Post by Fathix on Oct 22, 2009 16:06:32 GMT -5
Name: Viral Zephyrs
Motto: “Are you quick enough to run with the West Wind?”
Members: As of right now, the Zephyrs hold three members. Faith, Tern, and Swan.
Age: Only a year or so old. The squadron’s skyknight is born of Terra Gale, but they do not routinely protect only that Terra. They are a wandering squadron with an affinity for Tera Saharr and Terra Bogaton.
Insignia: An intricate series of lines, swirls and columns, representing the west wind for which it is named.
Weapons: Each member had a unique fighting style. Faith carries a blowgun and darts, Tern works with a Firebolt crystal-powered pike, and Swan prefers not to fight, but will use hand to hand if necessary.
Normally Carries: A productive amount of rations and resources. There is a spare crystal room used to store those which are not being used. The cargo bay contains Faith and Tern’s skimmers, but can carry up to ten in total. There is also a domestic section of the ship, which has four bathrooms and can house up to ten people as well.
Vehicle: The Ibis, a common airship that was won in a game of poker, has been greatly spruced up and has been the subject of many ‘mechanical experiments’ for their mechanic, Tern. Also, docked on the Ibis, is Faith’s stripped down Air Skimmer III and Tern’s Heli-scooter. (A Heli-blade, swiped from Cyclonia.)
Positions:
Skyknight – Faith
Mechanic/Technician – Tern
Doctor/Medical specialist - Swan
(Other positions available.)
Social Standing: The Zephyrs are not well known, as they are still a rather new squadron. They also don’t make a very good first impression on older fashioned people such as the Rex Guardians.
Finance: The Zephyrs have little in the way of money. They do some part time work for finance, and Faith can easily get support from her family, but she doesn’t like to trouble them.
Lifestyle: While they are a registered, official squadron, the Zephyrs are still looking for more firepower. They are well geared toward justice, but their skyknight has a bit of a one track mind and will often be found going off on some insane thrill-adventure.
Location: Travelling about on the Ibis. They constantly move from place to place.
Goals: The Zephyrs have little goals at the moment, but to simply watch out for people. Their skyknight has a bit of a personal vendetta against Snipe, but otherwise, they just want to travel, see the world and have fun doing it..
Priorities: Protecting those they feel need it.
Habits: Joyriding. Making people slightly uncomfortable with their immature manner.
Hobbies: Each member is separate in their hobbies.
Flaws: They are a bit disorganized, and their skyknight is very headstrong and rather stubborn.
Loyalty: Atmos, excluding the Raptors and Cyclonia. Primarily, Terra Gale.
Talents: Very skilled in combat, each with separate talents. Artistic musings. Some talents are specific to members.
Secrets: None. They share everything with each other.
Brief History: The Zephyrs are not an old squadron and, if anything, are not fully matured, either. For 20, their skyknight is rather immature and playful. However, they each hold a great sense of justice.
When Faith graduated from the Skyknight academy, she immediately ran into her two friends in separate places. They formed a bond rather promptly and decided that they would all stick together.
Their Carrier, the Ibis, was won off a seedy old man in the Skyside Shanty. Faith, a skilled poker player (One of her many strange talents) won four games in a row before the man finally gave up the ship. Tern, overjoyed, immediately fixed it up.
Now, they simply travel, looking for conflicts, adventure, and exhilaration, while trying to protect just a little bit of the Atmos at the same time.
Motto: “Are you quick enough to run with the West Wind?”
Members: As of right now, the Zephyrs hold three members. Faith, Tern, and Swan.
Age: Only a year or so old. The squadron’s skyknight is born of Terra Gale, but they do not routinely protect only that Terra. They are a wandering squadron with an affinity for Tera Saharr and Terra Bogaton.
Insignia: An intricate series of lines, swirls and columns, representing the west wind for which it is named.
Weapons: Each member had a unique fighting style. Faith carries a blowgun and darts, Tern works with a Firebolt crystal-powered pike, and Swan prefers not to fight, but will use hand to hand if necessary.
Normally Carries: A productive amount of rations and resources. There is a spare crystal room used to store those which are not being used. The cargo bay contains Faith and Tern’s skimmers, but can carry up to ten in total. There is also a domestic section of the ship, which has four bathrooms and can house up to ten people as well.
Vehicle: The Ibis, a common airship that was won in a game of poker, has been greatly spruced up and has been the subject of many ‘mechanical experiments’ for their mechanic, Tern. Also, docked on the Ibis, is Faith’s stripped down Air Skimmer III and Tern’s Heli-scooter. (A Heli-blade, swiped from Cyclonia.)
Positions:
Skyknight – Faith
Mechanic/Technician – Tern
Doctor/Medical specialist - Swan
(Other positions available.)
Social Standing: The Zephyrs are not well known, as they are still a rather new squadron. They also don’t make a very good first impression on older fashioned people such as the Rex Guardians.
Finance: The Zephyrs have little in the way of money. They do some part time work for finance, and Faith can easily get support from her family, but she doesn’t like to trouble them.
Lifestyle: While they are a registered, official squadron, the Zephyrs are still looking for more firepower. They are well geared toward justice, but their skyknight has a bit of a one track mind and will often be found going off on some insane thrill-adventure.
Location: Travelling about on the Ibis. They constantly move from place to place.
Goals: The Zephyrs have little goals at the moment, but to simply watch out for people. Their skyknight has a bit of a personal vendetta against Snipe, but otherwise, they just want to travel, see the world and have fun doing it..
Priorities: Protecting those they feel need it.
Habits: Joyriding. Making people slightly uncomfortable with their immature manner.
Hobbies: Each member is separate in their hobbies.
Flaws: They are a bit disorganized, and their skyknight is very headstrong and rather stubborn.
Loyalty: Atmos, excluding the Raptors and Cyclonia. Primarily, Terra Gale.
Talents: Very skilled in combat, each with separate talents. Artistic musings. Some talents are specific to members.
Secrets: None. They share everything with each other.
Brief History: The Zephyrs are not an old squadron and, if anything, are not fully matured, either. For 20, their skyknight is rather immature and playful. However, they each hold a great sense of justice.
When Faith graduated from the Skyknight academy, she immediately ran into her two friends in separate places. They formed a bond rather promptly and decided that they would all stick together.
Their Carrier, the Ibis, was won off a seedy old man in the Skyside Shanty. Faith, a skilled poker player (One of her many strange talents) won four games in a row before the man finally gave up the ship. Tern, overjoyed, immediately fixed it up.
Now, they simply travel, looking for conflicts, adventure, and exhilaration, while trying to protect just a little bit of the Atmos at the same time.