Kupmo Kapp

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 Kupmo Kapp
Placeholder person.gif
Gender Male
Race Moogle
Clan Unknown
Citizenship Unaffiliated
Place of Birth
Guardian
Nameday Date (Age: )
Marital Status
Occupation
Pronunciation
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Basic Info

"Quote" —Name

Name: Kupmo Kapp

Nickname(s):

Age:

Gender: Male

Race: Moogle

Appearance

Height: Average moogle height (I don't know how tall a moogle is.)

Weight: Average moogle weight (This, neither)

Complexion: (What is this tho...?)

Hair: None (right?)

Eyes: None (Do moogles have eyes?)

Particular Traits:

Voice: Normal (...)

Clothing Style: (...)


Laterality: (What is this?)

Tastes

Hobbies

Likes

Dislikes

Favorites

  • Color: Unknown
  • Food: Unknown
  • Drinks: Unknown
  • Scent: Unknown.
  • Place: Unknown.
  • Festival: Unknown.

Goals

Religion

Alignment

Personality

Quirks

Nothing is known yet.

Flaws

  • It seems he cannot keep track of time.

Fears

Nothing is known yet.

Talents

Nothing is known yet.

Intelligence

Comparisons

Final Fantasy Characters:

Other Game Characters:

Anime Characters:

TV Tropes

Abilities and Skills

Personal

Weapons

  • Pistols - Kupmo, having worked as a mechanic, and much experience actually using guns, is very good at using them in battle, making him good at long-range combat. He also knows how to repair them quickly and effectively, using the materials he always carries with him in a pouch, next to the pistol, a bit to his right hip.
  • Daggers - Daggers, being fairly light and easy to handle, make for great close combat weapons for moogles. Kupmo has learned to double-wield them effectively through various means - training, studying, actual combat experience - even with the small arms moogles naturally have. This makes up for the short range disadvantage his main weapon choice, the pistol, has, which is obviously the reason he uses them. He usually carries one on the right side of the belt, next to his pistol, and one at the left side.
  • Throwing weapons - Kupmo uses a variety of throwing weapons for medium range combat, or uses them along with his other weapons, for various purposes. For example, he uses "smoke powder", a powder that generates barriers of smoke upon igniting, barring the vision of the enemy, or creating areas with tactical disadvantages, flushing out foes. He doesn't just use powders, though. He also can throw projectiles, like (small) bombs - which he could wear a few of on a bandolier (a belt over the chest, was used by cowboys to carry bullets, dunno if it would be called the same in FFXIV.) - and throwing knives - which he can carry some 3 of on his belt, in between the two daggers.

Maybe a bit WIP, idk.

Magic

Crafting

  • Mechanic - Kupmo, being interested in clockwork items, worked here and there to improve his skill at making them himself. He trained under a smith, to learn how to make pistols, after trying his hand at making the materials required to produce them. With the knowledge for that, he proceeded to make more clockwork items, and learned fairly well how to produce and repair them, and moved on to guns.
  • Smithing - Kupmo didn't just learn how to produce guns at the smithy, he also learned about the more basic weaponry, like swords, axes, hammers, daggers, knives... Yes, he makes his own weaponry. He likes to put his love for clockwork in his weapons - he puts gears in them, which may not seem practical, but makes it a lot easier to handle them, as you can grip the gears to swing them easilier. He also knows how to sharpen and repair weaponry effectively - preserving most of the original design and usefulness.
  • Repairing/improving armor - No, Kupmo never really trained to be an armorer or a leatherworker. However, he likes to reinforce his leather armor with bits of light metal to make it sturdier. He forges improvised helmets, shoulderpads, gauntlets, boots, and more. It's not very useful, but it's not all bad either - it slightly increases the sturdiness while preserving the low weight, and it's not too expensive to do either. He knows how to repair armor too, having some experience with reconstructing his own.

Strengths and weaknesses

Strengths

Weaknesses

Equipment

Weaponry

Currently, Kupmo uses:

  • A standard pistol.
  • Equipped on the right side of Kupmo's belt. (no idea how they work, guess I'll check that later.)
  • Two daggers
  • Both daggers have a gear near the hilt, made of solid steel - of course, the whole dagger is made out of that - this gear allows the user to easily handle the dagger, and swing it around faster. One of the daggers is a bit longer, and has less of a curved blade - almost like a shortsword, but not quite... It has tiny cuts in it, used to stop a sword. It is positioned near the pistol, next to it on the belt. The other dagger is averagely sized, and a bit curvier It is used for stabbing while the other dagger would stop a sword, and it is positioned on the left hip - this combination isn't as useful against weapons like greatswords, axes and hammers, or ranged weapons, but it isn't worse against them then a normal dagger either, as they remain very light and maneuverable, allowing for a quick escape - making it easier to dodge some attacks. The daggers aren't effective against heavy armor though.
  • Four throwing knives
  • The knives are similiar to the daggers in the fact that they have a gear, and furthermore they are a little bit more sizeable then most other kinds, but still light enough for throwing. They are made of a light metal, and are very sharp. They are positioned on Kupmo's bandolier, altough he usually carries them on his belt, in between the two daggers.
  • Two explosives
  • These explosives are rectangular, a bit longer then they are wide and tall. They have a switch, with three words underneath them: "Safety Active Safety". When the switch is on either the left or the right side, the explosive will not explode. While it's on the center, however, it will explode upon impact, or after a three second countdown. The explosion is a fiery blast, but usually doesn't set the environment on fire. They are very effective against armor, heavily damaging it so that it is weakened enough for light weapons to harm the target. Kupmo can optionally put a special sticky fluid on it, making the explosive stick on whatever it hits, and then explode.
  • Smoke powder
  • This powder will generate a barrier of smoke upon igniting, barring the vision of the enemy. It can also be used to create areas with a tactical disadvantage, flushing foes out. It is stored in a pouch on the belt, at the left hip.

Regular (casual) clothing

  • A light grey cloth robe.
  • This custom-made robe is very soft and light. It has big pockets (for a moogle, at least), and their interior is made of leather instead of cloth - it is not easy to notice this, as this is sort of hidden. The robe doesnt have a hood, but instead has a popped collar, which is about, say, three centimetres tall. The robe is a little bit oversize, and very opaque.
  • A sturdy leather vest.
  • It seems the "casual" wear isn't as casual as it seems. Underneath the robe is a sturdy leather vest, just in case. The vest is soft on the inside, and has long sleeves, but not as long as the robe. The robe may be sturdy, but not too heavy - it's a bit thinner then average.
  • Leather work pants.
  • These pants are pretty sturdy, and useful for carrying some stuff. Kupmo is a (part time?) mechanic, after all.
  • Leather boots, wool socks.
  • Moogles don't need boots, because they fly. Socks are comfortable, though. And they slide off your feet. So, the boots keep them in place.

Combat equipment

  • A leather cowl.
  • Reinforced with steel, this cowl is pretty sturdy, and can take a few hits. There is a small slice in the top, so that a moogle can put it on.
  • A sturdy leather vest.
  • It seems Kupmo always wears this vest. Information about it can be found above.
  • A grey shirt
  • This shirt is worn on top of the vest. A bandolier is strapped onto it.
  • Leather work pants.
  • ...Well, the combat equipment doesn't seem to be very different from the casual wear. Information about the pants can be found above.
  • Leather belts.
  • These leather belts are strapped onto various places. A belt with sheats and such is worn on the work pants, which usually has another belt. Another one is underneath the bandolier, strapped the opposite direction, forming some sort of a cross on Kupmo's torso.
  • Leather boots, wool socks.
  • Now they have a function. The front of the boots is reinforced with steel.
  • Leather gloves.
  • The top of these thin but sturdy leather gloves is reinforced with steel.
  • Camouflage dyes
  • Kupmo smears these dyes on his armor before a battle, or an adventure, to avoid detection.

Storage (pouches, backpacks)

  • A material pouch.
  • Kupmo wears this pouch on his belt, on the right hip, next to his pistol. It contains various materials, like gears, bolts, nails, metal scraps, bits of leather and such.
  • A powder pouch.
  • This pouch is worn on the left hip, and contains one type of powder, like smoke powder - information in weapon section. (Combat equipment only)
  • Belts.
  • Information above.
  • A leather backpack.
  • This backpack is enchanted to be larger on the inside and be able to carry extra weight. It is, of course, worn on the back. (Usually with combat equipment)

Accessories

  • A watch.
  • Kupmo made this iron watch himself. It is shaped as a gear, which actually moves. Not only does it show the time, it shows the date, too. Worn on the hand, because it wouldn't really fit otherwise. (Casual wear only.)

Miscellanious

  • Items


  • 2 Healing potions
  • A few bandages
  • Food



  • Materials


  • A few gears
  • Nuts, bolts, screws (I... Have no idea what those are, actually.)
  • Nails
  • Springs
  • Metal scraps
  • Leather scraps
  • Cloth scraps
  • A small wooden plank
  • Gunpowder in a pouch
  • Two glass shards
  • Some metal cylinders
  • Probably some other stuff too.



  • Tools


  • A screwdriver
  • A hammer
  • Two flints
  • A canteen

Family and Relationships

DISCLAIMER


All what is written here bears absolutely no OOC feelings, and may be subject to change as the story develops. If your name doesn't appear in this list, I have probably forgotten, or my character just doesn't remember you. Please do not use these information to affect you ICly or mess with my character's feelings. Use of OOC information will be flagged as god-moding and I will not react to it ICly if I feel this is what you're doing.

I did not write the text above.

Relatives

Unknown.


Positive


Neutral


Negative

Affiliations

Music Themes

Note: Vocal Songs are attributed themes in which the lyrics seem to relate or partially relate to the character. They don't mean to resemble the character's voice. The instrumental themes are meant to give an idea of the atmosphere around the character. Songs with character names (example: "Tidus's Theme") are NOT meant to indicate that the character is like the theme owner. I just find the instruments and melody fitting, not the character the song was originally addressed to.


Rumors

Note: This section is editable by anyone. Just keep in mind that the rumors here may be both true or false.


History

Name and Lifestyle

Name Etimology

Nicknames

None yet.

Current Residence

Before Dalamud's Fall

Birth and childhood (0-10)

Teen Years

After Dalamud's Fall

Adulthood

A Realm Reborn (Present, 23)

Other Notes

Wanted for Interesting Roleplay