Damned of the Gods
Apr 12, 2014 10:17:53 GMT -7
Post by Jack on Apr 12, 2014 10:17:53 GMT -7
Dossier
(Basics)
[Galen -Name (Official) ]
[Wilder/Son of Neptune/Rivanok -Name (Unofficial]
[Non-Ninja - Status]
[C - Ranking]
[Chaotic Neutral - Alignment]
[25 - Age]
[June 21 - Birthday]
[Across the Ocean - Birth Place]
[-AB - Blood Type]
(Basics)
[Galen -Name (Official) ]
[Wilder/Son of Neptune/Rivanok -Name (Unofficial]
[Non-Ninja - Status]
[C - Ranking]
[Chaotic Neutral - Alignment]
[25 - Age]
[June 21 - Birthday]
[Across the Ocean - Birth Place]
[-AB - Blood Type]
[Affinities]
Traits [6/6]
Jotunbrud
Rank: "C"
Skill: Heritage Trait
Effect: User is a descended from the giants who ruled the mountain spanning the empire of the world in ages past, and possess a truly impressive stature.
Special: ---
Drawback: ---
Description: Whenever the user Roleplays they are treated as Large if that's advantageous to the user. Movements, and Damage Reduction is equal to that of a Large Creature while maintaining the Medium Size. The user is also considered to be Large when determining whether a creature's special attacks based on size (such as Swallow Whole) affect the user. If the user wishes to determine their character's height and weight randomly, their base height is 6' 4" (male) or 6' 0" (female), and your base weight is 170 lb. (male) or 150 lb. (female). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rank: "C"
Skill: Heritage Trait
Effect: User is a descended from the giants who ruled the mountain spanning the empire of the world in ages past, and possess a truly impressive stature.
Special: ---
Drawback: ---
Description: Whenever the user Roleplays they are treated as Large if that's advantageous to the user. Movements, and Damage Reduction is equal to that of a Large Creature while maintaining the Medium Size. The user is also considered to be Large when determining whether a creature's special attacks based on size (such as Swallow Whole) affect the user. If the user wishes to determine their character's height and weight randomly, their base height is 6' 4" (male) or 6' 0" (female), and your base weight is 170 lb. (male) or 150 lb. (female). This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Hunter
Rank: "C"
Skill: Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and Tracking checks. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Choice: Observation (+10)/Botany and Herbalism (+15 Each)
Rank: "C"
Skill: Trait
Effect: User was a great hunter and tracker.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Botany, Herbalism, and Tracking. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User must choose in having +10 in Observation, or Tracking. User is comfortable in the wilderness. User also gains a +10 competence bonus on all Botany, and Tracking checks. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Choice: Observation (+10)/Botany and Herbalism (+15 Each)
Explorer
Rank: "C"
Skill: Trait
Effect: Due to their curious nature the user has learned to explore and track through various terrain.
Special: ---
Drawback: ---
Description: Though many people settle down in communities large enough and interesting enough to provide them with all the stimulation they need they are never going to be one of them. The user is always looking around the next bend in the road or over the next hill, past the borders of where they are to where they want to be. At the beginning of each Class Level, the user may select a Region. The user gains a +10 trait bonus on all Tracking checks made in their desired Region. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Regions: Grasslands, Forests
Rank: "C"
Skill: Trait
Effect: Due to their curious nature the user has learned to explore and track through various terrain.
Special: ---
Drawback: ---
Description: Though many people settle down in communities large enough and interesting enough to provide them with all the stimulation they need they are never going to be one of them. The user is always looking around the next bend in the road or over the next hill, past the borders of where they are to where they want to be. At the beginning of each Class Level, the user may select a Region. The user gains a +10 trait bonus on all Tracking checks made in their desired Region. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Regions: Grasslands, Forests
Killer
Rank: "C"
Skill: Trait
Effect: User has made their first kill at a very young age and found the task of war or murder to their liking.
Special: ---
Drawback: ---
Description: User either takes a particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize the target's pain. The user deals +20 Armour Points in striking damage in trait bonus against vital areas. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Rank: "C"
Skill: Trait
Effect: User has made their first kill at a very young age and found the task of war or murder to their liking.
Special: ---
Drawback: ---
Description: User either takes a particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize the target's pain. The user deals +20 Armour Points in striking damage in trait bonus against vital areas. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Will of Men, The
Rank: "C"
Skill: Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Saves against GenJutsu, and Mind-Affecting Techniques. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Will Save: +2
Rank: "C"
Skill: Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Saves against GenJutsu, and Mind-Affecting Techniques. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 of the 5 Freebies.
Limit: Must start with Character; replaces 1 of 5 Freebies.
Will Save: +2
Heart of the Sea
Rank: "C"
Skill: Trait
Effect: A trait that aids the user in underwater purposes.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Coastal Regions. Humans born near the sea are always drawn to it. The user gains +10 trait bonus to Boating, Navigation, Nautical. They gain a 3/4 movements while under water instead of 1/2 movements. They can hold their breath for 3 minutes per Class Level, and Chakra Users gain the ability to perform Jutsus with no Handseal restriction while attempting to perform underwater. This trait replaces 1 Freebies..
Limit: Must start with Character; replaces 1 Freebies.
Rank: "C"
Skill: Trait
Effect: A trait that aids the user in underwater purposes.
Special: ---
Drawback: Cannot gain any other Heart Traits.
Description: Must be raised in Coastal Regions. Humans born near the sea are always drawn to it. The user gains +10 trait bonus to Boating, Navigation, Nautical. They gain a 3/4 movements while under water instead of 1/2 movements. They can hold their breath for 3 minutes per Class Level, and Chakra Users gain the ability to perform Jutsus with no Handseal restriction while attempting to perform underwater. This trait replaces 1 Freebies..
Limit: Must start with Character; replaces 1 Freebies.
Sailor
Rank: "C"
Skill: Heritage Trait
Effect: User spent much of their life at sea.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Boating, Navigation, Nautical, Rope Use, and Seamstress/Tailor. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains a +10 bonus on one of the background skills. Use has their sea legs. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Rank: "C"
Skill: Heritage Trait
Effect: User spent much of their life at sea.
Special: ---
Drawback: ---
Description: User has +20 Skill points to divide as they wish among Boating, Navigation, Nautical, Rope Use, and Seamstress/Tailor. At each Class Level the user gain an additional +5 Heritage skill Points to place in any one of these skills. User gains +1 Heritage Points per die roll when learning the skill. User gains a +10 bonus on one of the background skills. Use has their sea legs. User gain a +5 to all following skills: Artistic Ability, Bowyer/Fletcher, Cobbling, Construction, Disable Device, Fondling (Covert Appraisal Technique), Escape Artist, Forgery, Gem Cutting, Leatherworking, Locksmithing, Lock Picking, Metal Working, Musical Instrument, Pick-Pocket, Pottery, Ride, Rope Use, Sleight of Hand, and Weaponsmith or +10 to any 1 of their Heritage Skills. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Skills [500 TP]
[15]Cooking/Baking (learned 3 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: Cooking and Baking allows the user to create superb dishes.
Special: ---
Drawback: ---
Description: With a successful Cooking/Baking check, a cook can make nutritious meals out of just about any edible substance and can create hot meals even in the wilderness. Failure means that the food is disgusting and inedible. Cooking a meal generally takes no more than an hour, although the preparation of ingredients and dishes may take several. When choosing this skill the user must choose either Cooking or Baking. Baking is the ability to cook by dry heat without direct exposure to a flame, typically in an oven or on a hot surface. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: 79
[25]Direction Sense (learned 5 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: There are people who always seem to know where they're going as if they had an inner compass.
Special: ---
Drawback: ---
Description: There are people who always seem to know where they're going as if they had an inner compass. The character with this skill is just such a person. They have an innate sense about which direction is north, south, east, west, etc. They need no compass. They also can read the stats and use them to navigate by, although they know nothing about navigating on the seas. They can read signs as well, using such information as the direction a river flows or which side a tree moss is growing on, in order to get a sense of where they are. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 2 die roll to increase the skill.
Limit: ---
SP: 57
[35]Identify Tracks (learned 7 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A skill that allows the user to identify tracks and gain precise facts from them.
Special: ---
Drawback: ---
Description: A character with this skill can tell, when he runs across tracks, if they were made by any animal or human. He can precisely identify any normal creature by their footprints. No check is needed for this skill when performing a routine identification. A skill check is needed if the character wants to try to identify precise facts, such as those mentioned above. (the fact that the mule's pack is heavy, or that the camel's foot is sore.) Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: Mastered
[25] Leatherworking (learned 5 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This skill enables a character to tan and treat leather to make clothing and other leather objects.
Special: ---
Drawback: ---
Description: This skill enables a character to tan and treat leather to make clothing and other leather objects. The character can make leather armor, as well as backpacks, saddlebags, saddles, and all sorts of harnesses. No skill check is needed for this skill, but the character must have proper tools. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: 105
[85]Observation (learned 17 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This skill focuses certain powers of observation - sight, smell, hearing, and touch.
Special: ---
Drawback: ---
Description: A failed check indicates that the character is oblivious until the thing is pointed out to him. This skill is important for ferreting out advancing enemies or ambushes, generally real-time events and actions occurring, versus scrutiny, which covers static objects or areas. A Game Master may roll an Observation skill check for a Character any time there is an NPC, monster, event or happening that a character might notice, even if he did not specifically state that he is monitoring his surroundings. Characters are capable of noticing any event within their perception. Observation reveals only facts, not motivation. Each time learned user gets 1 die roll to increase the skill. If you are Schooled in Anthropology you gain a +10% synergy bonus with Observation checks that involve noticing disguise checks.
Limit: ---
SP: 92
[80]Tracking (learned 8 times)
Rank: "E" (10 TP at all times)
Skill: Skill
Effect: Characters use this skill to follow the trail of animals and other persons.
Special: ---
Drawback: ---
Description: Tracking means the user found a trail if they gain the check, while failure means they did not. If user fails this initial skill check, they simply cannot find that particular trail. After finding a trail, further checks may be necessary depending on the situation. Darkness, falling rain/snow, a dust storm, moving from one terrain to another (such as from sand to rock), one trail splitting into 2 or crossing water are examples why a user might need another Tracking check. Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: Mastered
[40]Weaponsmithing (learned 8 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This highly specialized skill enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades.
Special: ---
Drawback: ---
Description: The character blends some of the skill of the blacksmith with the ability to create strong, sharp blades. User is able to create any and all weapons such as Arrowheads, to Swords, to Crossbows. Note on Arrowheads: User can only create normal Arrowheads and Sling Bullets. Specialized Arrowheads and Sling Bullets need Demolitions or Technician due to the components found in them. Look in the Artisan Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit:---
SP: 47
[25]Botany (Special) (learned 5 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: A skill that allows the user to identify plants.
Special: ---
Drawback: ---
Description: A character with this skill has a basic knowledge of plants and how they grow. They know how to tell various species of plants apart and under what conditions each type of plant grows best. Most of the time they can tell poisonous plants from non-poisonous plants. User must choose a specific Region each time they go up this Skill. A successful Botany Skill check provides knowledge of plants, while failure indicates the character does not know or cannot recall anything about that plant. This knowledge is broader than the Agriculture skill, as it extends to plants (including trees) without obvious food or textile uses. Each Skill level allows the user knowledge of each Herb category (Example: Novice can identify Common Herbs, Master can identify Nearly Impossible Hearbs) within a region. Here is some Difficulty Examples.
Trivial - Plant is in bloom
Easy - Plant is whole
Average - Identify plant fruit, leaves, tubers or seeds
Difficult - Parts of plant in a mixture or food
Very Difficult - Identify plant from charred remains
Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: 111
[25]Herbalism (Special)(learned 5 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: Those with the herbalist knowledge can create potions and other assortments out of herbs.
Special: ---
Drawback: ---
Description: Those with herbalist knowledge can identify plants and fungi and prepare potions, poultices, powders, balms, salves, ointments, infusions, and plasters for all purposes while using Herbal components. They can also prepare natural poisons and purgatives. A character with both Herbalism and First Aid: Healing skills gain bonuses when using their First Aid: Healing skill. Each Skill level allows the user to mix Herbs of each category (Example: Novice can mix Common Herbs, Master can mix Nearly Impossible Hearbs) within a region. When learning the user must learn for each Region. Each time learned user gets 5 die roll to increase the skill.
Limit: Must know Botany.
SP: 117
[30]Lore, Animal (Forest) (learned 6 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This skill enables a character to observe the actions or habitat of an animal and interpret what is going on as well as identifying said animal.
Special: ---
Drawback: ---
Description: Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviors can even indicate the location of a water hole, animal herds, predators, or impending danger, such as a forest fire. A successful check means the character understands the basic actions of the creature, as well as the type of creature it is. A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on the knowledge (user must learn per Region). This ability is limited by volume. A successful check means that only Chakra means can distinguish the character's call from that of a true animal. The cry is sufficient to fool animals, perhaps frightening them away or luring them closer. When learning the user must choose per Region and they may only have knowledge of Animals creatures. Each Skill level allows the user knowledge of each Animal category (Example: Novice can identify Common Animals, Master can identify Nearly Impossible Animals) within a region. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: 113
[30]Lore, Monster (Forest) (learned 6 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: Players with this skill have accumulated a great deal of knowledge regarding the myriad of foul creatures that prowl the world.
Special: ---
Drawback: ---
Description: Whether acquired from the "fairy tales" of youth, "tall tales" related in various ale houses, weird stories told by travelers or knowledge gained from books, the character has devoured any information he could regarding monsters and their habitats strengths, and weaknesses. If a character makes their skill check, the user will know all information pertaining to that creature. This roll should be made secretly for if the character fails by less than 20, a Game Master should relate false (and preferably dangerously misleading) information. If the Character fails by 20 or more, they cannot recall anything about the subject. Each Skill level allows the user knowledge of each Creature category (Example: Novice can identify Common Creature not Animal or Vermin, Master can identify Nearly Impossible Creature not Animal or Vermin) within a region. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: 121
[25]Weather Sense (learned 5 times)
Rank: "E" (5 TP at all times)
Skill: Skill
Effect: This skill enables the character to observe both atmospheric phenomenon and, with greater skill, subtle changes in flora or animal behavior, in order to deduce upcoming weather conditions.
Special: ---
Drawback: Failed skill check cannot be re-rolled as the character will be convinced of his prediction and dogged in his misinterpretation.
Description: User is able to make a skill check to gain a prediction of the weather. Depending on the mastery depends on the information they can gather.
Novice: Make a prediction for the next few hours- will the current weather remain steady or change for the better or worse?
Average: Make a prediction for the next day will it be warmer or cooler with any precipitation?
Advanced: Make a prediction for the next few days (what is the extended forecast?)
Expert: Make a prediction for next 10 days (what will be the general weather trend?)
Master: Make a prediction for the next season will the season be unusually wet/dry/warm/cool?
Difficulty Situations: Average - Character is outdoors in natural surroundings. Difficult - Character is in a settled area. Very Difficult - Character is in a large town or city. Each time learned user gets 5 die roll to increase the skill.
Limit: ---
SP: 95
[60]Latin (learned 3 times)
Rank: "E" (20 TP at all times)
Skill: Skill
Effect: An ancient language found mostly in the Eastern world.
Special: ---
Drawback: ---
Description: The language of Ancient Country of Fire and of the educated in pre-Ninja world countries such as Sound, Grass, and Waterfall, which achieved its classical form during said era. It is the oldest recorded language of the Country of Fire. Latin literature encompasses a rich tradition of scientific, technical, and philosophical texts. Latin is not widely used except for dedicated scholars. Each time learned user gets 1 die roll to increase the skill.
Limit: ---
SP: 19
[Martial Arts][1/8]
- Kentoushi [500]
[Clans][0/1]
[Perceptions][0/0]
[Elements][0/2]
[Equipment][*/15]
Axe, Battle (Overview)
Rank: "C"
Type: Main, Slashing, Axe
Effect: A Chopping weapon. These weapons have different sizes and look quite different in design except for the one major thing, that is the chopping metallic feature located along the end which makes up the blade.
Special: ---
Drawback: ---
Description: The axe or ax is an implement that has been used for millennia to shape, split and cut wood, harvest timber, as a weapon and a ceremonial or heraldic symbol. The axe has many forms and specialized uses but generally consists of an axe head with a handle, or helve. It is considered a simple machine. The average Battleaxe is about 3 and a half feet to 4 in length from handle to axe head like the Chopping Axe, or a regular Battle Axe.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
Rank: "C"
Type: Main, Slashing, Axe
Effect: A Chopping weapon. These weapons have different sizes and look quite different in design except for the one major thing, that is the chopping metallic feature located along the end which makes up the blade.
Special: ---
Drawback: ---
Description: The axe or ax is an implement that has been used for millennia to shape, split and cut wood, harvest timber, as a weapon and a ceremonial or heraldic symbol. The axe has many forms and specialized uses but generally consists of an axe head with a handle, or helve. It is considered a simple machine. The average Battleaxe is about 3 and a half feet to 4 in length from handle to axe head like the Chopping Axe, or a regular Battle Axe.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
Axe, Battle (Overview)
Rank: "C"
Type: Main, Slashing, Axe
Effect: A Chopping weapon. These weapons have different sizes and look quite different in design except for the one major thing, that is the chopping metallic feature located along the end which makes up the blade.
Special: ---
Drawback: ---
Description: The axe or ax is an implement that has been used for millennia to shape, split and cut wood, harvest timber, as a weapon and a ceremonial or heraldic symbol. The axe has many forms and specialized uses but generally consists of an axe head with a handle, or helve. It is considered a simple machine. The average Battleaxe is about 3 and a half feet to 4 in length from handle to axe head like the Chopping Axe, or a regular Battle Axe.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
Rank: "C"
Type: Main, Slashing, Axe
Effect: A Chopping weapon. These weapons have different sizes and look quite different in design except for the one major thing, that is the chopping metallic feature located along the end which makes up the blade.
Special: ---
Drawback: ---
Description: The axe or ax is an implement that has been used for millennia to shape, split and cut wood, harvest timber, as a weapon and a ceremonial or heraldic symbol. The axe has many forms and specialized uses but generally consists of an axe head with a handle, or helve. It is considered a simple machine. The average Battleaxe is about 3 and a half feet to 4 in length from handle to axe head like the Chopping Axe, or a regular Battle Axe.
Limit: These types of weapons may be capable of being bought inside any Weapon Shop
Cost: 4,000 Ryo
Dossier
(Physical)
[8'4 (100 in) - Height]
[314 lbs - Weight]
[6% - Body Fat Percentage]
[Black - Hair Color]
[Light Brown - Skin Color]
(Physical)
[8'4 (100 in) - Height]
[314 lbs - Weight]
[6% - Body Fat Percentage]
[Black - Hair Color]
[Light Brown - Skin Color]
[Details (Head) – The hair on his head is about four to five inches in length, but only on the top, where as the sides are kept rather short, closer to one inch in length without sideburns, and jet black. The top is normally naturally matted, as if he just woke up from sleeping on the ground, with a few natural spikes here and there. His facial hair is kept short as well, although it does cover the length of his jaw and his chin, with a strip up to his bottom lip. It's evident that he shaves without the use of a mirror, as it is not exactly a perfect trim job.
When looking into his eyes, they seem to be a deep storm color, with a slight glow to them, which is the mark of a Son of Poseidon on his world. Additionally, they look like they carry a storm within them, ready to break though, but ultimately held in check by something unknown. His nose and jaw are strong, herculean in fact, while the nose has the hint of being broken more than once. On the left side of his face rest two scars, one moon shaped scar directly beneath his eye, and a line scar on his left cheek. On the right side of his face, there is only one scar, which above his ear, three claw marks from the beast he now wears as clothing.]
[Details (Body) – A full compliment of muscles on his body, from the torso and arms, down to the legs born of a life lived in the wilderness fighting for his life. Scars cover his body, claw marks and cuts, burns and puckered scars from stabs, numbering around ten to twelve different ones. He is a rather large man as well, born from a god and a half-giant, he stands at a towering eight feet and six inches. Due to his larger structure and denser bones, due to his giant heritage, he is rather heavy, but that has never hindered his speed. A strange beast was used as clothes to cover his body, clearly made from a beast that does not exist in this world at all, and is probably from his own home.
The hood of his clothing is made from the head of the beast, which seemed to be some type of lizard, with angry yellow eyes that are now dead and spikes down from the base of the skull ending somewhere on his lower back. However, the collar has course grey fur, which seems to hold in heat rather well. Gloves, sleeves, pants, boots, and any other fabric upon his body seem to be made from the same beast that had a furry body, but a lizard head. A breast plate is sown onto the front of his outfit, for protection, although the steel doesn't seem to hold the same properties as it used to in his own home plane. Pouches line his waist, although they currently contain nothing but food, and a water skin dangles from his right side. Loops hang from his sides as well, to hold his axes, where he can strap them in tighter when need be.]
Dossier (Mental)
[Hunting, Fishing, Camping, Hiking, Boating- Hobbies]
[Deep sea diving/fishing, fresh water fishing, gardening - Likes]
[Flying, Tight Spaces, living beings bigger than himself - Dislikes]
[Sea Food - Favorite Food]
[Wild and Reckless/Improvised (Taijutsu Master) - Mode of Combat]
[Hunting, Fishing, Camping, Hiking, Boating- Hobbies]
[Deep sea diving/fishing, fresh water fishing, gardening - Likes]
[Flying, Tight Spaces, living beings bigger than himself - Dislikes]
[Sea Food - Favorite Food]
[Wild and Reckless/Improvised (Taijutsu Master) - Mode of Combat]
[Details (Psychological) – Wild as the waters of the sea, Phobos is a man who needs not the cradle of civilization, nor the warmth of a hearth within a homestead. When he is out in the wilds, he feels most at home, standing amongst the trees and feeling the wind in his hair, or swimming in the seas and allowing the waves to caress him. His freedom is the most important thing to him, beyond all other things, and he will do whatever it takes in order to keep it.
One could say that Phobos is reckless beyond all measure, simply because he does not seem to think before acting, and instead acts according to pure whim. He is daring and brave, to a point of foolish abandon, and feels nothing for his own life. Yet, despite his recklessness, he is no fool. His mind is quick and sharp, like the ocean storm, processing all that needs to be processed before action. In this, he is intelligent beyond outward appearance, much like the sea itself.
However, like the seas themselves, he is a man of many moods that could change at a moment's notice. The storm could brew and burst upon those around, then break up moments later, leaving a brighter man behind. He could appear calm on the surface, yet be full or a rage waiting to burst. One can never know what mood he shall be in and must remain cautious. Like the oceans, Phobos could be considered bi-polar, but perhaps that is not truly the case.
Phobos is deeper than anyone could imagine, although on the surface he may appear shallow and transparent, he runs much deeper than the eye could know. One can never understand all of the mysteries that are Phobos, because it is impossible to get to the core of him, and why he is the way he is. Often one can find him brooding, although his thoughts are hidden, the darkened expressions tell a story.]
Dossier (Historical)
[Iona - Mother]
[Poseidon - Father]
[Tiberon (brother), Calina (Sister) - Siblings]
[None - Sensei]
[Iona - Mother]
[Poseidon - Father]
[Tiberon (brother), Calina (Sister) - Siblings]
[None - Sensei]
[Details (Past) – “Gather around me, here in the plaza, and I shall fill your minds with the story of Rivanok. Take your seats and I will set the stage, lend your ears and I shall fill your mind, listen to me no matter your age, and I will give you a tale to repay in kind. Good. Good. Shall we begin?
Upon unbroken wave did she sail, the sky blackened and dark, the stars upon her and the full moon her only light. Here sat the beautiful Iona, mother of none, betrothed to the ocean alone. Her sobs were haggard, wretched, and her she allowed those tears to return to the seas each night during the full moon. However, tonight was different; tonight there was a man who stood upon the water, the fish of many colors gathered at his feet. She saw him there, robe of sea green, hair like raven feathers, eyes like a storm. Upon the boat did he step, placing hand upon her cheek to wipe the tears, and it is here she realized her love of the seas, her love of Poseidon. A god is potent and she was with child, a child that raged like a storm within her at times or was calm as still water. Months passed and as it rained and thundered, a child was born upon a boat that was untouched by the ravages of the storm, and she placed the boy in the water. Here is your son, she cried out, and his name is Galen!
As a boy, Galen was swift, he was strong, and he was witty. Larger than every other boy his age by a head, it quickly became apparent that he was no ordinary child. His father knew best of all, as Galen was the oldest of three, and a boy that he had not sired. This man hated Galen, and Galen hated him back, because he had tricked Iona into marriage. Egamas struck him and his mother, drunk and violent, causing havoc. His brother and sister did nothing, for they feared their father, and watched as this went on. Galen grew angry. His anger was at the gods for allowing this man to beat them, angry because he did not stand up for them, and even more angry that Neptune never bothered to show his face. How could his mother claim that Neptune was his father, yet the god never showed his face, not even once? Frequently he would leave the house, get into fights with other boys, leaving them beaten in the street in the wake of his fury. It was not long before everyone began to avoid his family, because of the rumors, that Galen was born of a god and a curse upon them.
But it was not until the age of fifteen that the boy, now a man, would damn himself to the wilderness. He will not beat you this night, mother, Galen would say to Iona. As Egamas walked into the house, drunker than he had ever been, furious at something he had cooked up on the streets, he shoved Galen aside in order to strike out at his mother. All of the anger of the years was released, the godling powers within his body, the hidden strength in his towering form. A head taller than any, the hunched Galen threw Egamas from the home, through their very wall and out into the streets. The man was dazed and down, unable to protect himself, and Galen hovered over him. As he grabbed the man’s head in his massive hand, he grinned down, and told the man that it was his time to feel it. Egamas was dead that very next moment, his skull crushed by the street, the force of Galen’s blow too much for the bone. Many had gathered to watch, horrified, and when Galen turned to them, they ran. Tiberon and Calina watched as well, of an age to understand, and they said nothing. They gave Galen a bag of rations and turned away, having already prepared for this night, for they loved him dearly. As the guards rode down upon them, Galen left, sprinting to the ocean for the boat that he had prepared. The seas carried him away far faster than they should.
Upon a shore that he had never heard of before did his boat land, an island that had never been mapped, and it was here that he would be safest from those that wished him dead. Upon this island, reality was distorted by the gods, a prison and a sanctuary both. The isle of Hecate. Only the gear that his siblings had afforded him did he own. Bread, water, fruit, and their family’s two axes. Although these axes were made to be held with both hands, easily did he hold them in a hand each, and they would be his only protection on this mysterious island. It would not take him long to learn that the island was full of monsters, spawned from the pit of Tartarus, as here lay the gateway to Tartarus itself. Here were the Doors of Death, guarded by Thanatos himself. Time was slow here, the air thick with power and aither, the air of the gods.
Galen grew strong here, fighting for his life from day in to day out, learning to survive in the wild amongst monsters of all kinds. Here is where he first slew a Drakon, although it was a youngling, so was here, just barely a man into his sixteenth year. The beast was young and had sniffed him out, something sizable from the taste in the air, but not another monster that could kill it. At least, that is what it thought. As it barreled into Galen’s camp, it was met by a surprised young man, although he was a head taller than I am now and I am quite a large man. An axe bit sharp into the monsters unready hide, because as you know, the Drakon have fur and scales, until they’ve fully matured to keep them warm through the cold months. Violet blood spilled upon the ground from the wound and the beast reared its head, a clawed hand swiping and striking Galen in the face, sending him reeling to the ground. Shaken, but rising, Galen readied his axes and the beast tackled him to the ground. One strike, no two, no four! Blow after blow into the beast’s gut, until its entrails lay upon the grassy earth and it breathed no more. He took the pelt as his prize, making it into clothing to protect him and keep him warm, as well as to strike fear into the hearts of other beasts.
He had achieved many unseen feats during his stay on the island and on his tenth year, his father sent him a gift, a hippocampus. It would return him to his homelands, now that he was a man and could take care of himself, but this gift was not without a price. The mother of the Drakon he had slain was heading toward Thebes, a city that was Neptune’s, and he would see it not destroyed. He tasked his son with a quest, to take down the Drakon beast, and he would be rewarded greatly, far greater than any other mortal had ever been gifted. Galen went, taking on the name Rivanok, which meant ‘slayer of Drakon’ in the language of Tartarus. Across the ocean he sped upon the hippocampus, faster than any boat that has ever sailed, until he reached the shores outside of the city, following the river inland to the city. He did not go because Neptune had asked, for he still held a deep hatred of his father, but instead went to make sure his mother and siblings would be safe.
Upon his arrival, the city was in shambles, the Drakon having already begun its rampage. He raced in, axes at the ready, determination upon his brow. As the beast rounded the corner, he crashed into it, having reached the center of the city. They tumbled to the ground, but the Drakon was of far greater size than Galen, easily throwing him off and through the nearby walls. Yet he did not yield, rising again, he jumped upon the beast’s back, sinking his axes into its hide, his considerable strength making this task a bit easier. After hours, a bloodied and poisoned Rivanok lay upon the earth, rubble surrounding him, the Drakon dead beside him and his breath becoming shallow. However, his family was safe and his life was completed with this simple task, yet the gods had not finished with him yet. They praised him for his triumph, stripping the poison from his body with a bit of Ambrosia and a sip of Nectar. Zeus himself welcomed him into the hall of the gods, to give him a place amongst those minor gods and immortality with which to rule for eternity.
Rivanok spit in Zeus’ face, literally, and turned his back on the gods. He survived this because his father did care for him, even if he did not show it, and stayed Zeus’ hand. Instead, the banished him from the sight of the gods, until he could redeem himself in their eyes, and be returned to his own mortal life. He could no longer be part of our world, not where the gods could see him, not where Zeus still burned with embarrassment. A place not part of our own existence is where Rivanok now resides, until that day when he proves himself worthy yet again, although I predict that to be a far greater feat, don’t you?”]