OUT OF CHARACTER
Player Name: LA
Are you 16 or older: Yes.
Contact: PM.
Current Characters: N/A
Tag: rinth ghostshot
IN CHARACTER
Name: Rinth Ghostshot
Canon: Guild Wars 2
Canon Point: About a week after showing up in Lion's Arch.
Age: 22
History:
Like nearly all Charr, Rinth was sent to a fahrar soon after birth to live and grow up in. A fahrar is basically a communal way of raising children in the Charr culture. Once the cub is there, the parents have little to do with their lives. There, she and the other cubs in her fahrar were educated and trained in war. Together they would form a warband, as all cubs in the fahrar are destined to do. Growing up together was meant to bind them as close as family and, like a family, they chose a name to share: Ghost. Rinth, having discovered a like and knack for marksmanship, chose ‘shot’ as the second part of her Warband name, becoming Rinth Ghostshot. The others chose names similar, but unique to themselves: Ghostripper, Ghostsnare, Ghostblade, Ghostburn, and so on.
Now, being raised to become a warband is supposed to form a bond of trust and loyalty within that group and, with hope, towards the High Legion that the warband is part of. Like so many others, this is how it was in the Ghost Warband for a long time. They lived together, fought together, were given assignments that rarely broke them apart for long, if at all. This was the world Rinth knew and cherished. She knew her bandmates would always have her back, that she’d never have to suffer the many hardships of life alone. In the end, that turned out to be a rather naive take on things. The warband would inevitably be torn apart by something a young warband wouldn’t consider a threat, politics, and, as with most everything else in Charr culture, it would happen with great violence.
During the time before the Ebonhawke Ceasefire Agreement, the Ghost Warband had been assigned to the Brand. One of the most difficult places to end up, the Brand was an endless struggle to hold the sole bridge across the Dragonbrand, a dangerous waste of crystallized monstrosities. As they scrambled to hold the line, the news trickled in from the other fronts. Somehow the humans had convinced the High Legions to sign a cease-fire, all agreeing they needed to focus on the bigger problem, the Elder Dragons, for the good of Tyria. To the Iron Legion and many others, though, this was not taken too kindly. They had been fighting against Ebonhawke for so long, too long, that to suddenly stop seemed like madness. A number on both sides defected.
It was on this point that the Ghost Warband broke apart. Their Legionnaire, the leader of the band, Ghostsnare, took up a mission to scout out along the Dragonbrand. Taking the whole band with him, it was only an excuse to discuss it quietly. Discontent, he said he was leaving to join the continued fight against Ebonhawke. Rinth, unhappy about the ceasefire as well, was not convinced. She hated it all the same, of course, but defect? Leave the Iron Legion behind? They’d all be branded as traitors, hunted down, shamed, and killed.
And while she wasn't the only one who cleaved so strongly to those loyal ideals, she was the only one who did so and survived. Her first act was to challenge Ghostsnare for his position, demanding he fight and prove his ability to lead. He accepted, but Rinth had never prepared herself to fight against a necromancer like Ghostsnare. Not only could he easily counter all her tricks, he had many of his own up his sleeves, ones no physical shield could defend against. In the end, he drove her off a cliff and straight down into the Dragonbrand. There, her warband left her, deciding if she hadn’t already died from the fall, she soon would be. As for the few remaining bandmates who had also disagreed, Rinth would later find signs of a violent struggle, but no bodies.
Anyway, leaving her for dead had been a mistake, obviously, as two days later she managed to drag her way back to the Span to get help. It became a chilly reception once she told her story, however. How could they trust her when her entire warband had defected like that? Could she just be a spy left behind? Even though they had parted ways in such a violent way, their honorless actions left a mark upon their remaining bandmate. Their sins were Rinth’s, until she could prove otherwise.
She found herself shipped back to Black Citadel, only long enough to make a report. Her arrival there was no more welcomed than it had been at the Span, either scorned or pitied or outright mistrusted by her own legion. It could not stand. The choices that remained were obvious: become gladium, a Charr who was without a warband and a pariah of their society, or prove she had no further ties with her old warband. Becoming gladium was not an option at all in Rinth’s mind; she would never survive such a life. She refused to consider it.
So, as a Norn might say, she would wash blood with blood, for water could never clean away these stains. Rinth would regain her honor and her place in her legion by killing her traitorous bandmates. Kill them or die trying. That decided, she once again set out from the Citadel, but this time with no orders, this time alone, and this time far more grim and angry than ever before. Her first stop would be Lion's Arch, a huge trading hub city where all the races of Tyira mixed and likely her best chance for picking up a few leads.
Personality:
Revenge.
Revenge in the hands of the Charr is not, as claimed, served cold. It’s served loudly, angrily, and with incredible violence, preferably in a pit with onlookers cheering you on to kill your betrayer. Those who win such a fight are considered in the right, exonerated of their crime and any shame that may have been attached. It is justice, in its own way, to them. It’s only an added shame that Rinth will not have the chance to face her own traitors in the ring, instead hunting them down one by one...
While originally Rinth’s driving motivation was for her and her warband to succeed, to become great heroes some way or another in the eyes of their kind, that all changed in a single day. The day when she disagreed with her bandmates, the day she lost the fight to Ghostsnare, the day they abandoned her to die in the Dragonbrand. Now the lynchpin to her motivation is revenge. The warband’s betrayal was only injury, the added insult had been them not making certain to kill her. It left her to drag herself back and lick her wounds, shamed by her failure, shamed by the idea that maybe they didn’t even see her as a threat enough to make sure. Her biggest concern now is vengeance, everything else are just tiny details to be bowled over on her way through. The end justifies the means, especially if it’ll get her closer to her goals, closer to the traitorous Ghost warband.
To make matters worse, that Charr society puts so much pressure on to be part of something bigger, another piece in the war machine, being left alive by a traitorous band is a terrible dilemma. It’s more than enough to raise suspicions, marking her as a loner that cannot be trusted. A fear of ostracization drives her obsession with revenge just as much as the betrayal, perhaps even more. Charr aren’t meant to be alone, it just isn’t healthy for them, and the longer she’s alone, the worse off she’ll be.
That said, Rinth is not just some endless vengeance machine, although the rest of her personality isn’t all that more appealing. Even before, she had a temper, easily becoming snappy and barely containing her anger, though contain it she did. Charr are prone to being ill-tempered and one of the good traits the legions hammer into their people is discipline. All Charr are a part of the war machine and all must know how to take orders and accept commands they may not be fond of. To do otherwise opens the door to getting your tail handed to you and, after the first, second, and third time of having that experience, Rinth learned. So, angry, yes, also violent, but never, ever out of control. When confronted by infuriating situations, where not rampaging is clearly the better choice, she will opt to come at it in a completely business-like manner (albeit a snarly business-like manner).
There are some less angry parts of her life, though. As an engineer, she is happiest when building, repairing, or working with her hands. Making something and seeing it work just as planned is the greatest joy, though she prefers smaller objects to the grand machines many of the Iron Legion work upon; gunsmithing, forging her own parts for all her weapons, tinkering with the inner mechanisms of new and improved grenades or other such devices. It doesn’t end there, of course, as her job crosses well into her hobbies, where she tinkers with things like old music boxes, watches, or wind-up toys. Additionally, like most of her kind, she finds joy in fighting, too. That’s just how they’re raised and she sees no problem with it.
And past all the rage and violence, she actually does have a sense of humor! It helps to soften some of her temper, take the edge off of the bite, in that she can tell most jokes apart from someone being serious. That’s saved quite a few hides (especially of the few non-charr she’s had to deal with). Being able to get a laugh out of her is one of the fastest ways to start getting her guard down, even if, these days, she doesn’t feel much like laughing at anything. Although her own sense of humor, well… We could call it gallows humor and leave it at that (the amount of dead human jokes is seemingly endless).
But in the end of all this, Rinth’s essentially a young soldier who is terrified of an uncertain future, stuck in a society that’s set to punish her if she doesn’t prove her loyalty. Even if that’s something she keeps buried under a whole lot of yelling and snapping and losing herself in her work, it’s still there, the lingering terror of what if, what if she can never go home?
Abilities/Skills:
First off, Rinth is naturally stronger and faster than, for example, a human. Charr are built for fighting and for survival and she isn't any different. Her senses are sharper, too, on par with a large cat.
Outside of natural ability, however, Rinth has been trained to be a soldier from an early age. She has also been trained to be an engineer as her specific role in the Iron Legion's troops, working on building machines both for war and mundane purposes, general machine and building maintenance, and, her own preferred specialty, on smaller, fine-tuned devices such as guns and explosives (and little silly trinkets in her spare time, but she doesn't talk about those). Beyond building, an engineer is also expected to fight on front lines (like all Charr, to be honest) in both offensive and supportive roles and are trained to maintain and use flamethrowers, turrets, explosives, guns (pistols, rifles, harpoon), shields, elixirs (alchemy), and medical kits.
Strengths/Weaknesses:
Strengths:
Items:
As an engineer, she relies heavily on all sorts of tools and devices and, as a Charr, certainly has the strength to carry quite a few of them on her. However, I will be excluding several items as she can rebuild them on her own time.
Her kit includes the following:
Network Sample:
[ The video is filled with a dusty yellow color at first, unfocused, but the clears up when Rinth finishes fiddling with the settings on the MID, leaving a feed of one big cat-like, well, her. Two pairs of ears, horns, and a whole lot of teeth. ]
Alright, you mice, I am going to do this once and only once. Yeah, I get it, I look like a cat, good freaking job, you have eyes, but, unfortunately for you, looks don't mean a thing. I am a charr and I am a soldier, not a house pet.
[ She'll curl back a lip at that point, into a snarl. Someone's probably already made one too many "kitty cat" jokes by now. ]
If you have something you absolutely have to ask, get it out now, because I'm not going to stop and explain shit about myself every time any of you feel like asking. Gets real old, real fast, and I don't care to waste my time, especially not on humans.
[ Which, at this point, she assumes is what most the people on the ship are. She probably isn't wrong, either. ]
Prose/Action Sample: from the test drive.
Are you 16 or older: Yes.
Contact: PM.
Current Characters: N/A
Tag: rinth ghostshot
IN CHARACTER
Name: Rinth Ghostshot
Canon: Guild Wars 2
Canon Point: About a week after showing up in Lion's Arch.
Age: 22
History:
Like nearly all Charr, Rinth was sent to a fahrar soon after birth to live and grow up in. A fahrar is basically a communal way of raising children in the Charr culture. Once the cub is there, the parents have little to do with their lives. There, she and the other cubs in her fahrar were educated and trained in war. Together they would form a warband, as all cubs in the fahrar are destined to do. Growing up together was meant to bind them as close as family and, like a family, they chose a name to share: Ghost. Rinth, having discovered a like and knack for marksmanship, chose ‘shot’ as the second part of her Warband name, becoming Rinth Ghostshot. The others chose names similar, but unique to themselves: Ghostripper, Ghostsnare, Ghostblade, Ghostburn, and so on.
Now, being raised to become a warband is supposed to form a bond of trust and loyalty within that group and, with hope, towards the High Legion that the warband is part of. Like so many others, this is how it was in the Ghost Warband for a long time. They lived together, fought together, were given assignments that rarely broke them apart for long, if at all. This was the world Rinth knew and cherished. She knew her bandmates would always have her back, that she’d never have to suffer the many hardships of life alone. In the end, that turned out to be a rather naive take on things. The warband would inevitably be torn apart by something a young warband wouldn’t consider a threat, politics, and, as with most everything else in Charr culture, it would happen with great violence.
During the time before the Ebonhawke Ceasefire Agreement, the Ghost Warband had been assigned to the Brand. One of the most difficult places to end up, the Brand was an endless struggle to hold the sole bridge across the Dragonbrand, a dangerous waste of crystallized monstrosities. As they scrambled to hold the line, the news trickled in from the other fronts. Somehow the humans had convinced the High Legions to sign a cease-fire, all agreeing they needed to focus on the bigger problem, the Elder Dragons, for the good of Tyria. To the Iron Legion and many others, though, this was not taken too kindly. They had been fighting against Ebonhawke for so long, too long, that to suddenly stop seemed like madness. A number on both sides defected.
It was on this point that the Ghost Warband broke apart. Their Legionnaire, the leader of the band, Ghostsnare, took up a mission to scout out along the Dragonbrand. Taking the whole band with him, it was only an excuse to discuss it quietly. Discontent, he said he was leaving to join the continued fight against Ebonhawke. Rinth, unhappy about the ceasefire as well, was not convinced. She hated it all the same, of course, but defect? Leave the Iron Legion behind? They’d all be branded as traitors, hunted down, shamed, and killed.
And while she wasn't the only one who cleaved so strongly to those loyal ideals, she was the only one who did so and survived. Her first act was to challenge Ghostsnare for his position, demanding he fight and prove his ability to lead. He accepted, but Rinth had never prepared herself to fight against a necromancer like Ghostsnare. Not only could he easily counter all her tricks, he had many of his own up his sleeves, ones no physical shield could defend against. In the end, he drove her off a cliff and straight down into the Dragonbrand. There, her warband left her, deciding if she hadn’t already died from the fall, she soon would be. As for the few remaining bandmates who had also disagreed, Rinth would later find signs of a violent struggle, but no bodies.
Anyway, leaving her for dead had been a mistake, obviously, as two days later she managed to drag her way back to the Span to get help. It became a chilly reception once she told her story, however. How could they trust her when her entire warband had defected like that? Could she just be a spy left behind? Even though they had parted ways in such a violent way, their honorless actions left a mark upon their remaining bandmate. Their sins were Rinth’s, until she could prove otherwise.
She found herself shipped back to Black Citadel, only long enough to make a report. Her arrival there was no more welcomed than it had been at the Span, either scorned or pitied or outright mistrusted by her own legion. It could not stand. The choices that remained were obvious: become gladium, a Charr who was without a warband and a pariah of their society, or prove she had no further ties with her old warband. Becoming gladium was not an option at all in Rinth’s mind; she would never survive such a life. She refused to consider it.
So, as a Norn might say, she would wash blood with blood, for water could never clean away these stains. Rinth would regain her honor and her place in her legion by killing her traitorous bandmates. Kill them or die trying. That decided, she once again set out from the Citadel, but this time with no orders, this time alone, and this time far more grim and angry than ever before. Her first stop would be Lion's Arch, a huge trading hub city where all the races of Tyira mixed and likely her best chance for picking up a few leads.
Personality:
Revenge.
Revenge in the hands of the Charr is not, as claimed, served cold. It’s served loudly, angrily, and with incredible violence, preferably in a pit with onlookers cheering you on to kill your betrayer. Those who win such a fight are considered in the right, exonerated of their crime and any shame that may have been attached. It is justice, in its own way, to them. It’s only an added shame that Rinth will not have the chance to face her own traitors in the ring, instead hunting them down one by one...
While originally Rinth’s driving motivation was for her and her warband to succeed, to become great heroes some way or another in the eyes of their kind, that all changed in a single day. The day when she disagreed with her bandmates, the day she lost the fight to Ghostsnare, the day they abandoned her to die in the Dragonbrand. Now the lynchpin to her motivation is revenge. The warband’s betrayal was only injury, the added insult had been them not making certain to kill her. It left her to drag herself back and lick her wounds, shamed by her failure, shamed by the idea that maybe they didn’t even see her as a threat enough to make sure. Her biggest concern now is vengeance, everything else are just tiny details to be bowled over on her way through. The end justifies the means, especially if it’ll get her closer to her goals, closer to the traitorous Ghost warband.
To make matters worse, that Charr society puts so much pressure on to be part of something bigger, another piece in the war machine, being left alive by a traitorous band is a terrible dilemma. It’s more than enough to raise suspicions, marking her as a loner that cannot be trusted. A fear of ostracization drives her obsession with revenge just as much as the betrayal, perhaps even more. Charr aren’t meant to be alone, it just isn’t healthy for them, and the longer she’s alone, the worse off she’ll be.
That said, Rinth is not just some endless vengeance machine, although the rest of her personality isn’t all that more appealing. Even before, she had a temper, easily becoming snappy and barely containing her anger, though contain it she did. Charr are prone to being ill-tempered and one of the good traits the legions hammer into their people is discipline. All Charr are a part of the war machine and all must know how to take orders and accept commands they may not be fond of. To do otherwise opens the door to getting your tail handed to you and, after the first, second, and third time of having that experience, Rinth learned. So, angry, yes, also violent, but never, ever out of control. When confronted by infuriating situations, where not rampaging is clearly the better choice, she will opt to come at it in a completely business-like manner (albeit a snarly business-like manner).
There are some less angry parts of her life, though. As an engineer, she is happiest when building, repairing, or working with her hands. Making something and seeing it work just as planned is the greatest joy, though she prefers smaller objects to the grand machines many of the Iron Legion work upon; gunsmithing, forging her own parts for all her weapons, tinkering with the inner mechanisms of new and improved grenades or other such devices. It doesn’t end there, of course, as her job crosses well into her hobbies, where she tinkers with things like old music boxes, watches, or wind-up toys. Additionally, like most of her kind, she finds joy in fighting, too. That’s just how they’re raised and she sees no problem with it.
And past all the rage and violence, she actually does have a sense of humor! It helps to soften some of her temper, take the edge off of the bite, in that she can tell most jokes apart from someone being serious. That’s saved quite a few hides (especially of the few non-charr she’s had to deal with). Being able to get a laugh out of her is one of the fastest ways to start getting her guard down, even if, these days, she doesn’t feel much like laughing at anything. Although her own sense of humor, well… We could call it gallows humor and leave it at that (the amount of dead human jokes is seemingly endless).
But in the end of all this, Rinth’s essentially a young soldier who is terrified of an uncertain future, stuck in a society that’s set to punish her if she doesn’t prove her loyalty. Even if that’s something she keeps buried under a whole lot of yelling and snapping and losing herself in her work, it’s still there, the lingering terror of what if, what if she can never go home?
Abilities/Skills:
First off, Rinth is naturally stronger and faster than, for example, a human. Charr are built for fighting and for survival and she isn't any different. Her senses are sharper, too, on par with a large cat.
Outside of natural ability, however, Rinth has been trained to be a soldier from an early age. She has also been trained to be an engineer as her specific role in the Iron Legion's troops, working on building machines both for war and mundane purposes, general machine and building maintenance, and, her own preferred specialty, on smaller, fine-tuned devices such as guns and explosives (and little silly trinkets in her spare time, but she doesn't talk about those). Beyond building, an engineer is also expected to fight on front lines (like all Charr, to be honest) in both offensive and supportive roles and are trained to maintain and use flamethrowers, turrets, explosives, guns (pistols, rifles, harpoon), shields, elixirs (alchemy), and medical kits.
Strengths/Weaknesses:
Strengths:
+ Skilled engineer.Weaknesses:
+ Trained soldier.
+ Also has experience with alchemy (the potion-making variety) and first aid. Knowledgable on chemistry, biology, geology, and medical to go along with the rest.
+ Charr (stronger, faster, equipped with claws and teeth).
+ Knack for building and repairing weapons (guns, grenades, etc.).
+ Quick learner (big and scary, yes, but definitely not dumb).
+ Loves a good fight!
- Loves a good fight.....! Even at the worst of times.
- Prejudiced against other species (especially humans).
- Stubborn, prideful, quick to anger.
- Gladium (Charr outside warbands seen as increasingly unstable, untrustworthy).
- Tech level of the Charr legions are very steampunk, behind the learning curve when it comes to space stuff.
- Level of all other skills are also behind the curve for future space stuff.
- All said and done, engineering is still her expertise. Everything else she knows is in support of that and she isn't an expert in what else has been listed above (medicine, bio, etc, etc).
Items:
As an engineer, she relies heavily on all sorts of tools and devices and, as a Charr, certainly has the strength to carry quite a few of them on her. However, I will be excluding several items as she can rebuild them on her own time.
Her kit includes the following:
- One set of medium leather armor over her lighter set of in-town clothing.SAMPLES
- Two flintlock pistols (built to Charr-size).
- One Iron Legion shield.
- Up to 5 of each of these: shrapnel grenade, regular plain old explosive grenade, glue bomb (non-lethal), concussion grenade, smoke bomb, freeze grenade (non-lethal), flash grenade (non-lethal).
- Extra ammo, basic tool kit, a compass, a folded paper map (for Tyria; useless here), small first aid kit, field rations.
- One panscopic monocle (basically used for zooming in on things she is fixing and such).
- One standard issue rebreather.
- Pouch of gold, silver, and copper coins, several insignias with the Iron Legion symbol on them in the same pouch.
Network Sample:
[ The video is filled with a dusty yellow color at first, unfocused, but the clears up when Rinth finishes fiddling with the settings on the MID, leaving a feed of one big cat-like, well, her. Two pairs of ears, horns, and a whole lot of teeth. ]
Alright, you mice, I am going to do this once and only once. Yeah, I get it, I look like a cat, good freaking job, you have eyes, but, unfortunately for you, looks don't mean a thing. I am a charr and I am a soldier, not a house pet.
[ She'll curl back a lip at that point, into a snarl. Someone's probably already made one too many "kitty cat" jokes by now. ]
If you have something you absolutely have to ask, get it out now, because I'm not going to stop and explain shit about myself every time any of you feel like asking. Gets real old, real fast, and I don't care to waste my time, especially not on humans.
[ Which, at this point, she assumes is what most the people on the ship are. She probably isn't wrong, either. ]
Prose/Action Sample: from the test drive.