PDA

View Full Version : Reincarnation to level 0. Cormyr Household Book 0.



Alberdyne_Cormyr
07-03-09, 10:28 PM
(Notice: I am bringing Alberdyne Cormyr back. He won't be like he was before, but rather I reinvented him. I don't want any of his old things, I just want to get a fresh re-start to level 0. Also, Moderator, please change Dyne's Power Group to NONE for now)

Name: Alberdyne Cormyr

Title: None

Age: 18

Race: Psionic Human

Hair Color: Red

Eye Color: Green

Height: 5'5"

Weight: 200 lbs.

Preferred Hand: Ambidextrous

Psychological Profile:

Trait 1-Intellect. Dyne is a quick study and learns what he has acquired at a dynamic rate. He has two times the learning rate of an average Althanian human being. This gift allows the youth to exceed in his crafting skills.

Trait 2-Philosopher. Dyne can break down things with the best of them. He comes from a privileged background. As such, he has been well educated. He is a student of the philosophical arts, and is an artist as well. He draw and paints in his spare time. Dyne's philosophical skills are average. Dyne's artistic ability is also average.

Trait 3-Linguistics. Dyne has learned many things in his education. Amongst them, he is an expert at the Common Tongue. He also is an expert at Tradespeak. Also, Dyne knows the language of the local Concordia Forest Elves. He is average with their tongue. He knows how to speak Dwarven tongue and can communicate with the Dwarves of Comb Mountains in their native tongue. He is average in their tongue. Due to his Intellectual skills, Dyne can pick up languages very easily.

Trait 4-Seer. Dyne has the gifted ability of seeing ghosts. He can commune with Spirits and Phantoms from the Antifirmanent at well. To most other onlookers, it would seem as though Dyne is talking to thin air when he communes with the dead. Dyne is gifted in this ability and can see ghosts in their true form without fear. He understands that the dead are ancestral guardians and has developed the unique trait to see and commune with them at will. For now, he uses this trait to help the dead help the living. (Sort of like the Sixth Sense)

Vice-Vanity

Virtue-Courage

Goals-Become a mastersmith, acquire land, become a merchant.

Likes-Food. Crafting Items. Learning things.

Dislikes-Needles destruction, needless death.

Racial Weaknesses-

1-Wizard's Fire-Due to the sensitive nature of the Psionic race, Dyne has a racial weakness that causes him to be sensitive to Wizard's Fire. Wizard's Fire does double-lethal damage.

2-Dragon's Fire-Due to the sensitive nature of the Psionic racce, Dyne has a racial weakness that causes him to be sensitive to Dragon's Fire. Such Breath Weapons deal double-lethal damage depending on the range of the Breath Weapon.

3-Wizard's Sound/Sonic Vibrations-Loud noises and sounds caused by magical phenomenon have an adverse affect on Dyne. When striking the Psionic, they tend to give the youth a devastating headache that leaves Dyne Stunned. Sound/Sonic Vibrations also deal double-lethal damage due to the nature of these powers.

Appearance-Dyne is a tank. He is 200 pounds of pure muscle. He is a trained blacksmith and is extremely ripped. He has broad shoulders and a broad chest, he is not shredded, but he is muscular. He has huge triceps, and biceps. His arms are powerful and he uses them to lift a great deal. He has green eyes, wears glasses, and has his long red hair tied back in a ponytail. He looks sort of bookish. He has a dimple at the left side of his mouth. His eyebrows are thin. Many consider Dyne to be handsome. He has Highlander origins in Corone. His zygomatic arch is square and so is his chin.

History-In Radasanth's Merchant District there lived a certain family. On 120 West Augmere Street, building number 400, there was a family that lived there. This family was known as the Cormyr Clan. Coming from a long-line of merchants and tradesmen, the Cormyrs were a well respected group. A certain branch of the Clan was recently settled in Radasanth from different areas of Althanas. Rumored to have history in the great lands of Keribas, the Cormyr Clan finally settled in Radasanth roughly one hundred years ago. An ancient clan, the group managed to avoid any sort of public infamy or fame by siding with various other heroes during the Demon Wars, ages ago, and in more recent times, the Corone Rangers.

Having deep ties into the Corone Rangers, the Cormyr Clan was well respected by the people. Their sons and daughter received the titles of merchants, dukes, and other noblemen. They worked hard to keep the common-man safe during the treacherous period of the Civil War. A certain branch of the Cormyr Clan was prevalent in Radasanth. It consisted of four brothers and two sisters. The two most famous brothers was a merchant named Melothac Cormyr and Achan Cormyr. The other brothers were named Ha-zor Cormyr, Narth Cormyr, T'otur Cormyr, and Kraothash Cormyr. The two sisters were named Releas Cormyr and Nannis Cormyr. Melothac Cormyr was Alberdyne's Cormyr's Father. A man of roughly 52 years of age, the man was a skilled spice trader and merchant. He'd graduated from the local Radasanth Academy at a young age of 22. He'd excelled in every venture having the blessing of the Thayne known as Khal'Jaren. The Cormyr Clan followed the Thayne household as worshiping the Thayne was considered to be chic.

Melothac Cormyr met a human woman named Irathial Cormyr (After the marriage her family's maiden name was Haraet.) and they instantly connected. A time later they were married and conceived two children. Two boys. One was named Nahagaut Cormyr and the other was named Alberdyne Cormyr. Both were raised in the ways of the noble-class of Althanas. Nahagaut Cormyr followed his heart to pursue a military career and joined the Corone Armed Forces. Alberdyne Cormyr, however, followed the traditional pursuits of his families' forefathers and ventured into the arts of the tradesmen of Althanas. Alberdyne Cormyr studied under the apprenticeship of a Mastersmith named Krugor Hakhim. This man lived in greater Radasanth during the period of the Civil War. He accepted many student apprentices and even had a school of blacksmithing open to the general public. Krugor Hakhim accepted Alberdyne Cormyr as a full-time Apprentice. And at the tender age of 18, Alberdyne Cormyr began his education.

Skills and Ability Tree-

1-Blacksmith-An apprentice blacksmith, Alberdyne Cormyr has spent the last couple of years in deep intensive study. He has been learning the arts of Blacksmith. Tied in with the Blacksmith skill is the skill known as Mining. Dyne mines precious ore in his spare time when he is not busily working at the anvil with his hammer. Currently, Dyne can spend time and forge equipment that is Poor in quality. When he attempts a smith, it works as long the materials do not exceed his current skill level. He is currently only able to make equipment that is made up of Brass, and Iron and Bronze. He knows how to smith Swords, Daggers, 2-Handed Swords, Axes, 2-Handed Axes, Shields and Mail Armor. He can smith items approximately five times per day. The smith process requires the collection of basic materials through Mining. Currently, Alberdyne Cormyr can Mine Brass, Bronze, and Iron Ore. These Ores are then Purified, and processed into Bars. The Bars are used to construct Items. Out in the wild, Alberdyne can Mine Ore that he sees in veins and deposits. He can mine this ore continuously until he becomes tired. Once he is tired, he can no longer mine for the rest of that day. Dyne can also use his Repair Kit to Repair Items for a fee.

2-Psychokenisis-The art of the psionics. Alberdyne is a gifted human. Focusing on various objects of varying size, the youth can send out a psychokinetic bolt that allows the object to fly to his hand. Further more, he can use his art to break small objects (Such as worn locks) that are within reach. The art requires concentration and he can not do any other action while he is using the art. Using this art leaves Dyne completely open to attack. The art only works on inorganic objects, it currently cannot be used to affect organic matter.

3-Brawler-As part of his education, somewhere along the line, Dyne learned how to fight. His style is not yet refined and he has below average brawling tactics. He knows below average attacks, counters, parries, and blocks. Eventually, he will become a master tactician, but for now, he knows just enough to defend himself from the average brigand on the street.

4-Swordsman-As part of his education, somewhere along the line, Dyne learned how to fight. His style is now yet refined and he is below average with sword tactics. He knows below average attacks, counters, parries, and blocks. For now, he knows just enough to defend himself from the average brigand on the street. Characters with greater skill than Dyne can best him rather easily.


Inventory-

1 Bronze Masterwork Shield-A basic shield. It carries the Cormyr Clan symbols. Even though it is masterwork in quality, it is merely a bronze shield. It does not offer any solid protection against magic. It was given to him as a gift by Krugor.

1 Bronze Masterwork Longsword-A basic bronze longsword. The pommel has the Cormyr Symbols etched upon it. It was given to him as a gift by Krugor.

2 Iron Masterwork Daggers-Dyne's first set of weapons. These items were given to him as a means to defend himself by his Father. They donot carry the Cormyr Symbols.

1 Masterwork Hammer (Cannot be sold)-A basic smithing hammer. Though masterwork in nature, it is only useful to crafting Tin, Copper, and Iron Ore into Bars. Anything higher requires an upgraded Hammer. (This item counts as a Skill)

1 Hide Cloak-A simple cloak to keep Dyne warm. It has the Cormyr Symbols etched upon it.

1-Canvas Backpack-A pack to keep Items in, it has many pockets and mysterious can hold a lot of items.

1-Masterwork Miner's Pick (Cannot be sold)-A tool for Miners. Used only to mine Tin, Copper, and Iron due to the quality of the pick. Though Masterwork in nature, it would break if Dyne ever attempted to Mine Steel with it.

1-Repair Kit-(Cannot be sold) A set of tools useful to Dyne's art. This tool set allows the Apprentice to repair goods of various sorts. Even though the boy carries the Kit at all times, he still needs a working anvil and forge in order to properly Repair Items. Repairing Items is a service that Dyne provides for a fee.

Taskmienster
07-03-09, 11:10 PM
Alright, looks good. I'm kinda worried to approve the masterwork stuff, but since you have weaknesses that aren't completely off-set by your abilities/skills I'm going to allow them.

Approved.

I'll remove the gold and exp.