ZephSorensson
10-07-2017, 09:01 PM
Name:
Zephyr Sorensson
Nickname/Alias:*
Zeph
Age:
23
Race:
Human
Height:
6’0”
Weight:
180
Occupation:*
No-good lazybones wanderer
Personality:
Curious, impulsive, quiet, prone to drink, procrastinates, loyal, nosy but respects differences: he just wants to know everything.
History:
Zeph is the oldest of two brothers, and unlike many adventurers, both parents are alive and well. His father is an officer of the watch, and his mother is a healer. His brother is a builder, apprenticed to the masons guild, and he shows much promise in being a great engineer some day. He's never found his path. He enjoys the thrill of new things, and chooses adventure over stability. He told his parents he was going to the isle to study as an herbalist, and it wasn't a complete lie, he searches out anyone who can teach him of magic and the arcane anywhere he can.
Appearance:
Fair complexion, dark hair with brown eyes
Skills:
Sneaking - a life of being too curious for his own good has allowed Zeph to learn important lessons in the art of being undetected
Marksmanship - having to hunt down small game while traveling has provided some experience with a bow and arrow
Grappling - growing up the older of two brothers, wrestling was a way of life. While he’d fail in the face of a well-trained opponent, he can handle himself in a tavern brawl.
Tracking - If you can’t follow the signs of game in the forest, you go hungry. Zeph has spent enough hungry nights that he learned to pick out the basic signs of someone or something else passing along a trail.
Herblore - Zeph’s mom was a healer, and he helped as a child to gather herbs to create cures and remedies. He knows the basics about the power of herbal remedies, and
Abilities:
Camouflage - by spending a few minutes, Zeph can create a passable camouflage that helps him avoid detection when he otherwise might be seen. It has no effect outside of the environment where it was made. Camouflage lasts for 5 posts before degrading to a point where it is no longer useful.
Pocket Sand! - Zeph attempts to blind his opponent temporarily with a handful of pocket sand to their seeing appendage(s). Zeph can only hold enough pocket sand to attempt this 3 times before having to restock.
Rope Dart - Tying rope around the end of an arrow, Zeph attempts to pierce the enemy and reel them in. May only be used once per day, since the rope is expended in the attempt.
Equipment/Weapons:
yew long bow
Quiver of arrows
Iron hunting knife
Leather body armor
Leather vambraces
Folding grappling hook
Backpack
100 feet of rope
Adventurer's clothes
Waterskin
Rations
Bag of sand
2 6-sided dice
Zephyr Sorensson
Nickname/Alias:*
Zeph
Age:
23
Race:
Human
Height:
6’0”
Weight:
180
Occupation:*
No-good lazybones wanderer
Personality:
Curious, impulsive, quiet, prone to drink, procrastinates, loyal, nosy but respects differences: he just wants to know everything.
History:
Zeph is the oldest of two brothers, and unlike many adventurers, both parents are alive and well. His father is an officer of the watch, and his mother is a healer. His brother is a builder, apprenticed to the masons guild, and he shows much promise in being a great engineer some day. He's never found his path. He enjoys the thrill of new things, and chooses adventure over stability. He told his parents he was going to the isle to study as an herbalist, and it wasn't a complete lie, he searches out anyone who can teach him of magic and the arcane anywhere he can.
Appearance:
Fair complexion, dark hair with brown eyes
Skills:
Sneaking - a life of being too curious for his own good has allowed Zeph to learn important lessons in the art of being undetected
Marksmanship - having to hunt down small game while traveling has provided some experience with a bow and arrow
Grappling - growing up the older of two brothers, wrestling was a way of life. While he’d fail in the face of a well-trained opponent, he can handle himself in a tavern brawl.
Tracking - If you can’t follow the signs of game in the forest, you go hungry. Zeph has spent enough hungry nights that he learned to pick out the basic signs of someone or something else passing along a trail.
Herblore - Zeph’s mom was a healer, and he helped as a child to gather herbs to create cures and remedies. He knows the basics about the power of herbal remedies, and
Abilities:
Camouflage - by spending a few minutes, Zeph can create a passable camouflage that helps him avoid detection when he otherwise might be seen. It has no effect outside of the environment where it was made. Camouflage lasts for 5 posts before degrading to a point where it is no longer useful.
Pocket Sand! - Zeph attempts to blind his opponent temporarily with a handful of pocket sand to their seeing appendage(s). Zeph can only hold enough pocket sand to attempt this 3 times before having to restock.
Rope Dart - Tying rope around the end of an arrow, Zeph attempts to pierce the enemy and reel them in. May only be used once per day, since the rope is expended in the attempt.
Equipment/Weapons:
yew long bow
Quiver of arrows
Iron hunting knife
Leather body armor
Leather vambraces
Folding grappling hook
Backpack
100 feet of rope
Adventurer's clothes
Waterskin
Rations
Bag of sand
2 6-sided dice