[Verified by Jupiter] Johann Ambrosius

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Johann Ambrosius

Postby Johann Ambrosius on August 6th, 2013, 2:12 am

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Johann Ambrosius


Appearance

Race: Human
Gender: Male
Age: 24
Birthday: 28th day of Spring, 489AV.
Birthplace: Alvadas
Appearance: A strapping 5'11". Johann, possesses the type of wiry physique that allow the muscles on his torso to be fairly defined, despite having scrawny limbs. He has rich, sultry skin, soft strangely bright brown eyes and a smile that pierces through the gloom like sunbeams on an overcast day. His jet-black hair is often closely cropped and his beard if not trimmed away altogether, is closely shaped to frame his face.

Character Concept

Although a compassionate humanist who struggles to overcome the influence of the unduly malevolent over Mizaharians and despite his occasional forays into heroism, Ambrosius is a foul-mouthed cynic who pursues a life of sorcery and danger. His motivation has been attributed to an adrenaline addiction that only the strange and mysterious can sate. He also seems to be something of a "weirdness magnet".

Johann fancies himself an excellent smooth-talker and con artist. He maintains that his greatest asset is not knowledge of the arcane arts, but his ability to make friends from diverse backgrounds. Johann pursues magic, not solely for tangible power, but for the knowledge he feels the ancient arts hold. It is partly because of this that he has forgone the learning of Personal Magic; he feels his wits may best serve him in a dangerous position instead of his magic.


Character History

Johann was found as a babe, swaddled in front of the Temple of Ionu (when it had the good sense to appear,) by a fairly incompetent Wizard who was obsessed with finding the True Way of all magic. Marshall Ambrosius had just made his way in to the city to further his research, but upon his arrival lost his assistant and the love of his wife to the ever-shifting streets of the Illusory city. Thinking himself cursed by Ionu to lose his wife, but to have found a child, Marshall took the boy as his own. A deep dislike blossomed between the two as Johann grew, Marshall believing the boy's appearance in his life was somehow linked to his Wife's disappearance.

It was evident that from a young age Johann had an affinity for magic, and at one point in his youth he had managed conjurers tricks that intrigued his foster father, despite the latter blaming the former for his misfortune. Marshall understood that the boys talent with Magic would enable him to become a useful apprentice to further his ambition. He began to instruct the boy in the principles of the secret arts, allowed Johann to assist him whenever it was safe and gave the boy books in the Ancient Tongue to pore over after the basics of the language was learnt, all the while delving deeper and deeper into forbidden lore.

An inevitable Overgiving separated the pair for a while, Marshall sent the boy to his brother in Zeltiva for a while so he could focus on his recovery. The journey kindle a flame in Johann's heart. The sense of adventure he felt in travelling the world seemed steeped in his bones and with the culture Zeltiva had to offer, it did little to quench his adventurous spirit. His return to Alvadas brought a little sadness to him. His one taste of adventure brought to an end with Marshall's recovery. He had made up his mind however. He had seen how those who practised the arcana in the famed University, were respected and he wanted that for himself, as well as a little adventure. His erstwhile apprenticeship to the increasingly unstable Marshall was one that was quickly becoming a burden on young Johann as he learned at a greater pace than Marshall could teach.

The elder Wizard seemed wise to Johann's thought processes and the guilt he felt and not being able to keep the boy, the blame he placed at Johann's feet for his wife's vanishing and the deeo mental scars that went unchecked in his recovery from Overgiving forced Marshall to make a drastic decision. The young man had great potential, that was assured, but if he would not repay his (perceived) debt to Marshall by serving as his apprentice, then he would not continue to grow in the arcane arts. Marshall wanted to put a stop his the sundering of the duo he felt was imminent.

Johann assisted Marshall in what was to be the last Magical interplay between the duo. He had spoken to his adoptive father and master about his intention to return to Zeltiva and enroll at the academy and when his time was up, to find the True Way on his own. The duo performed a Summoning, which sent alarm bells ringing through Johann. He had never been in the laboratory when his master had performed a summoning before, so he was already on his guard when Marshall revealed what he thought of Johann's little intentions. The wizard intended to kill the boy, for his insolence and all the imagined hurts inflicted on him by Johann. The constant fracturing of his mental state, made control of the horrific creature Marshall had summoned less and less feasible and it was on the cusp of his revenge that the leash binding the monstrosity was severed. Johann had made a drastic escape, unimpeded by Marshall as the creature turned on him first. The boy having used the same laboratory for all of his life was aware of the protocol that had to be followed when a catastrophe like the one he was experiencing unfolded and used his wits and the knowledge of Marshall glyphs to flee the laboratory and collapse it on the creature. He had earned his freedom though at a grave price and his time upon the path to Zeltiva gave him time to ponder the events that would have so easily lead to his dying breath.

Language

Fluent Language: Common.
Basic Language: Nader-Canoch.
Poor Language: Fill me in, if you want.



Skills

Skill EXP Total Proficiency
Magecraft 10 SP, 15RB 25 Competent
Glyphing 15 SP 15 Novice
Intelligence 10 SP 10 Novice
Rhetoric 10 SP 10 Novice
Wilderness Survival 5 SP 5 Novice




Lores

Helpful Lores: (Pick 2)
Lore of Zeltiva Streetplan
Lore - Djed pathways in Magecrafted items

Possessions

1 Set of Clothing
-Simple Shirt
-Simple Pants
-Simple Undergarments
-Simple Coat
-Simple Boots
1 Waterskin
1 Backpack which contains:
-Comb (Wood)
-Brush (Wood)
-Soap
-Razor
-Balanced Rations (1 Week's worth)
-1 eating knife
-Flint & Steel
100 Gold Mizas

Heirloom: An Explorer's Staff. Stolen from the ruins of his father's smoking Laboratory

Housing

Location: Zeltiva

House: University Living Quarters, roughly 20x20, includes a hearth, bunk, chest, chair, and table.



Ledger

Purchase Cost Total
Starting +100 GM 100 GM
Cashed in Housing +500 GM 600 GM
University Fees -90 GM 510 GM


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Johann Ambrosius
Player
 
Posts: 6
Words: 2917
Joined roleplay: July 22nd, 2013, 8:23 pm
Location: Zeltiva
Race: Human
Character sheet

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