Tackle, Charm [Egg], Helping Hand [Egg], Solar Beam, Energy Ball, Grass Knot, Sunny Day, Swords Dance,
Mimic [Tutor], Focus Punch [Tutor], Snatch [Tutor]
Notes:
Purchased from Pokemon Shoppe at level 5
+2 Atk, +1 Sp. Def

http://files.jcink.net/uploads/harperregion/sprites/200misdreavous.png http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Aela

Lv. 14 Exp: 0/6
Friendliness: {||||||||||}
Original Handler: Arline Moreaux ( Arline )
Held Item: ---
Health & Condition: Serious damage, paralyzed
Abilities:
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Moves: [ primary / secondary ]
Growl, Psywave, Spite, Astonish, Confuse Ray, Nasty Plot [Egg], Screech [Egg], Shadow Ball
Notes:
Traded from Arline Moreaux
Transferred at Lv. 14

http://files.jcink.net/uploads/harperregion/sprites/eggsprite.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif / http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Flying-type Egg

Lv. 01 Exp: 0/4
Friendliness: {||||||||||}
Original Handler: --- ( --- )
Held Item: ---
Health & Condition: ---
Abilities: ---
Moves: [ primary / secondary ]
---
Notes:
Holiday Promo '17

--------------------


user posted image-- user posted image --user posted image
Branson - - + - - Rohesia
« Pr & Tr » - - * * * - - « Pr & Tr »

(Sprites by Mackay)
Post Count Rewards
Old Characters: Tobias Middleton & Travels, Gineva Winstret & Travels

| PM || Email |
^
Derecho
 Posted: Jun 6 2016, 05:31 PM
| Quote |


gentle beating of mighty wings
**
Members
Total Posts: 65
Member No. 1696
Joined on 9-July 14.


Characters:
Adelaide Hawksworth

Awards: None



http://files.jcink.net/uploads/harperregion/sprites/163hoothoot.png http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Edwina

Reserved, quiet, and endlessly curious, Edwina is a source of contention and great apprehension for Adelaide. She is still young but also wise in the ways that only those of her kind can be, and seeks knowledge and sources of wisdom to learn from them. She doesn't have a particular need or want to pursue adventure, but is willing to go along with them all the same for the sake of the journey if not the destination. With such a mindset, she and Adelaide get along surprisingly well - their relationship is one based off of mutual respect and understanding, one that has the potential and likely will turn into fondness.

She does not take initiative in combat, per se, so much as looking for openings to decisively end a battle. Neither does she recklessly charge ahead, nor attack purely for the sake of winning - she is a scholar, through and through, and could be likened to a waiting snowslide in the mountain depths of Istin: with the understated power and potential devastation that comes when disturbed, though until that point it is not... harmless, but not actively dangerous, either.

That does not mean, however, that she will not defend herself, and to misinterpret the hoothoot's unwillingness to become tangled in others' fights for passivity is a mistake that not many make twice.

http://files.jcink.net/uploads/harperregion/sprites/228houndour.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif
Malin

Malin, on the other hand, is used to working with a pack, to having others to communicate and work together with, and that is apparent in the way that he interacts with others. Though ill-tempered and quick to anger, he is equally quick to cool down; in addition to that, he is just as likely to start a fight with an opponent as he is to slink away and retreat, to let the problem sort itself out. Malin currently stays with Addie as she is the first to try and work with him, instead of writing him off as a lost cause; though their relationship is currently one that is neutral on one end and grudging respect on the other, it is still a relationship, and one that seems to be leaning in a positive direction.

In his case, Malin does not fight or engage in combat so much as wage war. He is prone to attacking others to see their tolerance and where they stand relative to him; this sort of testing is not likely to cause permanent harm. However, if attacked himself he is brutal in his retaliation, with the pragmatic problem-oriented mindset of a dark-type and the explosive power of a fire-type.

http://files.jcink.net/uploads/harperregion/sprites/133eevee.png http://files.jcink.net/uploads/harperregion/sprites/e335252.gif
Edwina

Playful, free-spirited, and certainly the friendly member of the group, Irwin has neither Edwina's penchant for gravitas nor Malin's direct and sharp edges. He is a softer direct hand than the houndour - and certainly more direct than the hoothoot - and it shows. He is oft the face of the group and the one that Addie takes most to interviews and to situations where they're likely to work with skittish people.

But there is a keen intellect in him, one sharper than most would give him credit for, and that would be their downfall. Irwin is not sneaky like Malin is, nor is he a naturally a force of nature like Edwina, but he has his own steel spine that manifests as an unyielding will and surprising intuition more than anything else.

http://files.jcink.net/uploads/harperregion/sprites/358chimeco.png http://files.jcink.net/uploads/harperregion/sprites/e335251.gif
Janne
TBA.

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Adelaide Hawksworth
Profile & Travels & PCR

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Eryn & Seung
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Derecho
 Posted: Oct 22 2016, 03:39 PM
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gentle beating of mighty wings
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Characters:
Adelaide Hawksworth

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Adelaide Hawksworth has always been, if she has been nothing else, honorable.

That's not to say she won't toe the line, nor that her definition of honor is anything like those of the high courts', where they speak of combat with pride and say things like for in the name of the House or bringing criminals to justice like the honor-less scum they are. Those are folk that, if they're introduced to her as rookie and she to they as instructor, she's more likely to slam their heads together.

Neither has she always been, nor does she claim to be, unselfish - her reasons for joining in the first place can be said to be anything but. Her reasons for staying could be said to be selfish, as well. (Investigation and the adrenalin that follows a hunt and the knowledge that she seeks and fills her world with and the satisfaction of a puzzle solved - that could be, is, a heady drug.)

But still, of all the things she has learned throughout her long nigh-half a century of life, it is the patience that comes with such long years. It is knowing that there will always be a time and a place, and that judgement will come to those who have crossed the line. In this, there is a difference: it is not the choice that Adelaide values, (though choice is important, being able to have and make a choice is a freedom that she will defend with all the canniness and strength and resources that she has). It is the fact that there will be a consequence for the After.

And that, perhaps, is the reason why Adelaide will be the first to storm into a rowdy tavern and drag out two fellow Guardsmen by their ears so that they aren't jumped in the night whilst drunk, if for nothing else.

.

Planned Aptitudes:
  • Psychic Resistance
  • Psychic Interaction
  • City Knowledge: Istin City
  • Trick/Dirty Fighting
  • Street Smarts
  • Weapons Proficiency: Shortsword
  • Battling & Battle Tactics
.

Team Notes

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Adelaide Hawksworth
Profile & Travels & PCR

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