Greyback
08-23-09, 08:30 PM
Name: Alberich Greyback
Age: 25
Race: Human
Eye Color: Brown
Hair Color: Brown
Height: Five feet Eight inches
Weight: One Hundred Seventy Five pounds
Personality:
Alberich is a curious, talkative, friendly, and almost aggravatingly inquisitive seeker of knowledge. His stock in trade is knowledge, whether it is history, magic, or science, he possesses knowledge, accumulating as much as he can, and sharing whatever he needs to. His insight tends to come in flashes of brilliance or memory, making him appear some what scatterbrained, but he is in fact a highly organized person.
Appearance:
Tall, thin, and fit, he has the lean build of an adventurer mixed with the pale complexion of a scholar or clerk. His body is conditioned to the utmost, and it shows in his every move, not an ounce of energy wasted in flamboyance. His hair and eyes are dull and unremarkable, but they hide astonishing brilliance behind the unassuming facade.
History:
Alberich was born in a small forest village in Raiaera, and even from a young age he craved knowledge, of anything. He wanted to know the why, the how, the who, and the what to everything. At 15, his village was consumed by a plague that caused flesh to rot and wither on a living body. The woodsmen died first, then their families, then the rest of the village. Alberich fled into the forest, looking for a cure he had heard spoken of, a cure to any disease. He found the cure, but it couldn’t do anything but slow the spread, because of the black cruelty that fed the curse. The village was almost entirely decimated by the plague. Alberich has since sought for a cure to his disease, searching libraries, ruins, and forests for any scrap of knowledge or medicine that might free him from his burden, and save whatever survivors there are of his village. Assuming they haven’t been killed by the plague of undeath sweeping across Raiaera.
Skills:
Flash of Inspiration: Alberich knows so much, he doesn’t even know he knows most of it. Twice per battle, this brilliance can allow him to notice or recall information to bolster his skills beyond the norm.
Flash of Insight: Using Flash of Insight requires one use of Inspiration. When Alberich spends five posts fighting defensively and studying his opponents attacks, on the third post he can make an attack at his enemies weakest moment. This attack hits one and a half times harder than a regular attack due to his total commitment to the strike.
Flash of Knowledge: Alberich knows things that he should not be able to know. As long as he has one use of Flash of Inspiration, he may surrender it to emulate a skill he does not possess, such as fighting proficiently with a strange weapon. He cannot use this ability twice on one skill in a day. So, if he used it to help himself fight with a longbow, he could not use it again in the same day with a longbow, though he could use it to throw knives, or fight with an axe. He can only use the weapon as long as he holds it, and cannot reuse it if he loses it and recovers it. He cannot use this ability with Flash of Insight. He can use it twice a day to accomplish a task he could no normally complete, though only in a technical field. So, he could use it to set up a rappel, but not to just scale a wall, or pick a lock, but not break a handle.
Improvise: Alberich can use common tools as weapons, such as claw hammers, hatchets, and wood chopping axes. He is average with these tools. He cannot use two handed tools, such as forks or mauls due to their large size and unwieldy nature.
Alchemist: Alberich makes the salve that prevents the rot in his back from spreading. It takes him a day to make a new batch.
Curse: Alberich is cursed. If he does not apply a healing ointment to his back every night, the curse spreads. Any part of his body that is cursed cannot be exposed to direct sunlight, or it will wither and burn. The healing ointment does not restore any injuries, only prevents the curse from spreading.
Equipment:
Leather Armor: A suit of simple grey leather armor, studded with steel rivets for strength, strong enough to turn most edged weapons. It covers his torso and legs, leaving his arms free from encumbrance.
Tool Belt: A belt that holds all of his tools in convenient loops and pouches. He has more tools that aren't very useful as weapons, for use in exploration.
Pry Bar: A four foot long steel bar, hooked at one end. Both ends are flattened blades, suitable for wedging into cracks and pulling. It is also useful for punching through metal armor or breaking bones.
Claw Hammer: A heavy hammer made of solid steel with a leather wrapped handle. It is long and heavy, for breaking locks or other barriers. The claw can be used to pry or shatter as well. As a weapon, it is best used as a hammer, though the claws can be used to snag an enemy and drag him closer.
Pack: A pack with traveling supplies and equipment, including enough ointment to prevent his curse from spreading for at least a week.
Age: 25
Race: Human
Eye Color: Brown
Hair Color: Brown
Height: Five feet Eight inches
Weight: One Hundred Seventy Five pounds
Personality:
Alberich is a curious, talkative, friendly, and almost aggravatingly inquisitive seeker of knowledge. His stock in trade is knowledge, whether it is history, magic, or science, he possesses knowledge, accumulating as much as he can, and sharing whatever he needs to. His insight tends to come in flashes of brilliance or memory, making him appear some what scatterbrained, but he is in fact a highly organized person.
Appearance:
Tall, thin, and fit, he has the lean build of an adventurer mixed with the pale complexion of a scholar or clerk. His body is conditioned to the utmost, and it shows in his every move, not an ounce of energy wasted in flamboyance. His hair and eyes are dull and unremarkable, but they hide astonishing brilliance behind the unassuming facade.
History:
Alberich was born in a small forest village in Raiaera, and even from a young age he craved knowledge, of anything. He wanted to know the why, the how, the who, and the what to everything. At 15, his village was consumed by a plague that caused flesh to rot and wither on a living body. The woodsmen died first, then their families, then the rest of the village. Alberich fled into the forest, looking for a cure he had heard spoken of, a cure to any disease. He found the cure, but it couldn’t do anything but slow the spread, because of the black cruelty that fed the curse. The village was almost entirely decimated by the plague. Alberich has since sought for a cure to his disease, searching libraries, ruins, and forests for any scrap of knowledge or medicine that might free him from his burden, and save whatever survivors there are of his village. Assuming they haven’t been killed by the plague of undeath sweeping across Raiaera.
Skills:
Flash of Inspiration: Alberich knows so much, he doesn’t even know he knows most of it. Twice per battle, this brilliance can allow him to notice or recall information to bolster his skills beyond the norm.
Flash of Insight: Using Flash of Insight requires one use of Inspiration. When Alberich spends five posts fighting defensively and studying his opponents attacks, on the third post he can make an attack at his enemies weakest moment. This attack hits one and a half times harder than a regular attack due to his total commitment to the strike.
Flash of Knowledge: Alberich knows things that he should not be able to know. As long as he has one use of Flash of Inspiration, he may surrender it to emulate a skill he does not possess, such as fighting proficiently with a strange weapon. He cannot use this ability twice on one skill in a day. So, if he used it to help himself fight with a longbow, he could not use it again in the same day with a longbow, though he could use it to throw knives, or fight with an axe. He can only use the weapon as long as he holds it, and cannot reuse it if he loses it and recovers it. He cannot use this ability with Flash of Insight. He can use it twice a day to accomplish a task he could no normally complete, though only in a technical field. So, he could use it to set up a rappel, but not to just scale a wall, or pick a lock, but not break a handle.
Improvise: Alberich can use common tools as weapons, such as claw hammers, hatchets, and wood chopping axes. He is average with these tools. He cannot use two handed tools, such as forks or mauls due to their large size and unwieldy nature.
Alchemist: Alberich makes the salve that prevents the rot in his back from spreading. It takes him a day to make a new batch.
Curse: Alberich is cursed. If he does not apply a healing ointment to his back every night, the curse spreads. Any part of his body that is cursed cannot be exposed to direct sunlight, or it will wither and burn. The healing ointment does not restore any injuries, only prevents the curse from spreading.
Equipment:
Leather Armor: A suit of simple grey leather armor, studded with steel rivets for strength, strong enough to turn most edged weapons. It covers his torso and legs, leaving his arms free from encumbrance.
Tool Belt: A belt that holds all of his tools in convenient loops and pouches. He has more tools that aren't very useful as weapons, for use in exploration.
Pry Bar: A four foot long steel bar, hooked at one end. Both ends are flattened blades, suitable for wedging into cracks and pulling. It is also useful for punching through metal armor or breaking bones.
Claw Hammer: A heavy hammer made of solid steel with a leather wrapped handle. It is long and heavy, for breaking locks or other barriers. The claw can be used to pry or shatter as well. As a weapon, it is best used as a hammer, though the claws can be used to snag an enemy and drag him closer.
Pack: A pack with traveling supplies and equipment, including enough ointment to prevent his curse from spreading for at least a week.