General info
Sep. 5th, 2013 06:38 pmCHARACTER INFO
Character Name: Virgil Klima
Character Canon: No Chance (Original)
Canon Point: 1869, Leland Stanford just drove the golden spike in the transcontinental railroad, the Oregon trail is in full swing and in No Chance, Virgil is keeping the law.
Version: Original
History: http://untamed-lawman.dreamwidth.org/260.html Blurb on Virgil’s world.
Virgil Klima is the child of ‘Jackrabbit’ Elves Gijs and Aletta Klima – their father ran a dry goods store while his mother worked as a day-shift maid for a local prominent family in a Kentucky town, they were comfortably off, but not rich. Virgil grew up as an adventurous child with a tendency towards wanderlust and excitement, partially fueled by adventure stories and fairy-tales, always dreaming of being the brave knight fighting dragons or the cunning trickster who set out to find the ends of the world. This desire for adventure caused their parents no end of headaches as they often had to fetch them from the woods when they sneaks out at night or return them to school when they skips class to trail after some snake oil salesman that popped into the town.
During their rambunctious childhood, the young elf found out at a young age that they had an unusually potent gift of psychometry, and had to wear gloves to keep from being driven mad by psychic impressions they gleamed from objects before they were mature enough to handle it. As they learned to focus his mind to keep the imagery from overwhelming their memories, he realized that there were many dark secrets hidden even in plain sight, making them acutely aware that people aren’t always as nice as they seem. Most notably – a locket that was given to their mother in lieu of a day’s wage had the imprint of a passionate, guilt-drenched affair that ended violently. Shocked by this, they listened to gossip and heard a rumor that one of the other servants had just failed to show up at work and haven’t been seen for over a week. When they asked the town sheriff, they were dismissed, and the sheriff told the young elf bluntly that a ‘scarlet girl’ is nothing to be concerned about.
The last straw was when their father told them to just forget about it – since asking around was making the sheriff and the prominent family patriarch very testy. Virgil reluctantly agreed to stop openly asking, but they always kept his ears open, but alas they never heard anything new about the missing girl. When they turned sixteen, Virgil finally had enough of being powerless to do anything, and they stole a neighbor boy’s clothes and left the sleepy Kentucky town, taking the first coach down to Texas, taking the name Virgil on the way. After a period of awkward uncertainty of where to go, the young elf fell in with some cattle ranchers for a two year stint of cattle driving before they ended up staying in Dodge City. Virgil was getting tired of smelling like cows and sensed that there’s better opportunities for then in the booming cattle town.
While Virgil was in Dodge, they answered the Sheriff’s request for a Posse to chase down two bank robbers - their competence in the chase, and desire to keep pursuing justice lead them being dubbed Deputy Sheriff of the city for a year and a half before their wanderlust took them further west. With each town they stayed in, Virgil slowly climbed up the ranks of law enforcement- becoming deputy, and then Sheriff as they set to seek out justice until they entered Virginia City, where their psychic talents and tenacity for the truth got the elf appointed the position of U.S Marshal by the Governor, and they soon made their headquarters in the small silver mining-turn-trail-rest-stop town of No Chance, and soon earned a reputation for being a sharp shooter and defender of social outcasts.
AU History: N/A
Personality: Virgil is free-wheeling and adventurous, they hate being in the same place for long periods of time, and tends to get bored easily, thus their job as U.S Marshal was perfect for them, allowing the elf to roam all over the region to find trouble to take care of. While they can sit still enough to ask questions, and file the proper paperwork for their job, Virgil finds it tedious and tends to doodle in the margins much to the Governor’s amusement and annoyance. As a child, they explored the woods and old houses around their hometown without a care in the world, just always looking around the corner for the next curious moment to experience.
They are also, surprisingly for someone with their wanderlust and carefree attitude, a stickler for justice, since the West is often a dangerous place and there’s only a few things people could trust: Their Horse, Their Guns, and in Virgil’s turf? The Law. They’ll haul in the criminals to make sure they get their fair trial, and refuses to look away from any violators of the law even if they are people they likes. To them, everyone has the right to be tried fairly, and every person is under the jurisdiction of the laws. However, if it’s not illegal and does not harm anyone who’s an unwilling participant, Virgil’s known to leave well alone, or even aid less socially acceptable people such as siding with the Last Drop Saloon against an overzealous minister, or arguing with the Governor that he shouldn’t ignore settlers trying to take Native lands.
They’re such a stickler for the law because of his strong sense of justice. Virgil witnessed too many hidden crimes with his psychic powers to let matters rest, and once he’s on the trail of a prosecutable crime – nothing short of a direct intervention from a Judge or Governor will deter the Marshal, and even then the elf won’t forget. For a person who can’t stand waiting around for a drink, they can be strangely persistent – often going on long searches to find criminals that fled into the wilderness even when most would give them up for dead or out of the territory. Often times this can border on obsession, They're unable to let go of whatever injustice that is currently driving them until it’s resolved in some matter or they have to attend to a bigger problem. In fact, the elf has a desk drawer full of trinkets of ‘Sins unpunished’ as they would call it that they would occasionally open and touch with their bare hands to remind themselves what they could’ve done better, and to try to find new leads. Their close friends are afraid that one day Virgil will lose perspective and turn into a murderous vigilante and no longer be the grinning daredevil they know.
On that point, when they're not wrapped up in his vendettas, Virgil is a pretty friendly person – quick with a joke and even quicker to laugh. Even on the alert they have a casual, devil-may-care air, viewing that life is far too short to take oneself seriously. The Marshal loves games of chance, but is an overeager better with poor ability to plan long-term and is too stubborn to give up, so Virgil often loses money at these games. Get into a scrap or two with them and they’ll just buy you a round after you cool your heels in the pokey overnight, Virgil is not really the type to hold grudges over trivial affairs.
As a result of seeing history with their bare hands, this also gave Virgil a strong hatred of liars, viewing anyone they catches in a lie in deep contempt until the person can prove good intentions to them. To them, Psychometry is an inconvenient gift they managed to make useful, Virgil experience all the attached emotions first hand as they sees flashes of incidents replay in their mind. Virgil is generally helpless during the episodes and when the visions are over, they stay in their memory while the elf's left exhausted and unsure.
Naturally due to their position as Marshal, and having survived a few gun battles the elf’s a bit leery of his surroundings, expecting a bad man to try to get the drop on him. They'll always sit with his back to the wall, checks their drink for any sort of alteration unless it’s from The Last Drop and only if Lacey or Pei-Zhi is the pouring the drinks.
And as silly as they thinks it is, Virgil's pretty sentimental, enjoying the beauty of the Badlands and the Western plains. They often talk wistfully of travel, and how that while they wants to uphold justice to help the people, they're not out to tame the West. To them, making the Dakotas as civilized as the east is to lose something priceless.
Abilities: Psychometry: The power to pick up emotions and sometimes memories from objects, good or bad.
Mundane skills include sharpshooting with rifles, quick drawing with pistols, horse riding, lassoing, and wilderness survival.
Belongings: Besides the clothes on their back, Virgil will generally have a bowie knife in their boot, two .38 colt revolver peacemakers, and two boxes containing special shells: Pounders and Whistlers.
Due to unique properties of certain meteorites discovered in the Deep South and elsewhere in the world, they discovered these meteorites infused elemental power to bullets. The ammo that Virgil carries is of the Earth and Wind elements.
Pounders causes a concussive, non-piercing force when fired, allowing for the ability to taken down anything larger than a coyote and smaller than a Black Bear non-lethally. As a warning, anything smaller than a coyote would be killed by the force of the pounders, anything bigger or heavier will have a reduced effect up to elephant-sized and larger creatures just shrugging it off.
Whistlers are also known as a sharpshooter’s best friend, for it simply enhances the range of a firearm that is loaded with them by 150%. They are called Whistlers due to the distinctive sound they make
Languages: English, Plains Tribe sign language, and a smattering of spanish
Character Name: Virgil Klima
Character Canon: No Chance (Original)
Canon Point: 1869, Leland Stanford just drove the golden spike in the transcontinental railroad, the Oregon trail is in full swing and in No Chance, Virgil is keeping the law.
Version: Original
History: http://untamed-lawman.dreamwidth.org/260.html Blurb on Virgil’s world.
Virgil Klima is the child of ‘Jackrabbit’ Elves Gijs and Aletta Klima – their father ran a dry goods store while his mother worked as a day-shift maid for a local prominent family in a Kentucky town, they were comfortably off, but not rich. Virgil grew up as an adventurous child with a tendency towards wanderlust and excitement, partially fueled by adventure stories and fairy-tales, always dreaming of being the brave knight fighting dragons or the cunning trickster who set out to find the ends of the world. This desire for adventure caused their parents no end of headaches as they often had to fetch them from the woods when they sneaks out at night or return them to school when they skips class to trail after some snake oil salesman that popped into the town.
During their rambunctious childhood, the young elf found out at a young age that they had an unusually potent gift of psychometry, and had to wear gloves to keep from being driven mad by psychic impressions they gleamed from objects before they were mature enough to handle it. As they learned to focus his mind to keep the imagery from overwhelming their memories, he realized that there were many dark secrets hidden even in plain sight, making them acutely aware that people aren’t always as nice as they seem. Most notably – a locket that was given to their mother in lieu of a day’s wage had the imprint of a passionate, guilt-drenched affair that ended violently. Shocked by this, they listened to gossip and heard a rumor that one of the other servants had just failed to show up at work and haven’t been seen for over a week. When they asked the town sheriff, they were dismissed, and the sheriff told the young elf bluntly that a ‘scarlet girl’ is nothing to be concerned about.
The last straw was when their father told them to just forget about it – since asking around was making the sheriff and the prominent family patriarch very testy. Virgil reluctantly agreed to stop openly asking, but they always kept his ears open, but alas they never heard anything new about the missing girl. When they turned sixteen, Virgil finally had enough of being powerless to do anything, and they stole a neighbor boy’s clothes and left the sleepy Kentucky town, taking the first coach down to Texas, taking the name Virgil on the way. After a period of awkward uncertainty of where to go, the young elf fell in with some cattle ranchers for a two year stint of cattle driving before they ended up staying in Dodge City. Virgil was getting tired of smelling like cows and sensed that there’s better opportunities for then in the booming cattle town.
While Virgil was in Dodge, they answered the Sheriff’s request for a Posse to chase down two bank robbers - their competence in the chase, and desire to keep pursuing justice lead them being dubbed Deputy Sheriff of the city for a year and a half before their wanderlust took them further west. With each town they stayed in, Virgil slowly climbed up the ranks of law enforcement- becoming deputy, and then Sheriff as they set to seek out justice until they entered Virginia City, where their psychic talents and tenacity for the truth got the elf appointed the position of U.S Marshal by the Governor, and they soon made their headquarters in the small silver mining-turn-trail-rest-stop town of No Chance, and soon earned a reputation for being a sharp shooter and defender of social outcasts.
AU History: N/A
Personality: Virgil is free-wheeling and adventurous, they hate being in the same place for long periods of time, and tends to get bored easily, thus their job as U.S Marshal was perfect for them, allowing the elf to roam all over the region to find trouble to take care of. While they can sit still enough to ask questions, and file the proper paperwork for their job, Virgil finds it tedious and tends to doodle in the margins much to the Governor’s amusement and annoyance. As a child, they explored the woods and old houses around their hometown without a care in the world, just always looking around the corner for the next curious moment to experience.
They are also, surprisingly for someone with their wanderlust and carefree attitude, a stickler for justice, since the West is often a dangerous place and there’s only a few things people could trust: Their Horse, Their Guns, and in Virgil’s turf? The Law. They’ll haul in the criminals to make sure they get their fair trial, and refuses to look away from any violators of the law even if they are people they likes. To them, everyone has the right to be tried fairly, and every person is under the jurisdiction of the laws. However, if it’s not illegal and does not harm anyone who’s an unwilling participant, Virgil’s known to leave well alone, or even aid less socially acceptable people such as siding with the Last Drop Saloon against an overzealous minister, or arguing with the Governor that he shouldn’t ignore settlers trying to take Native lands.
They’re such a stickler for the law because of his strong sense of justice. Virgil witnessed too many hidden crimes with his psychic powers to let matters rest, and once he’s on the trail of a prosecutable crime – nothing short of a direct intervention from a Judge or Governor will deter the Marshal, and even then the elf won’t forget. For a person who can’t stand waiting around for a drink, they can be strangely persistent – often going on long searches to find criminals that fled into the wilderness even when most would give them up for dead or out of the territory. Often times this can border on obsession, They're unable to let go of whatever injustice that is currently driving them until it’s resolved in some matter or they have to attend to a bigger problem. In fact, the elf has a desk drawer full of trinkets of ‘Sins unpunished’ as they would call it that they would occasionally open and touch with their bare hands to remind themselves what they could’ve done better, and to try to find new leads. Their close friends are afraid that one day Virgil will lose perspective and turn into a murderous vigilante and no longer be the grinning daredevil they know.
On that point, when they're not wrapped up in his vendettas, Virgil is a pretty friendly person – quick with a joke and even quicker to laugh. Even on the alert they have a casual, devil-may-care air, viewing that life is far too short to take oneself seriously. The Marshal loves games of chance, but is an overeager better with poor ability to plan long-term and is too stubborn to give up, so Virgil often loses money at these games. Get into a scrap or two with them and they’ll just buy you a round after you cool your heels in the pokey overnight, Virgil is not really the type to hold grudges over trivial affairs.
As a result of seeing history with their bare hands, this also gave Virgil a strong hatred of liars, viewing anyone they catches in a lie in deep contempt until the person can prove good intentions to them. To them, Psychometry is an inconvenient gift they managed to make useful, Virgil experience all the attached emotions first hand as they sees flashes of incidents replay in their mind. Virgil is generally helpless during the episodes and when the visions are over, they stay in their memory while the elf's left exhausted and unsure.
Naturally due to their position as Marshal, and having survived a few gun battles the elf’s a bit leery of his surroundings, expecting a bad man to try to get the drop on him. They'll always sit with his back to the wall, checks their drink for any sort of alteration unless it’s from The Last Drop and only if Lacey or Pei-Zhi is the pouring the drinks.
And as silly as they thinks it is, Virgil's pretty sentimental, enjoying the beauty of the Badlands and the Western plains. They often talk wistfully of travel, and how that while they wants to uphold justice to help the people, they're not out to tame the West. To them, making the Dakotas as civilized as the east is to lose something priceless.
Abilities: Psychometry: The power to pick up emotions and sometimes memories from objects, good or bad.
Mundane skills include sharpshooting with rifles, quick drawing with pistols, horse riding, lassoing, and wilderness survival.
Belongings: Besides the clothes on their back, Virgil will generally have a bowie knife in their boot, two .38 colt revolver peacemakers, and two boxes containing special shells: Pounders and Whistlers.
Due to unique properties of certain meteorites discovered in the Deep South and elsewhere in the world, they discovered these meteorites infused elemental power to bullets. The ammo that Virgil carries is of the Earth and Wind elements.
Pounders causes a concussive, non-piercing force when fired, allowing for the ability to taken down anything larger than a coyote and smaller than a Black Bear non-lethally. As a warning, anything smaller than a coyote would be killed by the force of the pounders, anything bigger or heavier will have a reduced effect up to elephant-sized and larger creatures just shrugging it off.
Whistlers are also known as a sharpshooter’s best friend, for it simply enhances the range of a firearm that is loaded with them by 150%. They are called Whistlers due to the distinctive sound they make
Languages: English, Plains Tribe sign language, and a smattering of spanish
So you wanna know about the west? -WIP
Sep. 28th, 2012 03:13 pmIn This General Post you will find various details of Virgil's world and it's history, social mores, and legends that isn't covered by the app. It's not necessary to play with Virg, but I hope it proves interesting to people!
List of Slang and Terminology that'd come out of Virgil's mouth
( Flora and Fauna )
List of Slang and Terminology that'd come out of Virgil's mouth
( Flora and Fauna )
World snap shot
Sep. 18th, 2012 08:45 pmWorld Snapshot:
It’s 1868 in a little town in the Wyoming Territory, the world has Humans and Elves who in the Old world had an uneasy co-existence due to fights over land and the Elves’ Psychic wildcards made the humans feel uneasy due to the Elves’ potential for trouble. This however changed during the Third Crusade; something woke up in the Middle East and awoken elemental talents in humans before it was driven back under the earth. The combined efforts to fend off the strange god-like monster and the new human talents made the rest of their existence more cooperative as they were now on more equal footing (and this also did a marked improvement on religious tolerance). Otherwise history - with minor details of certain figures being Elves – was much like earth up to the Civil War Era. For the record, there are elves in the new world as well, and their relationship with the native humans are much more amicable then their Old World counter parts, realizing that their cooperation served them better then petty in-fighting.
Elves are as mentioned Psychics, but not every elf has psychic powers. The Old World Elves have relatively long, pointed ears, longer digits, and as a whole tend to be taller and far more flexible then humans. Their lifespan is only different in that they hit ‘middle age’ later in life, about sixty instead of forty. New World Elves have a higher psychic concentration – 40% versus 20% of the population of the Old World, shorter ears, almost rabbit-like (OW elves are nicknamed Jackrabbits by Humans, with the NW elves being Hares – Elves call Humans of any Ethnicity “Bobs”) and are stockier while still towering over humans.
Human talents are divided by the four elements, most sought after are the Waterseekers who can detect water at any distance, including its salinity, how safe it is for consumption, and how much of it there is under the earth. Earthgroomers can sense incoming earthquakes and mudslides; they can also greatly improve the fertility of the land, so those two talents tend to get slotted into their careers early in life. Windtalkers are natural weather forecasters, and can clear out pollen or gases from nearby breezes. Firestarters or Sparkies tend to be looked down on as pyromaniacs and criminals, since they can guarantee any fire lit will burn, and can instantly restart a fire, a useful skill for wilderness survival or blacksmiths, but also has obvious criminal implications. Human talents are uncommon but not unheard of; about 1 in 1000 are gifted.
It’s 1868 in a little town in the Wyoming Territory, the world has Humans and Elves who in the Old world had an uneasy co-existence due to fights over land and the Elves’ Psychic wildcards made the humans feel uneasy due to the Elves’ potential for trouble. This however changed during the Third Crusade; something woke up in the Middle East and awoken elemental talents in humans before it was driven back under the earth. The combined efforts to fend off the strange god-like monster and the new human talents made the rest of their existence more cooperative as they were now on more equal footing (and this also did a marked improvement on religious tolerance). Otherwise history - with minor details of certain figures being Elves – was much like earth up to the Civil War Era. For the record, there are elves in the new world as well, and their relationship with the native humans are much more amicable then their Old World counter parts, realizing that their cooperation served them better then petty in-fighting.
Elves are as mentioned Psychics, but not every elf has psychic powers. The Old World Elves have relatively long, pointed ears, longer digits, and as a whole tend to be taller and far more flexible then humans. Their lifespan is only different in that they hit ‘middle age’ later in life, about sixty instead of forty. New World Elves have a higher psychic concentration – 40% versus 20% of the population of the Old World, shorter ears, almost rabbit-like (OW elves are nicknamed Jackrabbits by Humans, with the NW elves being Hares – Elves call Humans of any Ethnicity “Bobs”) and are stockier while still towering over humans.
Human talents are divided by the four elements, most sought after are the Waterseekers who can detect water at any distance, including its salinity, how safe it is for consumption, and how much of it there is under the earth. Earthgroomers can sense incoming earthquakes and mudslides; they can also greatly improve the fertility of the land, so those two talents tend to get slotted into their careers early in life. Windtalkers are natural weather forecasters, and can clear out pollen or gases from nearby breezes. Firestarters or Sparkies tend to be looked down on as pyromaniacs and criminals, since they can guarantee any fire lit will burn, and can instantly restart a fire, a useful skill for wilderness survival or blacksmiths, but also has obvious criminal implications. Human talents are uncommon but not unheard of; about 1 in 1000 are gifted.