Cryle Rascallo
Skills
Total Points Available To Spend 12
Physical
- Small Mechanisms [Trained] (2)
The art of very, very carefully fiddling about with tiny things that involve springs, cogs, and levers. Just so happens to include most types of locks.
- Rapier Dueling [Novice] (1)
A proper adventurer needs to be able to swash-buckle in style, and the rapier is the classic weapon for that. She's still learning.
- Rope Climbing [Novice] (1)
The art of climbing up a vertical wall by means of a rope with a grappling hook on one end.
Total Points In Category: 4
Mental
- Knowledge: Astronomy [Trained] (2)
The study of the stars and other astral phenomena, including the movement of the moon and tides.
- Knowledge: Codebreaking [Trained] (2)
She enjoys puzzles - riddles, not so much - and dabbles in creating and solving complex codes for her own amusement. Soduku is boring. Base 16 rules.
- Knowledge: Engineering [Trained] (2)
Diagrams! Measurements! Shapes! The study of how smaller things fit together to create bigger things. Faaaascinating...
- Knowledge: Infiltration Tactics [Trained] (2)
*sweeps everything off a table to make room for a map* Here's the plan...
The study and imagination required to formulate a plan to get in and out of somewhere, based on surveillance, architectural plans, personnel files, and surprise variables.
Total Points In Category: 8
Social
Total Points In Category: 0
General Information
Age: 17
Species: Rat
Biological Sex: Female
Pronouns: She/Her
Size: Small
Physical Description
Cryle is of small stature, with a somewhat shapely figure, adorable whiskers, and light silver-blue fur that almost passes for white in most lighting. Sometimes she has gold-streaked flaxen headfur that is worn arranged in pigtails or a single long braid. A pair of massive, thick-lensed glasses are usually perched on her snout.
Her most common outfit consists of a wide-brimmed crimson cavalier hat replete with a conspicuous floofy white feather, a white cashmere scarf which is worn about the neck and shoulders in the most fashionable and adventurous of styles, a romantically ruffled silk blouse, a crimson longcoat in the flowing style of the great swordmasters, a knife-pleated crimson skirt, and a pair of knee-high leather cavalier boots. The ensemble is completed with an adventuring tool belt and a plain brown leather baldric. And, of course, the little crimson ribbon tied in a gentle bow near her tailtip.
Inventory and Real Estate
- Baldric
* One (1) Celestial-grade Telescope (front)
* One (1) Basket-hilt Rapier (hip sheath)
* One (1) Small Buckler (back)
- Belt
* One (1) small waterproofed kit of common and uncommon tools, including, but not limited to, two (2) 0.4 mm screwdrivers, five (5) shading pencils, one (1) pocket sketchbook, and one (1) jeweller's loupe
* One (1) Adventuring Whip
* One (1) coil of rope with a grappling hook on one end
- Hat
* One (1) very large white feather (detachable)
* Twelve (12) hat pins (sharp)
- Style
* Just Bucketloads (∞)
Personality
Masked: Somewhat reserved when low on energy, but usually upbeat and bouncy, almost even bubbly at times of high energy. Tries to dumb her vocabulary down and act excited about things she may loathe, to fit in.
Unmasked: Calm and confident, but tired. Free to be herself, she can gurgle like a boiling pot about the things she finds true joy in, or just be content to relax around those she can relax around.
Always: Honest, but mindful of hurtful criticism. A strong work ethic and a sense of personal hygiene that probably has more to do with being unable to stand icky things touching her fur than actually trying to be presentable. Indifferent to insults and personal remarks about her person; she knows who and what she is, the masking is for the benefit of others. Enjoys mysteries, adventures, and romance. And maybe those things if they exist outside of books, too. Can easily be lured into a simple box-and-stick trap with a slice of fresh (preferably chilled) pineapple.
Strengths
Ω ☼ Imagination ☼ Ω - A philosopher asks, what isn't possible? An engineer asks, why isn't it? Cryle doesn't ask; she's already drawing schematics.
"I Like The Way This Sucks" - Sometimes she gets so into the idea of an adventure that no matter how horribly it's going, she's got the spirit of a caffeine-addled religious fanatic on a holy crusade. Sometimes adventure is supposed to go horribly! That's what makes it adventure!
Hyperfocus - If something can get her attention, almost nothing else is going to.
Weaknesses
Susceptible to damage - An unfortunate failure in the design of a biological being.
Cute girls - See above.
Socially inept - Nerd.
Bright lights - The sun, but also unshaded lamps. Those horrible unshaded lamps.
A healthy fear of flame - A good fire is a small fire, preferably on a wick with a very tall and wide wax base, surrounded by a deep pool of water, and encased in thick glass, with a retinue of paranoid palace guards poised to snuff it out if an inquisitive breeze were to pass by.
Red-green colorblindness - A horrible curse for someone who mainly wears crimson.
Hyperfocus - If something can get her attention, almost nothing else is going to.
History
Born in what would have been a fairly nice place in Merith Cove on the isle of Magh, if not for the over-abundance of siblings making it more of a hovel. Devoured books until she learned to read them instead. Non-verbal until eight years old - just a year or so after the end of the revolution.
A combination of boredom and healthy paranoia instilled in her a sense of longing-for-adventure at an early age. An older sister - one of the few Cryle had actually liked - had ventured into the heart of the island, and, of course, was never seen again. Rather than follow, Cryle began paying attention, cultivating her observational skills with the Cove's many creepy warehouses and other such goings-on. If pressed on the subject of what she's seen or where she's been, she tries to avoid the subject, simply stating, "It isn't illegal if you don't get caught." Fibbing, after all, is what villains do.
A few excursions into the Windthrift Caves later, and a plan formed: She needed a safer way to gain experience to tackle the mysteries of the island. Why not join the Imperial Navy - notably one of the safer careers in the Imperium* - or at least travel to Bully Harbor and continue her education into the noble art of Getting In And Out In One Piece? And so, after buying a fancy outfit to mingle with the fancy folk of Vulpinula and gathering a knapsack of all her little tools and interests, she set out amidst the cheering of a family who would now all have slightly larger portions.
* "The quill is mightier than the sword", is what they always said. Clerks live dangerously.
Goals
Currently designing a pair of telescopic binocular goggles with swappable-and-or-adjustable lenses that would allow her to block out more light while looking at the stuff she wants to look at. Eventually wants to transfer her consciousness into a mechanical body that no longer has to deal with sensory inputs and weird twinges. Until then, she figures finding a job with the Ministry of Innovation will be a good start. And if such a job requires some kind of education, then that will be the start to the good start.
Skills
Total Points Available To Spend 12
Physical
- Small Mechanisms [Trained] (2)
The art of very, very carefully fiddling about with tiny things that involve springs, cogs, and levers. Just so happens to include most types of locks.
- Rapier Dueling [Novice] (1)
A proper adventurer needs to be able to swash-buckle in style, and the rapier is the classic weapon for that. She's still learning.
- Rope Climbing [Novice] (1)
The art of climbing up a vertical wall by means of a rope with a grappling hook on one end.
Total Points In Category: 4
Mental
- Knowledge: Astronomy [Trained] (2)
The study of the stars and other astral phenomena, including the movement of the moon and tides.
- Knowledge: Codebreaking [Trained] (2)
She enjoys puzzles - riddles, not so much - and dabbles in creating and solving complex codes for her own amusement. Soduku is boring. Base 16 rules.
- Knowledge: Engineering [Trained] (2)
Diagrams! Measurements! Shapes! The study of how smaller things fit together to create bigger things. Faaaascinating...
- Knowledge: Infiltration Tactics [Trained] (2)
*sweeps everything off a table to make room for a map* Here's the plan...
The study and imagination required to formulate a plan to get in and out of somewhere, based on surveillance, architectural plans, personnel files, and surprise variables.
Total Points In Category: 8
Social
Total Points In Category: 0
General Information
Age: 17
Species: Rat
Biological Sex: Female
Pronouns: She/Her
Size: Small
Physical Description
Cryle is of small stature, with a somewhat shapely figure, adorable whiskers, and light silver-blue fur that almost passes for white in most lighting. Sometimes she has gold-streaked flaxen headfur that is worn arranged in pigtails or a single long braid. A pair of massive, thick-lensed glasses are usually perched on her snout.
Her most common outfit consists of a wide-brimmed crimson cavalier hat replete with a conspicuous floofy white feather, a white cashmere scarf which is worn about the neck and shoulders in the most fashionable and adventurous of styles, a romantically ruffled silk blouse, a crimson longcoat in the flowing style of the great swordmasters, a knife-pleated crimson skirt, and a pair of knee-high leather cavalier boots. The ensemble is completed with an adventuring tool belt and a plain brown leather baldric. And, of course, the little crimson ribbon tied in a gentle bow near her tailtip.
Inventory and Real Estate
- Baldric
* One (1) Celestial-grade Telescope (front)
* One (1) Basket-hilt Rapier (hip sheath)
* One (1) Small Buckler (back)
- Belt
* One (1) small waterproofed kit of common and uncommon tools, including, but not limited to, two (2) 0.4 mm screwdrivers, five (5) shading pencils, one (1) pocket sketchbook, and one (1) jeweller's loupe
* One (1) Adventuring Whip
* One (1) coil of rope with a grappling hook on one end
- Hat
* One (1) very large white feather (detachable)
* Twelve (12) hat pins (sharp)
- Style
* Just Bucketloads (∞)
Personality
Masked: Somewhat reserved when low on energy, but usually upbeat and bouncy, almost even bubbly at times of high energy. Tries to dumb her vocabulary down and act excited about things she may loathe, to fit in.
Unmasked: Calm and confident, but tired. Free to be herself, she can gurgle like a boiling pot about the things she finds true joy in, or just be content to relax around those she can relax around.
Always: Honest, but mindful of hurtful criticism. A strong work ethic and a sense of personal hygiene that probably has more to do with being unable to stand icky things touching her fur than actually trying to be presentable. Indifferent to insults and personal remarks about her person; she knows who and what she is, the masking is for the benefit of others. Enjoys mysteries, adventures, and romance. And maybe those things if they exist outside of books, too. Can easily be lured into a simple box-and-stick trap with a slice of fresh (preferably chilled) pineapple.
Strengths
Ω ☼ Imagination ☼ Ω - A philosopher asks, what isn't possible? An engineer asks, why isn't it? Cryle doesn't ask; she's already drawing schematics.
"I Like The Way This Sucks" - Sometimes she gets so into the idea of an adventure that no matter how horribly it's going, she's got the spirit of a caffeine-addled religious fanatic on a holy crusade. Sometimes adventure is supposed to go horribly! That's what makes it adventure!
Hyperfocus - If something can get her attention, almost nothing else is going to.
Weaknesses
Susceptible to damage - An unfortunate failure in the design of a biological being.
Cute girls - See above.
Socially inept - Nerd.
Bright lights - The sun, but also unshaded lamps. Those horrible unshaded lamps.
A healthy fear of flame - A good fire is a small fire, preferably on a wick with a very tall and wide wax base, surrounded by a deep pool of water, and encased in thick glass, with a retinue of paranoid palace guards poised to snuff it out if an inquisitive breeze were to pass by.
Red-green colorblindness - A horrible curse for someone who mainly wears crimson.
Hyperfocus - If something can get her attention, almost nothing else is going to.
History
Born in what would have been a fairly nice place in Merith Cove on the isle of Magh, if not for the over-abundance of siblings making it more of a hovel. Devoured books until she learned to read them instead. Non-verbal until eight years old - just a year or so after the end of the revolution.
A combination of boredom and healthy paranoia instilled in her a sense of longing-for-adventure at an early age. An older sister - one of the few Cryle had actually liked - had ventured into the heart of the island, and, of course, was never seen again. Rather than follow, Cryle began paying attention, cultivating her observational skills with the Cove's many creepy warehouses and other such goings-on. If pressed on the subject of what she's seen or where she's been, she tries to avoid the subject, simply stating, "It isn't illegal if you don't get caught." Fibbing, after all, is what villains do.
A few excursions into the Windthrift Caves later, and a plan formed: She needed a safer way to gain experience to tackle the mysteries of the island. Why not join the Imperial Navy - notably one of the safer careers in the Imperium* - or at least travel to Bully Harbor and continue her education into the noble art of Getting In And Out In One Piece? And so, after buying a fancy outfit to mingle with the fancy folk of Vulpinula and gathering a knapsack of all her little tools and interests, she set out amidst the cheering of a family who would now all have slightly larger portions.
* "The quill is mightier than the sword", is what they always said. Clerks live dangerously.
Goals
Currently designing a pair of telescopic binocular goggles with swappable-and-or-adjustable lenses that would allow her to block out more light while looking at the stuff she wants to look at. Eventually wants to transfer her consciousness into a mechanical body that no longer has to deal with sensory inputs and weird twinges. Until then, she figures finding a job with the Ministry of Innovation will be a good start. And if such a job requires some kind of education, then that will be the start to the good start.
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