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Fantasy Pirates C/S

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MarieK

Junior Member
Here is the character sheet outline:

Name:
Nickname (or your chosen pirate name of applicable):
Age:
Gender:
Height:
Weight:

Notable features (Scar, birthmark, wooden leg):

Skills/Abilities:

Weapons/Gear:

Backstory:



Feel free to pm me with any questions or concerns.

 

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Photo by: Bob Kehl

The First Mate
Name: Adelaide
Nickname: Scarlet (Scar as called by some.)
Age: 27
Gender: Female
Height: 5'11
Weight: 145

Notable Features: Is never seen without her hat. Also has a tattoo on her upper left arm of a skull

Skills/Abilities: Expert swordsman and a skilled sailor. Also knows how to track and navigate.

Weapons/Gear: Carries four small guns, all kept on the front of a leather vest she wears often. She usually keeps two swords sheathed at either hip and has four daggers hidden on her person at all times (even while asleep).

Other gear include two magical compasses. One points in the direction of the artifact she's trying to find, while the other points in the direction where she's least likely to find danger.

Backstory: Adelaide lived on the streets after the plague claimed her entire family. At the tender age of seven, she was caught for stealing and flogged accordingly. A pirate took pity on her and rescued her, bringing her with him onto his ship where she learned how to pirate and fight.

Although she was happy to be apart of something like a family again, she had grown restless for something greater. Her restlessness spurred on the idea of taking over a ship and finding the lost relic.






 
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The rigger boy

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Name: Jerome
Nickname: Rat
Age: 18
Gender: Male
Height: 5’5
Weight: 125lbs

Notable features: Alway bandaged hands. Burn marks up his arms. He is of pixie heritage, though he doesn’t know this, which is why he has fairly pointed ears, small stature and unusually high agility and balance.

Skills/abilities: Hyper flexible and skilled in climbing and acrobatics. Skilled in throwing knives. He is also well trained in handling rope work and maintenance of the sails, anything up high. He has a slight regeneration ability but nothing major. He can heal a slight bit faster than the average human and had an above average pain tolerance.

Weapons/gear: Carries around throwing knives strapped to his thighs and arms at all times. He always has his bandages stowed away in his pocket. The rope work wears away at his hands and need constant redressing.

Backstory: Jerome was an orphan. He knew nothing about his parents or why he’d been left at the orphanage. He was abused and used to extinguish cigars by the man who ran the orphanage, due to the fact he never seemed to be affected by it. He had to turn to pickpocketing to survive. Scampering around the slums, risking being disciplined by whoever caught him.

One day, when he was a younger boy, he picked the pocket of the ship’s captain and fumbled. Instead of being beaten, as he expected to be, he was legally adopted by the captain and he was brung onto the ship to be the rigger monkey, tending to the sails and swinging from the ropes around the ship.

The boy may have found a purpose and even a father, but his past weighed heavy on his mind. His constant being talked down to as a child froze him in that child-like state of mind. He also developed a craving for pain, deeming it necessary. He never understood why exactly he couldn't feel it quite like the other children and it fascinates him even to this day.

He gained the nickname 'rat' due to his short stature and constantly dirty face. Also due to his old habits of being a thief. He loves this nickname and accepted it wholeheartedly.

Misc: He despises the smell of tobacco and people smoking. He's not a stranger to pulling the odd trick or two...
 
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dolldivine.com/rpg-heroine-creator.php
actual illustration pending - maybe


The Ratcatcher
Name: Yeka
Nickname: She doesn't need one...so she claims.
Age: 22...roughly?
Gender: Female
Height: 5'1"
Weight: 118lbs.

Notable features: Yeka is a cat-fae, although the fae part of her is extremely small. She has ears that are usually folded down so as to blend in with her hair, and her nails naturally grow into sharp claws, but she does not have a tail. Her eyes are not very expressive and she often comes across as though having a flat affect.

Skills/Abilities: In addition to regular crew duties, Yeka works as pest control on the ship, and, it should be noted, takes no small delight in intimidating or grossing out other people by doing her job in front of them. Much like the origin of her fae side, she can be very stealthy and agile, though this is due to her slight build as much as anything else. She has sharp ears and can see through darkness, and while her senses are better than most other humans', they are not as refined as those of an actual cat. On the other hand, she is terribly bad with remembering names and faces. Often Yeka comes up with her own fanciful, descriptive names for others, sometimes to the detriment of ever memorizing their actual name.

Weapons/Gear: She has a few cheap metal trinkets and frayed, colorful ribbons that she chose as her spoils from the crew's booty. Beyond that, nothing beyond the claws on her fingers and the clothes on her back.

Backstory: Yeka's full name is actually Iacoba - not that anybody else on the ship knows. Yeka herself may not care to remember. She was raised on a farm on the outskirts of a city by a mother and father. Neither were fae, and although Yeka was never told, it's likely that not even one or the other was her parent by birth.
As a child, she frequently fell ill, but seems to have become immune to most diseases by now - hence her ability to work as a ratcatcher. When her mother died in her adolescence, she fled to the city, but found it overwhelming and unbearable. She worked as a weaver for a time in a workshop filled with noise and strange steaming machines, but left after the loom with a shuttle that moved on its own took off one of her claws too many times.
Looking for a better life, she snuck aboard a ship, offered herself as part of the crew, and never really left. She often pines for the countryside, however...

absolutely nothing is meant to the character sheet for "Rat" above me, I wrote this first, I'm sorry 😂
 
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Cabin Boy
Name: Unknown
Nickname: "Nokky"
Species: Nokk
Age: Unknown. Presumed to be young (pre-pubescent, 8-11)
Gender: Male
Height: 4'5"
Weight: 55 lbs

Notable features: Nokky is a frail-looking boy with an unassuming stature and a harmless appearance. All of which couldn't be further from the truth. With a frame a bit too gaunt, and eyes that follow you just long enough to question their intention, Nokky is an unsettling creature to be around to say the least. The boy has a murky, unkempt, head of brown hair with midnight blue eyes, and hollow cheekbones that are pale and almost ghost-like. But otherwise, naught a scar, blemish or birthmark mars the boy's body.

Skills/Abilities: Nokky's abilities aren't fully known, either to his crew, or even himself. He possesses a shapeshifting ability that allows him to transform into a rather haunting white stallion, as well as the ability to lure unsuspecting victims to their doom beneath the water with the tunes he plays on his personal violin. He hasn't been on the crew for more than a couple months, and combined with being so young and impressionable, he is still working through trying to find his place and purpose.

Personality: Nokky is a timid child. Being so reclusive and quiet, he tends to gravitate toward the more aloof crew members and try to reflect their actions and demeanor. Should the colder crew mates reject his presence, he turns to the more caring and parental figures. Being torn away from his former life at such a young age, Nokky doesn't know anything past following and mimicking. Should he ever feel fully comfortable and safe in a situation, he may let a more childish side show, but this is rare and hard to entice. The majority of Nokky's conscious life has been lived in unease, or worse- fear.

Weapons/Gear: Nokky does not own or wield any sort of weapon. He is deathly afraid of any arrow-headed weapons (spears, bow and arrow, tridents), but is otherwise comfortable being around most other weapons, and sometimes, even fascinated by their workings.

Backstory: Nokky was looted by the crew from a merchant ship about 2 months ago. His history beyond being captured by the merchant ship is shrouded in mystery. The crew wasn't even entirely sure of his value upon first contact, but after the child aided them in battle against an enemy group of pirates, it was decided that Nokky would remain onboard as a member of the crew. Being a young, predominantly mute and reclusive member, Nokky has been left with very minimal tasks on the ship: Dish-drying duty, swabbing the deck, or polishing the Captain's Quarters. Though not dignified in the slightest, Nokky does his job well, and is pleased to accept the gratitude he does receive. With the silence of a mouse, Nokky contently carries his duties about the ship. Until his supernatural skills are needed for battle, it's the one constant in his life he can depend on.
 
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The Second Boatswain

Potential character 6.jpg

Name: Darin
Nickname: The Fool
Age: 21
Gender: Male
Height: 6'1"
Weight: 178 lbs

Notable Features: Always wears his signature red bandana. Has a long scar running down the inside of his upper right arm.

Skills/Abilities: Excellent balance, able to walk like he would be able to on land even during a storm. Can form thin illusory scales on his body that function as armor, they reduce impacts but they won't stop a sword or a knife from cutting through. The scales also let him move slightly faster underwater and allow him to hold his breath for up to 10 minutes.

Weapons/Gear: Two small daggers in poisoned sheaths on his right hip. A bigger sabre at his left hip. 4 vials of antidote to the poison on his daggers strapped into a belt at his thigh, 2 vials for each poison.

Backstory: Darin was left to his own devices after his mother died giving birth to him and his alcoholic father died in a bar fight when he was 12 years old. For a while, he purely focused on surviving. Stealing his way to a full stomach and secretly sleeping in stables. What little free time he had would be spent staring at the ships in the harbor, dreaming of adventure.

One day he picked up a vial filled with strange liquid from the beach. Particularly dehydrated he didn't really think about what it could be a gulped it down. The next morning he discovered his newfound power of forming scales.

At 16, he left his life of crime behind and started working as a cabin boy on a transport ship for the rich. He worked on the ship for a year, secretly experimenting with making poisons and testing them on the rats caught on the ship until the ship was plundered by pirates. Darin was given the choice of staying on his current ship or joining the pirates. He accepted the offer in hopes of it leading to a great adventure.

Now, 4 years later, pirate life isn't exactly what Darin had hoped it would be. Sure, sailing the seas, plundering ships and drinking a lot of alcohol was a lot more fun than his previous life and quite a bit of his original upbeat personality returned along with a rather foul mouth. But Darin's dream of going on an actual adventure never really came true, at least until the first mate took over.

Additional Notes: Having received no formal education of any kind, Darin is rather dumb in anything that isn't poison. This is also where his nickname comes from, Darin knows but he still likes the nickname because he thinks it sounds cool.​
 
The Sailing Master

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Name: Edelmira Ise
Nickname (or your chosen pirate name of applicable): Princess, Edel, Mira
Age: 18
Gender: Female
Height: 5'4 (162.5 cm)
Weight: 110 lbs (50 kg)

Notable features (Scar, birthmark, wooden leg): Unlike many other pirates, Edel carries the air of nobility about her. Her skin is unmarred and soft. She carries herself and walks with elegance. Her voice is graceful and delicate. She keeps herself and her clothing clean as much as she can. Nobody would think her a pirate if they saw her.

Skills/Abilities: Edel is well-versed and capable with celestial readings. She would espy a particular star or the sun and measure the angle between the horizon and the sun or star to determine latitude. Latitude was the angular distance (in degrees) of the North Star or the south celestial pole star, above the horizon. Using latitude, sailors were able to estimate a ship's global positioning relative to north or south. She is also able to use navigational tools such as a sextant or chronometer.

Weapons/Gear: No weapons; Edel owns a sextant and a chronometer to help with navigation.

Backstory:
The innocent noble's daughter kidnapped by ravenous pirates... At least, that's how the story was spun.

A story that couldn't be any further from the truth.

Edelmira was conceived by a couple brought together via arranged marriage. Her mother was a middle child of a lower-class noble family with numerous, more favorable siblings. Her father was a former political advisor who studied his entire life for a specialized education; only to lose his reputation and status after his advice cost his lord a scandalous trial. For both, their precious daughter was their means of recognition—a way to validate each other and soothe their insecurities. They constantly wanted the best out of Edel, pressuring and pushing her to become a child of elegance and prosperity.

As a result, she was sheltered from the outside world and only knew of the nobility's ways for most of her life: How to walk properly, how to compose herself before others, how to greet the differing ranks, how to live her own life. And she accepted it, because it was all she ever knew at the time.

It was by chance that the carriage transporting her brought her near the sea, where she witnessed the intriguing work of seafarers. When she requested her parents to have her learn navigation and sailing skills for the navy—a sailing master—they spent a full week stalling and thinking. Nobles entering the navy wasn't new, but was it the right thing for her...? Nevertheless, she took to studying on her own; her first decision not governed by her bearing parents. She sought out naval-skilled nobles on her weekly outings, jotting down what she could. Each time, she had to escape from her assigned guards. And, to avoid the wrath of their lords, were forced to keep quiet about it.

This was also where she happened upon one man in particular. He recognized the easy prey that was Edelmira; her curious attitude and passion about learning the ways of the sea, regardless of who from. He put on a friendly demeanor, convincing Edel that he was kind old captain, willing to take her on his ventures. So, she promised to join him once she was skilled enough.

Her parents eventually gave in to Edel's demands and hired a tutor. The tutor helped to refine her knowledge and grant her hands-on experience. Her understanding of navigation and sailing of ships became good enough for her parents to start looking into high-class noble ships for her to join. Instead, Edel went out on another outing to fulfill her promise.

After escaping her guards, she found the captain. When Edelmira never returned home, her parents spread the news like wildfire. Witnesses came forward that she was last seen with a band of pirates. A "horrific crime" to be expected from such savage brutes.

But on his ship, Edel found herself on the seas and experiencing the things she would never have seen otherwise. Though her noble uprising raised some issues and conflicted with some others' personalities, her passion was undeniable. A willing sailing master was far better than a kidnapped one. Her knowledge proved valuable to the crew, and it was all thanks to the kind captain. Something that she, without a doubt in her mind, was certain would last forever...

Additional Notes: Edel's been with the crew for around three years. She's been convinced by the captain that the plundering and stealing they do is fine because the victims "had it coming."​
 
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The Captain

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(illustration by Mata)

Name: Unknown. When asked, he deflects, no matter who it is. Why does a Captain need a name? Everyone on the crew knows who he is.

Nickname: The Captain, of course. He has an assortment of other names he's come up with over the years, but few of them stick. His most common alias is Jamil, which is what's printed on his wanted posters.

Age: Unknown. He appears to be in his mid thirties, but he's been manning the ship for far longer. He doesn't seem to age, though for some strange reason, people don't think this is odd. Some of the crew who have been around the longest may have started to notice that there is something off about him, but it's a fleeting thing. Hard to recall if you're not thinking about it.

Gender: He presents as male. Gender is a loose concept to him, though, so he doesn't care if people see him as anything else.

Height: 5'6", below average. Sometimes, though, crew members could swear he seems taller than he is. When he's angry (which is rare) he has a tendency to loom, which shouldn't really be possible.

Weight: 150 lb. He doesn't look it, though. People tend to be surprised by his heftiness when they try to push him around. He is, in fact, quite muscular, though he hides it with layers of clothing.

Notable features: He never removes his clothes. No matter how soaked they are, or how hot the day is, his layers stay on. The reason for this is his name. Written across his skin, it appears as inky black scars carved into his flesh. It's impossible to read, the characters unlike anything men have ever come up with; the only way to read it is to not read it, or acknowledge what it is.

The only way to be known is for one to know without knowing. It's an old curse that was laid on him long ago. Learning and speaking his true name will give one complete power over him, unsealing his true nature and making him a perfect servant. In turn, if he is able to learn his name himself, or if somebody entrusts him with it, he can break his seal without servitude. He cannot lie when asked about his name, magically bound to tell the truth, and he doesn't trust anyone enough to risk enslavement, so he keeps it hidden.

Skills/Abilities: He's an excellent sailor, known for getting his crew through tough spots. He knows what call to make, and when to make them. He has quite a sharp intuition, which is why the mutiny is so surprising; he has always been able to choose routes that are safest, and casualties on his ship are rare. This protection seems to only extend to the ship itself; once off the deck, accidents and problems are just as likely to befall crew members as anyone else.

Weapons/Gear: He has a sword, though nobody has ever seen him use it. His short dagger is more likely to come out in the event of a fight, but even then, he is quite skilled with only his hands. He likes to fight hand-to-hand, one on one, eliminating the strongest enemy first before picking off the rest. Battle ignites something in him that usually stays hidden, and brings him to life like nothing else. Because of that, he tries to avoid it; he dislikes showing too much of his hand, and he hates losing control.

Backstory:

The Captain is the Captain. That's all there is to it.

He's been Captain of his ship for as long as anyone can remember, before the current crew and the crew before them. Nobody thinks this is odd. After all, the Captain is the Captain.

His past is shrouded in mystery. It isn't something he speaks of freely, and he's an expert at distracting curious pirates with drink and merrymaking. He very rarely leaves the ship; once a year, in the middle of winter, he goes into whatever town they're moored in for one night. Sometimes he comes back with new members of his crew, castaways and loners abandoned by society. Sometimes he comes back with a fun but worthless trinket that he places in his cabin, like his growing collection of wind-up pocket watches.

In truth, the Captain is a strange creature. The specifics of his past are sealed by his name written on his body, unknown even to him. He thinks he was powerful, once. He thinks he committed some grave crime, to have that power taken away. He offended somebody, by doing something, but he doesn't know what. All he knows is that his power and being were sealed in a human body, and abandoned to the waves.

The ship is the one thing he has that is his own, an extension of himself given a solid shape. He can only leave it once a year, during the winter solstice. It is, after all, essentially a part of him. He's bound to it, and magical bonds are not easily broken. Whether the ship would continue to exist after his death is a mystery.

Though he doesn't know his past, the one thing he knows is that he yearns for something. He doesn't know what it is, but there is a hole inside of him that never seems to be filled, no matter how much he eats, drinks, steals or plunders. The one thing that eases the ache of being empty is his crew. Taking in stragglers and those left at the dregs of society makes him feel right in a way that few other things do. He takes those that are seen as burdens and thrown away, and they become his.

Not, of course, in the sense that they don't have free will. All of his crew are there of their own volition, and he would never force somebody to stay if they wished to leave. He can't manipulate people or change their minds once they decide something. His only 'power' as a supernatural being is the attunement he has with his ship, and the ability to make people look away from his more otherworldly attributes. Whatever else he does is sealed with his name and memories.

He has no desire to regain those memories. He enjoys the person he is now, and the family he's built up, even if they choose to betray him. He's lived so long and had so many adventures that he's more or less grown bored with them. Betrayal, though it stings, is something new. He thinks he might even be able to enjoy this turn of events, however it goes.​
 
The Naval Surgeon

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Name: Elijah
Nickname (or your chosen pirate name if applicable): Doc
Age: 36
Gender: Male
Height: 6'2
Weight: 230lbs

Notable features (Scar, birthmark, wooden leg): Elijah has a scar over his left eye

Skills/Abilities: Elijah, being the ship's doctor, is very educated in general medicine, herbal remedies, and surgery. He can concoct various alchemical recipes with black magic for helpful or hostile purposes. Beyond alchemy, Elijah can use his magic to heal, or harm, as effectively as any other witch could. Being a studious man, he is equally as knowledgeable in myths, history, and various languages, both modern and ancient. While Elijah isn't handy with a gun, his skills as a swordsman are second to none.

Weapons/Gear: A dagger, a cutlass, a small tool kit, a pocket-sized effigy made of cloth and stuffed with straw, a compass

Backstory:

Elijah's childhood was an easy and luxurious one. He was born to a noble family with many brothers and sisters. After losing his mother and several of his siblings over the years to flu, smallpox, and the plague, Elijah aspired to become a doctor. Most of his teenage years were spent studying the best books and learning from the best teachers money could buy. Eventually, Elijah left home to learn more, visiting voodoo practitioners and witch doctors alike to grow his understanding of both the natural and supernatural world of medicine and life.

After several years of travel, Elijah met a witch in a small village, and the two fell in love. Elijah ran away with her not long after meeting, and the two were married on his estate. They spent the next year together while Elijah grew to become a well-esteemed doctor in his town. On a day Elijah chalks up to misfortune, a large band of pirates attacked his town. Among the survivors of the attack were Elijah, his wife, and a few dozen of the townsfolk. After the pirates had left, leaving most of the town ruined and in flames, the frantic survives blamed Elijah's wife for cursing them and bringing the attack upon their home.

After losing his wife to the mob, Elijah waited until nightfall to kill as many of the remaining people as he could. A handful escaped before he could get to them, and with no other options left, Elijah fled. He took a rowboat out to open sea without food or water, expecting to die alone as he mourned his loss. Three days passed before Elijah was found by the captain's ship. After being saved and some convincing by the captain, Elijah agreed to join the captain and work as the crew's doctor.​
 
The Cook

Pirate Cook.jpeg

Name: Barny
Nickname: Cook
Age: 71
Gender: Male
Height: 5'9
Weight: 10st (wide-set, but a little hunched)

Notable features:
A great white wooly beard and a number of rarely seen tattoos across his chest.

Skills/Abilities:
- He can cook, and if you don't like his cooking then you can stop complaining and eat it anyway you ungrateful wretched sea-rat!
- Good with a knife, can spear a cockroach from across the room and fillet a fish in the blink of an eye. But don't expect him to wash it in-between.
- For a cook he's surprisingly knowledgeable about a lot of things

Weapons/Gear:
Usually keeps a variety of different knives on his person, not that he does much fighting - but they're very good for pointing.
In a locked chest in his cabin is a very old sword.

Backstory:
One of the longest serving members of the crew; Barny can consistently be a little gruff and has the foul temper required for any self-respecting chef (new recruits quickly learn not to complain too loudly about his seabiscuits). But at the end of the day it's not too difficult to drag a smile out of the old man and, begrudgingly, he'll be a shoulder to lean on and the gentle confident to many of the crew, in some ways a useful counterweight to the aloof nature of the captain.

What very few people know is that 'Barny' the grouchy but good natured ship's cook was once better known as Captain Barabbas, leader of the one of the most formidable fleet of pirates ever seen on the seven seas. For decades he ravaged the coasts and battled the navy, he was once richer than a prince and bloodier than a tyrant. Nowadays he prepares slops. They say the former pirate-lord was the victim of a mutiny and left for dead before winding up years later a broken man and humble cook under the Captain. There is little of that left to see in the old man before you, now a creature of habit busying himself away. But every now and then a strange and distant look comes into his eyes as he gazes out to sea...​
 
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The Rule Breaker

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Name:
Qrow

Nicknames/pirate name:
Grim Reaper, killer, psycho

Pirate name:
FROSTBITE

Age:
18

Gender:
Male

Height:
6'9"

Weight:
249 (he is stronger than he looks)

Notable features:
Two hearts (if shot in one he will still be in pain but he will live)
A scar starting on his right foot staying on the right side, going up and then curving to the arm, ends at the hand, he got it from a man who captured him to bargain, before the ship he was on 'agreed' to his terms he cut Qrow open and made him go through as much pain as possible
Japanese dragon tattoo on curving around his body
When he is angry his right eye turns a crimson red, the more the crimson (crimson=blood stained red), the angerier he is
He has indistructible skin to a curtain extent, this is because is part dragon, strange, but true

Skills/Abilities:
To be revealed

Weapons/Gear:
He carries around a pair of dual blades that was given to him, he has a katana that he stole, it was known as the blade of Tamashī, the soul dragon, its said that every wielder and victim of the blades destruction and wrath is still trapped in the binding, he is better at hand to hand seeing as he can go past the limits of his body in every way

Other gear is a necklace that he has had for as long as he can remember, he has two guns that are labeled ghost shells because you dont reload them, you can keep firing

Backstory:
Qrow has been a pirate all of his life, his mother abandond him on a ship in which he was raised, he was taught all of the traits of a pirate and a normal man, after he gained his katana at the age of eight his captain was slaughtered and he was taken by the crew of Jamil ( Mikotsuhime Mikotsuhime ) months afterwords

After two years Qrow was able to take the Captain head on and last longer than most, the captain was the one who taught him how to fight as if he was going to kill, but the captain taught him things about life and the world, stuff that Qrow would never had thought even existed

Fast forward another two years, Qrow found the pair of dual blades in which his friend Scarlet ( MarieK MarieK ) tought him how to use them, he had known her for quite some time, just this was the first time they really spent any time together, afterwards he became wanted in multiple areas just by using the blades

Four years later, Qrow found his ghost guns on a captains body, somehow Qrow is unlike any other pirate Qrow doesnt nessessarily care about money, he just cares about how fun it is to be a pirate, but every once in a while he finds something actually worth while, such as the ghost guns, Qrow is still suprised to this day on the fact that he was able to take down an intire crew of pirates on his own, guess the captain really did believe in him

Now six years later, Qrow, eighteen years old, he is banned from most bars, pubs, and taverns, for one reason, wherever he goes, bad luck seems to follow, its good though, because it only happens to others, its like he steels all the luck in the room

Now that Qrow has been with the crew for ten years he knows his way around, but he tries to only get involved in the fighting when he's asked by the Captain or Scarlet, other than that he likes to sit around and help with the little things

Other:
Qrow is extremely smart, the second he looks at the field of a battle he can come up with a plan to end it in as little time as possible, and end it in a victory
Qrow is a bit like taskmaster, he is able to memorize moves the second he see's them
He is somewhat of a psychoptath, meaniing he can still feel guilt, but it is very rare, and he only feels it for curtain people and things
He loves to come up with with tunes in his head, specifically rap, but instruments are a easy thing to him as well

(I got permission from both Mikotsuhime Mikotsuhime and MarieK MarieK to use their characters in this)​
 

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