Post by Subtleknifewielder on Feb 17, 2023 21:20:21 GMT
--General--
Full Name: Charlie
Alias: Trick, Risktaker, Charles Henryk Finick III
Age: 30
Age Appearance: 25
Residence: All over, originally from the Arborian tribe of Nidawi
Job: Professional gambler, mercenary, and bounty hunter
Gender: Male
Species: Human
Alignment: Good (usually)
Faction: None
--Appearance--
Picture:
Physical Description: Charlie is of average height for a man, and though he looks thin and slender, he is sturdily built as most Arborian tribesfolk tend to be, at least the ones that survive the dangerous jungles of Silva. His skin is a bit more tan than most of theirs, however, thanks to all his time traveling in the sun elsewhere, marked by scars here and there induced by...rough encounters. His straight brown hair hangs down well past his shoulders when unbound, but he usually does it up in braids or clips to keep it out of his face, which is almost always wearing a look of mischief, or at the least, a friendly smile. His dark brown eyes seem expressive but in truth tend to project whatever mood he wishes people to believe he possesses at the time.
Clothing: Generally Charlie wears sturdy leathers when traveling or in the more rural areas of the world--black pants, brown coat and belt, dark hat that can be pulled down low over his eyes if it has to. In more 'civilized' places, he tends to try and wear stuff to blend in with whomever is considered more well off--fine and colorful shirts, seemingly gilded armor, robes, tuxedos, trench coats--though obviously he can't carry clothes for every occasion around with him, so he usually buys or gambles for what he needs in a new location if he does not have it.
Armor: Any Armor? If so, use the following spoiler to list and describe each piece.
Weapons: Any Weapons? If so, use the following spoiler to list and describe them:
Miscellaneous Equipment/Items: Any items you may carry around that serve a function other than as armor or weapon.
Bonded Object
Object - A deck of bronze-plated playing cards, the edges kept razor-sharp
Appearance -
Source of Bond - It belonged to the man who mentored him in 'the art of civilized bushwhacking'
Powers Choose a maximum of 3 to start, remember the powers must be related to the object thematically, and the stronger the power the more severe the drawbacks should be
Ability Name: Dealer's Choice
Ability Description: Activating this ability allows Charlie to view a compilation of numbers, statistics, and chances overlaid over the real world, which his senses passively and instinctively interpret to show him many likely and unlikely outcomes given the present situation. More actively, he can either take physical action to make a desired outcome more likely, or more directly without any outward action, use his thoughts to manipulate those odds in favor of the desired outcome (or at the least away from the most undesirable outcomes).
Ability Drawbacks: This ability is dependent on him being as aware of his surrounding as possible, though the awareness does not need to be on a conscious level--it can be instinctive, or subtle tells his conscious mind wouldn't necessarily ever pick up on. The passive perception barely drains any mystic energy--but the active manipulation with his thoughts is much more energy-intensive, and it is more difficult to work such manipulations on anything with a strong will of its own. He could increase the likelihood that the edge of a cliff gives way a bit more readily, and more easily than inducing a foe to step wrong or trip and fall. The latter is much easier to affect with physical action.
Ability Name: Shuffle
Ability Description: Charlie can telekinetically throw and recall the cards in his deck with ease, as well as other small objects such as coins, marbles, darts, or crossbow bolts, making them teleport or actively travel through the intervening space as he chooses. He cannot be harmed by his bonded item, or anything else he has recently activated this ability on.
Ability Drawbacks: Aside from his cards to which he is permanently immune, the immunity to objects manipulated in this fashion fades after approximately a minute. Aside from his cards, which he can send to or recall from considerable distances due to his bond alerting him to their location, other objects cannot be recalled from more than a hundred yards, or teleported beyond that distance from him, though throwing them that far doesn't stop their momentum from carrying them further--nor does teleporting an object stop the momentum it had before the teleport. He cannot teleport a solid object inside another solid object, and though liquid is more permeable to manipulated objects, it at least halves his range, and cannot be manipulated itself. Any object being acted on will emit a soft glow as his mystic energy is channeled through it, and his cards glow especially bright due to their dual mystical and metallic natures.
Ability Name: The Hand is Quicker than the Eye
Ability Description: Charlie can induce subtle illusions, hiding the presence of small details, or making things appear that aren't there. He most often uses this ability to hide the glow induced on objects he's about to throw or recall, though that's not all he can do--with this power he could, in theory, learn to mute his mystical aura or make it look bigger than it is, as well.
Ability Drawbacks: This ability generally only allows Charlie to more directly perform tricks a stage magician could pull off with a little preparation, except he uses actual mystical energy to do it, and he can truly do it without actual preparation--so long as he is actively working to distract the audience the way said magician would or if they are already distracted. He cannot cast grand illusions without a great deal of preparation, and has not really mastered masking or magnifying his aura's 'appearance' yet.
--Important Information--
Personality: Charlie is a fast talker who enjoys a game of poker (friendly or for stakes), wagering on a horserace or prizefight, or the thrill of a hunt. Even more, he enjoys being around people and animals, and unless asked to be quiet, he's almost always holding forth in a conversation about something, even if no one else who can talk back is around. But behind his perfect outgoing façade is a deep grief and guilt that eats away at him for every mistake his impulsiveness and urge to steal has caused. Instead of stealing, he has managed to, most of the time, channel that kleptomaniac urge into gambling, and magic tricks in which he returns the things he takes, and has come to genuinely enjoy doing such things, and not just because they help him channel his impulsive behavior, but because he enjoys performing to a crowd, being the center of attention, and hates being alone. When he's alone he can't distract himself from those dark emotions he keeps hidden deep inside...at least he's also learned to think fast instead of just acting fast all the time, becoming better at recognizing bad opportunities from good, so he makes fewer mistakes. A curious habit of note is that he always seems to have something visibly in his mouth--a straw, a toothpick, a cigarette or cigar, or something to eat or drink, usually something that fits the current environment, as he has learned the fine art of being a social chameleon.
Likes: Gambling/taking risks now and then, animals, practicing his sleight of hand, gaming even without real stakes, being in the company of others
Dislikes: Cheating at games or those people who make a habit of such things, his own impulsiveness, when he cannot suppress or properly channel his old kleptomaniac habits, loneliness
Strengths: Motivation to make up for the damage he's done in the past, hope that he might one day return home
Weaknesses: Impulsiveness, grief and guilt for the people he's lost and hurt over the years that he cannot repay
Skills: Gambling, quick thinking, reading people (especially the tells that betray their lies and bluffs), sleight of hand, archery
Talents: Talking fast and smooth, bluffing (with words and body language alike), dexterity/nimbleness/flexibility of both mind and body
Motto: Carpe diem
Goal: To see all the continents in the world, and on the way atone for his mistakes so he can return home someday.
Music Video:
History:
Charlie was born in the Arborian tribe of Nidawi, his father from a long-standing family, his mother marrying into the tribe. While she never said where she came from, the name she gave him was definitely not one typical to those in this tribe. Naturally, the name got him teased a bit, as children are wont to do toward those who don't seem to quite fit in--and he got his petty revenge by stealing little things from them, trinkets and mementos mostly, nothing valuable, just sentimental things. Eventually, though they grew out of the teasing and he was eventually accepted, having proven his skill as he grew up, he never quite grew out of the urge to steal things, though if he was particularly fond of someone, he would end up returning the things he took, passing it off as pranks between friends.
Perhaps it was fitting that when his animal bond came, it was not with one that was big and fierce, nor small and capable of hiding in tiny spaces, but rather a creature known for being a bit tricky and mischievous--an excitable fox he named Maru, who was glad enough to aid him in mischievous escapades, or perch on his head when taking a rest. He managed to tone down his stealing as he grew into being a hunter, and even proved himself in his first solo hunt at the young age of 16. However, the thing he had tackled was a young grizzly bear, and he got cocky, resulting in getting a nasty slash across his chest. Maru was lucky to escape without a scratch, and refused to leave his side when they returned to the village with their prize and got his wounds tended, perched in his usual spot on Charlie's head.
Nor did his risk-taking end there. Several times on group hunts he put himself in harm's way against the plan when he thought he saw an opportunity to 'improve' on the plan that had been agreed on beforehand. More than once other members of the tribe sustained injuries, though fortunately nothing life-threatening or maiming. The third time this happened, as a disciplinary action, Maru was separated from him, as the fox had very nearly been crushed under the falling body of their prey in that hunt. Unfortunately, this did not curb his rash behavior, which eventually culminated in the worst fate of all--his animal partner died, and several other tribe animals were injured, along with several hunters, some with life-threatening wounds. Stunned, Charlie felt like a shell of himself as he saw the lifeless body of his friend, and didn't so much as put up a single word of protest as the chief decreed he was to leave and not return until he had found a way to make up for what he had done. He was barely eighteen when he was sent out into the world to fend for himself.
From there, he headed for the coast, to the nearest port town. It was a miracle he made it unharmed with as much of a daze as he was in, and from there, he bargained for passage to Mara, having sold a few prized pelts that he had remaining from past hunts to pay for it. He never planned on making it as far as the other continent, considering jumping overboard--but before he could, someone else joined him at the rail and before he knew it had drawn him into a conversation about his past, his regrets, and hopes. The urge to die to make up for his mistake faded, though another old urge returned, and before he knew it his hand had subtly slipped into the man's pocket and swiped the contents, a deck of cards, undetected--or so he thought. As the man turned to head back inside with the other passengers, he paused at the hatch and held out his hand, asking for his cards back. Charlie would never forget the words the man said to him at that point. "That was impressive, but I've been in the game a long time, son."
Charlie blinked, handed them back, and asked to be taught. It took some convincing, but the man, who told him his name was Charon, was eventually swayed. And where best to learn the art of nicking things, in both a legal fashion and pickpocketing, in a place like Mara? Of course, he learned here, more than ever, that there were lines you didn't cross and how to keep from crossing them, rules you should always keep in mind. Rules like, return anything you stole from someone less well off than yourself to pass it off as a magic trick and keep from ruining them, never cheat at cards but learn to spot when someone else is, and always keep an eye out on your surroundings, especially if you are playing against a cocky son of a gun who has cash to burn. Soon, the two of them were hustling the streets and always coming home with cash in their pockets each and every day.
Until the day they fleeced guild representative with more money than sense in a night of playing poker. As someone started banging on their door demanding his head, Charon handed off his old, favorite sets of cards to Charlie, and told him to get out of there, and meet him at the docks. The old man never made it there, but no one came for the younger man. Nevertheless, he left Mara behind for Pulic, at which point, he changed his name to Charles, making himself sound more sophisticated as he began moving from one Pulic kingdom to another, gambling, putting on magic shows, and taking odd jobs here and there for spare change, occasionally picking up some item or another to aid him in his travels. Another lesson he'd learned from Mara now, the final lesson from his mentor's disappearance--you do not linger in one place for too long at a time, as sooner or later someone will take offense, feel crossed, and come for you, and while he was quite capable of defending himself, there was never any guarantee the one who came for you wouldn't be more powerful or competent than yourself. He had no problem killing to survive, but sometimes innocents could get caught in the crossfire, so best, if it happens, ensure it happens out away from people.
Eventually he crossed through the wastelands from Pulic to Fortis, and was hired on to take care of a monster that had apparently started infiltrating the nobles of this kingdom. The Templars were ultimately footing the bill for his hiring onto this mission, and it sounded like a pretty straightforward cause. Soon enough he was getting acquainted with the other guards that had been hired for this mission with a few friendly games of cards, and it seemed there was a clear divide here--those who had been hired for their competency, like himself, and those hired for their zeal, most likely to keep him and the handful of others in line just in case. Whatever, monsters tended to be worth killing or at the least, keeping out of human affairs entirely. Still, he kept an eye out, and when they had actually acquired the monster known as Grigg, things very rapidly turned south, ending up with the noble who had hired them on running off and leaving them alone with Grigg.
Of course, that meant they weren't getting paid, but perhaps Grigg was worth killing anyway? His ability said otherwise, that something wasn't right here, and he held off from attacking when taunted, one of those that stood back with Tana instead of attacking. The results of that attack were chilling, but said something very important about this frog-like monster. He was capable of killing, but did not seem to have much taste for it unless he had no choice, which gave Charles food for thought. A scary monster that was intelligent enough to determine which humans were a direct threat and which were not despite whatever power they may appear to have, and actually preferred not to kill. He decided to have a direct talk with the human that had apparently tamed this frog, and eventually they managed to convince each other--she convinced him that her cause was just, and he convinced her, demonstrated some of his useful talents.
He was hired, now all that remained was to see if she proved as true as she appeared to be. In the meantime, he was getting paid, and he had plenty of new people to put on his shows for, to interact with, play games with. Perhaps he'd even find a few good deeds he could perform in his time here.
Stats
Level - 3
Stat Graph - This is where a picture of your radar graph will go for your stats. Stats are NOT COMARIATIVE, meaning that the radar is more a means to get a general measure of your overall strengths and weaknesses. Moderators/Co-Moderators can handle creating the graph in your stead, but for those who wish to make it themselves we provide this link. chachart.net/radar?lang=en
Physical
Strength - 3
pretty self explanatory here, how much you can lift, how hard you punch, etc...
Speed - 4
Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
Durability - 6
both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down
Skill - 7
How good you are with your equipment. Are you a master of a sword? Or maybe you're a marksman who can shoot off the wing of a fly without killing it from a mile away? This stat reflects that.
Spiritual
Intelligence - 8
very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things)
Mystic Reserves - 3
The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities
Channeling - 4
How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Humans cannot naturally tap into their mystic reserves without bonded objects, or training, and as such this stat mainly affects your abilities. Humans who have received special training can utilize channeling to enhance their physical abilities like monsters, but this requires much more focus upon the human's part as opposed to monsters, and cannot be used passively without abilities.
Full Name: Charlie
Alias: Trick, Risktaker, Charles Henryk Finick III
Age: 30
Age Appearance: 25
Residence: All over, originally from the Arborian tribe of Nidawi
Job: Professional gambler, mercenary, and bounty hunter
Gender: Male
Species: Human
Alignment: Good (usually)
Faction: None
--Appearance--
Picture:
Physical Description: Charlie is of average height for a man, and though he looks thin and slender, he is sturdily built as most Arborian tribesfolk tend to be, at least the ones that survive the dangerous jungles of Silva. His skin is a bit more tan than most of theirs, however, thanks to all his time traveling in the sun elsewhere, marked by scars here and there induced by...rough encounters. His straight brown hair hangs down well past his shoulders when unbound, but he usually does it up in braids or clips to keep it out of his face, which is almost always wearing a look of mischief, or at the least, a friendly smile. His dark brown eyes seem expressive but in truth tend to project whatever mood he wishes people to believe he possesses at the time.
Clothing: Generally Charlie wears sturdy leathers when traveling or in the more rural areas of the world--black pants, brown coat and belt, dark hat that can be pulled down low over his eyes if it has to. In more 'civilized' places, he tends to try and wear stuff to blend in with whomever is considered more well off--fine and colorful shirts, seemingly gilded armor, robes, tuxedos, trench coats--though obviously he can't carry clothes for every occasion around with him, so he usually buys or gambles for what he needs in a new location if he does not have it.
Armor: Any Armor? If so, use the following spoiler to list and describe each piece.
Armor Type: Torso, shoulders, and upper thighs
Appearance: It is a set--brigandine (small oblong plates riveted to an outer covering, his is black leather), worn over a chainmail coat (which looks as you might expect), in turn worn over a red gambeson made of (what else?) leather covering several layers of fabric inside.
Armor History: Charlie won it in a game of cards with a down on her luck lady of Fortis. He was kind enough to see the noblewoman home afterwards, too, and though she was understandably poor company for the journey, she honored their bet and sent Charlie on his way once the gambler had seen her home.
Appearance: It is a set--brigandine (small oblong plates riveted to an outer covering, his is black leather), worn over a chainmail coat (which looks as you might expect), in turn worn over a red gambeson made of (what else?) leather covering several layers of fabric inside.
Armor History: Charlie won it in a game of cards with a down on her luck lady of Fortis. He was kind enough to see the noblewoman home afterwards, too, and though she was understandably poor company for the journey, she honored their bet and sent Charlie on his way once the gambler had seen her home.
Weapons: Any Weapons? If so, use the following spoiler to list and describe them:
Weapon Name: Why would a sabre need a name? Though he jokingly calls it 'axe' sometimes
Appearance: Refer to his appearance picture. It has a fancy hilt, but slices and chops all the same.
Weapon History: Realizing he needed something to defend himself after his old bow broke, before he properly developed his powers, he purchased it from a traveling warrior who was selling off possessions that were no longer needed, as they were retiring.
Weapon Name: Collapsible bow and quiver, and a dozen arrows
Appearance: The bow is nothing fancy, but it's serviceable, dark like most of the things he owns. The quiver and arrows are a little fancier, with obvious care going into crafting them and making them aesthetically appealing.
Weapon History: The quiver was purchased from the same retiring warrior, the bow and (current) arrows from a clothing and sporting goods store.
Appearance: Refer to his appearance picture. It has a fancy hilt, but slices and chops all the same.
Weapon History: Realizing he needed something to defend himself after his old bow broke, before he properly developed his powers, he purchased it from a traveling warrior who was selling off possessions that were no longer needed, as they were retiring.
Weapon Name: Collapsible bow and quiver, and a dozen arrows
Appearance: The bow is nothing fancy, but it's serviceable, dark like most of the things he owns. The quiver and arrows are a little fancier, with obvious care going into crafting them and making them aesthetically appealing.
Weapon History: The quiver was purchased from the same retiring warrior, the bow and (current) arrows from a clothing and sporting goods store.
Miscellaneous Equipment/Items: Any items you may carry around that serve a function other than as armor or weapon.
Item/Function: A bag of knickknacks
Appearance: It's a brown leather pouch resembling a coin purse, filled with marbles, darts, and random rocks he picks up on his travels, basically anything he can throw with his power, you might find in it. It has a couple patches for aesthetics, but is in good shape.
Item History: He bought it at the same store he got his bow at, to go with a shirt he liked
Item/Function: Backpack for carrying his money, spare clothes, and various items used in gambling (such as more marbles, small games, jacks, and more--even a spare set of playing cards. He also keeps his bonded cards in here)
Appearance: It looks like--a backpack. It's not really fancy, aside from having a few colorful patches here and there where the dark brown leather may be a little worn.
Item History: Bought it in the same place he got the bag and bow from
Item/Function: Tent--for camping when in a caravan
Appearance: When unfolded, it's a small, green, water-proof canvass thing that is barely big enough for himself. Easily collapsible into a surprisingly small space when not in use.
Item History: It was a gift given him for excellent service on an escort mission.
Item/Function: Sleeping bag--for sleeping in when he doesn't have a room to stay in
Appearance: One of the few fabric items he owns that isn't leather--the outer cover is slick waterproof dark fabric and the inside is lined with wool and cotton.
Item History: Another gift on the same escort mission.
Appearance: It's a brown leather pouch resembling a coin purse, filled with marbles, darts, and random rocks he picks up on his travels, basically anything he can throw with his power, you might find in it. It has a couple patches for aesthetics, but is in good shape.
Item History: He bought it at the same store he got his bow at, to go with a shirt he liked
Item/Function: Backpack for carrying his money, spare clothes, and various items used in gambling (such as more marbles, small games, jacks, and more--even a spare set of playing cards. He also keeps his bonded cards in here)
Appearance: It looks like--a backpack. It's not really fancy, aside from having a few colorful patches here and there where the dark brown leather may be a little worn.
Item History: Bought it in the same place he got the bag and bow from
Item/Function: Tent--for camping when in a caravan
Appearance: When unfolded, it's a small, green, water-proof canvass thing that is barely big enough for himself. Easily collapsible into a surprisingly small space when not in use.
Item History: It was a gift given him for excellent service on an escort mission.
Item/Function: Sleeping bag--for sleeping in when he doesn't have a room to stay in
Appearance: One of the few fabric items he owns that isn't leather--the outer cover is slick waterproof dark fabric and the inside is lined with wool and cotton.
Item History: Another gift on the same escort mission.
Bonded Object
Object - A deck of bronze-plated playing cards, the edges kept razor-sharp
Appearance -
Source of Bond - It belonged to the man who mentored him in 'the art of civilized bushwhacking'
Powers Choose a maximum of 3 to start, remember the powers must be related to the object thematically, and the stronger the power the more severe the drawbacks should be
Ability Name: Dealer's Choice
Ability Description: Activating this ability allows Charlie to view a compilation of numbers, statistics, and chances overlaid over the real world, which his senses passively and instinctively interpret to show him many likely and unlikely outcomes given the present situation. More actively, he can either take physical action to make a desired outcome more likely, or more directly without any outward action, use his thoughts to manipulate those odds in favor of the desired outcome (or at the least away from the most undesirable outcomes).
Ability Drawbacks: This ability is dependent on him being as aware of his surrounding as possible, though the awareness does not need to be on a conscious level--it can be instinctive, or subtle tells his conscious mind wouldn't necessarily ever pick up on. The passive perception barely drains any mystic energy--but the active manipulation with his thoughts is much more energy-intensive, and it is more difficult to work such manipulations on anything with a strong will of its own. He could increase the likelihood that the edge of a cliff gives way a bit more readily, and more easily than inducing a foe to step wrong or trip and fall. The latter is much easier to affect with physical action.
Ability Name: Shuffle
Ability Description: Charlie can telekinetically throw and recall the cards in his deck with ease, as well as other small objects such as coins, marbles, darts, or crossbow bolts, making them teleport or actively travel through the intervening space as he chooses. He cannot be harmed by his bonded item, or anything else he has recently activated this ability on.
Ability Drawbacks: Aside from his cards to which he is permanently immune, the immunity to objects manipulated in this fashion fades after approximately a minute. Aside from his cards, which he can send to or recall from considerable distances due to his bond alerting him to their location, other objects cannot be recalled from more than a hundred yards, or teleported beyond that distance from him, though throwing them that far doesn't stop their momentum from carrying them further--nor does teleporting an object stop the momentum it had before the teleport. He cannot teleport a solid object inside another solid object, and though liquid is more permeable to manipulated objects, it at least halves his range, and cannot be manipulated itself. Any object being acted on will emit a soft glow as his mystic energy is channeled through it, and his cards glow especially bright due to their dual mystical and metallic natures.
Ability Name: The Hand is Quicker than the Eye
Ability Description: Charlie can induce subtle illusions, hiding the presence of small details, or making things appear that aren't there. He most often uses this ability to hide the glow induced on objects he's about to throw or recall, though that's not all he can do--with this power he could, in theory, learn to mute his mystical aura or make it look bigger than it is, as well.
Ability Drawbacks: This ability generally only allows Charlie to more directly perform tricks a stage magician could pull off with a little preparation, except he uses actual mystical energy to do it, and he can truly do it without actual preparation--so long as he is actively working to distract the audience the way said magician would or if they are already distracted. He cannot cast grand illusions without a great deal of preparation, and has not really mastered masking or magnifying his aura's 'appearance' yet.
--Important Information--
Personality: Charlie is a fast talker who enjoys a game of poker (friendly or for stakes), wagering on a horserace or prizefight, or the thrill of a hunt. Even more, he enjoys being around people and animals, and unless asked to be quiet, he's almost always holding forth in a conversation about something, even if no one else who can talk back is around. But behind his perfect outgoing façade is a deep grief and guilt that eats away at him for every mistake his impulsiveness and urge to steal has caused. Instead of stealing, he has managed to, most of the time, channel that kleptomaniac urge into gambling, and magic tricks in which he returns the things he takes, and has come to genuinely enjoy doing such things, and not just because they help him channel his impulsive behavior, but because he enjoys performing to a crowd, being the center of attention, and hates being alone. When he's alone he can't distract himself from those dark emotions he keeps hidden deep inside...at least he's also learned to think fast instead of just acting fast all the time, becoming better at recognizing bad opportunities from good, so he makes fewer mistakes. A curious habit of note is that he always seems to have something visibly in his mouth--a straw, a toothpick, a cigarette or cigar, or something to eat or drink, usually something that fits the current environment, as he has learned the fine art of being a social chameleon.
Likes: Gambling/taking risks now and then, animals, practicing his sleight of hand, gaming even without real stakes, being in the company of others
Dislikes: Cheating at games or those people who make a habit of such things, his own impulsiveness, when he cannot suppress or properly channel his old kleptomaniac habits, loneliness
Strengths: Motivation to make up for the damage he's done in the past, hope that he might one day return home
Weaknesses: Impulsiveness, grief and guilt for the people he's lost and hurt over the years that he cannot repay
Skills: Gambling, quick thinking, reading people (especially the tells that betray their lies and bluffs), sleight of hand, archery
Talents: Talking fast and smooth, bluffing (with words and body language alike), dexterity/nimbleness/flexibility of both mind and body
Motto: Carpe diem
Goal: To see all the continents in the world, and on the way atone for his mistakes so he can return home someday.
Music Video:
History:
Charlie was born in the Arborian tribe of Nidawi, his father from a long-standing family, his mother marrying into the tribe. While she never said where she came from, the name she gave him was definitely not one typical to those in this tribe. Naturally, the name got him teased a bit, as children are wont to do toward those who don't seem to quite fit in--and he got his petty revenge by stealing little things from them, trinkets and mementos mostly, nothing valuable, just sentimental things. Eventually, though they grew out of the teasing and he was eventually accepted, having proven his skill as he grew up, he never quite grew out of the urge to steal things, though if he was particularly fond of someone, he would end up returning the things he took, passing it off as pranks between friends.
Perhaps it was fitting that when his animal bond came, it was not with one that was big and fierce, nor small and capable of hiding in tiny spaces, but rather a creature known for being a bit tricky and mischievous--an excitable fox he named Maru, who was glad enough to aid him in mischievous escapades, or perch on his head when taking a rest. He managed to tone down his stealing as he grew into being a hunter, and even proved himself in his first solo hunt at the young age of 16. However, the thing he had tackled was a young grizzly bear, and he got cocky, resulting in getting a nasty slash across his chest. Maru was lucky to escape without a scratch, and refused to leave his side when they returned to the village with their prize and got his wounds tended, perched in his usual spot on Charlie's head.
Nor did his risk-taking end there. Several times on group hunts he put himself in harm's way against the plan when he thought he saw an opportunity to 'improve' on the plan that had been agreed on beforehand. More than once other members of the tribe sustained injuries, though fortunately nothing life-threatening or maiming. The third time this happened, as a disciplinary action, Maru was separated from him, as the fox had very nearly been crushed under the falling body of their prey in that hunt. Unfortunately, this did not curb his rash behavior, which eventually culminated in the worst fate of all--his animal partner died, and several other tribe animals were injured, along with several hunters, some with life-threatening wounds. Stunned, Charlie felt like a shell of himself as he saw the lifeless body of his friend, and didn't so much as put up a single word of protest as the chief decreed he was to leave and not return until he had found a way to make up for what he had done. He was barely eighteen when he was sent out into the world to fend for himself.
From there, he headed for the coast, to the nearest port town. It was a miracle he made it unharmed with as much of a daze as he was in, and from there, he bargained for passage to Mara, having sold a few prized pelts that he had remaining from past hunts to pay for it. He never planned on making it as far as the other continent, considering jumping overboard--but before he could, someone else joined him at the rail and before he knew it had drawn him into a conversation about his past, his regrets, and hopes. The urge to die to make up for his mistake faded, though another old urge returned, and before he knew it his hand had subtly slipped into the man's pocket and swiped the contents, a deck of cards, undetected--or so he thought. As the man turned to head back inside with the other passengers, he paused at the hatch and held out his hand, asking for his cards back. Charlie would never forget the words the man said to him at that point. "That was impressive, but I've been in the game a long time, son."
Charlie blinked, handed them back, and asked to be taught. It took some convincing, but the man, who told him his name was Charon, was eventually swayed. And where best to learn the art of nicking things, in both a legal fashion and pickpocketing, in a place like Mara? Of course, he learned here, more than ever, that there were lines you didn't cross and how to keep from crossing them, rules you should always keep in mind. Rules like, return anything you stole from someone less well off than yourself to pass it off as a magic trick and keep from ruining them, never cheat at cards but learn to spot when someone else is, and always keep an eye out on your surroundings, especially if you are playing against a cocky son of a gun who has cash to burn. Soon, the two of them were hustling the streets and always coming home with cash in their pockets each and every day.
Until the day they fleeced guild representative with more money than sense in a night of playing poker. As someone started banging on their door demanding his head, Charon handed off his old, favorite sets of cards to Charlie, and told him to get out of there, and meet him at the docks. The old man never made it there, but no one came for the younger man. Nevertheless, he left Mara behind for Pulic, at which point, he changed his name to Charles, making himself sound more sophisticated as he began moving from one Pulic kingdom to another, gambling, putting on magic shows, and taking odd jobs here and there for spare change, occasionally picking up some item or another to aid him in his travels. Another lesson he'd learned from Mara now, the final lesson from his mentor's disappearance--you do not linger in one place for too long at a time, as sooner or later someone will take offense, feel crossed, and come for you, and while he was quite capable of defending himself, there was never any guarantee the one who came for you wouldn't be more powerful or competent than yourself. He had no problem killing to survive, but sometimes innocents could get caught in the crossfire, so best, if it happens, ensure it happens out away from people.
Eventually he crossed through the wastelands from Pulic to Fortis, and was hired on to take care of a monster that had apparently started infiltrating the nobles of this kingdom. The Templars were ultimately footing the bill for his hiring onto this mission, and it sounded like a pretty straightforward cause. Soon enough he was getting acquainted with the other guards that had been hired for this mission with a few friendly games of cards, and it seemed there was a clear divide here--those who had been hired for their competency, like himself, and those hired for their zeal, most likely to keep him and the handful of others in line just in case. Whatever, monsters tended to be worth killing or at the least, keeping out of human affairs entirely. Still, he kept an eye out, and when they had actually acquired the monster known as Grigg, things very rapidly turned south, ending up with the noble who had hired them on running off and leaving them alone with Grigg.
Of course, that meant they weren't getting paid, but perhaps Grigg was worth killing anyway? His ability said otherwise, that something wasn't right here, and he held off from attacking when taunted, one of those that stood back with Tana instead of attacking. The results of that attack were chilling, but said something very important about this frog-like monster. He was capable of killing, but did not seem to have much taste for it unless he had no choice, which gave Charles food for thought. A scary monster that was intelligent enough to determine which humans were a direct threat and which were not despite whatever power they may appear to have, and actually preferred not to kill. He decided to have a direct talk with the human that had apparently tamed this frog, and eventually they managed to convince each other--she convinced him that her cause was just, and he convinced her, demonstrated some of his useful talents.
He was hired, now all that remained was to see if she proved as true as she appeared to be. In the meantime, he was getting paid, and he had plenty of new people to put on his shows for, to interact with, play games with. Perhaps he'd even find a few good deeds he could perform in his time here.
Stats
Level - 3
Stat Graph - This is where a picture of your radar graph will go for your stats. Stats are NOT COMARIATIVE, meaning that the radar is more a means to get a general measure of your overall strengths and weaknesses. Moderators/Co-Moderators can handle creating the graph in your stead, but for those who wish to make it themselves we provide this link. chachart.net/radar?lang=en
Physical
Strength - 3
pretty self explanatory here, how much you can lift, how hard you punch, etc...
Speed - 4
Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
Durability - 6
both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down
Skill - 7
How good you are with your equipment. Are you a master of a sword? Or maybe you're a marksman who can shoot off the wing of a fly without killing it from a mile away? This stat reflects that.
Spiritual
Intelligence - 8
very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things)
Mystic Reserves - 3
The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities
Channeling - 4
How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Humans cannot naturally tap into their mystic reserves without bonded objects, or training, and as such this stat mainly affects your abilities. Humans who have received special training can utilize channeling to enhance their physical abilities like monsters, but this requires much more focus upon the human's part as opposed to monsters, and cannot be used passively without abilities.