Nickname | Cev. |
Species | Cetheren |
Age | 25 |
Gender | Male |
Arrival Method | Yellow Breach |
Player | Cevet |
Status | Permenatly Offworld |
Created | 4/15/19 5:50 PM |
Last Edited | 4/18/19 5:49 AM |
Description
Anthro Feline {M-C`D-G`S}
- Old Size: 6'ft & 165 lbs
- Apparent Age: 22
- Character Build: Toned
- Body Type: Bipedal
- Usual Clothing: Form-fitting yet loose, dark colours, removable cloak & hood.
- Voice: Soft, Low, Emotionless.
- Usual Scent: Gunpowder &/or Cinnamon.
- Description:
Look at the Picture foo'! (Seriouly, I suck at generic descriptions?)
Before you is a humanoid creature, most likely male, covered in various cloth and leather with a hooded robe, standing roughly 6’ft in height from what you can guess, with not much size or weight to them otherwise. There is a very noticeable and long object made of what seems to be metal and wood hanging across it’s back via a long leather strap over the shoulders. It resembles that of a pipe with extra attachments and a handle on it for some reason. (Starting Musket). The voice is calm and almost void of emotion, but also kind of rough and slightly similar to that of an animal in it’s sounds and way of enunciating words. With varying degrees of softness in tone and deeper rhythm, depending on the words (or feelings) being used--But with all the different languages out there it could simply be an accent from one of them really.
Homeworld
A mid-tier fantasy, medieval-type setting. World named Shae from the 'land' (continent) called Raelos in which many races of all varieties, humans-elves-dwarves-catfolk-dragons both feral and humanoid-among many others co-existed (peacefully or otherwise) with one another. Firearms were just beginning to emerge and populate the more well-off nations military forces and some adventurers lucky or stupid enough to 'acquire' their own. Typical standard fantasy life really~ ;D
History
Vocational
Adventurer ~ Gunslinger
Accepts contracted missions of many different varieties, ranging from Security/Search&Rescue/Looting/Assassination/etc-etc.
Crafter ~ Gunsmith
Will sometimes tinker with his own weapons and those of others, or if given the opportunity and materials to do so; craft an entirely new weapon.
Crafter ~ Cartographer
Whilst on his adventuring contracts, he generally carries with him an unnecessary amount of parchments and ink to sketch and draw maps. This was originally just to help him and his party navigate or remember where certain things were and come back for them later. But it eventually became a rather lucrative and fun alternative for income when he was done with the area and could sell the maps later on.
Utility ~ Survivalist/Cook (Baker)
Due to how he was raised, and the environment his kind tended to live in, learning to 'live off the land' became a necessity for any and every Cetheren. He is skilled in both scouting/tracking, stealth/camouflage , and hunting/cooking. Though he loves to cook, he is much better at baking, but refuses to admit it and prefers to do otherwise.
Personal
Beginnings;
He's lived within his peoples' secretive territories for the majority of his life, but after discovering the ruined remains of a firearm in one of the ruins during a weekly scouting mission. He'd spent years tinkering with it and gathering various materials, bits and bops, until he was able to repair it into a functioning manner once more. This was the first time him or any Cetherens had seen a firearm and many of his relatives and friends were disapproving of such a weapon. After much deliberation he decided to leave his home in search of more answers and to further his understanding of using and developing these new weapons. One day hoping to return back home and provide them with a new means of defending themselves asides from hiding with magic and restricting themselves to terrains no other races wanted to begin with. Tl;DR: He's a gunslinger adventurer~! :D
Cetheren Society;
Race Name: Cetheren(s).
Language: Cetherian.
Life-Span: Average Ranges: 100-180, longest recorded 280.
Main Habitat: Arctic worlds, hemocyanin types survive brutally cold temps.
Alignment: Chaotic-Neutral.
Government: Fascist Republic, Regulated Capitalistic tendencies. Strong Meritocracy. Extremely Secretive & Mild Isolationist with slight Xenophobia.
Language: Cetherian.
Life-Span: Average Ranges: 100-180, longest recorded 280.
Main Habitat: Arctic worlds, hemocyanin types survive brutally cold temps.
Alignment: Chaotic-Neutral.
Government: Fascist Republic, Regulated Capitalistic tendencies. Strong Meritocracy. Extremely Secretive & Mild Isolationist with slight Xenophobia.
Inventory
Items
Frosted Mithril Chain Shirt (Edit)
A very durable and firm armour-piece which weighs nearly half of what it appears to be due to the ore used in it's creation. It has a very thin-faint shimmering layer of 'frost' coating it's entirety, and when touched is just as cold as it looks when examined. It can cause minor injuries if in contact for a short amount of time, and will most likely cause frostbite if held or swallowed for an extended length of time.
Hauling-Cords (Edit)
Thin, long straps of seemingly ordinary leather, enchanted with faint transmutation magic to increase the wearers' physical carrying capacity, allowing them to carry more than they would naturally be able to by themselves. Due to lack of strength or simple anatomy restraints.
Physical-Belt (Edit)
A single belt made of fine-cured leather and iron hooks cut into it's length among various spots. That is enchanted with a strong transmutation magic to increases the wearers' physical abilities overall.
Handy Haversack. (Edit)
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always seems to weigh a negligible amount, similar to that of 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. There is a moderate sense of conjuration magic from it.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. There is a moderate sense of conjuration magic from it.
Spring-Loaded Wrist Sheath (Edit)
This sheath is designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. The wearer can bend their wrist to cause some or all of these items to drop into their hand. It is much easier to oppose the Perception of someone observing or frisking you regarding items in the sheath.
General Gear (Edit)
Various coins of his worlds currency; 13 PP, 431 GP, 71 SP, 31 CP {Roughly $30,000). A small closed and locked box.
Animal-repellant Sack, Antitoxin, MW-Backpack, Bedroll, Belt Pouch, Boline, Box of fishing tackle, Canteens, Compass, Wooden Cutting Board, Deodorizing agent, Fishing Pole, Flint & Steel, Gunsmith's kit, Healer's kit, Cutting Knife, Ladle, Leechwort, Merchant's Scale, Mess Kit, Portable Alchemist's lab, Pot, Powder horn, Cethere seasonings, Silk Rope, Skeleton Key, Skewer, Skillet, Snow Goggles, Soap, Softpaw Boots, Surgeon's Tools, Tinder Packet, Torches, Trail Rations, Iron Tripod, Water Purification Sponge, Healing Potions, Empty Glass Vials, Healing Myrrh Resin.
Animal-repellant Sack, Antitoxin, MW-Backpack, Bedroll, Belt Pouch, Boline, Box of fishing tackle, Canteens, Compass, Wooden Cutting Board, Deodorizing agent, Fishing Pole, Flint & Steel, Gunsmith's kit, Healer's kit, Cutting Knife, Ladle, Leechwort, Merchant's Scale, Mess Kit, Portable Alchemist's lab, Pot, Powder horn, Cethere seasonings, Silk Rope, Skeleton Key, Skewer, Skillet, Snow Goggles, Soap, Softpaw Boots, Surgeon's Tools, Tinder Packet, Torches, Trail Rations, Iron Tripod, Water Purification Sponge, Healing Potions, Empty Glass Vials, Healing Myrrh Resin.
Weapons
Pepperbox Rifle
- The four barrels of this rifle are set into a turnable housing that can be quickly rotated by hand (a free action) between shots. A pepperbox rifle uses metal cartridges as ammunition.
- Effective range from character: 120'ft
- Normal Power: Blunt / Piercing
- Quantity: x1 Worn
Dragon Pistol (Edit)
- The dragon pistol fires in a 20'ft cone when firing certain ammunition, and has a 30'ft range increment when firing bullets. For ammunition, a dragon pistol uses a bullet or group of pellets and a single dose of black powder, or else a single alchemical cartridge (with either bullets or pellets) as ammunition.
- Effective range from character: 20'ft // 30'ft (Ammo-dependent)
- Normal Power: Blunt / Piercing // Splash
- Quantity: x2 Equipped
Old Musket (Edit)
- This long-barreled firearm has a much greater range than a pistol.
A musket uses either a bullet and a single dose of black powder or an alchemical cartridge as its ammunition. - Effective range from character: 60'ft
- Normal Power: Blunt / Piercing
- Quantity: x1 Worn
Natural Weapons (Edit)
- Claws & Teeth. Fairly self-explanatory.
- Effective range from character: Withing touch.
- Normal Power: Piercing / Slashing
Skills
Combat
- Escapology
- Training:
The practice of escaping from restraints or other traps. Able to escape from handcuffs, straitjackets, cages, coffins, steel boxes, barrels, bags, burning buildings, fish-tanks, and other perils, often in combination.
- Training:
- Stealth
- Training:
One who is skilled at avoiding detection, allowing them to slip past foes or strike from an unseen position. This covers hiding and moving silently in a broad sense.
- Training:
- Many Of The Non-Combat Skills;
- Training:
Many of them such as Gunsmithing, Alchemy, Survivalist, etc-etc. Can also be classified and used in a combat sense. But were listed in Non-combat since that is their 'primary' use.
- Training:
Non-combat
- Cartography
- Description:
The study and practice of making detailed maps.
- Description:
- Cooking / Baking
- Description:
The process of turning raw produce/food into edible, or elaborately improved meals or snacks.
- Description:
- Alchemy / Herbalist
- Description:
Process in which certain materials are taken and seemingly combined with, or transformed into, other materials to create an entirely different one.
- Description:
- Gunsmith
- Description:
A gunsmith is a person who repairs, modifies, designs, or builds guns. This occupation differs from an armorer who usually only replaces worn parts in standard firearms.
- Description:
- Healer / Herbalist
- Description:
Study and practice of applying various methods and materials to further enhance ones' natural recuperation and healing process. Either in a minor, long-term sense or an immediate sense to prevent what would otherwise be a fatal injury.
- Description:
- Engineering
- Description:
Mainly focused on buildings, aqueducts, bridges, fortifications; This is the most important skill with regard to technological subjects. This can be used to identify a robot’s abilities and weaknesses. It is also used to identify and understand unknown technological objects
- Description:
- Linguist
- Description:
The study and skill of learning & using multiple foreign languages.
- Description:
- Acrobat
- Description:
performance of extraordinary human feats of balance, agility, and motor coordination. It can be found in many of the performing arts, sporting events, and martial arts.
- Description:
- Swimming
- Description:
Self-propulsion through water, usually for recreation, sport, exercise, or survival.
- Description:
Education
- Educated, Non-University.
Language
- Cetherian.
- Abyssal
- Aklo
- Aquan
- Auran
- Catfolk
- Celestial
- Common (English)
- Draconic
- Dwarven
- Elven
- Ignan
- Necril
- Sylvan
- Terran
- Undercommon
Parnormal Abilities
Darkvision (Edit)
- Description:
He can see perfectly in complete darkness, up to 120'ft. (Anything below Dim-light.) While in Dim-light or above (normal/bright) he sees normally and in colour. - Limits:
Cannot see farther than 120'ft, cannot see in colours (Blk & Wht only). Cannot see in 'magical' darkness. - Repercussions:
Extremely sensitive to sunlight bordering on blindness, can see fine with a hood or tinted goggles (which may obscure peripheral vision).
Native Cold Outsider (Edit)
- Description:
Completely immune to the feeling and physical/magical concept of 'cold'. Will not, and can not, be harmed or otherwise effected by this element. - Limits:
Does not apply to anything other than ones' own physical body. Gear, food, equipment, friends, and internal functions can and will still be affected. (No space walks) - Repercussions:
Is extremely sensitive to anything, and everything, related to the physical/magical concept of 'heat'. Natural and Elemental, will cause severe and fatal damage in certain quantity or environments.
Shattered Soul (Edit)
- Description:
The soul is shattered, in a sense... So in the case of their death, the already shattered souls are pretty much obliterated, and there's nothing left to revive (except in the extraordinary ways similar to casting a 'wish' spell, or extremely good/bad luck on the revivers' part). The same applies to any death, curse, or scrying magic, if it targets the spiritual essence/soul in a sense. - Limits:
Only get one soul~ - Repercussions:
....Still only get one.
Scent (Edit)
- Description:
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. - Limits:
Can only detect within 30 feet. If upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. - Repercussions:
Would you want to be able to smell anyone and everyone that walks close enough to you, that 'close' being a whole 30'ft radius around you? :<
Climb (Edit)
- Description:
Due to natural physical abilties, such as claws, and limber/flexible anatomy and spinal structure. One is able to climb as naturally as most would do when walking, little to no effort or concentration is needed while performing this task. - Limits:
Stressful environments or dangerous terrain which would impede or make climbing extremely difficult or impossible. - Repercussions:
Falling hurts?
Extra Information
Personal Information;
Date Of Birth: 3E 933
Anatomy: Semtropic-Hemocyanin based. Blood: Blue. Breathing: Oxygen. Key Element: Copper.
Main Habitat: Arctic worlds, hemocyanin types survive brutally cold temps.
Distinctive Features: Glowing Cyan Eyes
Alignment: Chaotic Neutral
MBTI Type: INFJ
Astrological Sign: Aries
God: Agnostic
Orientation: Demi-Homoromantic
Anatomy: Semtropic-Hemocyanin based. Blood: Blue. Breathing: Oxygen. Key Element: Copper.
Main Habitat: Arctic worlds, hemocyanin types survive brutally cold temps.
Distinctive Features: Glowing Cyan Eyes
Alignment: Chaotic Neutral
MBTI Type: INFJ
Astrological Sign: Aries
God: Agnostic
Orientation: Demi-Homoromantic
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Cevet | Apr 15, 2019 9:46 PM Re: Cevet DaphvirAdded extra tab for combat training; explaining what kind of combat/L&D experiences he's had and is used to. |
Koen | Apr 15, 2019 7:40 PM Re: Cevet DaphvirApproved, with the standard boilerplate warning |