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SirArtemis
11-11-10, 04:00 PM
Level 0 Profile (http://www.althanas.com/world/showthread.php?t=21060)
Level 1 Profile (http://www.althanas.com/world/showthread.php?t=21381)
Level 2 Profile (http://www.althanas.com/world/showthread.php?t=21629)


Name: Artemis Eburi
Age: 25
Race: Human
Hair Color: Dark Brown with some grays
Eye Color: Piercing Blue
Height: 5'8"
Weight: 165 lbs
Occupation: Apprentice Blacksmith at the Norlond Forge in Knife's Edge, Salvar.

Personality:

After an encounter with an orc that could have ended his life, as well as meeting a few very pleasant people in Knife's Edge who have become his good friends, Artemis has begun to open up more. He is friendlier in conversation and is more willing to be himself, the person he was before the incident with his father. However, his past is still a touchy subject, and though his new sentient bow is aiding him in addressing his past without his knowledge, the process will take time.

He is still somewhat emotionally guarded, though more comfortable with a select few. He exerts an aura of confidence and power, though sometimes it does not appear as much. He is kind, though his gestures may sometimes be misinterpreted because they do not always fit into the social norm. He keeps to himself while looking for ways to distract himself, and is known to admire craftsmanship of metalwork, blades in particular. The only sparkle people see in Artemis' eyes is when someone walks by with a fine blade. It is not a look of greed, simply one of admiration. He can often be found conversing with local smiths and is always available for helping others out. Though he does seem cold, he helps with almost any task. These task range from putting up laundry or getting a kitten from a tree, to hunting and extermination missions.


Appearance:

Artemis has well refined muscles though they are not bulky. His blue eyes are a piercing shade of blue and seem empty and cold at times, as if his iris is constructed of ice itself. He wears a very dark blue full body leather armor that fits very snug and allows for fluid movements, and looks nearly black unless light hits it perfectly. He also occasionally dons a black cloak when in towns, but mostly wears only his leather armor, which has a strange emblem located on the front and back, with a hood attached as an extra accessory. His face is often emotionless and usually seen as scruffy. He keeps his facial hair somewhat groomed, but it is never clean-shaven. His facial features are very handsome, and though women seem to be quite attracted to him, he does not seem to notice.

History:

At a young age, Artemis admired his father's craft. His father was the town smith, and was very much liked and respected. Artemis would often times watch his father at work the entire day and take in as much as he could. At the young age of 12, he was already smithing small blades as toys for himself, though they were very crude and low quality. His father enjoyed watching his son fall in love with the craft, because he knew that soon he would be able to apprentice his son and continue the family tradition of smiths.

At the age of 16, as Artemis began to apprentice for his father, he also began to pay more attention to some of the customers and visitors. He learned that his father was part of a group of fighters, but did not know much more. Artemis wanted to join and learn to fight. However, his father was a big and burley man and was known to fight with a two-handed maul. Artemis had a fancy for shorter blades. So Artemis' father introduced him to a town friend, a dark elf who went by the name Hawk. Hawk was a somewhat young yet wise dark elf who was skilled with dual wielding, and began to teach Artemis everything he knew. Artemis was so passionate that he impressed Hawk, and so Hawk would go above and beyond in trying to teach Artemis. The training was often long, and would go into the night. Though it was clear that the hours were taking a toll on Artemis, he refused to slow down his training. At the age of 22, he had mastered working with two blades, and after a mere 6 years, Hawk had nothing left to teach. In fact, it seemed that despite his youth, Artemis' raw talent and youthful creativity would allow him to surpass even Hawk soon enough. Artemis then crafted himself the finest daggers he could, and after years of apprenticing with his father and training with Hawk he knew exactly what he needed. He crafted two daggers for himself out of fine steel, the finest his father could get his hands on. He spent nearly a month on each dagger, folding the steel over on itself repeatedly. The blades were extremely durable, and were so well worked that even his father admired the workmanship.

On his 23rd birthday, Artemis found out that his father's group of fighters was surprisingly a small branch of a larger group of assassins who killed innocent people for the sake of a contract. In anger, he charged his father, and the emotion quickly escalated. The battle became a death-match, and Artemis' agility defeated his father's strength. However, standing over his beaten father, unarmed and hurt, a tear shed from his eye and fell on his father's face, mixing with the blood of a cut that Artemis himself inflicted. He denounced his relations with his father, and said that they were no longer family. He packed up his necessities and prepared to leave. Right before leaving, he visited his father's smith one last time to engrave two words on his finely crafted daggers. For his right hand, he engraved the blade with the name Virtue, and for his left hand, the name Violence. The engravings were designed as reminders to himself of the conflict he would forever face. That conflict was the challenge of balancing a virtuous life with the one of violence that he intended to live.

He left that same night, blades in hands, with the white of his knuckles showing as he gripped them so tightly. He left with no direction, but only wanted to find a place that reminded him of how cold the world could really be, and so he left for Salvar.

Upon his arrival, he encountered a single orc, and fear that it may be something more resulted in leading a small scouting mission to the area. During that journey, he met Steppenwolf Orlouge, though he does not know the man's last name and famous relations. He also met a dark elf named Jhaelkah, who he is beginning to develop feelings for, though he does not understand them yet, as if he is a teenage boy.

When in Knife's Edge, he had met a few individuals who were old adventuring friends of Jhaelkah. There is the bowyer and old human man, Axel. There are the dwarven Norlond brothers, Bazzak and Nalin. Bazzak is the one who has taken Artemis as an apprentice, while Nalin does most of the merchanting.

After meeting these adventuring friends and going with them to clear out a small cave of orcs south of Knife's Edge, he actually learns that the group used to be known as Salvar's Silent Sentinels. From the cave, the group also collects a cartload of mythril ore and Artemis goes to living a somewhat normal life as a smith's apprentice in the city. However, occasionally he takes trips to The Citadel for some combat training and keeps his skills honed. During one of these trips, his other original steel dagger is stolen, leaving him unarmed. He then purchases a pair of mythril daggers from the Bazaar to hold himself over.

On his journey back from purchasing these daggers he passes through the town of Vardta, where he encounters a man named Adolph Gretzel, a Knight of the Apocalypse serving Sei Orlouge. After helping to protect the town from an invading army and risking his life, and after barely coming out victorious, Sei invites Artemis to join the Ixian Knights whenever Artemis feels that he is ready to do so.

Also during his time in the town, he meets a woman named Tanya. She is the first woman Artemis is ever intimate with and within days of losing his virginity, Tanya dies while protecting him during one of the battles to protect the town. The emotional pain and rage that he feels at this loss results in an incredible desire to bring peace to the world in a virtuous way. This gives birth to the Beast of Virtue, a mentality that Artemis enters upon becoming emotionally distressed.

Sometime later The Trap Master kidnaps Artemis, though he is unaware of his captor's identity. The Trap Master brings Artemis to The Citadel and forces him into passing several tests. During this time, Artemis is unaware of his captor as well as of his location. In the final chamber, Artemis confronts an image of his father being killed by Jay, the dark elf that he is beginning to have feelings for. However, just as he sees this image, he passes out due to excessive blood loss, a consequence of the earlier chambers. He wakes back in Knife's Edge as if nothing happened and just as he thinks it was all just a dream, the barkeep of the inn he stays at comments that he has not seen him in two weeks.

Skills/Attributes/Styles:

Ambush: When attacking a target that is either engaged with another enemy, or that is simply unaware of his presence, Artemis attempts to attack critical points to inflict either fatal wounds or debilitating wounds, depending on if he wants to kill the target or not.

Expert Dual Wield Proficiency: Years of training have given Artemis the ability to act as if his two arms are fluid companions to one another that can work individually or in unison without any interruption. With new experiences in life-or-death encounters, both in The Citadel and also out in the Salvarian tundra, Artemis has begun to feel more confident with his own abilities and takes more risks, though still calculated.

Counter: Artemis' preferred method of inflicting damage is to wait for his enemy to attack, and in
the same motion of his enemies attack, Artemis strikes.

Precision: Not a single attack is wasted. Thinking through every strike and waiting for the right opportunity, as well as with a thorough knowledge of anatomy, Artemis is able to find critical points quickly and effectively. His knowledge of armor smithing has also allowed him to find weaknesses in enemy armor.

Minor Archery Proficiency: After observing Axel's ability, he imitates it somewhat as if a child imitates a parent. He has adopted Axel's stance from memory, and though it is not perfect for him, it helps him aim the arrow slightly better than his haphazard attempts prior to this experience.

Increased Strength: Hours working at an anvil and hammering away at resistant metal has given Artemis more strength than average. His muscles have become more powerful and refined.
• (1.5x normal strength)

Keen Senses: as a result of his training, as well as his fear that his father will send people after him, he is always very in tune with his surroundings. He is very perceptive of sounds, smells, and has a very strong intuition that has saved his life before.
• (1.5x normal perceptiveness)

Increased Agility: After years of training, as well as a continued focus on movement, Artemis has an above-average degree of agility that allows him to move very quickly, as well as change direction quickly. His body can bend and move in ways that most people are not capable of.
• (2x normal level of agility)

Increased Balance: Due to his incredible agility and refined muscles, Artemis has a very good center of gravity, and is even able to fight effectively while on difficult terrain.
• (2x normal balance)

Increased Endurance: Due to his years of training, years of working as a smith, as well as his continued cardiovascular training, his stamina has increased.
• (2x normal level of stamina)

Increased Pain Tolerance: Due to some painful combat experiences in The Citadel, Artemis has become more tolerant of pain and able to ignore some minor and potentially medium wounds, or if not ignore, cope with more effectively.
• (1.5x more tolerant of pain)

Proficiency of Dark Elf Language: Years of training with his mentor, Hawk, has resulted in a conversational understanding of the Dark Elf language.

Minor Mining Knowledge: Artemis saw mining in action for the first time and paid attention to what was going on as best he could. Though he has not tried it himself, he gets the general idea of it. (Acquired: Here (http://www.althanas.com/world/showpost.php?p=172154&postcount=13))

Very Advanced Blacksmithing: Years of apprenticeship and travel have given him a fair grasp of blacksmithing, especially with blades. His experience as an apprentice for the Norlond Forge have begun to improve his skills, and he is now able to craft Masterwork Steel items and below. He is also above average with Plynt and Damascus. His ability to work all other metals falls under average quality, as for the most part, they follow the same rules of metalworking. His knowledge of blacksmithing also is the source of his Anti-Armor skill.

Basic Ocular Infra-Vision: Ability to use infra-vision. The use relies on the contribution of the sentient bow, Judicis, aiding in focusing his mind. Also, concentration can be easily broken, sending him back to the normal spectrum.
(Acquired: Here (http://www.althanas.com/world/showpost.php?p=169473&postcount=24))

Anti-Armor Combat: With his increasingly excessive knowledge of metalwork and blacksmithing, Artemis has gained an advantage when fighting individuals who wear metal armor. When attacking these individuals, he can find the weak points and attack them in order to inflict more damage.
• (2x damage modifier for attacks that land)

Beast of Virtue: When Artemis is in a position that triggers powerful emotions, though he is likely to make rash decisions, he becomes more powerful as a warrior. More specifically, it increases the following stats:
• Increased Strength
• Keen Senses
• Increased Agility
• Increased Balance
• Increased Endurance
• Increased Pain Tolerance
The effect itself increases the multipliers of these abilities by adding one to all the multipliers. For example, if the multiplier is 1.5, it will become 2.5, if it is 3, it will become 4. This ability lasts for two posts in a given thread. (Acquired: Here (http://www.althanas.com/world/showthread.php?t=21578&page=3))



Equipment:

Leather Body: A very dark blue full body leather armor with an Emblem on both the front and back stitched in black.

The Twins: Artemis wields a pair of twin mythril daggers of excellent quality that he purchased at the Bazaar. After having one of his old steel daggers broken and the other pilfered, he found himself in need of replacements. The decision to buy these was based in his plans to craft a pair of mythril masterwork daggers of his own in the near future, and he would need to get a feel for the lighter metal. (Acquired: Here (http://www.althanas.com/world/showthread.php?t=21582))

The Shaper's Signet: As a gift, Bazzak Norland has entrusted Artemis with his enchanted signet ring, a powerful relic of his dwarven past that he had found during his many travels. Now, Artemis wears it, giving him enhanced metalworking ability. The ring allows the wearer to work metal one skill level higher than they normally would. Meaning average metalwork would result in above average quality goods, above average would be excellent, and excellent would be masterwork. Once you reach masterwork level, the ring is ineffective, which is why Bazzak no longer needs the ring, given his masterwork ability with every metal. (Acquired: Here (http://www.althanas.com/world/showthread.php?t=21395))

Judicis: He now wields a sentient bow named Judicis. It is made of a white material that appears to be wood and is slightly larger than a shortbow. Artemis is not aware of the bow's sentient power, though he knows there is some enchantment on the bow. Axel, the man who sold it to him for far less than it is worth, told him a few of the rules regarding the bow. For example, the bow will not fire if the act of its wielder is not virtuous. It currently has the power of a yew bow, though the potential of the bow will grow with time. It may aid the wielder if the attack is deemed exceptionally virtuous by increasing the accuracy and/or strength of the shot. When acting to protect the village of Vardta by sabotaging the main encampment, Artemis experienced the first magical arrow that the bow is able to create, a paralysis arrow. The bow also showed that its color is not constant. The magical projectiles and the bow itself are able to change color depending on the user's needs and will. As of now, Artemis cannot control any of these new powers consciously.

Paralysis Effect: When used against playable characters, this arrow can only be used twice per thread and the effects last up to ten seconds. Paralysis also depends on where the arrow hits the playable character, such as the spine for full body paralysis, or particular body parts for targeted paralysis. Use of this arrow against non-playable characters has no time limitations, within reason (assuming not used on a player's npc without permission.)

(It will get stronger with level. Later, it will shoot an increased variety of arrows that are created using the magic of the bow and will of the wielder).
(Received: Here (http://www.althanas.com/world/showpost.php?p=167856&postcount=10) and new powers acquired: Here (http://www.althanas.com/world/showthread.php?t=21578&page=3))

Campfire Cubes: He has a pair of cubes that were created by Steppenwolf Orlouge. The cubes are gadgets that use fuel, which Artemis now knows how to produce, to create a blue and green campfire on command.
(The description and where it was received are: Here (http://www.althanas.com/world/showpost.php?p=169473&postcount=24))

Cartload of Mythril: After clearing out a cave full of orcs and mining the mythril from it, the Norlond brothers transported the cartload of ore back to Knife’s Edge to their smithy, the Norlond Forge. Though it doesn’t directly belong to Artemis, his role in being the catalyst for the whole thing and attempt at helping out has lead them to feel a bit generous. Most of it will be used by the dwarves, but Artemis gets a cut as a “finder’s fee” so to speak. He will use it to craft himself two daggers at a future point and possibly a few items for sale, though that’s about it, as the rest will cover his stay at The Bearded Gnome and the apprenticeship of Bazzak. (Acquired: Here (http://www.althanas.com/world/showpost.php?p=172154&postcount=13))




NOTES:
• Upgraded History
• Upgraded Smithing ability
• Upgraded the power of Judicis
• Added the Beast of Virtue Ability

Letho
11-12-10, 11:43 AM
We just need to put some kind of a limit to the paralysis arrow. Let's say, usable twice per thread, the paralysis lasts for 10 seconds and it's effectiveness depends on the part of the body you hit. So if you let's say, hit someone in the leg, he wouldn't be able to use his legs for 10 seconds. But you hit them somewhere closer to the spine, you get full body paralysis. Sounds fair?

SirArtemis
11-12-10, 02:22 PM
We just need to put some kind of a limit to the paralysis arrow. Let's say, usable twice per thread, the paralysis lasts for 10 seconds and it's effectiveness depends on the part of the body you hit. So if you let's say, hit someone in the leg, he wouldn't be able to use his legs for 10 seconds. But you hit them somewhere closer to the spine, you get full body paralysis. Sounds fair?

How about we put that limit on for player combat, but take off that limit for npcs? (Since.. mostly I'll be writing non-combat related threads.) I'll make the changes now, and if this isn't okay, we can work it out.

Letho
11-13-10, 05:02 AM
I can allow taking off the limit on how much time you use it in quests (provided you don't plan to keep using it like a hundred times in a row), but the limitations on the effects must stay. Just because it's a quest doesn't mean the ability should be stronger.

SirArtemis
11-13-10, 01:44 PM
I can allow taking off the limit on how much time you use it in quests (provided you don't plan to keep using it like a hundred times in a row), but the limitations on the effects must stay. Just because it's a quest doesn't mean the ability should be stronger.

Alright, changes made.

Letho
11-13-10, 06:46 PM
You are approved. Thank you for your cooperation and welcome to the next level.