Post by BigSweatyMen on Oct 15, 2018 1:59:40 GMT
Name: Orville Jackson
Gender: Male
Age: 88
Country of Birth: Kansas, USA
Personality: A product of his times and a lifetime of fighting, Orville is a gruff and downright provocative person. Quick to point out the faults in people's plans or swear at them, he is a cranky old man who hates having to deal with young whippersnappers trying to prove themselves. He has a seemingly permanent scowl on his face, frown lines baked into his forehead to reflect his dour and practical outlook on life. A racist, a homophobe, and just about the worst kind of person imaginable, Orville is a relic of a different era who cannot adapt to the present. Still, despite this, he does try and work to be a better person. Being so alone and isolated has made him woefully depressed, and although he spurns the attempts to get close with young people, he secretly yearns to do so to be able to mentor and help with what years he has left. The loss of his son and grandson are particular sore spots for him, as are his self-destructive alcoholism. Self-centered and willing to use his stand to save himself more than others, Orville is a man being killed by serial isolation.
History: Born in the early 1860s, Orville only knew the rough and tumble life of a frontier boy living in a man's world. His father, a southern soldier who died during the Civil War, left him and his mother a paltry spot of land to grow crops on. Orville was forced to grow up fast to take care of his mother, toiling over the fields and farming grain. During a raid by a roaming Indian Warband, however, Orville found himself pinned down as a measly 13 year old boy shooting at shadows in the dark to protect his only living relative. When hope seemed lost however, and the boy closed his eyes in fear, wishing to be far far from where he now was, he opened them to discover himself sitting at the edge of a stream he knew to be a few miles from his home. Unknowingly, he had awoken his Stand. Returning to the smoldering ruins of his home, the boy hardened his resolve and grit, deciding to make a life out of killing.
From that fateful night onwards, Orville fought in almost every American war. From the Sioux Wars close to his home, to riding with Teddy Rosevelt in Cuba, to the trenches of World War One, to the tropical islands of World War Two. Wherever there was a fight, he was there, a weathered and hardened soldier who only knew how to fight. Addicted to battle and gunshots, his discovery of his Stand and its ability kept him alive for more years than he knew possible. Even if in the thick of a firefight, seemingly in a heroic last stand, he would disappear as if he had been a ghost all along, riding away to live and to fight another day. This cycle was his norm for decades, keeping him alive and in the fight, always one step ahead of death. Sure he had a family, and he fled to see them too, but at the end of the day, he couldn't pull himself away from the thrill of war. As the years passed, and as the world changed more and more, Orville found that he was increasingly becoming a relic of a unwanted past, a symbol of a darker and bloodier time in history and his country's manifest destiny.
Times change, and as Orville knew all too well, time was one thing he could never use his stand to run away from. Following a violent divorce with his wife, brought forth by an alcoholic rage, he found himself alone and isolated. Realizing how lonely he had become in his old age, only after settling down in Fallbrook, Orville tried to reach out to his estranged son to meekly reconcile and make amends after driving him and his mother away, yearning to see his grandson in California. When this idea was shot down, Orville slipped into a deep depression, swearing off his days of soldiering and retiring in wallowing mediocrity, drinking beers as he sits in his lawn chair in front of his metal trailer, watching the few years he has left slip away... Until, that is, strange things started happening around his quiet little town...
Current Life: Amongst the denizens of Fallbrook, Orville is largely known by the youth as 'that crazy old hillbilly' who lives in his trailer on the outskirts of town. A retiree, Orville doesn't do much most days save for drinking and occasionally using his old rifling skills to shoot said beer bottles for fun. Often one to yell at folks who loiter on his 'property' he is a lifetime member of the NRA and often lectures to passerbys about how America is going to disaster since all the kids are too 'soft' these days. Still, this provocative persona doesn't mean that he isn't aware of the more strange happenings in his fair town- such as the strange youngsters running around with humanoids looking oddly similar to his own.
Skills:
Weaknesses:
Appearance: Straight up looks like an old Clint Eastwood from Gran Torino. Tall, moving and talking with a spark of unbroken youth and determination, he moves and sounds like a man twenty years his junior. With frazzled short white hair and a basic black shirt to go with his jeans and boots, his clothing is kept usually rather minimalist. His hands and arms are hard from years of hard labor, and the age spots dotting his body add to the years that one can read on his features.
Stand Profile
Stand Name: Rider on the Storm
Ability: The primary ability of the Rider is largely meant for utility and mobility, though can still be used for offense. The stand is able to touch any object or willing ally, transporting them instantly to a pocket dimension, rendering them temporarily intangible and unable to be attacked. Using the same hand with which it activated this ability, the Rider can release what is being carried by opening a small black portal from which the carried objects are launched forwards a short distance. It is important to note that only one object or ally can be carried at a time, and that knocking Orville, the stand user, unconscious, will release the contents of the pocket dimension prematurely. The rider can only carry a passenger for up to three minutes before they are forced out of his pocket dimension to the normal world. Additionally, the rider cannot pocket any object or ally larger than the size of a normal car. Alternatively, if the rider pockets Orville, then the time limit available is reduced from three minutes to one.
Stand Type: Long Range
Power: D
Speed: A
Range: B
Durability: C
Precision: D
Learning: C
Appearance: The ‘Rider’ appears as a weathered skeletal figure dressed up as a confederate officer in tattered gray clothing. Wearing a signature cowboy hat and spurred boots, it’s black lifeless eyes and permanent grin are a trademark of its appearance. The rider is inseparable from its skeletal steed, which it uses to move at utterly unnatural speeds as well as to use the full potential of its abilities. Together, when seated on his horse upright, the stand reaches about 8 feet tall.
Example of Power:
Gender: Male
Age: 88
Country of Birth: Kansas, USA
Personality: A product of his times and a lifetime of fighting, Orville is a gruff and downright provocative person. Quick to point out the faults in people's plans or swear at them, he is a cranky old man who hates having to deal with young whippersnappers trying to prove themselves. He has a seemingly permanent scowl on his face, frown lines baked into his forehead to reflect his dour and practical outlook on life. A racist, a homophobe, and just about the worst kind of person imaginable, Orville is a relic of a different era who cannot adapt to the present. Still, despite this, he does try and work to be a better person. Being so alone and isolated has made him woefully depressed, and although he spurns the attempts to get close with young people, he secretly yearns to do so to be able to mentor and help with what years he has left. The loss of his son and grandson are particular sore spots for him, as are his self-destructive alcoholism. Self-centered and willing to use his stand to save himself more than others, Orville is a man being killed by serial isolation.
History: Born in the early 1860s, Orville only knew the rough and tumble life of a frontier boy living in a man's world. His father, a southern soldier who died during the Civil War, left him and his mother a paltry spot of land to grow crops on. Orville was forced to grow up fast to take care of his mother, toiling over the fields and farming grain. During a raid by a roaming Indian Warband, however, Orville found himself pinned down as a measly 13 year old boy shooting at shadows in the dark to protect his only living relative. When hope seemed lost however, and the boy closed his eyes in fear, wishing to be far far from where he now was, he opened them to discover himself sitting at the edge of a stream he knew to be a few miles from his home. Unknowingly, he had awoken his Stand. Returning to the smoldering ruins of his home, the boy hardened his resolve and grit, deciding to make a life out of killing.
From that fateful night onwards, Orville fought in almost every American war. From the Sioux Wars close to his home, to riding with Teddy Rosevelt in Cuba, to the trenches of World War One, to the tropical islands of World War Two. Wherever there was a fight, he was there, a weathered and hardened soldier who only knew how to fight. Addicted to battle and gunshots, his discovery of his Stand and its ability kept him alive for more years than he knew possible. Even if in the thick of a firefight, seemingly in a heroic last stand, he would disappear as if he had been a ghost all along, riding away to live and to fight another day. This cycle was his norm for decades, keeping him alive and in the fight, always one step ahead of death. Sure he had a family, and he fled to see them too, but at the end of the day, he couldn't pull himself away from the thrill of war. As the years passed, and as the world changed more and more, Orville found that he was increasingly becoming a relic of a unwanted past, a symbol of a darker and bloodier time in history and his country's manifest destiny.
Times change, and as Orville knew all too well, time was one thing he could never use his stand to run away from. Following a violent divorce with his wife, brought forth by an alcoholic rage, he found himself alone and isolated. Realizing how lonely he had become in his old age, only after settling down in Fallbrook, Orville tried to reach out to his estranged son to meekly reconcile and make amends after driving him and his mother away, yearning to see his grandson in California. When this idea was shot down, Orville slipped into a deep depression, swearing off his days of soldiering and retiring in wallowing mediocrity, drinking beers as he sits in his lawn chair in front of his metal trailer, watching the few years he has left slip away... Until, that is, strange things started happening around his quiet little town...
Current Life: Amongst the denizens of Fallbrook, Orville is largely known by the youth as 'that crazy old hillbilly' who lives in his trailer on the outskirts of town. A retiree, Orville doesn't do much most days save for drinking and occasionally using his old rifling skills to shoot said beer bottles for fun. Often one to yell at folks who loiter on his 'property' he is a lifetime member of the NRA and often lectures to passerbys about how America is going to disaster since all the kids are too 'soft' these days. Still, this provocative persona doesn't mean that he isn't aware of the more strange happenings in his fair town- such as the strange youngsters running around with humanoids looking oddly similar to his own.
Skills:
- Firearms expert and skilled with his bolt-action hunting rifle.
- Multilingual (Lakota, Spanish, Japanese, German, French)
- A keen memory for faces and people.
- Trained in First Aide as well as herbal remedies
- In pretty great shape for a man of his age, good in a brawl.
Weaknesses:
- He's still an old man.
- Paranoid and not-so-subtley racist, even with allies.
- Bad with technology and modern day machines.
Appearance: Straight up looks like an old Clint Eastwood from Gran Torino. Tall, moving and talking with a spark of unbroken youth and determination, he moves and sounds like a man twenty years his junior. With frazzled short white hair and a basic black shirt to go with his jeans and boots, his clothing is kept usually rather minimalist. His hands and arms are hard from years of hard labor, and the age spots dotting his body add to the years that one can read on his features.
Stand Profile
Stand Name: Rider on the Storm
Ability: The primary ability of the Rider is largely meant for utility and mobility, though can still be used for offense. The stand is able to touch any object or willing ally, transporting them instantly to a pocket dimension, rendering them temporarily intangible and unable to be attacked. Using the same hand with which it activated this ability, the Rider can release what is being carried by opening a small black portal from which the carried objects are launched forwards a short distance. It is important to note that only one object or ally can be carried at a time, and that knocking Orville, the stand user, unconscious, will release the contents of the pocket dimension prematurely. The rider can only carry a passenger for up to three minutes before they are forced out of his pocket dimension to the normal world. Additionally, the rider cannot pocket any object or ally larger than the size of a normal car. Alternatively, if the rider pockets Orville, then the time limit available is reduced from three minutes to one.
Stand Type: Long Range
Power: D
Speed: A
Range: B
Durability: C
Precision: D
Learning: C
Appearance: The ‘Rider’ appears as a weathered skeletal figure dressed up as a confederate officer in tattered gray clothing. Wearing a signature cowboy hat and spurred boots, it’s black lifeless eyes and permanent grin are a trademark of its appearance. The rider is inseparable from its skeletal steed, which it uses to move at utterly unnatural speeds as well as to use the full potential of its abilities. Together, when seated on his horse upright, the stand reaches about 8 feet tall.
Example of Power:
- The rider gallops at its full speed, touching an ally about to be hit by a fatal ability and storing them in a pocket dimension before continuing to gallop away from the enemy, moving himself and the passenger to safety.
- The rider touches a fire extinguisher before riding into battle. Raising its hand again, it reopens the portal to its pocket dimension, sending the extinguisher towards an enemy to hit them.
- Whilst fighting alongside fellow stand users, the rider stores an ally only to gallop around the enemy and immediately release them, putting them in a better position to attack or use their ability to the fullest potential.