Post by Ramir on Apr 1, 2014 6:14:09 GMT -5
Name: Ramir, or Vandal as his mood dictates and affiliation shifts.
Race: Human.
Age 28.
Height: 6'1''
Weight: 180 lbs.
Hair: Black.
Eyes: Very dark brown.
Skin: Tanned, olive complexion.
Notable
Features: A large, intricate tattoo of a siren which covers his back and his sides.
Physical Description:
Ramir is of average human build, with a lithe waste and slightly lanky legs. His body is more toned than it is bulky, though he has enough mass on his frame to withstand a mongrel wind (as tested by many a monsoon). His complexion is darker, due to a mixed heritage from both the desert and exotic eastern regions of the world, which is also evident in his dark eyes and hair. His hair falls no longer then his chin and is choppy, thick and oily, often obscuring much of his face, and exaggerating both his expression and mood. He rarely bothers to groom beyond general cleanliness, though his facial hair seems to be incapable of any serious growth and is rarely little more than stubble (his only attempted beard looked like catfish whiskers and the ridicule he suffered as a result took quite some time to diffuse).
His body shows a life's labor, though his profession has been somewhat questionable. His hands are adequately calloused for working rope and he has a few, considerable scars as testament to less calculated risks in combat. He smokes when his mood is poor enough and drinks when he chooses to believe it will improve his day, which it rarely does. Large hoop earrings adorn both ears and he is often taken with adorning his neck or wrists with trinkets of little value.
Ramir prefers to not weigh himself down. He carries little and prefers compact and often concealed weaponry. As his skin has labored the harshest sun, he usually has his arms bare, though he fancies having the means to cover his head and his clothing can be loose fitting. His smile is rarely anything but crooked, somewhat suitable to the rasp in his voice.
TALENTS
Athletics
Brawn 2Gymnastics 3
Speed 4
Creativity
Arts 1
Domestics 1
Communication
Intimidation 1
Seduction 2
Knowledge
Cartography 3
Cunning
Concealment 3
Moving silently 3
Sleight of hand 3
Survival
Resourcefulness 2
Awareness 3
Combat
Finesse 5
Projectile 5
Dual wielding 3
Unarmed 5
EQUIPMENT
Main Weapons: Ramir's Karambits
These Karambits are slightly larger than the norm, simply to increase their potential for harm. Ramir prefers these blades due to their non-conventional use. He keeps both intensely sharp, but leaves but the edge blackened, to further increase the difficulty in seeing them.
- Grand finesse.
- Paired weapons.
- 1 slot.
Ramir's Experimental Bow
A folding bow of some experimental nature, Ramir's bow is a work in progress. It consists of two pieces of rare Northern Yew, attached to a moving and geared handle. With recent improvement's made by Shen, the bow now unfolds in Ramir's hand, ready for firing. Being a work in progress, Ramir will continue to improve the contraption with further modification and improved components.
- Grand projectile.
- 2 slots.
Ramir's Scarf.
A ragged, blue scarf fighting furiously to hold back his mane of hair. This often lost in his hair, or beneath the generous hood of his coat.
- Poor headwrap.
- 1 slot.
A ragged, blue scarf fighting furiously to hold back his mane of hair. This often lost in his hair, or beneath the generous hood of his coat.
- Poor headwrap.
- 1 slot.
Ramir's Ensemble.
A loose and well worn linen shirt underneath a rather handsome leather long vest, complete with silver clasps. The vest offer some protection but does not inhibit movement, whilst also being utilitarian and quite dashing, if the wearer is groomed. Ramir also wears typical harem pants, which are loose to his liking and coloured his usual black.
- Grand light armour.
- 1 slot.
Ramir's Bracers
Ramir's bracers consist of both armour and a lightweight alloy, which protect his forearms but leave his hands largely bare. Ramir has customized his modest armour with buckles, leather strapping and other assorted items, all of which may aid in their defensive qualities. Regardless, the bracers offer superior protection against glancing blows and edged injuries.
- Grand bracers.
- 2 slots.
Ramir's Captain's Belt
A belt fit for a pirate, thick, long and with a grand buckle. Not that he was ever a pirate, nosiree. Horrible people, those pirates. Ramir's belt has been modified to allow the carry of his weaponry at the small of his back, where his coat easily conceals them.
- Grand belt.
- 1 slot.
Ramir's Captain's Boots
Ramir's boots are of some worth. They are crafted from both leather and suede and both tie, fast and button firmly upon his lower legs. They allow his feet to flex and bend, but have metal capping that grants him superior protection from hazards and injury.
- Grand Boots.
- 2 slots.
Ramir's Grand Coat
What was likely once a grand coat has been weathered and modified to suit only him. A sturdy and large hood replaces what may have once been a large collar and as with his shirt, the sleeves have been cut away. He has hemmed these holes with tarred cord and has reinforced key areas of the coat in like fashion. It falls to brush his knees and wraps about his front, should he fasten it up. More importantly though, the coat has been reinforced in a manner that compliments his modest armour and whilst further reducing his susceptibility to damage, also helps disguise and distract his unusual fighting style.
- Grand Coat.
- 3 slots.
Interchangeable and completely inconsequential.
Ramir's Compass
A compass. It always points to his heart's desire, if you are to believe him. Really, it's a big clunky compass and he has no care as to whether it points true north or magnetic north, or somewhere slightly south at times. He did bludgeon someone with it once and is slightly dented on one corner, due to their substantially hard head (now somewhat less substantial in this regard).
- Common item.
- 1 slot.
A compass. It always points to his heart's desire, if you are to believe him. Really, it's a big clunky compass and he has no care as to whether it points true north or magnetic north, or somewhere slightly south at times. He did bludgeon someone with it once and is slightly dented on one corner, due to their substantially hard head (now somewhat less substantial in this regard).
- Common item.
- 1 slot.
Item Allowance = 10 slots.
Items Carried:
1. A spyglass, consisting of three interchangeable lenses and a roll of cured leather.
2. A small, steel canteen.
3. A waterproof fire kit containing flint, firesteel and packed cotton soaked in pitch.
4. A torch, which should be kept dry.
6. Thick, tarred rope. (200 ft.)
8. A grappling hook.
Items Stored:
1. A rolled piece of parchment, kept in a tightly wound tube.
2. A scroll, kept in a silver scroll tube.