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Captain Sturmovik


Dio

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Captain Sturmovik

Someday, we will all pay for our sins. I can only hope that day comes for me after I retire.

Name: Captain Sturmovik. Formerly known as "the Osprey" (Stallian: Skopa)

Sex: Male

Age: Stallion, nearing the end of his prime

Species: Pegasus

Coat Color: Ruddy red with white fetlock "boots." Gold and white pinion feathers.

Eye Color: Green

Mane/Tail Color and Style: White mane, longer, but trimmed and kept under his black watch cap. Tail is also white and is usually tied off to keep it out of the way when working. Watch cap has a sewn-on patch with the crest of Stalliongrad on it.

Cutie Mark: A sextant overlapping a six-pointed star, symbolizing his love of sailing and astronomy as well as his knack for navigation.

Physique: Burly and muscular. Years of working on airship decks have given him an impressive physique that bears the marks of hard labor. A few scars from combat are hidden by his watch cap, telnyashka, and flight jacket. Has a “Russian cross” branded on his left shoulder.

Occupation: Airship captain/merchant mariner, former sky pirate. He is registered as a contractor for the Stallian Guard and regularly transports military personnel and materiel during non-combat operations.

Motivation: Make enough bits to comfortably retire. Keep his crew safe. Keep the past from catching up with him.

Origin: Stalliongrad, Kuznitza district. Currently operating a merchant marine vessel; modified Horizon-class, called the Artorius.

Likes: A job well-done, Stallianoya Vodka, astronomy, classical music, starry nights, thunderstorms, oranges, his balalaika

Dislikes: Cowardice, appearing weak in front of others, deals gone bad, his past catching up with him

Character History

Sturmovik was born the eldest son of two factory workers, a mother making textiles in Veya and a father who worked as an airship loader for a Kuznitza factory. Sturmovik grew up working the loading docks at the factory, fascinated with the airships that came and went and soaking up every story of pirates, fantastic battles in the sky, and sailing among the stars. After some coaxing, he convinced his father to allow him to sail on one of the very ships that hauled cargo from the factory.

A young Sturmovik loved every minute of it; the open sky, the wind in his mane, the steady rhythm of work on an airship deck. However, one day his ship was attacked by an Aquellian raider. What was supposed to be a smash and grab operation turned very messy very quickly, as the Stallian crew were not willing to give up their cargo very easily. The battle ended with the ship crippled and all of the crew either wounded or captured. A young Sturmovik was dragged across the deck and dumped at the talons of a Griffon captain.

The Griffon pirate captain, impressed with the colt’s tenacity, gave him the opportunity of a lifetime: join his crew, sail the winds, and sleep among the stars. Convinced that he would never see his home again, Sturmovik reluctantly agreed. The years that Sturmovik spent aboard the pirate vessel forced him to grow strong, battling for respect as a pony on a ship that was mostly Griffon.

One day, the Captain, in planning a raid decided to bring Sturmovik into the fold. The raid called for an ambush to be executed along the Aquellia-Stalliongrad Trade Spine near Roughrider Ridge. However, the aerial terrain was hazardous, requiring meticulous attention to detail and a strong ability to navigate in order to traverse it. Sturmovik turned out to be a natural at aeronautical navigation. With pencil in mouth and plotting tools on hoof, he plotted out a course in an hour what had continued to perplex far more experienced airmen. It was with this that he earned his cutie mark.

With Stumovik as his navigator, the Griffon captain gained wealth and infamy, as he could always be counted upon to appear from nowhere, strike like lightning, and abscond with a substantial haul before vanishing again. However, not all went according to plan. Eventually, his luck ran out and the captain suffered grievous wounds during a raid. Before passing, however, he gave command of the ship to Sturmovik. While many of the crew were shocked, Sturmovik proved himself a capable leader, navigator, and tactician, keeping his crew together through thick and thin and upholding the legacy of the old Griffon.

Adopting the namesake of his former patron, Sturmovik began calling himself Skopa, or “The Osprey” in native Stallian. To conceal his identity, he wore a signature beaked mask and red and gold armor into battle. In all the years of pirating the Trade Spine, Sturmovik was never once umasked. Because of his speed, precision, and hardworking crew, Sturmovik acquired considerable plunder by attacking commercial shipping at the cost of putting heavy strain on Griffon-Equine relations during the time period.

The thrill of the hunt and the glory of close combat motivated him to continue until a joint operation targeting pirates by ISU-143 of the Stallian Guard and I Order of Her Majesty’s Honor Guard resulted in the destruction of his ship and the death or capture of most of his crew. Sturmovik and a handful of crew managed to escape, but decided to part ways, hoping to throw off potential tails by the REA and SGU looking for them. The experience was humbling for him, showing that even a stallion at the top of his game could be beaten.

The loss of his ship and his crew proved to be a watershed moment for Sturmovik. His entire operation was splintered and his fortune gone, leaving him with a blank slate as it were. It was here that he realized he was perpetuating someone else's legacy rather than forging his own path. Sturmovik decided to start anew, returning to Stalliongrad and signing on with the local merchant marine; "going straight" and leaving the mask and armor of Skopa behind. Several years later, the Captain found himself in charge of a new airship, and with legitimate business interests on hoof. He mostly keeps to himself, preferring not to ruin the good thing he has going for him. He currently operates the Artorius as a fast cargo hauler and naval auxiliary vessel.

Sturmovik runs a tight ship. While he allows his crew substantial leeway while on shore leave, he demands discipline while sailing. His gruff, no-nonsense manner are quite offputting to the upper crust of Equine society, but any working-class pony will quickly appreciate his straightforwardness. Like many Stallian ships, the Artorius is racially integrated, capitalizing on the strengths of each species that works within her hull. The crew both fears and respects him, the former because of his imposing physique and intimidating glower; the latter because of his skills and experience. Still, the Captain cares deeply for his crew and is fiercely loyal to them, not wanting another disaster like the loss of his last ship.

In spite of his adamantine exterior and gruff disposition, Sturmovik still has his softer side. He enjoys stargazing, seeing the sky as a work of art rather than merely a navigational tool and a traveler’s aide. He also retains his love of music, keeping a balalaika in his cabin and often attending musical performances while on shore leave. Sturmovik can often be heard strumming a tune and singing along in his spare time.

The Airship Artorius

Originally a rusting scrap heap in a Beakbreak City ship-breaking yard, the Artorius was acquired and rebuilt and recommissioned for use by Sturmovik. Based upon the Horizon-class airframe, the Artorius is a small ship optimized for speed over comfort. Though its exterior is beaten and scarred from weather and wear, its internals rival the sophistication of the newest Victory-class Griffon warships. The Artorius’ refit substantially upgraded its engines, giving the Artorius superior aerodynamic performance at the expense of being high maintenance. In crisis-time, the Artorius’ internal hardware has hookups for Aquellian pneumatic cannons that are standard armament on military airships.

Crew of the Artorius

Sturmovik surrounds himself with the most capable sailors and crewmen he can find. Of these, there are very few that he trusts with his past.

Master Sergeant Alastair “Goldy” Goldmane: Griffon. Sturmovik’s first mate is a former Griffon marine who served with the infamous 13th Regiment ("Bloody Thirteen"). In spite of his former profession, he is amicable and gregarious.

Demetrius: Green Dragon. Demetrius is a wheeler, dealer, and all-round scumbag, or so the locals say. Demetrius prefers to refer to himself as shrewd, cunning, and above all else, preeminently pragmatic. He has a head for numbers, a penchant for cards, and a a silver (if forked) tongue. He serves as the ship’s supercargo, cataloging, trading, and selling the ship’s wares and acquisitions. He also serves as a conduit for less than legal jobs, though Sturmovik has kept him in check in recent days.

Tonic: Unicorn. Experienced healer, herbalist, and endless fountain of snark, Tonic provides a foil for Sturmovik's more serious nature as well as fufilling the need for a ship's corpsmare.

Skill Set

Street fighting. Despite his age, he still throws a mean left hook and is faster than his burly exterior would suggest. It’s always helpful to be able to fight when you sail and often frequent the haunts that sailors do.

Command. Sturmovik hasn’t lost his edge from his pirate days, still knowing how to motivate his crew and get things done in adverse circumstances.

Aeronautical Navigation. As his cutie mark suggests, Sturmovik is an excellent navigator and avid astronomer.

Balalaika. Sturmovik is quite good at balalaika and has a repertoire of folk songs to both strum and sing.

Pieces of Kit

Telnyashka. Originally exclusively military wear, the telnyashka has filtered into mainstream Stalliongrad society as a symbol of Equestrian pride and masculinity, especially among the mariners and working class. Sturmovik's telnyashka bears the dark blue stripes of 10th Battalion's naval infantry.

Watch cap. Due to the cold of the north and at altitude, Sturmovik and his crew often wear watch caps to keep warm. Sturmovik's particular cap has the crest of Stalliongrad sewn onto it. While in port, he often wears a forage cap with the emblem of Stalliongrad's merchant marine.

Flight jacket. Canvas flight jacket with wool liner for protection from cold and the wear and tear of day to day work.

Legacy Application will remain behind spoiler tags for records:

Name: Captain Sturmovik, real name Sturmovik, or Sky to those who are very close.

Sex: Male

Age: Stallion in his prime, about 30-35 by human years.

Species: Pegasus

RP Color: #C90016

Coat Color: Crimson (#C90016) coat, auburn/brown (#932724) fetlocks with coloration extending around his legs like “boots.” Wings are crimson as well, with a layer of white feathers between his red wing feathers and gold (#FFD700) flight feathers.

Mane/Tail Color & Style: White with a single gold streak in his forelock. Mane and tail are wild and unkempt.

Eye Color: Green

Cutie Mark: Crossed warhammer and sickle in gold, representing both his ferocity in battle and his habit of reaping that which he has not sown.

Physique: Slightly taller than average height. Thick, muscular build toned from fighting and flying. A single distinctive diagonal scar across his face tracing a line from just above his right eye to the left edge of his mouth. “Russian cross” tattoo on his right shoulder.

Origin: Born in Stalliongrad. Currently lives on and travels aboard the heavily-modified Horizon-class airship Artorius. Travels all over Griffon airspace, hitting targets of opportunity, but also does planned jobs based on available intelligence and contracts. Currently roaming the region around the Painted Pinto Desert.

Occupation: Mercenary, pirate. Operates on his own most of the time, but has been known to accept payment for services from individuals willing to deal with him and his crew. Most of his contracts are picked up by Demetrius.

Motivation: Coin. The fury of battle. The thrill of victory. Living on the wind and sailing among the stars.

Likes: Coin, winning, crushing his enemies, a job well-done, fillies, Stalliongrad Vodka, astronomy, classical music, starry nights, thunderstorms, oranges, Princess Luna

Dislikes: Being defeated in personal combat, cowardice, appearing weak in front of others, traditional Equestrian governmental institutions

Character History

Hailing from Stalliongrad, Sturmovik earned his nickname "Sturmovik" in a series of daring raids on Griffon airships 10 years ago. Loosely translating to "stallion of storm" in the native dialect, Sturmovik acquired considerable plunder by attacking commercial shipping at the cost of putting heavy strain on Griffon-Equine relations during the time period. The establishment of regional antipiracy patrols led to a drawdown of his raids shortly after the end of the last Equestrian-Griffon border conflict.

Sturmovik harbors an extreme disrespect for institutional authority. His upbringing in the poorer sections of Stalliongrad led to his distrust of anypony who would rather hide behind a wall of red tape and subordinates than get his hooves dirty. Sturmovik had always admired the proud Griffon mentality and their commitment to achieving victory even if it meant fighting their way to the top. Further cementing this inherent hatred is the perception that the bureaucracy sent his father to die in a poorly planned mission during the beginning of the last border war.

Sturmovik is a proud leader and ferocious warrior. His no-nonsense disposition and blunt and unreserved nature make him abrasive in the eyes of a more "cultured" pony. He prefers to lead from the front, setting an example and inspiring his men to win great victories. Despite his revelry in the violent joy of battle, Sturmovik is far from a bloodthirsty brute. He shows mastery of combat tactics and unit discipline and knows not only when to press his advantage, but when to pull back and regroup.

Sturmovik runs a tight ship. While he allows his men substantial leeway on shore leave, he demands discipline while deployed. His use of a mixed crew of Griffons, Ponies, and Dragons capitalizes on the strength of each, relying on his charisma and reputation to maintain unit cohesion in the face of vast differences between the crewmen. He is well-respected by his crew and feared by all who travel through his territory.

In spite of his adamantine exterior and gruff disposition, Sturmovik still has his softer side. When he was young, his father taught him stellar navigation and the science of astronomy, as well as instilling for him a love of music by teaching him to play the balalaika. As such, Sturmovik loathes bringing harm to creatures who make music or art their profession.

He took substantial interest in the tale of the Mare in the Moon, consuming all the lore on the subject he could acquire, even putting out feelers in Canterlot for fact-checking when rumors spread of the return of Princess Luna. Though he lets very few see it, he is often found on deck after hours, carefully studying the stars, seemingly in deep conversation with the Goddess of the Night.

The Airship Artorius

Originally a rusting scrap heap in a Beakbreak City ship-breaking yard, the Artorius was acquired and rebuilt and recommissioned for use for Sturmovik by Demetrius. Based upon the Horizon-class airframe, the Artorius is a small, fast ship optimized for blockade running and hit and run operations. Though its exterior is beaten and scarred from countless battles, its internals rival the sophistication of the newest Victory-class Griffon warships. The Artorius’ refit substantially upgraded its engines and ordnance reservoirs, giving the Artorius superior aerodynamic performance and firepower. In spite of this advantage however, the Artorius is still built on the Horizon airframe and thus is not designed to fight protracted battles against heavily armed and armored opponents.

Crew of the Artorius

Sturmovik surrounds himself with the most capable adventurers and specialists that he can recruit.

Master Sergeant Alastair “Goldy” Goldmane: Griffon. Sturmovik’s first mate is a former Griffon marine who served with the infamous 13th Regiment ("Bloody Thirteen"). Though he’s a dead shot with his crossbow, he’s actually a friendly guy and serves as Sturmovik’s reminder to lighten up and live a little sometimes.

Lavi: Blue Dragon. Lavi is an outcast from dragonkind. His aristocratic parents loathed his propensity for questioning everything, which eventually led to an extreme falling out; directly contributing to his throwing his lot in with Sturmovik and company. Lavi is the Artorius’ ship gunner.

Demetrius: Green Dragon. Demetrius is a wheeler, dealer, and all-round scumbag, or so the locals say. Demetrius prefers to refer to himself as shrewd, cunning, and above all else, preeminently pragmatic. He serves as the ship’s supercargo, cataloging, trading, and selling the ship’s plunder and any artifacts they happen to come across.

Odu: Zebra. Odu is the Artorius’s chief engineer, directing the dragons, griffons, and unicorns working the boilers, oiling the turbines, or maintaining the gun reservoirs. The big burly zebra knows his way around the new systems and is surprisingly good with a wrench. His brawniness belies his intelligence; when new parts come through or jerry-rigging needs to be done, Odu is the first to have a plan.

Skills

Melee Combat. Years of tough ground and deck battles and combat flying have honed Sturmovik’s melee combat skills to a fine edge. His strength and inherent toughness give him an edge over most fliers in hoof to hoof combat.

Aerobatics. Like his melee skills, Sturmovik’s flying skills are finely honed by years of experience. Sturmovik often spearheads attacks himself after his reconnaissance teams have reported back to the ship.

Command. Sturmovik is a skilled commander, implementing tactics based on 13th Regiment combat training and inspiring his men in battle with his ferocity and cunning.

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You say what his Cutie Mark means, but how did he get it?

What did Sturmovik do before he was an airship captain?

I'm not sure about Dragons being part of his crew. They get fairly large, probably much too big for an airship, especially if there is more than one of them. Also, you say that Demetrius is in charge of selling the ships waresâ€â€Âbut how many ponies are going to buy from a Dragon, much less approach one? Griffins might get along with them, but it seems odd that such a fearsome creature would have such excellent business talent. Both of these things just seem unrealistic the way they are now.

Sky Flash can drag clouds with him and use them to infuse his attacks with electricity until the charge in the cloud dissipates. It is from this ability that he earns his nickname.

I'm not entirely sure what this means or how it would be accomplished. Perhaps a bit more clarity?

Small wedge-shaped steel shield affixed to his left front leg that can be used for parrying or striking.

I feel like this might be difficult to maneuver in, and not something that would be easily acquiredâ€â€Ârather, something that would have to be custom made, since war does not seem to be common in Equestria.

Canvas guards that strap onto the wings covered in steel scales for flexibility. Tips are weighted for striking and provide modest protection from enemy attacks.

I think if he's going to have armor like this, then his wings will be too heavy to fly with them on. You say that they are covered in steel, which is not really a light metal. I also feel that this applies to his Combat shoes. Since they are weighted, they would likely make him too heavy for his wings to carry.

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You say what his Cutie Mark means, but how did he get it?

What did Sturmovik do before he was an airship captain?

Revisions will be forthcoming to fill in the gaps.

I'm not sure about Dragons being part of his crew. They get fairly large, probably much too big for an airship, especially if there is more than one of them. Also, you say that Demetrius is in charge of selling the ships wares—but how many ponies are going to buy from a Dragon, much less approach one? Griffins might get along with them, but it seems odd that such a fearsome creature would have such excellent business talent. Both of these things just seem unrealistic the way they are now.

I'm basing this precedent on the assumption that dragons grow very slowly and thus have a sort of "intermediate period" where they are about on par with ponies in terms of size and interactions. Dubstep's character Ignusis a younger dragon who works as a personal assistant for Royal Flush in Canterlot. Demetrius and Lavi are similar in size and age. I can see your point in having more than two dragons on board ship, however and I will revise to accommodate that. If there are still issues with even two dragons on ship, let me know.

Sky Flash can drag clouds with him and use them to infuse his attacks with electricity until the charge in the cloud dissipates. It is from this ability that he earns his nickname.

I'm not entirely sure what this means or how it would be accomplished. Perhaps a bit more clarity?

On second thought, I may remove this entirely as a "skill," as it straddles the line between Pegasus weather control and spellcasting. However, it may resurface later as an RP flavor thing while he's flying.

Small wedge-shaped steel shield affixed to his left front leg that can be used for parrying or striking.

I feel like this might be difficult to maneuver in, and not something that would be easily acquired—rather, something that would have to be custom made, since war does not seem to be common in Equestria.

Canvas guards that strap onto the wings covered in steel scales for flexibility. Tips are weighted for striking and provide modest protection from enemy attacks.

I think if he's going to have armor like this, then his wings will be too heavy to fly with them on. You say that they are covered in steel, which is not really a light metal. I also feel that this applies to his Combat shoes. Since they are weighted, they would likely make him too heavy for his wings to carry.

If you let me keep the shoes, I'll drop the shield and wing guards. For now, I'm deleting the equipment section as it is not entirely essential to working with the character.

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Obviously this OC has a lot of potential 'power' in the RP; Having an airship is something that can very easily become marysue; but i know you are a responsible RP'er, and so I imagine it will be used responsibly. I'd like to see your RP focus on your mane OC; and if you plan on RPing the other characters much (at all more than as say, companion pets), then be sure to draw up Apps for them as well.

I'm very hesitant to allow this much into the mane RP; so I'm going to approach it like this: The airship is like a business for your OC; its his livelihood. It seems rather small in design, and has flaws; and I imagine its primary use will be for the HofE when that comes out; as far as the mane RP goes, the airship should likely stick to locations that airships are more likely to frequent. The griffin lands, gallapogos islands, etc- it would be a rare and unusual day that an un-announced or unexpected airship would land in the middle of ponyville or canterlot, for example. If your planning on going to either of these locations, you should have worked out reasoning and prepared RP for why your ship is expected and welcome there.

Its attention to these careful details that I am placing in your hands if I'm going to allow this into the mane RP. HofE, and Crossovers, this is much more lax; but in the Mane RP, focus on developing your OC, and maybe consider leaving the ship at 'home' but keep it as a reference to your OC's background. If you've got specific ideas or questions regarding what you want to do with the ship in the Mane RP, let me know and we'll talk about it.

AppApproved.png

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  • 4 months later...

After some thought, I've decided to submit this character for a rewrite, so he's going back into the WIP stack for now.

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Finalized. Added cutie mark story, character history, a few quirks, and cleaned up some formatting. Roll that beautiful bean footage!

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"Several years later, the Captain found himself mostly reformed, in charge of a new airship, and with legitimate business interests on hoof."

What made him decide to reform? Was it because there was too much violence or death from that last battle, or was it just the defeat itself? Or possibly a moral crisis resulting from either. Is he haunted at all by what he did?

Though he still maintains contacts and informants from his pirate days, he mostly keeps to himself, preferring not to ruin the good thing he has going for him. He currently operates the Artorius as a fast cargo hauler and naval auxiliary vessel.

Does he worry that he would be exposed, s he in danger of possible blackmail from these old connections he still maintains? Why does he maintain them considering their less than savory nature?

The app is great, I just see a few potential plot hooks for this character based on the questions I have that could lead to more RP potential.

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Ambiguity has been addressed. He's now on the straight and narrow path after having an epiphany. Shall we give it another go?

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