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Full Name: Venser Rush Race: Human Gender: Male Age: 24 Birthday: 89th of Fall, 490 Height:5' 8" Weight: Approximately 145 lbs.
Profession: To be Determined Housing:To Be Determined (The NHC) Fluent: Common Basic: Nader-Canoch Poor:
Appearance
The twins, to the common passerby, are identical. Almost an unknown to humankind, the concept of twins is strange to those that pass the two. When apart, one might be mistaken for the other; a mistake that the brothers have abused in the past. At a height of 5’8”, the pair come in at a little taller than average. At 145lb, the two are lucky to say that they eat relatively well. Both do a reasonable amount of exercise, though Venser, the more combative of the twins, has developed a more muscular build, riddled with scars.
Ash blonde hair and grey-blue eyes are also things that the Rush brothers share, though Venser’s crystalline eyes seem to bore through those he chooses to look upon. Their eyes mirror the rest of their faces: Verin's stare is much more sociable and his cheekbones rest lower on his face, leaving Venser to give the appearance of being much more reclusive than his brother, giving off a cold expression most of the time. Both are normally clean shaven, and Venser's hair is generally kept short, a lack of style lending the impression that he cares little for his appearance, compared to Verin’s styled haircut. For the casual observer, it is difficult to tell the two apart. Venser prefers to wear brighter colours, blues and silvers to express himself, rather than adopt his brother's taste in darker clothing.
Venser, being what his father considered a bane on the existence of the Rush family, having caused the death of his mother in childbirth, was not afforded the same luxuries as his brother. This included a proper education. In the time Verin spent learning, Venser began his own projects, some of which included the gathering of animal bones, carving into them and self-teaching himself the practice of Malediction. Recently, he has found it difficult to maintain his desired level of indulgence into the skill, and mulls over the idea of venturing outside of Ravok to fill the need.
Given his upbringing in the city of Ravok, Venser cannot be described as ‘good’ in any sense of the word, and his habit for Malediction, if discovered, would lend the impression that he was evil. Amoral was by far the most accurate way of describing him,for he did whatever he desired, with little regard for consequences that may affect others. The man is very active in his own destiny, preferring to shape his own fate rather than relying on others to accomplish his goals. Other people are stepping stones in his path.
More so than his brother, Venser is considered a recluse, secretive in his actions, in some cases this can even extend to obscuring facts from his twin. This secretiveness gives off an aura of mystique in the young man, accompanied by a sense of rebellion to given authority, Venser was, as a teenager, seen as the "bad boy" of the two brothers. Paired with his cold stare and stoic expression, most find it difficult to divine exactly what Venser is thinking.
At times, though, Venser can be seen with a very pensive expression, which caps off the stress and trauma of his past, giving him far more of an inquisitive, perhaps even open expression, though if disturbed in this state, the twin is prone to flying into a rage, for his thoughts would be interrupted, as well.
Name: Karn Race:Kirt - Fyrdenese (Darkfacer) Skills: N/A Gnosis: N/A Special Abilities: Shapeshifting, regeneration by devouring stone, ore and given time, small pieces of metal, camoflauging, body made of ore and stone.
Additional Info: Articulate, devious, meticulous and conniving, Karn is in many ways the manipulator than Venser could never be. Spawned on the dark face of Fyrden from three identical spawn-siblings, the Kirt grew into life with his brothers as one of many. Destroyers, they called them. Decimators. Karn was one to sack that which was of no use and be done with it. For remorse was for the weak. However, the Fyrdenese also sees the merit of finesse. More prone to using it when his target is of use or a being of power, the Fyrdenese adopts a different tone, demeanor, and even shifts in shape in accordance with the situation. One to use every ounce of his considerable wit at his disposal, Karn seeks to subjugate and conquer, claiming that which is his as his and ridding his sight of all else.
In Mizahar and with the shrinking of his body, Karn has adapted, as well. Destruction is unfeasible at his current level, weak and small as a newly spawned Kirt. However, he plots silently, seeking to bring power to Venser and enrich their bond with as much strife, pain, and acquisition of knowledge as he sees fit. He despises Venser for his moments of mercy and his refusal to kill unnecessarily, yet praises him for his intellect and flexibility. Karn insults Venser to motivate him towards victory and question his motives. However, at the very base of his association with Venser, there is both respect and caution for the human. For Venser, he knows, is Karn's path to the power he once had.
The Mind of a Transcendent Being in a transient body. A tragic existence.
The Heart
History
The story of Venser Rush did not begin on a dark, thunderous night. It began with tragedy. It was the 89th of Fall, the year 490 AV. Autumn chill would fill the small cottage, pained screaming killing any sense of silence that would ordinarily exist. The first child had already emerged, held in the arms of his father as the mother attempted to birth the twin. Several bells later, she succeeded, though the heavy toll would claim her life. The life of Ayanna Rush came to an abrupt end, the father left to fend for himself and the two children the Gods saw fit to bestow him with. Venser, as the younger twin, was blamed for the death of their mother.
Abused and neglected by his father, who saw the elder boy as his true son and the only one he truly desired, he was left to his own devices until his father, in drunken fits of rage, would come around to physically and emotionally assault him. "Murderer! It's because of you that Verin doesn't have a mother! You're the kid your mother, Gods preserve her soul, would've never wanted!" Words meant to cut like blades. Atrocities and brutalizing lies were what his father would scream out at him between punches, young Venser left beaten and bruised, both physically and mentally, in the wake of his father's rage. Verin would be closed off from the scenes of brutality, though sometimes he would come to attempt to assist his brother and quell his father's rage.
The feat was never easily accomplished, and at times left Venser with serious injuries, which would extend to Verin as he attempted to assist him. For days after being beaten, Venser would not be allowed outside, commanded instead to stay in his room and wait for the swelling to lessen. Venser would watch as Verin went outside to socialize, make friends. Human contact was a norm for the young boy. Venser, on the other hand, allocated his time to other matters.
The boy had, even as a child, learned to see the utility in even the scraps left behind. There was little need to waste anything, including the remains of a pet, the bones of a family friend, so to speak. Old bones left to rot became the tools to drive his personal ambition, the pursuit of a power of any sort... Something that could revive him, strengthen him... Against his father. He tried, on three separate occasions, to craft something he could use, to no avail. It wasn't until he crafted his own idea that he would succeed. The boy bonded with a stray dog, taking care of it for months as if it were his own. He took food from his own share and fed the poor beast, allowed it shelter in the rainy nights.
Years would pass, his father's brutality escalating as Venser built an immense hatred for the man, taking his brother along with him for long hours outside of the house, far from the bastard's reach. Verin was Venser's pillar, his best, and for many years, only friend. Life passed, rife with burden and misery, but nonethless, the boy contained hope that one day, him and his brother would leave their father behind. Or, that was the plan that Venser indicated to his elder brother. The boy had a completely different idea altogether, one he kept hidden in his mind. Revenge was to be exacted. And revenge was had.
The story of Venser Rush starts several years later, in the very same city, but a new life is had.
Possessions
Outfit :
-One -Dark Blue Coat (In Use) -One Silver-coloured, Cotton Shirt (In Use) -Dark Blue Pair of Trousers (In Use) -Fur-lined, Black Leather High-Boots (In Use, Heirloom.) -Black Well-fitting Boots (spare) -Black, Leather Belt(In Use)
Equipment :
Ravokian Citizenship Papers (On person at all times.)
One Waterskin
-Backpack containing:-
*One Engraver's Toolkit
*Two Punch Daggers
*One set of Toiletries: - Comb and Brush, wooden - Razor - Soap - Food for a week - Eating Knife - Flint & Steel
*One Traveler's Pipe
*Two Human Teeth
*Four Wolf Corpses (skinned and cleaned. Four skeletons, three pelts. One pelt turned into textiles.)
*One 200 page Journal
*Charcoal Writing Sticks
*Four Ounces of Heldrog
Maledictor's Toolkit :
A rucksack containing: Three Drills (Tooth-sized, wrist-sized, large bone sized) Three Files (Eight inches long/three thick, Three inches long/two thick, Two inches long/ one thick.) Four Brushes (Quarter inch diameter, eight of an inch diameter, half ich diameter, full inch diameter. all made of horse hair.) A container of Inscribing Paint Bonesaw Two Chisels and Two Picks (Differently sized chisels, Picks: Four inches long/two centimeter base, Five inches long/ five millimeter base.) A single protective leather glove A needle. Embalming Fluid (Four bottles in a container) A Hand Vice A sash (cut up to make five different rags.) A Knife.
Storyteller's Die :
This die, when coupled with the story told during and of its creation, will roll the same symbol as the tale it corresponds to. The wording need not be exact, but the story must be similar for the consistency to occur. When the die is rolled without one of the stories being told, the roll will be random.
Appearance: Each side has a different face. All six faces are adorned with six dots, the distinction being an image upon the face of each side. One side is engraved with the image of a filled cup representing ale, the second has six dots, each with a vertical line bisecting a dot. The third has an X in the middle, representing strikes, the fourth does not contain an image, but the six dots contain fissures, purposely done that way. The fifth has two arrows, representing the hands of time, and the last face contains a broken heart, representing infidelity.
This artifact will emanate a will to survive. It will boost confidence and allow for a cleared head in the making of decision.
Appearance: A dog's jawbone with two circles imprinted inside of two different ovals:
First circle: Two sets of four imprinted circles, the two biggest of which were meant to be the pads of the paws, three circles tipped with a tiny point to convey the dog's claws. It came out better than he had expected, but rather than revel in his own self-serving pride, he continued on, drawing a tiny oval with a squiggly line attached to it to portray the rat.
Second circle: There is a triangle with the letter "F" imposed within to convey the word "food". Around it, several lines were carved, slightly wavy and imperfect in shape, conveying desire, mania, and then need.
Status: Worn around his neck like a large pendant.
Two textiles woven together, with two circles spelling out the word 'Ferocity'
Effect: When worn, or held close to the body, it will give the user the strength of mind and ferocious desire to persevere. Once a task or ambition has been decided, it can create a single-minded, all-consuming desire to complete that goal, by any means, even to the detriment of himself or those around him.