Sirrus
08-25-07, 10:38 PM
Name: Sirrus Liall
Age: 24
Race: Human
Hair Colour: Dark Red
Eye Colour: Bright Green
Height: 5'6''
Weight: 142lbs
Occupation: Appraiser, Mapmaker
Personality: At first Sirrus comes of as distant and uncaring, even outright cruel. He quickly makes up his mind about who and what he likes, and based on that he'll show his true self. In truth he's quite chatty and one hell of a party animal, staying up into the wee hours most nights. His wit is deadly sharp, honed by years of use.
He's incredibly selfish and self-centred, with a very high opinion of himself. He thinks himself a ladies' man, but his deep self involvement tends to put women off and he's yet to have a meaningful relationship with anyone but himself.
Appearance: He probably saw you first, but doesn't mind being looked at. He favours brown and green when it comes to clothes, quite fond of his heavy earthen trench coat and knee-high buckled boots. He won't wear a hat unless absolutely necessary, rather proud of his wavy red hair. Most times he has a leather satchel slung over one shoulder, strapped across his chest.
His eyes are large and attentive, green like wet moss. Freckled skin is pale, barely touched by the sun. He does that on purpose, his light complexion making him burn long before tanning.
He keeps his weapons to himself, the ringwire in the sleeve of his coat and the gearsword straight along his spine, strapped in and sheathed upside down.
History: There's not much to tell and less he actually would. He grew up with a single mother of quite a few, the fourth child. His family was rather homely, quickly boring him once he broke into his teens. He began to support himself through thieving, one day scouted by a guttersnipe he was trying to con into buying a 'magic' rock. He was brought into a thieves guild known as Raveneer, where he discovered the finer points of his craft and a particular talent with forgery.
At thirteen he made it official and left his family, lodging at the guildhouse as an apprentice to a man everyone called Blue. Blue was one of the twelve heads of the guild, in charge of equipment and stocktaking. He had a particular talent with tinkering, which was passed on to Sirrus.
Two years later Sirrus graduated by crafting the ringwire and using it to snatch a precious document from a local lord. Leaking this document lead to the expulsion of this lord and the instalment of one selected by Raveneer, an honour which was given to Sirrus.
As a full fledged Raveneer Sirrus still kept close ties to Blue, their relationship changing in title only. Slowly, Blue delegated responsibility to the boy, which was accepted to a point. However, when Sirrus turned eighteen and Blue tried to pass the torch entirely, the offer was declined. This caused growing tension over the next year, eventually leading to Sirrus leaving the guild. Before he left Blue gave him the plans to construct a gearsword, which was assembled soon after.
Two years of ambling ended when Sirrus came upon a dwarven settlement, the first he'd encountered. When he tried to work there, he quickly found the close knit society too much for him and was caught, jailed, and eventually sent into a nearby copper mine as a slave.
Once the initial resentment wore off, Sirrus proved to be a hard worker, his memory of rock formations and talent with custom riggings earning him enough status to be removed from bondage and employed, first as a miner then as a cartographer and prospector. In the two years he spent with this vocation, he gained a fair deal of experience with metalcraft and its people, one dwarf in particular.
His name was Billd Brackogan, the foreman of the original copper mine and owner of a smithy specializing in jewelry. On occasion Sirrus was offered an apprenticeship at the smithy, and the offer was eventually accepted. He showed little talent with as a smith, but through that failure discovered his fine eye for quality, an unnoticed skill refined in his thieving days. He became an appraiser, scouting out good gems for Billd and helping him accurately price finished product. He kept his job as a cartographer as well, making a fair nest egg for himself.
The old wanderlust eventually took hold of him however, and he came to bid his farewells to his dwarven friends. He now follows the call of treasure again, tempted by the hoarding ways of the Draconians.
Skills
Lock picking: He's learned enough skill with this that he can pick a simple lock with a sliver of wood from the door, so when he's got his picks with him only well crafted locks can keep him out. Combination locks are a trifle, but solid padlocks and doorbars present him with some difficulty.
Climbing: If it's got handholds, he can probably freeclimb it given enough time. With his gear most things metal can dig into are climbable. He's not particularly strong however, so he can't go all that high, maybe 100 feet give or take for difficulty.
Voice imitation: He's no good at feminine voices, but he can copy most human male voices after listening to them for about a minute. This also allows him to blindly disguise his voice without a template. He's got a few goofy ones too, ask him to do his frog sometime.
Forgery: His hand is inhumanly steady when he focuses on this; he's yet to come across a document or script he can't copy. Even if he has no idea what it says because he doesn't know the language or it's some magical runework, he can still copy it exactly. Copied runes and such have no magical power of course.
Stealth: He can move pretty quietly if he wants to, but isn't so skilled that he can do so on gravel and such. If he can find a dark corner or something similar, he knows how to keep to it and stay out of sight. Combining this with quiet movement and climbing can make for a tricky getaway. His skill is particularly geared toward finding such positions.
Appraisal: He knows what stuff is worth well enough to make a living sharing the knowledge with others. This particularly applies to raw metals, gems, and jewelry, but he could tell you what a pie is made of without tasting it should the need arise.
Landscape memory: He's quite skilled at picking out landmarks and remembering routes as he goes, to the point that he doesn't actively think about doing so anymore and is still able to reference his memory with great accuracy. Given some time, he could draw you an accurate map of a place he was a month ago.
Tinkering: Mainly geared toward his equipment and arming/disarming traps, he knows his stuff when it comes to whirlygigs and thingamabobs. One area he always fails in is combustion power; it always blows up. He probably does it on purpose.
Special Equipment
Blackpowder Beads: They work like firecrackers when struck hard, cracking to shrapnel with a quick burst of fire.
Thunderstones: They contain an electric charge that releases when a protective membrane is pierced, most useful when done with metal. Mostly he uses these with the conductor on his ringwire.
Glampowder: A base alchemical ingredient that absorbs and amplifies light naturally. Used with blackpowder beads it sticks to most surfaces and burns slowly. The coating for thunderstones is made of this mixed with saltwater.
Equipment: Lock picking set, Blackpowder beadsx5, Thunderstonesx3, Glass cutter, Climbing gloves and boots, Rope, Graham crackers, Magnifying glass, Glampowderx10 uses, Assortment of writing materials, Blank notes of credit; all in a leather satchel.
Familiars: He keeps a rat in the pocket of his trench coat. She's a normal, if rather smart, rat. She knows a few tricks such as fetching and running off as a distraction, and always finds her way back to Sirrus. Her fur is grey, nose black, and belly white. She likes graham crackers. Her name is Rat.
Age: 24
Race: Human
Hair Colour: Dark Red
Eye Colour: Bright Green
Height: 5'6''
Weight: 142lbs
Occupation: Appraiser, Mapmaker
Personality: At first Sirrus comes of as distant and uncaring, even outright cruel. He quickly makes up his mind about who and what he likes, and based on that he'll show his true self. In truth he's quite chatty and one hell of a party animal, staying up into the wee hours most nights. His wit is deadly sharp, honed by years of use.
He's incredibly selfish and self-centred, with a very high opinion of himself. He thinks himself a ladies' man, but his deep self involvement tends to put women off and he's yet to have a meaningful relationship with anyone but himself.
Appearance: He probably saw you first, but doesn't mind being looked at. He favours brown and green when it comes to clothes, quite fond of his heavy earthen trench coat and knee-high buckled boots. He won't wear a hat unless absolutely necessary, rather proud of his wavy red hair. Most times he has a leather satchel slung over one shoulder, strapped across his chest.
His eyes are large and attentive, green like wet moss. Freckled skin is pale, barely touched by the sun. He does that on purpose, his light complexion making him burn long before tanning.
He keeps his weapons to himself, the ringwire in the sleeve of his coat and the gearsword straight along his spine, strapped in and sheathed upside down.
History: There's not much to tell and less he actually would. He grew up with a single mother of quite a few, the fourth child. His family was rather homely, quickly boring him once he broke into his teens. He began to support himself through thieving, one day scouted by a guttersnipe he was trying to con into buying a 'magic' rock. He was brought into a thieves guild known as Raveneer, where he discovered the finer points of his craft and a particular talent with forgery.
At thirteen he made it official and left his family, lodging at the guildhouse as an apprentice to a man everyone called Blue. Blue was one of the twelve heads of the guild, in charge of equipment and stocktaking. He had a particular talent with tinkering, which was passed on to Sirrus.
Two years later Sirrus graduated by crafting the ringwire and using it to snatch a precious document from a local lord. Leaking this document lead to the expulsion of this lord and the instalment of one selected by Raveneer, an honour which was given to Sirrus.
As a full fledged Raveneer Sirrus still kept close ties to Blue, their relationship changing in title only. Slowly, Blue delegated responsibility to the boy, which was accepted to a point. However, when Sirrus turned eighteen and Blue tried to pass the torch entirely, the offer was declined. This caused growing tension over the next year, eventually leading to Sirrus leaving the guild. Before he left Blue gave him the plans to construct a gearsword, which was assembled soon after.
Two years of ambling ended when Sirrus came upon a dwarven settlement, the first he'd encountered. When he tried to work there, he quickly found the close knit society too much for him and was caught, jailed, and eventually sent into a nearby copper mine as a slave.
Once the initial resentment wore off, Sirrus proved to be a hard worker, his memory of rock formations and talent with custom riggings earning him enough status to be removed from bondage and employed, first as a miner then as a cartographer and prospector. In the two years he spent with this vocation, he gained a fair deal of experience with metalcraft and its people, one dwarf in particular.
His name was Billd Brackogan, the foreman of the original copper mine and owner of a smithy specializing in jewelry. On occasion Sirrus was offered an apprenticeship at the smithy, and the offer was eventually accepted. He showed little talent with as a smith, but through that failure discovered his fine eye for quality, an unnoticed skill refined in his thieving days. He became an appraiser, scouting out good gems for Billd and helping him accurately price finished product. He kept his job as a cartographer as well, making a fair nest egg for himself.
The old wanderlust eventually took hold of him however, and he came to bid his farewells to his dwarven friends. He now follows the call of treasure again, tempted by the hoarding ways of the Draconians.
Skills
Lock picking: He's learned enough skill with this that he can pick a simple lock with a sliver of wood from the door, so when he's got his picks with him only well crafted locks can keep him out. Combination locks are a trifle, but solid padlocks and doorbars present him with some difficulty.
Climbing: If it's got handholds, he can probably freeclimb it given enough time. With his gear most things metal can dig into are climbable. He's not particularly strong however, so he can't go all that high, maybe 100 feet give or take for difficulty.
Voice imitation: He's no good at feminine voices, but he can copy most human male voices after listening to them for about a minute. This also allows him to blindly disguise his voice without a template. He's got a few goofy ones too, ask him to do his frog sometime.
Forgery: His hand is inhumanly steady when he focuses on this; he's yet to come across a document or script he can't copy. Even if he has no idea what it says because he doesn't know the language or it's some magical runework, he can still copy it exactly. Copied runes and such have no magical power of course.
Stealth: He can move pretty quietly if he wants to, but isn't so skilled that he can do so on gravel and such. If he can find a dark corner or something similar, he knows how to keep to it and stay out of sight. Combining this with quiet movement and climbing can make for a tricky getaway. His skill is particularly geared toward finding such positions.
Appraisal: He knows what stuff is worth well enough to make a living sharing the knowledge with others. This particularly applies to raw metals, gems, and jewelry, but he could tell you what a pie is made of without tasting it should the need arise.
Landscape memory: He's quite skilled at picking out landmarks and remembering routes as he goes, to the point that he doesn't actively think about doing so anymore and is still able to reference his memory with great accuracy. Given some time, he could draw you an accurate map of a place he was a month ago.
Tinkering: Mainly geared toward his equipment and arming/disarming traps, he knows his stuff when it comes to whirlygigs and thingamabobs. One area he always fails in is combustion power; it always blows up. He probably does it on purpose.
Special Equipment
Blackpowder Beads: They work like firecrackers when struck hard, cracking to shrapnel with a quick burst of fire.
Thunderstones: They contain an electric charge that releases when a protective membrane is pierced, most useful when done with metal. Mostly he uses these with the conductor on his ringwire.
Glampowder: A base alchemical ingredient that absorbs and amplifies light naturally. Used with blackpowder beads it sticks to most surfaces and burns slowly. The coating for thunderstones is made of this mixed with saltwater.
Equipment: Lock picking set, Blackpowder beadsx5, Thunderstonesx3, Glass cutter, Climbing gloves and boots, Rope, Graham crackers, Magnifying glass, Glampowderx10 uses, Assortment of writing materials, Blank notes of credit; all in a leather satchel.
Familiars: He keeps a rat in the pocket of his trench coat. She's a normal, if rather smart, rat. She knows a few tricks such as fetching and running off as a distraction, and always finds her way back to Sirrus. Her fur is grey, nose black, and belly white. She likes graham crackers. Her name is Rat.