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Tinker Kid
10-19-12, 12:46 PM
Hello! I played here before a little bit agesssss ago, and had fun; I've been wanting to RP more and this sprang into mind! Hopefully it'll be good times.

Name: Raime
Age: 17
Race: Human, Aleraran
Hair Color: Brown
Eye Color: Brown
Height: 5' 10"
Weight: 185
Occupation: Journeyman Artificer

Personality: On first glance, Raime is a sharp young man with an easy laugh, might remind you a little of a small animal. On second glance, well... that's pretty much right. Raime is a pretty simple young man trying to find his way in the world. He has a cavalier, "things are gonna go my way" sort of attitude thankfully tempered by his obvious good-heartedness; he has a tendency to charm people he doesn't deeply annoy, and in turn likes almost everyone he meets. Get to know him a bit better and you'll see that underneath that surplus of energy is a surprisingly thoughtful boy with a deadpan sense of humor, as well as a rather superstitious one with a tendency to jump at loud noises. Raime's actions usually lack a spectacular amount of forethought, in spite of the surprising things he can accomplish when he actually gets his act together.

Appearance: ((This quickly got out of hand, but here ya go! I'm happy to offer a prose description as well.))
2708

Skills:
Tinker, or "I can fix that!" - Raime spent his early years on the road helping his father with whatever needed to get done; If you need a pot patched, a lock unjammed, or one of any other innumerable minor jury rigs and repairs, you'd be hard pressed to find someone with more skill and enthusiasm for 'fiddling'.
Road Unwearied, or "Are you tired already?" - A lifetime (albeit short) of walking the highways of the world, climbing trees and running down hills (or away from places it's better not to be) have left Raime rather fit.
Good eye, fast fingers - Call him dexterous, call him keen eyed, however you put it Raime's livelihood is precise work, and that precision extends to other activities.
Artifice - "Moderate" The point of the last 8 years. In spite of his human blood, Raime is an Aleraran through and through when it comes to technology; he's just completed his apprenticeship and begun a stint as a journeyman.
Resourceful - Raime's great at making due with his wits and whatever he's got on hand to get himself out of the situations he's got an equal talent at getting himself into.
Guileless - Raime couldn't tell a lie to save his life, pretty much literally. He gets by with fast talk some of the time, and some people appreciate his obvious honesty, but at the end of the day you'd be hard pressed to find someone with a worse poker face.

"Knacks" (Abilities)

"What can I say? I've got a tinker's touch" - It COULD just be intuition, it could be he's just lucky, or that he's that good... but really, he's got a little something extra: let him handle an object, and he'll get an almost preternatural sense of it's make and condition. This doesn't usually go that far, but it's helpful for making repairs or troubleshooting difficult jobs.

"I can't believe that held!" - Objects made or repaired by Raime tend to go just that little bit further; a jury-rigged axle might hold another mile, or a hastily patched shield might stop one more axe stroke. This usually doesn't go very far, and while it is a magical ability, it doesn't allow impossible or spectacularly implausible things to happen. It just gives things a bit of a kick.

"Listen, Fate plays with loaded dice. I know it." - Luck and Raime have a strange (and strained) relationship. On the one hand, most of the time things tend to go... really well! He wins at dice more than he ought to, and good fortunes seem to fall into place just a little too easily. Simply put, most of the time, Raime's pretty lucky. But don't tell him that, because luck always balances out, and for him when things go wrong, they go spectacularly wrong. ((Note: I'm not exactly sure how I want to play this, but either way it isn't going to be a HUGE deal. Mechanically, the idea is that Raime tends to have lots of little bits of good luck, but always balanced out by big bursts of bad luck.))

Equipment:
Tinker's Pack - This amounts to "travel necessities", but taken to the nth degree. Raime almost compulsively collects knick knacks, odds and ends, anything he things might someday come in handy, or be worth a trade for someone with a particular need. In practice this means that within reason, it's safe to assume he's got whatever random nothing might be useful; more particularly I would suggest that essentially all his wealth (for now at least) takes the form of random crap in his bag, rather than coinage.

History: Raime spent his childhood on the roads with his Tinker father Tamt, wandering, trading, fixing, doing this and that; he's been to all the major nations in the area (though he only vaguely remembers them), but his home is and was Alerar. From a young age Tamt recognized his gift with crafted works in general and machinery in particular. Though Raime would've happily spent his life in his father's footsteps, Tamt wished better for him and managed to get him an unenviable but promising apprenticeship with a disgraced Dark Elven artificer in the depths of Ettermire. His father in turn settled with Raime's little sisters in a township on the outskirts of the city, where he was able to visit during his occasional allowed (and sometimes disallowed) vacations.

Apprenticeship was good to Raime, though not without strife (mostly owing to his distinct lack of being an elf), but in time he excelled and developed a good relationship with his master. Years down the line, it's time for Raime to move out on his own and learn the trade in the wider world; a prospect he welcomes.

Letho
10-19-12, 07:13 PM
Everything seems to be in order.

You are approved. Welcome to Althanas.