Post by Rivers on Oct 21, 2016 4:05:30 GMT
Rivers
" Character Quote or saying."
Nickname: That Annoying Bard, Kurosu, Stephen, Breeze, Rift Age: Appears to be in his late 20s (he does not really remember his age) Gender: Male Race: Human Origin: Fated Role: Bard and entertainer |
Character Traits
Hair Color/Style: Brown and swept back.
Eye color: Brown.
Skin Color: Pale skin.
Body Type: Rivers is about 6’0” tall and has sharp hawkish features. His frame makes it difficult to tell whether or not he is athletic, and this is compounded by the fact he usually wears his trademark long brown coat. He is fair skinned and has excellent posture.
Clothing - Detailed Appearance:
Personality: Rivers is a cheerful and enigmatic person who is always questing for a story and is generally never as well informed as he pretends.
Likes: Rivers is a lover of tales, stories and merriment. He lives for festivals and to help people enjoy themselves. He loves people most of all since they are the source of the greatest stories.
Dislikes: Rivers does not like to fight, he also dislikes enclosed spaces and generally things that confine and trap.
Eye color: Brown.
Skin Color: Pale skin.
Body Type: Rivers is about 6’0” tall and has sharp hawkish features. His frame makes it difficult to tell whether or not he is athletic, and this is compounded by the fact he usually wears his trademark long brown coat. He is fair skinned and has excellent posture.
Clothing - Detailed Appearance:
Personality: Rivers is a cheerful and enigmatic person who is always questing for a story and is generally never as well informed as he pretends.
Likes: Rivers is a lover of tales, stories and merriment. He lives for festivals and to help people enjoy themselves. He loves people most of all since they are the source of the greatest stories.
Dislikes: Rivers does not like to fight, he also dislikes enclosed spaces and generally things that confine and trap.
Combat & Inventory
( List two spells that your character can perform, For magic users only.) --
Spells:
Spell/Ability One: Tunneling: Rivers can open up gates in space that allow him to or others to teleport. He needs to actively move them if he does not attach them to an object and they cannot be created into a solid mass that could not be easily moved through. Due to several gifts he has given Rivers can only open one set of portals at a time. He can make them whatever size he wants and they are invisible to those who cannot sense magic.
Currently Open Tunnels (Rivers does not have access to these and cannot reclaim them without GM approval):
1) Haven to Nova
2) 6 are in inaccessible tunnel stones spread out across the world
3) One is being used as a smuggling route between two of the southern countries
4) One connecting Rivers to Muse
Spell/Ability Two: Wind Walk: Rivers can walk on the air. When rising he seems to be ascending invisible stairs. Rivers cannot use this to travel over long distances (he is limited to about half a mile or so) and he can only move through air as fast as he can run/walk. This requires a verbal component if he does not have his coat.
Spell/Ability Three: Light (novice) Rivers can create light or use it to form theatrical shapes for performances. At this level it is of little use in combat.
( As your character buys or trains for new spells and abilities they will be placed below your original spell/ability line and placed within this section here. Remember to update this section whenever you buy a spell/ability or update it. Spell and Item upgrade tickets can be purchased in Balma's shop.. )
Combat: Rivers has spent a decent amount of time as a mercenary and has a proficient mastery with a sword, though his actual skills lie in fighting with dirty tactics and striking from stealth and subterfuge, using his tunnels to create unpredictable or impossible angles.
Rivers is passable at hand to hand, but prefers to avoid confrontations that are "fair". Any fight you don't know you are going to win is just gambling with your life after all. Rivers is also no stranger to the most surefire of combat strategies, the tactical withdrawl. After all why fight if you don't have to? Someone might get hurt.
Inventory Bag:
Spells:
Spell/Ability One: Tunneling: Rivers can open up gates in space that allow him to or others to teleport. He needs to actively move them if he does not attach them to an object and they cannot be created into a solid mass that could not be easily moved through. Due to several gifts he has given Rivers can only open one set of portals at a time. He can make them whatever size he wants and they are invisible to those who cannot sense magic.
Currently Open Tunnels (Rivers does not have access to these and cannot reclaim them without GM approval):
1) Haven to Nova
2) 6 are in inaccessible tunnel stones spread out across the world
3) One is being used as a smuggling route between two of the southern countries
4) One connecting Rivers to Muse
Spell/Ability Two: Wind Walk: Rivers can walk on the air. When rising he seems to be ascending invisible stairs. Rivers cannot use this to travel over long distances (he is limited to about half a mile or so) and he can only move through air as fast as he can run/walk. This requires a verbal component if he does not have his coat.
Spell/Ability Three: Light (novice) Rivers can create light or use it to form theatrical shapes for performances. At this level it is of little use in combat.
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( As your character buys or trains for new spells and abilities they will be placed below your original spell/ability line and placed within this section here. Remember to update this section whenever you buy a spell/ability or update it. Spell and Item upgrade tickets can be purchased in Balma's shop.. )
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Combat: Rivers has spent a decent amount of time as a mercenary and has a proficient mastery with a sword, though his actual skills lie in fighting with dirty tactics and striking from stealth and subterfuge, using his tunnels to create unpredictable or impossible angles.
Rivers is passable at hand to hand, but prefers to avoid confrontations that are "fair". Any fight you don't know you are going to win is just gambling with your life after all. Rivers is also no stranger to the most surefire of combat strategies, the tactical withdrawl. After all why fight if you don't have to? Someone might get hurt.
Inventory Bag:
- Long Sword
- Rusted Flint Lock Pistol
- A small amount of gun powder
- Throwing knives (a lot of them)
- Coat of Four Winds - his long brown coat (it is fireproof and super durable)
- Performance Outfit
- Travelers Cloths
- Lute
- Violin
Biography
History:Rivers was born to a village of mages in Feyerlun. As a boy he was inept at magic, but due to his parents and sister all being extremely gifted it was believed he would eventually come into his power. He was extremely close to his sister Iris. When he was about 10 she left the village to go on a journey to learn greater magic and to bring back items from distant lands the mages could use to improve their crafts. Rivers steadily grew sadder as she remained away until one day he found an injured crow in a tree.
The tree was large and Rivers tried to climb the tree in order to save the crow, but as he got to the top he fell and suddenly found himself at the top of the tree. Rivers took the bird home and kept it as a pet. As he grew older he steadily began to realize the reason he did not manifest elemental magic was that his actual talent was focused into a single spell called “Tunnelling” which allows him to connects to points in space with an invisible set of gateways. the tunnels can vary in size and he only had 8 of them when he was younger. When Rivers’ parents found out he was banished from the village since there was a prophecy that when a mage who surpasses space is born tragedy will befall the village should he stay.
So Rivers took Muse and struck off on his own. He initially got by using his gates to steal food and money, but as time went on he tried his hand at many different trades and he was even a mercenary for a couple of years. Eventaully he settled into the role of a bard, traveling and telling stories. This eventually brought him to the city of Feyerlun where the small proprietress caught him swindling some toughs at poker and blackmailed him into working for her as a bard. Rivers found that this worked well anyways since it gave him the opportunity to work on his writing and he even started a school to teach the women who worked at the Bloody Mary to read and write.
His time at the Mary and with Aria eventually led to him following her into the Underway, along with Adrain and several others. There he gained a pair of twin swords which he still has to this day and he began to learn the bigger secrets of Nova. However, soon after this event and a face to face meeting with Saden, Rivers accidentalyl world walked into another land where he found himself without memroies and being trained by a crazy old magical prophet. There he fought along the children of several great heroes to help that world realign itself onto a better path for the future.
But as his adventures there ended he found himself washed ashore in a land of vikings and dragons. Again with no memory he quested and found a strange egg and worked with a band of thieves until his memories were regained and he was able to find 5 of the 7 tunnel rocks which carried his grand magic within them.
As the stones activated and transported him again Rivers has found himself in a world much resembling his original home, what awaits him here he can’t help but wonder.
After freeing Claire from her execution and helping to create a common gathering point for Fated in Haven, Rivers disappeared as he so often does. Rivers has been journeying through the countries establishing a reputation with commoners and nobles alike as the wondering bard Breeze. While he maintains most of his memories from his time in Nova bits and pieces escape him, but he continues to look for more tales and stories and to watch the greatest tapestries of story unfold before him. Rivers has returned to the city after his journey to perform and perhaps to look for answers to several questions left nagging him.
Family:
( If Your Character Is An Orphan, Then Just Place Unknown In The Father/Mother Section and leave the sibling and relative section blank unless your character has siblings or relatives.)
]
Siblings - Rivers has an older sister, Iris, who is stuck in the form of a crow named Muse.
Relationship: Single
Extra: Anything Extra you want to add about your character? Rivers memories are spotty due the memory spell that activated when he left the thieves guild.
The tree was large and Rivers tried to climb the tree in order to save the crow, but as he got to the top he fell and suddenly found himself at the top of the tree. Rivers took the bird home and kept it as a pet. As he grew older he steadily began to realize the reason he did not manifest elemental magic was that his actual talent was focused into a single spell called “Tunnelling” which allows him to connects to points in space with an invisible set of gateways. the tunnels can vary in size and he only had 8 of them when he was younger. When Rivers’ parents found out he was banished from the village since there was a prophecy that when a mage who surpasses space is born tragedy will befall the village should he stay.
So Rivers took Muse and struck off on his own. He initially got by using his gates to steal food and money, but as time went on he tried his hand at many different trades and he was even a mercenary for a couple of years. Eventaully he settled into the role of a bard, traveling and telling stories. This eventually brought him to the city of Feyerlun where the small proprietress caught him swindling some toughs at poker and blackmailed him into working for her as a bard. Rivers found that this worked well anyways since it gave him the opportunity to work on his writing and he even started a school to teach the women who worked at the Bloody Mary to read and write.
His time at the Mary and with Aria eventually led to him following her into the Underway, along with Adrain and several others. There he gained a pair of twin swords which he still has to this day and he began to learn the bigger secrets of Nova. However, soon after this event and a face to face meeting with Saden, Rivers accidentalyl world walked into another land where he found himself without memroies and being trained by a crazy old magical prophet. There he fought along the children of several great heroes to help that world realign itself onto a better path for the future.
But as his adventures there ended he found himself washed ashore in a land of vikings and dragons. Again with no memory he quested and found a strange egg and worked with a band of thieves until his memories were regained and he was able to find 5 of the 7 tunnel rocks which carried his grand magic within them.
As the stones activated and transported him again Rivers has found himself in a world much resembling his original home, what awaits him here he can’t help but wonder.
After freeing Claire from her execution and helping to create a common gathering point for Fated in Haven, Rivers disappeared as he so often does. Rivers has been journeying through the countries establishing a reputation with commoners and nobles alike as the wondering bard Breeze. While he maintains most of his memories from his time in Nova bits and pieces escape him, but he continues to look for more tales and stories and to watch the greatest tapestries of story unfold before him. Rivers has returned to the city after his journey to perform and perhaps to look for answers to several questions left nagging him.
Family:
( If Your Character Is An Orphan, Then Just Place Unknown In The Father/Mother Section and leave the sibling and relative section blank unless your character has siblings or relatives.)
]
Siblings - Rivers has an older sister, Iris, who is stuck in the form of a crow named Muse.
Relationship: Single
Extra: Anything Extra you want to add about your character? Rivers memories are spotty due the memory spell that activated when he left the thieves guild.