Traumatic Trigger

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 Traumatic Trigger
Placeholder person.gif
Gender Female
Race Elezen
Clan Duskwight
Citizenship Not Affiliated
Height/Weight 6 fulms 9 ilms, 233 ponze
Age 48
Occupation Mercenary, Bodyguard, Sellsword
Alignment Chaotic Neutral
Marital Status Single
Orientation Grey Asexual/Homosexual
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Character

General

Physical Appearance

Trauma is a remarkably tall elezen, almost comparable to an average female Roegadyn in both height and build. Despite her age, she has the appearance of a woman still in her prime, possibly due to her stunted ability to feel the darker emotions. Her skin tone is fairly average for a duskwight, making it fairly easy for her to blend into darker environments. The same cannot be said for her face, as the combination of a massive scar and a cybernetically augmented glass eye make her immediately recognizable; one can easily tell that her first name is somewhat related to her history. The aforementioned scar runs diagonally, from the top of the eyelid, across the nose, to the opposing cheek. This scar seems to be caused by some sort of magic or cursed weapon, because it appears as red and raw as it was on the day she received it. Her eyes are just as memorable, the right retaining its vivid crimson coloring, while her cybernetic left eye is an eerie off white color. Long white hair with medium sidelocks and bangs frame frame her visage, conveniently obscuring any bruises on her forehead caused by headbutts. Unlike most Elezen, her ears are freakishly small, almost resembling sharp Hyuran ears instead. Her body has a well defined musculature and is heavily toned as expected for any lifelong mercenary; but unlike her face, it shows very little sign of combat damage, a possible testament to her skill or her preference for ranged combat. She has hands and fingers are rough and callused, due to her almost everyday usage of firearms and martial arts. Her legs are no different than the rest of her body, having well defined muscles that see frequent use.

Wardrobe

Trauma is almost always seen in the dress uniform of the Triggers, which consists of a jet black company tabard and black pants. She considers this outfit to be sufficient for every situation she finds herself in: it is formal enough to be worn to formal gatherings, and lightweight enough to allow her to move without restrictions. When wielding her greatsword or starglobe, she ties the wrappings for them around her waist, making it resemble a long skirt. She never wears armor; she considers it useless because she thinks it slows her down while not offering enough protection from attacks. While not visible due the high collar of her uniform, she wears a necklace made of 10 gil strung together with a mythril chain. She also considers her weapons as part of her wardrobe as well, as she is rarely seen unarmed. Trauma carries her greatsword and starglobe wrapped in a black cloth on her back, along with her bow. Her revolver is holstered on her right hip, and the aetheric converter that machinists use to generate ammo is worn on the opposing hip. The belt on her waist holds her grenades as well as a pouch for her poisons. Her throwing daggers are sheathed in a bandolier worn over her right shoulder. Her actual combat daggers are sheathed at her shins, as there isn't space anywhere else to reasonably attach them to.

Personality

Professional and pleasant are the first words that come to mind when describing Trauma. She carries herself in a refined, deliberate manner, which allows her to charm her clients into paying her a bit more for their jobs. She rarely uses foul language, saving it as a tool for threatening if a situation calls for it. When she isn't job hunting, her professional attitude is decidedly less pronounced; she has been known to buy drinks or meals for random strangers, as well as tip or overpay bartenders and merchants for no obvious reason. This stems from her belief that wealth should not be hoarded, and that it should always be spent, either for the enjoyment of self or others. The other reason why she tends to be very loose with her gilpurse is her supreme confidence in her martial abilities: She knows that a mercenary of her caliber can simply make more gil if necessary. Despite her relatively storied and sordid past, she appears to have no emotional burdens, and simply is living out her life as she pleases before she rejoins her comrades “Over the Rainbow and Beyond the Time,” according to herself. While being a relatively straightforward individual, she is prefers to use unusual euphemisms and glib comments to make her displeasure known.

Religion

While not the most devout individual, Trauma can not deny the existence of the twelve as she was assigned to a squad responsible for guarding the deity stones. Having visually seen the power of the deity stones firsthand, she is quite ambivalent about their existence. She simply figures that if she hasn't been zapped by a giant pillar of light from the heavens, she's not important enough for the twelve to personally punish.

Combat

Actual Mercenary work is not glamorous or honorable at all, and Trauma knows this better than anyone else. Being a veritable walking armory and having access to decades of experience, she picks the right weapons for any combat scenario and wields them to deadly effect. Using a combination of strength, precision, and speed, her approach to combat can only be described as one of deadly efficiency. If killing her opponent is necessary, she will almost always perform a double tap to the head with her revolver, to ensure that her mark will not die a slow and painful death. She can't use magic of her own accord in battle; she owes her ability to use astrologian magicks purely to her creations from machinistry, as her custom starglobe can channel the aether from the stars for her. When she isn't on a job, she is surprisingly adverse to actual combat, as she doesn't see a need to partake in conflicts that don't result in the death or serious injury of either party. However, should she be forced into combat in the name of self defense, she has no qualms about killing if she perceives there to be no credible witnesses around; if so, she'll settle with giving them a thorough thrashing instead. While she eschews all forms of armor, the way she arranges all her combat gear on herself allows her some sort of protection. Her back sheathed greatsword allow her to deflect attacks by turning her back to the opponent, and her daggers sheathed to her knees allow them to serve as makeshift shin guards.

Attributes
 
   Strength
   P.Defense
 
   Dexterity
   M.Defense
 
   Martial Prowess
   Intelligence
 
   Magic Affinity
   Luck
   
 


Weapons and Fighting Styles

Archery – Trained by her clan at a young age, she is proficient with the bow, although her skills have deteriorated somewhat due to preferring firearms for a ranged weapon. She still occasionally uses it when she is in a situation that calls for a stealthy long ranged weapon.

Musketeer → Machinist – After her encounter with Flash Trigger, she trained under him and eventually became as skilled as him, although some of the crew mates whisper amongst themselves that she may have been able to actually beat him in a draw due to his old age. After traveling to Ishguard, she acquired the machinist's aetheric converter, and various turrets she uses in combat to great effect. In addition to gaining new weapons, her newfound tinkering abilities allowed her to add cybernetics to her glass eye, allowing her to perceive the flow of aether.

Hand to Hand Combat – Even though all members of her clan were trained in unarmed combat, she spent an unusual amount of time sparring and improving herself, as she realized that weapons were not necessarily always reliable. Spent time studying under the monks of Ul'dah to further her art. Studying with the monks was her first exposure to the concept of controlling her force; she found that this concept of control allowed her to learn ninjutsu skills more easily. She utilizes two distinct fighting styles depending on her surroundings and opponent. For opponents that preferred to keep their distance, she uses a primarily kick based style, utilizing rotational momentum along with her long legs to effectively keep them from approaching. For opponents that managed to close the distance, she switches to a style that is based off of s motions, with the primary points of contact being the hands, knees, shoulders, elbows, and hips.

Daggers/Ninjutsu – Aside from being used as makeshift shinguards, she uses these when lethal melee combat is required as the amount of effort needed to stab or slice something to death is considerably less than punching or kicking. She learned a few tricks from the thieves guild, as her mercenary outfit occasionally worked together with them on some jobs. However, she never learned or bothered with daytime stealth; being an unusually tall elezen didn't make it very feasible. She studied ninjutsu in Doma, but her lack of aetheric proficiency only allowed her to perform suiton, a technique that allowed one to appear invisible during the daytime. She is especially fond of this technique, as it solved her longtime issue of being unable to blend into a crowd.

Greatsword – She found this particular greatsword from a fallen dullahan at Amdapor Keep when she took on a job to hunt down the Lambs of Dalamud. Upon closer inspection, she realized that it was no ordinary greatsword, as it had what appeared to be a soul crystal embedded into it. Her memory of the rest of that particular mission was fuzzy, but she distinctly remembered uncharacteristically slaughtering everyone in the Keep, including an Elezen that looked suspiciously like herself, wielding that same greatsword. After coming into posssession of this greatsword, she noticed that her senses of pain along with her darker more primal emotions, had become significantly duller than before her Amdapori excursion. She also notes that for some reason unknown to her, the powers that this sword offers are most effective when used against violent, bloodthirsty enemies. When not in use, it is kept tightly wrapped in a aether blocking black cloth in order to keep it inert.

Starglobe – Life in a mercenary outfit had its downtimes, she found that alcohol and tarot cards were an excellent combination. After attending some lectures by Leveva in the disguise of Lord Rufin in Ishguard, Trauma was surprised and intrigued that the cards held a deeper meaning, perhaps one that would allow her to possibly "wield magic." After a few moons of trial and error at the Skysteel Manufactury, Trauma built a custom magitek starglobe that supplanted the need for her to personally manipulate aether. As it is a prototype, this device is quite limited in power and rather unreliable, requiring constant calibration and realignment with the stars. While this arrangement has allowed Trauma to surpass the skills of Jainnequard, she still feels that her techniques were weaker than those of the white mages or scholars she has worked with in the past. However, she recognizes that being able to tend to the wounded is a necessary and valuable skill to have in the mercenary world. Similar to the greatsword, the starglobe is kept under wraps to prevent excessive aetherial interference from causing it to malfunction.

Tendencies

Likes

  • Training – In order to keep her body in top shape, she can often be seen exercising or practicing her skills on a training dummy.
  • Reading – Along with keeping her body in fighting condition, she spends an equal amount of time learning about various subjects, simply for the simple pleasure of increasing one's knowledge.
  • Combat – In order to have worked as a mercenary for as long as Trauma has, a healthy love for combat is almost a requirement. One of the few primal pleasures she admits to partaking in, besting one in combat with whatever means available or necessary is sure to leave her smiling for the rest of the day.
  • Chocobo Breeding – She has acquired a hobby in chocobo breeding ever since the grand opening of the Manderville Gold Saucer; she moonlights as a breeding consultant at a Chocobo Ranch in Ul'dah.
  • Allagan Accompaniment/Defense node "Flash" – Lovingly nicknamed after her mentor, she is rarely seen without this floating allagan device nearby. It also doubles as a mount and a storage device.

Dislikes

  • Closed Mindedness – She considers this a sign of weakness; only a complacent person would want to limit the knowledge they want to acquire.
  • Misers – Why bother acquiring money if you don't have the means or will to spend it? When dealing with misers and cheapskates in businesses, Trauma tends to charge more than her usual fare. Should they disagree, she simply apologizes for their business interests not being properly aligned, and bids them farewell.
  • Wanton Violence – Mercenary work is the monetization of violence, Trauma prefers the supply to be kept low so her bottom line is unaffected. If it doesn't directly involve her, she feels no obligation to stop it.

Strengths

  • Even-Tempered – While she is naturally calm and collected, her encounter with the strange greatsword in Amdapor Keep has made her incapable of feeling the range of emotions that fuel a dark knight. This is actually a major asset for her, as she can approach both battle and business negotiations with a clear head.
  • Generous – While not exactly a walking charity foundation, she spends most of her earnings from jobs on others instead of herself. If an acquaintance asks for money for a cause she considers worthwhile, she'll gladly part with some of her hard earned gil.
  • Observant – Her keen duskwight senses allow her to survey her surroundings and other people at a frightening speed. This is useful in many respects, as it allows her to enter combat with a decisive alpha strike, or setup a seemingly accidental kill on her unsuspecting target.
  • Adaptability – She assumes that nothing will go according to plan, and that nothing will go according to the backup plan either. This isn't an excuse to slack off on preparations for a job or a battle, but she accepts the fluidity of the battlefield and is always mentally prepared to counter whatever lies in store for her.

Weaknesses

  • Poor sense of direction – She is perfectly at home in cities such as Ul'dah, Ishgard, and Limsa, but asking her to travel without some sort of travel guide between the cities will result in her supposed disappearance for a few days.
  • Bad with money – Some of her acquaintances joke that her gilpurse is indeed bottomless, as her earned gil tends to disappear within hours of her payment.
  • Nonexistent magic aptitude – Aside from astrologian magicks, she accepts that magicka simply isn't her thing. She still understands and respects the powers of magicka, despite the fact that she isn't capable of competently wielding them.

Other

Relationships

Family

Friends

Enemies

Rumors

Common Rumors

Moderate Rumors

Rare Rumors

PC Rumors

History/Timeline

WIP

Annotations

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