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The Wanderer
12-21-13, 06:05 AM
Name: Adamusk Pollineaux ((add-a-musk polly-new))
Age: 22
Race: Human
Language: Common
Hair Color: Brown
Eye Color: Green
Height: 5'11"
Weight: 150 lbs.
Occupation: Wanderer

Appearance



Aesthetically, Adamusk is no different than the average human, though often considered a runt within borders of his home nation, Salvar. He is of a medium, but lanky build. He possesses pale and angular features like much of his kin, as well as the dark, fair hair seen prevalently in the region. His voice is deep and charming, though he often speaks softly. In contrast with his soft features he possesses gnarled and aged looking hands, marred after extended use of his abilities.


As for usual garment, Adamusk wears a traveling ensemble, complete with jet black slacks, boots and coat, with a creamy white undershirt to finish the look. He prides himself on maintaining a pristine elegance, even whilst traveling the large distances he does.


Personality Overview


It is said that it is through hardship one sculpts their true character. The chisel embodies the wisdom shepherded by hindsight while the hammer is the deity of suffering, smashing the chisel into the psyche over and over, breaking down the bastion of innocence in the stead of frigid reality.


Adamusk Pollineaux was well acquainted with both the chisel and the hammer. They had been his companions from the dawn of his life and he would carry them until he died. Adamusk is a man who is as complex as the world he studies. A voracious learner, his drive to gain knowledge is only surpassed by his unconditional compassion for the downtrodden and abused. His heart lingers in space most especially for those cast out as freaks of the arcane, as he has personally felt that particular brand of prejudice many times.


Notable Traits


Empathetic - Though he often curses it aloud, Adamusk's sense of compassion emblazons itself on his actions like a light in the dark. He cannot, no matter how insignificant, let things that he perceives as wrong go unresolved, and will always help those in need, often sacrificing important personal issues in the process. This comes at great detriment to The Wanderer's social endeavors and he is nearly perpetually lonesome because of it. This, however, does not impede with his willingness to take a life if the situation calls for it.


In line with this, Adamusk harbors a special affinity toward canines, drawn specifically toward their general loyalty and unconditional affection. He will never harm a dog, wolf or any other variation of canine unless placed under extreme duress because of it.

Rapier-wit - Despite his inherent good nature, Adamusk possesses a razor-sharp tongue and a morbid sense of humor. He often makes off-color or biting jokes while simultaneously attempting to alleviate a dangerous situation.

Macabre Lust - Residing deep within the recesses of Adamusk's mind lies a fissure of toxic desire that oozes into his subconscious against his will.
At the very core, Adamusk is entranced by blood. He lusts after the sight of it, the taste of it, even the very sound of it as it drips to the floor. Internally, he wants nothing more than to open people up and watch as it all comes rushing out.

For all intents and purposes, he isn't even aware that such a side to him exist, obliterating all indemnifying thoughts as quickly as they arise. To him, allowing himself these desires is an admission that those who abused and neglected him were correct in doing so.



Skills

Duelist (Competent) - Years ago, the ranger Skiall had come into slight fame for his victories within the citadel. During this time he had gained some renown as being an exceptionally skilled duelist. After the tragic death of his brother however, all dreams of glory were dashed like the tide against the shore.

During Adamusk's time with Skiall, the ranger felt compelled to pass on what knowledge he knew of the fencing arts. While he wasn't particularly gifted, he had the heart of a firebrand and kept at the task until he built competent skill.

Wilderness Survival (Above Average) - Through the harsh tutelage of the ranger Skiall, Adamusk has developed considerable knowledge pertaining to living off the land and trekking harsh climates. He is familiar with much of Salvar's flora and fauna as well as its general weather patterns and environmental dangers. The Wanderer is also a fairly skilled trapper, able to catch small game with relative patience and ease. Adamusk's dedication to the craft of survival also lends him the ability to quickly survey and pick up information about whatever environment he may currently be in.

Woodworking/Fine Carpentry (Competent) - Possessed with a creative spirit from a young age, Adamusk does not remember a time that he had not loved the artistry of woodcraft. Through years of practice he has nurtured quite notable skill on the subject and is capable of crafting all sorts of odds and ends, even the dark, oak cane sheath he uses while traveling. In the vein of this hobby, he has an appreciation for works done in such a way and houses a fairly thorough knowledge of wood types and carving techniques. This skill also lends itself to Adamusk's survival training, as it is incredibly augmentative of his trapping ability.


Abilities

Hard Wave Technique

The very thing he both curses vehemently and lusts for endlessly, Adamusk carries the ability to form highly concentrated insta-shockwaves from the palms of his hands. Though it is quite obviously magic in nature, The Wanderer possesses no arcane knowledge of how it manifested itself within him. With a mere thought he is able to launch a wave from either hand, though his palm(s) must be in direct contact with whatever he wishes to effect else the ability will simply disperse through the air, causing a loud cracking sound.

Drawback: Extended and unregulated use of this ability can and will cause extreme physical duress on his body. Within a single thread, after each use, The Wanderer's hands will become more and more damaged from the physical stress his power places upon them. This will effect his ability to hold onto objects or interact with anything using his hands.


(Level 0-1)

Parameters:
Uses per thread: (3)
Application: Touch
Time: Instant
Description: At his current level of ability, Adamusk's powers will not produce any noticeable destruction on living organisms. He must place his palm directly on the surface he wishes to launch the shockwave through. On basic flesh, his ability will only create an instant of agonizing pain that will weaken the appendage targeted for a very brief amount of time (1 post). At this mild level the wave cannot crack/shatter any material harder than glass, making it almost negligible in practicality outside of combat as that would would warrant agonizing pain without much to show for it.

Example of ability used on different limbs:
Arm - Sluggish or difficult use for 1 post.
Head - Slight vision difficulties, sharp but brief headache.


Agility Training
The wild and unpredictable lands of Salvar are not the place for those without their heads on a swivel and the ability to move quickly. Time spent evading sudden danger has afforded Adamusk some skill with speed of foot and hand, though more through experience than hard practice. He ability to dodge attacks and land his own is slightly higher than the average human.


(Level 0-1)

Parameters:
Description: 1.5 x Average human Agility




Equipment
Basic Survival Gear
-A small spade, oil, a lantern, a flint block, a steel block, some wire and a flexible hand saw.
Wood carving tools
-A woodcarving knife, a lathe and a sheet of sandpaper.

Weapons/Miscellaneous
-An oak walking cane sheath and an iron sabre.

History

The earth of Salvar shudders under its own frigidity, it's white winds sweeping the broken tundra like the soul of Denebriel herself. Tenderness was not a word associated with the unforgiving environment. Those that made this land their home were hard and full of vigor. The people that live within the stone walls of Knife's Edge had witnessed the desolation that war could bring and still pushed on with unending will. A tumultuous, yet welcome peace had been cast over the land in recent years, the Church of Ethereal Sway's hand in the government slipping ever so slightly. Those of dissenting opinions had gained power and were voicing themselves against the policies of the prejudicial theocracy. Though the church still had ultimate policing rights, instances of their abuse were being cast into the light more and more often, swaying public opinion just enough to shake up the status quo. So, while Salvar was at peace tangibly, politically, it was a broken wasteland and the church struggled to retain its authoritative rule.

In light of this, those of the Ethereal Sway sought to garner favor with those outside the hallowed city, hoping to topple the odds with sheer numbers. Emissaries and representatives were sent to all reaches of Salvar, implanting themselves within small towns and fiefdoms in an effort to ingratiate themselves with the people. Though it was not intended this movement also gave the church an opportunity to scour the nation for rogue magic users, an endeavor that proved quite successful. Within the first year, over two-hundred individuals accused of unsanctioned witchcraft were ousted across Salvar. Adults found guilty of such crimes were immediately put to death while the children were merely cast out into the wilderness, forced into homicidal exile. Adamusk was one such child.

Cast out and alone deep in the heart of Skavia, Adamusk fought for survival the best he could, coming razor close to death several times. In a magnificent stroke of luck, the boy was happened upon by a traveling ranger named Skiall Pollineaux. The man was a refugee from Corone that had been in hiding ever since being framed for his brother's death. Skiall, though a bit rough, had no qualms about magic and felt a touch of pity for the boy.


Though hesitant at first, the youth displayed his unique gift for Skiall, too which the man merely chuckled. The subject was never brought up again. For the next twelve years Skiall would raise Adamusk as his apprentice, teaching him the ways of survival and travel as well as basic information about the world. He was most interested to learn about the countries that allowed magic within their borders. Occasionally, when Skiall would be asleep, he would practice his ability, ever trying to master it through constant use. When Adamusk turned twenty-two he decided to strike out on his own, taking not only Skiall's surname but his sense of duty and toughness as well. He meant to find the lands of those who would accept him and change the minds of those who feared and loathed him for his birthright. He had become strong and intelligent in his recent years, and under Skiall's watchful eye, developed into a man.

Now traveling alone, he seeks faraway lands in an effort to forget his past and enjoy a new future. In the blackness of night, however, he still awakens with tears staining his shirt. Mother.

Hysteria
12-22-13, 10:01 PM
Howdy,

First off, starting weapons should be iron, can you make your dagger iron?

Endurance counts as an ability, can you move it to abilities?

Are you able to elaborate more on how he is exhausted by continued use of his blood magic? I'm looking particularly for how many times he can use his abilities during a fight.

Sanguine Manipulation – When he releases the spout of blood, how long can he continue to manipulate it?

Overall you have three abilities, the Sanguine Manipulation and Scarlet Bolt are considered one ability, Endurance and Crimson Scars one each. The only issue is that they are too strong at the moment. You could either make them weaker, or cut one of them.

The Wanderer
12-23-13, 07:33 AM
I know you'll probably want to break my noob arm for this but I completely overhauled my whole ability section. It should, however, jive with the specifications better than what I had in mind before. I also added in a skill (While subtracting Endurance altogether) and changed the steel dagger to an iron saber. I also rearranged and added some minute things to his character history and appearance in light of the other changes I've made. I apologize for this, as I know it just makes more work for you. Don't beat me up too bad D:

Hysteria
12-24-13, 06:18 AM
Very nice work indeed. You are approved!