Author Topic: Character Information  (Read 2733 times)

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skydragonknight

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Character Information
« on: June 14, 2009, 03:17:52 AM »
Alright. Simple stuff. Fill out all you can and slap it down here in a post. If you have any questions, Post them in the conveniant OOC thread. I don't want to have to sift through posts here that aren't in this format. ;)

Name:
Gender:
Age(and how old you appear, if different):
Race:
Physical Description: (hair, eyes, skin, height&build, distinguishing marks and regular clothing)
Beliefs, Alignment and (im)morality:
Occupation(s):
Magic and Abilities: .
Weapons:
Pets/Familiars:
Personality:
Family/Allies:
Background:
Player:

For pets/familiars (include any that apply):

Name:
Gender:
Race:
Age:
Physical Description:
Magic and Abilities:
Physical attacks:
Personality:
Beliefs(if different than master):
It always seems like the barrels around here have something in them.

skydragonknight

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Re: Character Information
« Reply #1 on: June 14, 2009, 03:18:45 AM »
Name: Data
Gender: Neutral (Male Personality)
Age: Unknown, though he appears to be in good condition.
Race: Warforged
Physical Description: Originally composed of metal and wood, he has rebuilt himself a number of times and is now composed entirely of a grayish mithril. His light sensors, located where humanoid eyes would be, are a golden color. His built is slighter than others of his kind: a design for ease of movement. Though his body is stronger than it appears. He wears a gold uniform mostly for morale purposes, but it maintains functionality due to the addition of many pockets.
Beliefs, Alignment and (im)morality: Though neutral himself, he favors law slightly over chaos. This is due to his role as Creator, which is opposed by Destruction, an attribute of chaos. He values 3 things above wealth: improving quality, maintaining stability and gaining knowledge. The last one is the most important for Data.
Occupation(s): Wealthy Artificer, Merchant, Loreseeker and most recently: Mercenary. He captains Night's Tempest, an airship of his own creation.
Magic and Abilities: High level Transmutation magic(on non-living matter), Alchemy and Creation of magic-infused devices.
Weapons: A staff with a complex pattern of runes covering it's entire surface. Contains many spells, but is difficult to use by others.
Pets/Familiars: None, though he has several crew members under his command.
Personality: Calm, Calculating and Enigmatic. He never does anything without a reason, and will never tell you that reason unless doing so increases the possibility of success. He does, however, possess emotion: they are merely more subtle than a human's, and typically more difficult to detect. As above, he is willing to express an emotion clearly if it leads to a more desirable outcome.
Family/Allies: His creators long dead, he maintains a formal relationship with most individuals with few exceptions: one is a deep dragon named Krylvliktl who he fought alongside with many years ago.
Background: Needs work, but a teaser: Once, several years ago, he was part of a group that saved the world from a doom that had been prophesied long ago. The conflict is largely unknown on this continent. What is known is that the smaller Western continent became a wasteland overnight.
Player: Skydragonknight
« Last Edit: June 15, 2009, 03:25:45 AM by skydragonknight »
It always seems like the barrels around here have something in them.

AfterCrescent

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Re: Character Information
« Reply #2 on: June 14, 2009, 03:33:42 AM »
Name: Krylvliktl - Whatever you do, don't call her Kryl, unless she's give you the okay, specifically.
Gender: Female
Age: Kryl appears to be a drow in the prime of her life. Arguably between 200 and 2,000 years old.  Truthfully, she leans more towards the 2,000 range.
Race: Deep Dragon
Physical Description: Krlvliktl spends most of her time in a favored form of hers - a drow priestess. Having assumed this guise for centuries, she is as comfortable on two legs as she is on four.  Indeed, she has fallen in love more than once with men and women of races who have much shorter life spans than hers while in this guise.  Those who have seen her fight against a worthy adversary have seen her true form, a giant Deep Dragon, one larger than most records would indicate they grow.  Having spend much longer above ground than any other Deep Dragon has given Krylvliktl extra room to grow, and her draconic form is truly awe-inspiring.  She also wears a most elaborate and seductive vestment of the Dark Queen.  However, no one that knows her would believe she does it for any religious purpose. In fact, she seems to wear it almost as if to mock the goddess she no longer fears.  Along with being clad in such priestly robes, Krylvliktl is always adorned with rings, bracelets, anklets, and all manner of exquisite jewelry.  All of which has some magical ability or another. She is a dragon, afterall.
Images: Dragon Form[spoiler][/spoiler] Drow form (She's on the right)[spoiler][/spoiler]
Alignment/Beliefs: Krylvliktl's nature is one of pride, violence, and anger.  In fact, she grew up on hatred, violence, and fear.  Since her time away from her destroyed home, her lives with her past lovers, and her many adventures with Data and other intrepid adventurers, Krylvliktl has begun to search for a peaceful solution before she is forced to fight.  She leans towards Chaotic Good, will not harbor regret for her actions.  Krylvliktl knows she is mentioned in many prophecies and has been called the "Herald of Destruction," much to her chagrin.  Although she would prefer that title not be hers, she believes it is.  She also believes that the whole world is destined to know her name, and she has become content with the fact that they might know it out of loathing or fear, not just love.
Occupation: Student, Philosophizer, Navigator, and Bodyguard.
Magic and Abilities: In her human-form, Krylvliktl has mastered some potent magic.  However, her magic prowess has dwarfed over the years in favor of her physical abilities. As such, she is not as powerful as dragons of lore when it comes to a variety of magic, but what she does have, she has mastered. Krylvliktl is a student of temporal magic, able to slow down enemies and speed up allies in a variety of manners.  With this ability has come her knowledge of Abjuration effects that she uses to protect herself and transportation magic that she has used on the Night's Tempest in dire times.  In Dragon form, Krylvliktl forgoes magic in favor of her physical combat abilities and her deadly corrosive breath weapon. Krylvliktl also possesses standard Deep Dragon abilities - Detect Magic & True Seeing always active, among others.
Weapons: Krylvliktl uses her claws primarily in phsyical combat.  She has been known to wipe out entire arenas with her tail, and beat smaller enemies with her large wings.  However, when the going gets tough, she has her AngelDOOMTM Chain. This mystical chain ends in a sharp spears on both ends and is riddled with thick needle-like spikes, save for one safe handle in the center.  In both forms, the Chain acts as a choke chain. In dragon form, it wraps around her long neck in a spiral-like manner. In drow form, it appears to be a sleek, sexy, black choke chain.  The AngelDOOMTM Chain is a spiked chain enchanted with the ability to cause racking pains in any celestial entity (both good an bad) that is injured by it.
Personality: Krylvliktl is slow to trust, having been hurt and betrayed many times over. However, once someone has garnered her trust, they have it until they betray her or die. And the second would quickly follow the first.  She's prideful, but not foolish. Lately (re: last 2-3 centuries), she's been more feminine and caring than one would expect, but she just claims to be fulfilling the prophecies.  She's inquisitive above all when she feels there may be a tie to some prophecy.
Family/Allies: Salyvix - Mother, deceased. Thailo - Lover, deceased. Thylzidren - Mentor, recently deceased. Data - Employer/Ally, alive. Ixelan - Unknown, presumed alivenot dead.
Background:[spoiler]This'll be long, and completed after a run-by with SDK.[/spoiler]
Player: AfterCrescent
« Last Edit: June 15, 2009, 10:31:37 PM by AfterCrescent »
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Generic_PC

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Re: Character Information
« Reply #3 on: June 14, 2009, 03:38:31 AM »
Reserved for Brilei, Goblin who won't die. Finishing tomorrow.

Name: Brilei
Gender: Male
Age(and how old you appear, if different): Over 300. Appears to be an adult goblin of indeterminate age. It changes whenever he dies, as well.
Race: Goblin
Physical Description: Brilei is very short, with a flat face and pointed teeth. His eyes are very bright, deep blue, and his hair is short and rough. His clothes appear simple, but he is covered in magic items that do something or other. No one knows exactly what, though a couple are commonplace for the airship. His body appears to have an amoeba-like consistency, changing whenever he dies. Rarely is his body overweight, however.
Beliefs, Alignment and (im)morality: (Alignment is roughly NN, leaning toward CN) Brilei doesn't worry too much about the gods, respecting them but not asking or relying on them for divine help. He doesn't really have moral qualms, instead handing those problems to other people, often the captain or someone else who is expected to have more responsibility than him. Occasionally, as a joke, he will tell someone who is new to the ship and see how they react and deal with it.
Occupation(s): Cabinhand, although he doesn't work very hard. 
Magic and Abilities: Brilei cannot die. He has some sort of Revivify effect based on drama, but that's it. He seems to be able to come back to life anywhere, corpses present or not, even in areas which are impossible to actually get to without being seen by the party, like dead-ends of caves and dungeons. He can even come back to the airship after being left in port.
Weapons: 2 Flintlock Pistols that are pretty plain. Suprisingly, If he doesn't shoot them, they explode violently, and not even he knows why. One of his newest tactics is leaving them around and laughing when people try them out.
Pets/Familiars: Loads of clockwork gadgets, but none that are permanant. He also has a Pseudodragon, picked up from who knows where, who is an almost constant companion. Often, Brilei will be engaging it in heated conversation in one of the 15 or so languages they both share, building and breaking and changing his gadgets as he talks with this tiny dragon, an interesting one-sided conversation, since the pseudodragon won't talk, instaed using telepathy. During these debates, Brilei can be heard switching languages probably once a sentence.
Personality: Brilei is a lazy, unambitious goblin who enjoys pranks and jokes. He tries to use his clockwork gewgaws to do his jobs, often sucessfully, and has much more time than most cabinhands should. He is smart for a goblin, and smarter than most men as well, often presenting puzzles to the rest of the crew.
Family/Allies: If he has any other than the crew, he doesn't know about them.
Background: Lost to his memory. He doesn't know why, but in modern terms, it would probably be serious amnesia from multiple brain traumas. PRobably related to falling out of airships and such. It's a miracle he can still read.
Player: Generic_PC
« Last Edit: June 15, 2009, 02:45:24 AM by Generic_PC »
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dither

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Re: Character Information
« Reply #4 on: June 14, 2009, 04:14:06 AM »
name Amanda "Arc" Raikon
sex female
age 30
race human, magical
description This plain, yet attractive woman stands an inch or two above five feet. She has short, wavy brown hair worn up in a style that reminds you of a potted fern whose roots are ... blue. She has wide, limpid brown eyes which convey a sense of curiosity, confidence, and intelligence. Her eyebrows resemble a pair of thin, blue caterpillars lurking just over her eyes. Her face is bright, open, and inviting, and she has a small mouth and a slightly upturned nose. Her figure is trim, bordering on athletic, and she wears revealing, form-fitting clothing.
alignment generally lumped into the chaotic neutral/good category; often selfish but fiercely protects her friends and the crew
occupation artificer, conjurer, playwright, and resident mad scientist (one of several) aboard the Night's Tempest

abilities, crafts, knacks, skills, and talents
  • artifice, certified journeyman (specialty: magical/mechanical hybrid devices) Arc has yet to distinguish herself in the field or artifice, but she's made strides in creating useful creations. All she needs now is to design a masterful piece and submit it to the Royal Academy of Magical Arts and Sciences to obtain her Master's certification, and she'll earn herself a fair bit of prestige and a hefty grant. Realistically, she has probably a half-dozen qualifying contraptions kicking around, but she can't be buggered to submit any of them.
  • conjuration, advanced magical art (specialty: ancient, eldritch, vestigial beings) Arc has a dangerous addiction to the allure of summoned creatures. She revels in the power they afford her and the ease in which she can summon them. She invites them to use her body as a vessel for their essence, and she shares with them the experiences of a living, corporeal being. In exchange, they grant her astute awareness of her surroundings and powers beyond mortal comprehension. At the same time, she's loathe to call on these powers to frequently, preferring to use them only when they're desperately needed. She considers relying on the granted powers as "cheating."
  • leadership, field commander (specialty: morale boosts and tactical coordination) Arc is a confident and competent combat tactician, who excels at putting her people in the right place at the right time. All of her allies within earshot are granted a bonus to their combat effectiveness, and are more likely to pull off complicated tactical maneuvers while she's coordinating them.
  • mobility, unfettered movement (specialty: battlefield evasion and maneuvering) Arc is constantly monitoring the battlefield and always has several planned escape routes in mind for when things take a turn for the worse. She can quickly cross from one side of the melee to another using athletics or acrobatics, if necessary, and easily bypassing obstacles that would otherwise prove impassable. She is also a master of doing so without being seen; this is not so much invisibility as it is a matter of luck and precision timing. She simply manages to conduct herself in such a fashion that she is often unobserved in doing so.
conjurations, invocations, rotes, and spells
  • when fighting aboard the airship, particularly when airborne, Arc utilizes forceful wind-based attacks to deflect missile attacks and to push/pull/throw enemies overboard; similar to the spells gust of wind, wind wall, control winds, and she can manipulate the air temperature/pressure around her such that she can remain warm/comfortable at most altitudes; this isn't as effective when she's on the ground (but allows her to enhance the effectiveness of warm/cold weather gear she might be using), and is almost useless underground; these environmentally-based effects are some of the "gifts" she receives from the unusual supernatural forces she conjures
  • when sudden, deadly force is called for, Arc can make use of force-missile-like projectiles delivered using her rifle "Jacob's Ladder" as a focus; she can directly manipulate the forces around her enemies, similar to telekinetic push/throw maneuvers, but these effects quickly drain her, so she uses them sparingly
weapons
  • rifle decorated with interweaving magical glyphs named "Jacob's Ladder" (more a mage's staff than a firearm; can be used to deliver "touch" spells at range)
  • magically-charged, leaf-shaped short sword named "Helix" (creates a displacement/mirror image-like effect for about 1 min/day)
  • Arc will occasionally create strange little mechanical or magical doodads that function as weapons, though they're usually limited in their usefulness and seldom last long after their initial introduction
familiars
Personality:
Family/Allies:
player dither

background
To create this, I tried to follow the format of a character class/prestige class entry in D&D: description, abilities, race, skills, proficiency, spellcasting, combat, religion, views towards others, other views towards her, combat, and advancement. I took liberties, obviously.

[spoiler]
A woman of many talents, "Arc," as her friends refer to her, is a highly-skilled, no-nonsense, high-spirited adventurer to the core. She lives fast and goes wherever the wind takes her -- and in the last thirty years of her life, it's taken her a number of places. A gunslinger, an avid tinker, and a studious conjurer of fell spirits, Arc throws spells and bullets with the best of them.
   While her morbid sense of humor and oft-foul attitude towards the less intelligent might give one the impression of a poor upbringing and a dire temper, Arc has neither of these. Raised in higher society, Arc chose the life of an adventurer in order to give her unprecedented access to all four corners of the world and all that it has to offer.
   She has a weakness for intelligence, wit, and beauty, which can lead to her undoing when confronted by an adversary who knows of her weakness and how to exploit it; though it's been years since Arc's met with a worthy challenger, but she never fails to keep herself in top physical and mental condition, by training the next generation of adventurers in the ways of wit and the sword.

Amanda favors strength, intelligence, and charisma. She trains daily with several apprentices, whom she keeps just as much to pass on her skills as she does to keep her own sharp. She engages with verbal wordplay and reads every scrap of news and lore that comes her way, and writes in every bit of free time she has. She's composed a number of plays, both for the stage, and for newer "broadcast" media, and she delights in performing for her friends and crew.
   Amanda has a (possibly dangerous) infatuation with the ancient practices of mad wizards, who conjured inscrutable beings of unimaginable powers from beyond the limits of the known world. She dabbles in this addictive magic which has some of her friends concerned, particularly in her reckless abandon of new sources of ancient lore.
   Often finding herself with more hobbies and interests than she has time for, Amanda finds herself (more often than not) saddled with lab work, roped into designing new magical devices to aid her and her allies in their forays into unknown and dangerous territory. When she can, though, she'll often squeeze in some time to test new theories for combining the aspects of her various interests, particularly in finding ways to make her conjurations more palatable to the less open-minded of her companions.

Amanda is an open-minded individual when it comes to members of other races, nations, and creeds. Having chosen the life of an adventurer for herself over the comforts of a quite life of high society, she's developed all the necessary tolerance for her career, and knows that someone in her line of work can never have too many friends, contacts, or allies.
   She's also open-minded in the bedroom, as evidenced by the parade of male and female lovers she's taken over the years, of many different races, colors, and creeds. Amanda is often caught between the prospects of her interests and her chosen conquests, and forced to choose between getting what she wants and what she needs. As she's still alive today, it's not hard to assume that she often chooses the path that keeps her alive.

Amanda's been around the block more times than many people even twice her age. She's equally at home in arenas requiring cunning and guile, magic and spell-play, and those requiring blades and fisticuffs. She pays lip service to the gods that oversee whatever venture she's involved in but is quickly frustrated by zealots and evangelists, being just as likely to punch out a particularly narrow-minded devotee as she is to listen to his words.
   She gets along with most people really well, but despises those who would try and limit her actions or rope her into politics. As she's said numerous times before: she left home to get away from the politics. However, her name's gotten around to a number of power-hungry individuals who would love the opportunity to get her support in whatever power-mad machinations they have in mind.

Amanda tries to remain cool-headed in most situations, and provide tactical advice to her comrades rather than engaging directly in combat. Though she's more than capable of handling herself, she knows that she's often better suited at guiding the action than many of those around her, and while the thought of missing out on a really good fight pains her, the thought of losing her comrades pains her even more.
   When forced to fight, she will try to "one-shot" a strong-looking opponent with a magically-enhanced firearm or a similarly-powerful conduit for her magic. She tries to keep herself in excellent physical shape (both for health and for beauty), and she can therefore manage herself in a brawl as well, though she will quickly become fatigued in an extended fight (if she doesn't succumb to ennui, first).

While she doesn't boast about her exploits, her reputation precedes her, more often than not. She does nothing to dispel most of the rumors about her temper or penchant for violence or magic, nor her strange choice in lovers, or even her desire for obscure magic or lore. She is quick to refute any claims of her lack of dignity, intelligence, or beauty, however, the latter of which can be a sore spot at times. She remains confident in most situations as long as she can maintain her sense of superiority over her foe. Her confidence can quickly wane, however, when she is proven to be wrong in her assumptions, or repeatedly second-guessed and caught off-guard.

Amanda is rapidly approaching an age where she wonders what will lay in store for her in the future. She doesn't fear death, but she remains aloof in matters of the matters of the heart. She desires for herself a mate and children, but she doesn't want to give up her life as an adventurer. She hopes to find such things, though seems to be missing whatever vital thing she feels should be obvious to her after all these years of wandering.
[/spoiler]
« Last Edit: June 16, 2009, 05:53:06 PM by dither »
"Stuck between a rogue and a bard place."

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[spoiler]
Quote from: Shadowhunter
Quote from: Flay Crimsonwind
"Vegeta! What does the scouter say about Dither's power level?"
It's over nine thousand!

Quote from: Bauglir
Quote from: Anklebite
Quote from: dither
Well blow me down! :P
A SECTION OF THE CAVERN HAS COLLAPSED!
dither, Miner, has died after colliding with an obstacle!
[/spoiler]

Bozwevial

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Re: Character Information
« Reply #5 on: June 15, 2009, 01:53:24 AM »
Name: Torque.

Gender: Male.

Age(and how old you appear, if different): 26. Appears close to or slightly older than his actual age.

Race: Human.

Physical Description: (hair, eyes, skin, height&build, distinguishing marks and regular clothing): Torque is about six feet tall and has black hair (that to his dismay is turning white much earlier than it should). He appears rather emaciated, and often people wonder if he's eating enough. The tan that he has results from the large amount of sunlight he's exposed to--however, it stops about halfway up his upper arms. With his usual long, brown coat, though, he appears completely tanned. There is a large burn mark on his left forearm, and numerous cuts (half-healed, scarred, and the like) on his fingers. His clothing, apart from the coat, which he keeps partly for style and partly to conceal numerous devices, is practical and dark grey.

Beliefs, Alignment and (im)morality: Torque isn't fond of magic. Irresponsible practitioners have given him the impression that magic is inherently dangerous and that no one can hope to master it--it will only master you. Given his companions, however, Torque has learned to keep this particular quirk to himself. Torque is Neutral Good, with slight Chaotic tendencies, but is perfectly willing to make an exception for "exceptional circumstances".

Occupation(s): Aboard the airship, Torque functions as the ship's engineer, keeping things running smoothly and devising his own gadgets (sometimes in conjunction with Brilei and Arc).

Magic and Abilities: Completely nonmagical. Torque's gadgets do much of his work (assuming they don't fail, often in a spectacular fashion), and he carries around many spare parts in the event that he needs to jury-rig a new invention on the fly. He's also a fair hand at fencing, and is nimble, though he tends to fold quickly in a fight (hence his technological defenses).

Weapons: Aside from devices that are going to be MacGyvered on the fly (not too many of these, and they're not going to be overwhelmingly helpful except in rare circumstances), Torque usually has all of the following on his person:

[spoiler]A collapsible fencing foil. Made from an extremely tough alloy Torque has never been able to duplicate. It's also spring loaded for those surprise attacks.

A small hand crossbow, usually in conjunction with darts that explode in some fashion.

The coat he wears is made with a thick weave that actually incorporates strands of metal into the design. The upshot of this is that a) the coat is rather heavy and b) he can use it to block attacks--within reason.

A set of goggles covered in switches, dials, and other such mechanisms that appear utterly bewildering. These give Torque considerable proficiency in noticing small details, and also confer the equivalent of a True Seeing spell.

Boots that are built to withstand (and not conduct) the heat of molten metal. Obviously, Torque doesn't make a habit of this, but they're nice to have when wading through acid, toxic substances, and yes, molten metal. They're also finely-calibrated to provide aid to the wearer's leaps.[/spoiler]

Pets/Familiars: None.

Personality: Torque is sometimes--well, alright, often hard to get along with. His natural penchant for panache, his tendency to make snarky comments at inopportune times (well, all the time, really), and his love of arguing the point all work against him, but these are tendencies that even his friends have learned to deal with. With no family members left and his previous home left far behind and below, Torque views the crew as his family and the ship as his home. Insult him, and you need only worry about a verbal retort, but insulting crewmembers has led to a fistfight before, and woe betide the poor soul who has the gall to insult the airship or Torque's devices.

Family/Allies: Torque's mother was also a tinkerer, but one of her own creations misfired and wounded her. In the urban slums where Torque grew up, there was no way of treating the injury properly, and so she died of an infection. When his father was knifed in a gang fight, Torque had no one left, and his friends now consist of his fellow crewmembers.

Background: Having spent most of his life in poverty, Torque was astonished to learn about the incredible world outside the slums. However, he was certainly not naive enough to think it was all sunshine and roses. In one last vindictive move, he stole the collected riches of the gang that murdered his father and set off an explosive in their hideout to cover his exit. Paying his way aboard an airship, Torque intended to get as far away from his former life as he possibly could. When he noticed the poor condition of the ship's inner workings, he felt that something had to be done, and started to repair them in his spare time. This finally came to the attention of the rest of the crew, and Torque eventually took over as ship's engineer.

Player: Bozwevial.

Note: Personality to be fleshed out more later.

woodenbandman

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Re: Character Information
« Reply #6 on: June 16, 2009, 04:35:18 PM »
Hey if it's good with everyone I'm going to use a different character. I had this character idea a goodly while ago and I eventually began playing it as a character in a tabletop group, but I have extreme difficulty getting into this guy's head. So I'd like an opportunity to try and expound on this character and maybe I'll be able to play him better.

Name: Carson
Gender: Male
Age: 30
Race: Spellscale
Physical Description: Slender man with a purplish tint to his skin with patterns like tattoos creeping over his flesh, and piercing orange eyes.
Beliefs, Alignment and (im)morality: Carson is extremely narcissistic and believes everyone else to be strictly inferior to him, except for those rare few who can earn his respect (usually by saving his ass). Carson tends to be extremely chaotic and represents this with his dress, which varies wildly as often as he can afford to pop out for a few minutes.
Occupation(s): Businessman, Performer, Scoundrel, Crime Lord. Carson runs a smuggling ring out of the back of his opera house.
Magic and Abilities: Illusions, Charms, and charms. Also has a robe of wardrobe, an item that contains every conceivable type of clothing. Every type. Has a sweet backstab.
Weapons: Just a simple rapier.
Pets/Familiars: None.
Personality: Boistrous and loud, Carson relishes being the center of attention, except when subterfuge is necessary, when he is content to relegate himself to the background. Attempts to control a situation if he can, which tends to get him into trouble.
Family/Allies: Morrigan, his dearest friend. She was a blacksmith that he had known since childhood. When she was kidnapped, he realized that he had loved her this entire time, and went off to search for her, leaving behind all of his riches (except his robe of wardrobe).

Has several henchmen, but left them behind while he was traveling. Probably about time to pick up some more.
Background:
Player: woodenbandman

Mandatory Questions

 
[spoiler]1. What about you is heroic?
2. What about you is social? What do you like about people?
3. Of what benefit could you be to the current group?
4. Why would you choose to join the current group?
5. Invent an adventure/plot that your character would actively undertake (as opposed to just tagging along)?


1. Carson is extremely unheroic. His motivations rarely stretch beyond personal gain.
2. Carson loves people, and loves how easily they can be manipulated. He delights in having people fawn over him (usually).
3. Party Face.
4. To further my own goals, and to find that which I have lost.
5. Rumors of Morrigan, 'nuff said. Alternately: treasure.
[/spoiler]

Personal Questions

[spoiler]
1. What is your real, birth name? What name do you use?
2. Do you have a nickname? What is it, and where did you get it?
3. What do you look like? (Include height, weight, hair, eyes, skin, apparent age, and distinguishing features)
4. How do you dress most of the time?
5. How do you "dress up?"
6. How do you "dress down?"
7. What do you wear when you go to sleep?
8. Do you wear any jewelry?
9. In your opinion, what is your best feature?
10. What's your real birth date?
11. Where do you live? Describe it: Is it messy, neat, avant-garde, sparse, etc.?
12. Do you own a car? Describe it.
13. What is your most prized mundane possession? Why do you value it so much?
14. What one word best describes you?


1. Never answers.
2. Goes only by Carson.
3. I'm 5 feet, 10 inches tall, weighing about a hundred and twenty pounds, my hair is dark blue, and I don't look a day over 20. My skin is a pleasant lilac color, covered with darker patterned scales.
4. My attire varies wildly depending upon my mood. At the moment, I favor the large, puffy fur coats, but who knows what tomorrow will bring.
5. Very well.
6. I dress down all the way to the poor house, ragged sandals and all.
7. I wear whatever I fell asleep in.
8. Yes. I don't have a particular favorite, so I'll just leave it at yes.
9. I'd say that my best feature is my personality.
10. I'd prefer not to say. It's rude to ask a man his age, you know?
11. My house is all of those things, and more. I have an entire room dedicated entirely to various interesting undergarments.
12. I am wealthy, but I prefer to walk wherever I go.
13. I'm rather fond of this lute, it's been with me for a long time.
14. Splendid. No, Magnificent. No, wait, what about Ostentatious? No, that's not right...
[/spoiler]

Familial Questions
[spoiler]
 
1. What was your family like?
2. Who was your father, and what was he like?
3. Who was your mother, and what was she like?
4. What was your parents marriage like? Were they married? Did they remain married?
5. What were your siblings names? What were they like?
6. What's the worst thing one of your siblings ever did to you? What's the worst thing you've done to one of your siblings?
7. When's the last time you saw any member of your family? Where are they now?
8. Did you ever meet any other family members? Who were they? What did you think of them?


1. My family was never very supportive of me. I guess I wasn't quite what they expected. No harm though, I'm sure that they're enjoying themselves, in the poor house. *sips tea*
2. My father was... well, let's just say that we didn't get along.
 [/spoiler]

Agita

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Re: Character Information
« Reply #7 on: June 18, 2009, 06:56:16 PM »
Name: Benjamin Hadur (prefers to be called by his last name)
Gender: Male
Age: 23, but the color of his hair has often made people assume him to be older.
Race: Human

Physical Description:  With white hair, purple eyes, and extremely pale skin, the slightly portly, but handsome young man is frequently mistaken for being either an old human or an old fey creature at first glance, when he is, in fact, simply a young albino human. He often dresses in simple, full-body garb and wears a wide-brimmed hat to protect his eyes and face when venturing out into the sun for a prolonged time. Even indoors, he often squints if the ambient light is too bright, which may be why he prefers to shut himself in penumbral rooms and venture above-deck at night.

Beliefs, Alignment and (im)morality:Occupation(s):Magic and Abilities:Weapons: While he can aim and shoot a gun, Hadur is neither strong nor dextrous enough to be a veritable gunslinger or swordsman, and he seldom carries a weapon.

Pets/Familiars: None

Personality:Family/Allies: Aside from the crew of the Background:Player: Agita
« Last Edit: June 18, 2009, 07:11:54 PM by Agita »
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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