Jack Savage

Jack Savage

Getting Harey
Level 1
Joined
Mar 6, 2024
Messages
1
Essence
€2,185
Coin
₡500
Tokens
0
World
Erde Nona
Profile
Click Here
Character Name: Jack Savage

Character Source: Canon (Zootopia - Concept Art)

Starting Location: Erde Nona

Character Behavior:
Rural Spy

Jack Savage, despite his sharp appearance, is a Rural Spy. Instead of being suave or hardened, Jack is much more distinguished by an unassuming softness in his demeanor, to the point that it contrasts harshly with his occupations and typical activities. He is rarely stern in his attitude and is instead content with a simple, rural-esque manner of gentlemanly compassion.

Jack Savage is also a Spy. He is at his best when no one assumes much from him, allowing him to make the most use out of his weapons, rabbit physiology, and various gadgets. He is not an action hero that is flawless in the art of combat; he is an everyman who relies far more on subterfuge, wits, and cunning to win the day.

Physical Description:


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A small, grey-furred hare with three black stripes along his cheekbones and two that serve as tufts on the tips of his massive ears. His clothes are often standard suits and ties, but often wrinkled, torn, or otherwise showing signs of wear and tear.

Character History:

Jack Savage is a hare born outside of the realms of the Crossroads, in a world where no humans existed but was otherwise, for the most part, quite identical to ours. He was born in a section of the world known as Harefield, a rural little area populated primarily by hares and various other rabbit species a ways to the west of Bunnyburrow. It’s a place where, like seemingly most rabbit-lived areas, nothing bad ever happened, no crime ever committed, nothing to worry about.

Naturally, Jack saw such a place as something that needed to be protected, and what better to protect his home than becoming the first hare police officer in history? He had always been interested in the work, in the various police shows that one would find on TV, and thus, from a young age, desired to make that dream a reality. Thus, once eligible, and despite the misgivings of his peers, he moved to train and enlist for the role.

Unfortunately, he didn’t succeed. Social ills, more than anything, was what denied him the chance. No one believed a hare could do the hard work of a cop, and despite his best efforts, he could pass the overly stringent and unrealistic requirements that the academy demanded of him. With his dreams crushed, he was forced back to Harefield, unlicensed, but full of knowledge.

It was with his newfound knowledge of the work that he decided to take matters into his own hands. In Harefield, while he might have needed a license to be a police officer, he DIDN’T need one to be a private detective. Thus, he set up his own little agency, a one-mammal crew operating the Savage Investigative Services.

Of course, before it could get off the ground, he found himself here, in the Crossroads. Now, with nothing more than a trusty tranquilizer gun, a pair of handcuffs, a rabbity nature and a rural charm, will this detective find his place in such a strange set of worlds?

What starting Affinity does your character have? Specialized

Abilities/Skills:

Specialization = ONGOING

Hare Physiology (700):

It’s said that the various mammals of Zootopia all have different strengths and weaknesses inherent to their species-type. Elephants are huge and strong and have flexible trunks. Cheetahs are swift and stealthy. Foxes are clever and shifty. Rabbits are spritely and multiply a lot.

If any differences were there, Jack Savage has found that he is stronger here than he was back in Zootopia, as if his body itself has changed in some fashion to emphasize certain attributes.

Shrinking - Rank 1 (200)

Ongoing. (+0).

Being an anthropomorphic hare, he is naturally quite small at only 3 feet in length. This allows him to enter and exit through spaces a larger specimen could not.

Agility - Rank 1 (200)

He is much more nimble than the average mammal, both from residual training in the police academies as well as his rabbit-like nature. He can respond quicker than your average hare to perceived threats.

Sense - Rank 2 (Hearing) (100)

Ongoing (+0)
Concentration. To really pick out fine details, he must take a few moments to concentrate on the sounds itself, leaving him vulnerable. (-100)
Weakness. Damage to ears will damage the enhanced senses too. (-50)

His ears, being quite large and long, provide him with an excellent sense of hearing. As such, he is constantly awash with sound from all directions in a way other specimens aren’t. This does, however, come at some downsides. In order to really pick out what he wants to hear, he has to take some time to concentrate in order to tune out the excess noise. Damage to the ears, too, will damage his ability to sense others through sound.

Speed - Rank 1 (200)

Ongoing (+0).

With all the excess energy, metabolism, exercise, and all the other things that make rabbits so fun and energetic to be around, Jack has put it to good use for the purposes of moving swiftly overland. He can keep a good pace going at speeds swifter than most others.

Tranquilizer Gun: (400)

Debuff - Rank 5 (250)

Ongoing. Successful tranquilization lasts for a few hours. (+0)
Ranged. Serves primarily as a ranged weapon. (+250)
Transferable. The gun can be given to a fellow ally. (+250)
Finite. It only has three darts to fire before requiring a reload. (-250)
Limited. It only works on organic, living beings. Undead/mechanical foes are unaffected by the tranquilizer. (-250.)
Removable. The gun can be taken away and the darts can be removed from one’s body before the full tranquilizer can be injected, significantly reducing its effects. (-250.)

The standard-issue, semi-automatic sidearm of the vast majority of Zootopian mammal law-enforcement officers (or, in Jack’s case, unlicensed detectives.) A sleek black, it consists of a long, pointed barrel with a small iron sight for aiming and an ejector tube on its back. Its hilt is a nice, brown leather made of plastic connected to both a trigger and an opening slot for inserting magazines. Its primary purpose, as the name implies, is to tranquilize– to nonlethally subdue a target via the insertion of sleep-inducing toxins directly into their bloodstream. For this purpose, when fully loaded, the gun holds up to three medium-sized darts that, when fired, fly through the air at great speed in their attempt to embed themselves into the target. The sound of its firing can be detected by a high-pitched whine erupting from the ejected gas used to fire the darts. Other than that, though, it is a very quiet and swift weapon whose effective range remains around the short-medium distances. The gun can be also be freely given to others that Jack views as an ally for their own usage.

A successful darting results in several different things happening depending on where the dart landed. A darting anywhere will, at least, put a target to sleep over the course of 10 seconds. Shots closer to the head will decrease that time by up to 5 seconds on a successful headshot. Once tranquilized, the target will remain unconscious for up to a few hours at a time.

Despite its swiftness, the gun has limited ammo. It can only fire three darts before requiring a reload, which takes about 3-4 seconds in ideal circumstances. The darts also only work on organic/living beings, with the undead and the mechanical being completely unaffected by the toxins. The nature of the tranquilization, too, can be significantly negated via the quick removal of the darts from one’s body before a full injection can occur, and the gun itself can be ripped from Jack’s hands and used against him.

Damage - Rank 3 (150)

Ongoing. A successful overdose takes a few hours at minimum to naturally run its course without additional aid. (+0)
Transferable. The gun and the darts can be given to another ally. (+150)
Finite. Overtime, the overdose will gradually thin away into nonlethal territory. (-150)
Limited. Overdose only occurs after no less than three successful dart hits in a row. (-150.)
Removable. The darts can be removed before the full tranquilizer is injected, thus preventing an overdose from occuring in the first place. (-150.)

For most normal specimens, 1-2 tranquilizer darts is enough to conk them out into unconsciousness. 3 or more, however, run the risk of inducing an overdose in the target. Among other symptoms (trouble concentrating, slowed heart rate, the gradual cessation of breathing, etc.,) death is also a potential risk due to the multitudes of toxins in one’s bloodstream.

The overdose can last up to a few hours at minimum to naturally run its course, provided it doesn’t kill the target in the process. It doesn’t matter how far someone is from Jack– if they have been struck by enough darts, an overdose can occur.

However, an overdose cannot occur if the target has been hit by less than three darts in a row. If one can survive the overdose if it does occur, then it will gradually fade away into nonlethal territory with enough time. The darts, too, can be removed before a full injection occurs and thus preventing an overdose. The gun, too, can be removed from Jack, with the same rules on overdosing applying to him just as much as it applies to everyone else.

Handcuffs:

Debuff - Rank 3
(150)

Ongoing. So long as the handcuffs remain firmly locked, a target will remain entangled by the cuffs. (+0)
Transferable. Being a physical object, the handcuffs can be given both to allies to make use of and to targets who manage to break out of them. (+150)
Finite. Jack only has one pair of handcuffs, and thus must choose who to use it on wisely. (-150)
Removable. Being a physical object, the handcuffs can be taken/broken out of and used against Jack or others. (-150)
Weakness. With enough damage, the handcuffs can be broken out of and made unusable. (-75.)

A standard-issue set of handcuffs. They are made of a gray, stainless steel, and are flexible enough in size and shape to be used on most specimens. They can be applied on most anything, but see the most usage out of binding arms/legs to prevent movement. Once firmly locked, they will remain so unless broken out of or until the handcuffs are unlocked by a key that Jack Savage has. Jack can also hand the handcuffs over to another for them to make use of.

However, Jack only has a single pair of handcuffs on him at any given moment in time, and thus cannot bind people with it willy-nilly. Simultaneously, the handcuffs can be taken away from him and used against him and his allies or, even worse, can be broken entirely if enough damage is dealt to them.

Skills:

Detective Profession:


Despite being unlicensed, he has skills developed from his time in the police academy to put to use in the field.

Investigation: Rank 4 (200)

He is quite proficient when it comes to the art of detective work: examining crime scenes, searching for evidence, finding hidden objects, etc.

Lockpicking(Subterfuge): Rank 4 (200)

He has quite a knack for breaking through locks of various kinds in a stealthy manner.

Spent Essence: 1650
 

Jack Savage

Getting Harey
Level 1
Joined
Mar 6, 2024
Messages
1
Essence
€2,185
Coin
₡500
Tokens
0
World
Erde Nona
Profile
Click Here
Personality:

He is quite a soft, unassuming character. Rarely stern, he is content to act in a slightly passive and polite manner to most everyone he meets. His southern gentlemanly charms, though, are of a pedestrian and crude nature rather than anything particularly suave or classy. If one was in a country club, he’d be most in his element chatting with the janitors rather than serving as a doorman.

He has a distaste for flash and pizazz, and is subsequently unimpressed by displays of material wealth and the status it can give. He has a preference for the simple and the old-fashioned in life: nature, old-school folk tales, country music, and much of rural life in general. A lot of the ways he compares and contrasts things are based around this simplicity and oldness, with more modern references being eschewed.

He can be quite reckless and petty, even if he hides it with a passive-aggressive act. Like many rabbits in Zootopia, he disdains being considered weak, being patronized, and in general just not taken seriously.

Mannerisms:


  • Has a tendency to state and repeat the obvious.
    • Example: Upon seeing a surveillance camera, he might mutter “a surveillance camera” to himself.
  • Speaks in a southern dialect with a lot of slang.

Body Language:


His ears are a major indicator of his general mood. When stood up, they reveal that he is alert and attentive. When drooped, however, he is depressed, nervous, or just generally sad.

He tends to thump his foot when excited or frustrated.

Combat Style:

WWW
 
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