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virsamajor

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  1. Zef arrives at the docks dressed in simple but stylish clothes befitting a minor but successful merchant—or, she'd decided, a captain's daughter. Not this captain, of course, but she figured this gave her an excuse to know about ships and piloting, and to take an interest in this one. She'd just have to make sure the Mercy's captain didn't ask too closely after her dear old da. She casts an appreciative eye at the Horn woman who appeared to be in charge, but deems her too busy to bother at this precise moment. Alas. Further along, she sees Song engaged in conversation with an exceptionally cute Angelite nun. Well, now, he can't have all the fun... Perfect. She loved a good scowl. Zef saunters over—not too close—and nods up at the man, acutely aware of how short she is, for a Horn. "That was some storm yesterday," she says casually, with the air of one unbothered by such simple things as weather. "Probably best we weren't up in it, though. If the weather holds, perhaps we'll make up the time en route." A playful wind stirs her garments and whispers over the large trunk he holds under one arm. Zef gives her most winning smile. "My friends call me Breezy. What's your name?" Diplomacy
  2. Zef knows she really ought to work on her cover identity... but there are too many people of interest. She spends the stormy day researching Harsiq kir Rova, Chane's roommate aboard the SKM. Diplomacy (+13 but –2 for storm) Research
  3. Zef's curious about all of the passengers, but knows they're running out of time. It'll be helpful to know as much as we can about the Soruliens aboard. Is this Ras-no-hel-Sorulien working with Velche, or do they have their own schemes? She's perhaps a little less cautious than she could be when asking around, but they're departing shortly. Besides, what's life without a little risk? Besides, if Ras notices me, maybe I can charm them. Investigate Ras, loud+2
  4. Unaware of Tégla's quiet plans, Zef uses her own resources to investigate the bridge crew. When you spend most of your time behind the metaphorical wheel, you make it your business to know the other pilots out there. Driving Lore
  5. Preparations, Day 1 Zef spends the first day learning everything she can about the ship. Whether this ends up playing into their egress or not, a good getaway driver needs to know what they might be working with. Research the vessel with Driving Lore: Roll / Hero Point
  6. Zef hops up, eager to get moving. "Sounds like we've got some planning to do. As for rooms, as long as Song an' I are together, I don't much care where you put us." She returns the metal to its original key shape and slips it back into her pouch. "I'd like to go take a look at this ship ahead of time, if that's possible? On it is best, but at least a glance from the outside wouldn't go amiss."
  7. Somehow never saw your reply, sorry! They're about 28, so definitely could have crossed paths with the others.
  8. Zef twirls a key in one hand, idly shaping and reshaping the metal. "You've been in this business longer than any of us," she says, nodding to Vee and Ilse. "Any suggestions?"
  9. Zef gives the list a cursory glance, but trusts her brother to take in that information. "We should work backwards," she says, ever the escape artist. "It's no kind of plan at all if we don't know how we're getting away with whatever it is. We gonna try to depart mid-flight, or make our move near the end of the journey and slip away when the airship lands?" The former was more appealing, but unless the St. Kelszei's Mercy had more than the standard celrays aboard, there weren't a lot of escape routes while they were still in the air. Well, ones they'd all survive, anyway, and she didn't feel like losing anyone on her watch.
  10. Zef tilts her head and narrows her eyes at Gulichd. "Steady on, Grandpa, it was an honest question." Her eyes flick to Song and she smirks. "Some of us have experience stealing airships, after all."
  11. Zef saunters in with her brother and perches impishly on a chest from which she can see both the door and the window, setting down a mechanic's toolbag—though who knows what's in it, really—with a clunk. She adjusts her fingerless gloves, then reaches into a pocket and pulls out a handful of salted crispy sea urchins, tossing them into her mouth and crunching just a bit louder than necessary. They seem to hang in the air a split second longer than they should.
  12. Name: Goes by Zephyr, Zef, Breezy, Zee (she/they) Bio: Zephyr grew up in one of Ourichor's orphanages alongside the only person in the world she cares about—her twin brother Alzju, who goes by Song-in-Strings to others but is often "Zuzu" to her. She discovered a strange ability to manipulate the air at a young age—mostly causing errant breezes and gusts of wind as distractions when her brother was honing his own skills—and an affinity for reshaping metal a few years later, but her powers didn't fully blossom until she was a teenager. She stole her first vehicle around the same time, immediately falling in love with the speed and freedom driving/piloting offered her, and by her 20s could handle just about any vehicle you could leave unattended long enough for her to climb aboard. She made a name for herself in underground (so to speak) racing circuits in both air and water, which is likely how she crossed paths with the Broken Guild. Wanted: Zef stole a Leonite military cloudcutter because she didn't like the way its pilot spoke to her—and because a colleague dared her to, and she's never turned down a chance to show off. Officially becoming a pirate was just a bonus. Specialty: Zef is your getaway driver, baby. Any time you've got a haul big enough you can't escape the authorities with it on foot, you bring Zef and her vehicle of choice along, and she'll get you out. Personality: Impish, cheerful, speed demon, mercurial, proud; quick to take the bait if challenged; devoted to Song; as competitive a flirt as she is a racer Darkest Secret: You know how a key tenet of the Broken Guild is "don't f*ck with priests"? Well, Zef took that to mean "unless they f*cked with you first," but she's not sure Vademph would see it the same way. (An Angelite priest embezzled money he was ostensibly raising for their orphanage, and during her childhood more than one kid died of an illness when they didn't have the funds he'd promised for medical care. Zef ran into him unexpectedly, shortly after joining the Guild, and meant only to scare him straight... but his lack of remorse and her temper got the better of her, and he won't be embezzling another sthaler.) As far as Zef knows, Song is the only soul who knows what she did. Greatest Crime: There have been several heists and larcenies, plenty of brawls, one brigand tossed off a building (he was fine), numerous daring races (minimal crashes!), one sunken yacht, and the pirated cloudcutter. Killing the priest was probably the worst of it. She's kept the secret for some time, but she still smolders whenever she thinks about it. She should've done worse. She'd do it again. Saving Grace: Zef is ride-or-die for her family. Maybe a bit ironic for an orphan, but all the more important because of it. She'd kill—or die—for Song, and probably other orphaned kiddos as well. She's also resolutely against captivity for anyone, at any time. Everyone should have the chance to be as free as the wind. oxoxoxoxoxoxoxoxoxoxoxoxo
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