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Thane Grimshaw; Human Warrior [Approved]
Topic Started: Sep 21 2014, 06:27 PM (87 Views)
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General Info

Name: Thane Grimshaw
Age: 22
Race: Human; Chasind
Gender: Female
Sexuality: Bisexual

Physical Info
Height: 5'9"
Weight: 170lbs
Hair: Brown
Eyes: Brown
Skin: White, slightly tanned but not much.
Build: Lean, muscular.

General: Thane is a tall, shapely girl with an average sized chest that doesn't get in the way when she is fighting. Outside of combat she wears a combination of white and tanned colored clothing - a white long sleeved undershirt, a tan corset like vest, as well as a pair of tan colored pants and a tan colored leather choker. All of her clothing is made from various materials that the Chasind harvested from the animals they used for food, so they are a tad rough looking but serve their purpose.

Being a warrior, she does wear armor, preferring twin blades instead of a shield however. While in combat, she tends to tie her hair back and hide it inside of her helmet to keep anyone from tugging on it or doing something equally unfortunate.

Personality Info
Likes: Ale, hunting, tracking, running free, etc.
Dislikes: Darkspawn, assholes, etc.
Goals: Find a safe haven, earn money/connections to get her tribe there, actually get them there, live peacefully (?).

General: Thane is an upbeat troublemaker with a taste for booze. You would think this meant that she handled her alcohol gracefully, she's certainly drank enough of it, but it does not. She handles it about as gracefully as a bear in a beehive. She has a habit of crossing the line and generally pissing off someone much bigger than herself whom she can still toss around like an dirty nug.

She is playful by nature and particularly likes to flirt with women, as she does enjoy being in control of certain things, but she does consider herself bisexual as she is technically attracted to everyone - from what she has witnessed from others women simply seem to be more willing to receive and give instead of just 'take, take, take' all the time (plus there's really no risk or consequence aside the occasional angry husband). She is in no way bitter towards men, though even within her tribe some of the men bore a grudge against her for 'turning their woman'.

Having grown up in a world of 'eat or be eaten', she does not hesitate to to what needs to be done, and if that means cutting down a person in cold blood than so be it. She by no means enjoy the act of murder, but if her life or the life of someone else is on the line than she is more than willing to be the person to step up and do the protecting.

Having so many younger siblings, she does have a soft spot for children and a no nonsense policy for people that would abuse them one way or another.

Historical Info
Born the eldest child of a large brood, Thane had to grow up more quickly than her younger siblings as it was not long before she was tasked with watching them or providing for them. The Chasind child was born in the Kokari Wilds several years after Ferelden had fallen to the darkspawn, so her upbringing was unlike that of those generations before her, who need only avoid the other races to lead a peaceful life.

Born in the aftermath of a war, while the darkspawn were still spreading their taint through the more remote parts of Ferelden, the people of her tribe refused to head to the few areas remote enough to be called 'safe havens', thinking themselves safer staying in the lands they knew, thinking that migrating to such a place, where so many others were headed would simply draw the fire of darkspawn towards them more quickly.

They were right, but they were also very wrong.

In spite of their decision to stay in their homeland many people died - be it at the hands of darkspawn or each other. Their was much unrest within the Chasind during the first few years of Thane's life, many blamed their leader for trapping them in the wilds, while others supported the man with their life. Their numbers had dwindled significantly by the time they realized that they should have been fighting the darkspawn and not each other.

The darkspawn killed indiscriminately, and it was only a matter of time before something truly tragic would happen to the Grimshaw. Thane was barely twelve years old when several darkspawn scouters had captured her mother while she had gone to fetch water - with two of her children at her heels. They found the bodies of her siblings face down in the murky waters, but they never found so much as a trace of her mother aside her shoes, which were stuck in the mud.

As Thane grew older, she learned that she had to keep a strong face, but also remain upbeat in order to soothe her young siblings that were suddenly feeling a fear that had evaded them for quite a long time.

She felt a duty to her family to protect and help provide for them, so she began to tag along with her father while he was hunting, training, or doing just about anything else that could be considered even remotely useful to learn.

She would work hard to become a seasoned fighter with skill beyond her years, but she was also form a bond with her father that allowed her to learn much of the past, of peaceful times when there was still hope. He would come to explain the meaning of her name, 'landholder of dark woods' - a reminder that the darkspawn did not own Ferelden, it was not their home and someday they would be driven from it. He admitted that he had since given up on such thoughts, and thought only of survival - even revealing that many years ago folks would speak of 'safe havens'.

These thoughts intrigued Thane, whom remained hopeful in spite of the tragedies that the tribe faced. If there was a chance for a better life elsewhere, should they not seek it? If such places actually existed, should they not seek them out?

Her opinion clashed with that of the elder shaman and his council whom stood by the fact that the tribe should remain where they were - this time under the pretense that there was not likely that such safe havens still existed after so many years. It had been over a decade since anyone had encountered outsiders, so many believed they were the only humans left in Ferelden.

The solution, to Thane, was simple. She would venture out into the world, she would seek out these safe havens, and when she found one, she would then find a way to transport her tribe to it somehow. Many of the council members laughed at her, but the shaman seemed intrigued by the suggested, perhaps a little empowered by the youthful hope before him.

If she could find such a place and a means to transport the young, old, and sick, he would allow anyone that wished to leave to go along with her. Many were taken aback by this, but others thought it was merely a hoax to keep people distracted from the reality that they were likely to die in the swamp.

With this goal in mind, Thane set out into the world.

Combat Info
Money: 432 Silver/775 Silver

Items/Weapons:
  • Name: Iron Banded Leather Armor
    Type: Armor - [193 Silver]
    Description: A set of Iron armor- likely pulled off a dead Darkspawn. The armor is a standard Iron, holding shoulder, forearm, shin, and chest guards of Iron. With an Iron Plate coming down off the belt over each thigh, with leather pants, leather boots, a Iron basic helmet that is open-faced. A leather tunic, boots, and gloves are worn underneath the Iron bands and plates as well.

  • Name: Iron Broadsword [x2]
    Type: Weapon - [75 Silver Each]
    Description: A single Iron Broadsword- the blade is basic, forged to be two feet long at the blade, a foot long at the handle. It's hilt is wrapped in basic leather straps, with a simple round coutnerweight at the end of the hilt, simple, effective. Sharp.

  • Treat: You gain a "Treat" for the character, a special Item that can be applied to any Thread that you finish. This is not an In-Character Item, but instead an "Item" on that character that represents that your character can turn this in with a thread and gain an extra +5% SP (Rounded Down, Minimum +1) and +10% Money (Rounded Down, Minimum +1 Silver). This stacks beyond the normal Caps for bonuses to earned SP and Money, but it can only be used once and once used it is gone.
Current Classes:
  • Warrior: Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons, supplemented by powerful special abilities that draw from deep reserves of stamina. The character may make Chi and normal Techniques, as well as gaining +10 to their Final (After Ability Bonuses) Strength, Dexterity, and +20 to their final Stamina.
Class Specialties: N/A

Total SP: 112 (100+12)
SP Used: 112
  • Strength: 53 [(36+7)+10]
  • Dexterity: 52 [(35+7)+10]
  • Stamina: 70 [(36+14)+20]
  • Magic: 5
Total AP: 6 (5+1)
AP Used: 6

Abilities:
  • Human (Free) - The human's are what could be considered "neutral ground". They do not gain any form of racial bonus to stats- but nore do they suffer from any negatives, lacking independence, they live up to 85 years old casually, the oldest dying at around 100. As a whole, they much more easily adapt to new situations. They gain a Bonus +1 AP on-creation, and get an extra 25% (Rounded down) to their total TP Totals. For Hybrids this benefit exists until they are 1/4 Human or Less.

  • Strength Training (1 AP) - You have done basic training into upgrading your physical power, weight lifting and Martial Arts Training have allowed you to become a bit stronger then most others. You Gain a +20% to your Strength Stat for every AP put into this Ability, maximum of +60%.

  • Dexterity Training (1 AP) - A basic level of speed training, based around Weights and normal Martial Arts training has granted a increased amount of speed and reflexes that is quite helpful. You Gain a +20% to your Speed Stat for every AP put into this Ability, maximum of +60%.

  • Stamina Training (2 AP) - A basic level of speed training, amplifying your physical stamina and pain tolerance to continue to endure. You Gain a +20% to your Stamina Stat for every AP put into this Ability, maximum of +60%.

  • Charismatic Leader (1 AP) - Characters with this trait are gifted with the ability to command respect and admiration from others. Sentient NPCs are easier to sway over to the side of those with this trait. They may gain information, calm down the angry, and sometimes even placate hostile adversaries. Additionally, those normally friendly to strangers find themselves easily enamored with the character. The user also gains one NPC henchman, who behaves as a loyal NPC and is controlled by the player of the main character. They are exceedingly loyal to their ‘master’ to the point of willing to die for them. [NPC: Sage]

  • Enhanced NPC (1 AP) - Your ally has gained a natural growth far more then they normally would, allowing them to become far stronger than they normally would. Your NPC now has 3/4 your Total SP (Rounded UP) instead of the usual 1/2, 1/4, etc. This must be taken once per each NPC you wish it to effect, if used on an NPC that is 1/2 it brings them to 3/4, if used on an NPC that is 1/4, they become 1/2, 1/8 becomes 1/4, etc. [NPC: Sage]
Total TP: 62 (50+12)
TP Used: 0
TP Turned to SP: 62 (+12 SP)

Spells/Techniques:

  • N/A
Development Info
Date & LinkSPMoneyItems
On-Creation+40+500 SilverN/A
On-Creation+0-343 Silver+"Iron Banded Leather Armor" +"Iron Broadswordx2"
On-Creation+5+0 SilverN/A
10/2/2014+5+25 Silver+"Treat"
10/5/2014+50+250 SilverN/A
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