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Post by greyson rooks on Jun 13, 2013 16:24:48 GMT -5
GREYSON EMORY ROOKS But the time has come to throw your halo down; we may never live forever so you better live for now
Basic Information NICKNAME Joker, Gray (usually purposefully spelled wrong when compared to his name), “The Man in Black”, Rook (per the chess piece, despite his last name having an S on the end) GENDER Male SEXUALITY Heterosexual AGE Twenty-six (26) – tends to refer to himself as being an “old man” despite this blatantly not being the case RACE Human GUILD Rogue RANK Novice OOC NAME RPhoenix (Previously phoenix_rph as my YIM name, but we’re starting fresh!) GUILTY GEAR | johnny Appearance EYES Cerulean, should you happen to get him to remove his sunglasses anyway
HAIR Obnoxiously long (in a ponytail, which is its normal state, it reaches to the top of his thighs), frustratingly straight (even after a good tousling or dousing and air-drying), and unashamedly golden blonde.
PHYSICAL 6’ 2”, 185 lbs. Greyson has a muscular, athletic build, that… regrettably is a touch too lean and sinewy to call “chiseled”, save perhaps for his abdomen. (This latter point is precisely why he tends to go shirtless the majority of the time, whether he’s wearing his coat or not.) His skin is certainly sun-touched, though not overly tanned or bronzed in comparison to more dedicated sun worshippers. The inner portions of the fingers of his left hand tend to be slightly darker than the rest of his skin tone, due to the left being the favored hand to hold his hand-rolled cigarettes (i.e. some tobacco staining.) Although not exactly obsessive about his skin, he IS obsessive about his teeth and thus, despite the smoking, his grin, when flashed, is pearlescent. His typical attire consists of black slacks, two black belts (one distinctively oversized and not through the belt loops), a black trench coat, a wide-brimmed black hat, brown fingerless gloves, and brown heavy boots. The buckle and the decorative accessories on his coat are golden in coloration. The decorative skull accessory on his hat is chrome.
INVENTORY 1. Katana – Greyson’s weapon of choice is rarely away from him and although he currently does not sport a blade of the magical variety, his usual companion is one of good quality. The blade in question, which is nameless, was originally his father’s (actually inherited from the grandfather) – a Rune Knight (that did not use the blade or style, he was a “sword and board”) that met a rather ignoble end at the hands of bandits during a caravan ambush – and is longer than the “standard” katana, at just about 87 centimeters in length. It is not quite a greatsword (odachi), but when compared to the “normal” varieties, it seems overly long. Still, it’s well-balanced, especially when held in the hand accustomed to wielding it. 2. Cigarette Case – black lacquered, but chipped, this small case once sported a carefully crafted Rune Knight insignia. This has since been pried out by Greyson himself and replaced with a roughly fashioned, rusted skull and crossbones motif. The case tends to hold about 8 hand-rolled cigarettes and a few books of matches. 3. Velvet smoking pouch – a black velvet bag that holds blended tobaccos and rolling papers. It is typically stored away in an inside coat pocket, though it can occasionally be found stuffed under the chrome skull buckle of his hat. 4. Sunglasses – black, square, semi-rimless, and essentially always worn. As “trademark” as the wide-brimmed hat and black trench coat, but an “item” instead of clothing. Maybe replaced by a magical version in the future. 5. Golden coin – a relic, insomuch that it is a coin not in any current currency circulation. Both sides of the coin feature the same relief – a sea monster of jellyfish-like make, perforated by a myriad of weaponry, but definitely not dead or even injured as indicated by its defiant stature. I.e., it is a coin that is either “always heads” or “always tails” depending on the definition given at the time of flipping. 6. “Wild Card” Flask – a black flask decorated by etchings of the four suits of cards. It holds approximately 6 shots (ounces) of liquor (usually whiskey of some sort.) This is almost always carried in an inside coat pocket.
ABNORMALITIES None to speak of, at the moment… surprisingly.
Personality POSITIVE TRAITS 1. Easy-going – Rarely ruffled and typically jovial, Greyson likes to keep things “light.” He’d rather joke than be serious, drink and game than make war, and send sarcastic jabs in banter back and forth than actually end up in a physical fight. He rolls with punches well, finds humor in whatever he can, whenever he can, and doesn’t at all mind “folding” if things turn confrontational. Actually lighting his fuse and getting him riled up is a serious challenge, and he tends to have no problem making fun of himself as a response to insults hurled rather than trying to counter or diffuse them. Having a good time and living “stress free” are definite priorities. He tends to try and diffuse stress, offering not necessarily realistic “bright sides” even to dire situations. His wittiness can sometimes devolve into cheesiness, however, and the sarcasm can occasionally be biting. 2. Accepting – Along the lines of the above, Greyson is rarely judgmental, and tends to just go along with whatever traits his company happens to employ – so long as it doesn’t require inordinate effort on his part. If things don’t mesh, he’ll simply move along unless forced. The only exception to these two traits might be… 3. Child Guardian – Don’t threaten or, in any way, abuse children or adolescents within earshot or vision of him. Having been an orphan of sorts, along with his sister, Greyson has developed a sort of “champion” complex when it comes to the youthful and vulnerable that he simply cannot shake off. Mind you, he has no problem with discipline when it is properly handled and warranted, but if things, by his measure, go “too far”, his blade will be loosed without a verbal warning. This has obviously caused problems in the past, from making “new orphans” due to a rash response to having a distinctly unfavorable reputation amongst those dealing in the slave trade amongst the territories of Earthland or, for that matter, law enforcement. He supports orphanages unquestionably and has, on many occasions, emptied his pockets and coin purse as donations for the various ones he’s come across. 4. Not-so-sore Loser – Nothing in Greyson’s fiber says he has to always win or “be the best.” He’s just not concerned with it. All competition, even combat in many cases, is treated as a “game among sportsman.” He has no issue acknowledging when he is beaten (because it isn’t a big deal unless a life is forfeit) and, in actuality, tends to purposefully lose (in the end) when it comes to gambling and other such games, simply because he enjoys watching others win more than he enjoys winning himself. This should not be considered as part of the “game” when things get truly serious – if he is pressed to fight or has a mission to complete, killing does not bother him in the slightest and he is certainly dangerous, given his training and skill set. Simply put, in more “social” situations, he’ll promote happiness via gamesmanship at his own cost rather than being the overbearing overachiever. 5. Generous – In the social setting, Greyson tends to be fast on the draw when it comes to compliments (more so for pretty members of the opposite sex than others, but still) and also somewhat irresponsible when it comes to spending money (particularly on spirits in the bar setting, which is his preferred haunt.) This can win temporary friends in such a setting, but can also potentially lead to drama that he’d rather not directly deal with. On the other hand, it can also lead to an over-extending with reference to available funds… which has, on many an occasion, caused “dine-and-dash” scenarios that he (and others) may or may not be infamous for. He does tend to come back and settle debts later, when finances, time, and proximity allow. 6. Reluctantly Good – Though he tends to favor being a “lazy knave type” (said as such to avoid using the term “rogue”), he does possess an inner set of morals that border on knightly. He’s simply locked them all away, as much as possible, due to an internal need to distance himself from his “knightly father’s” legacy and example. (There’s a bit of an irrational grudge stuck in him here – How dare that man go and die, leaving two kids behind to fend for themselves?!) Good-minded compatriots that have earned his trust can spur him to action along these lines and, on occasion, he may be self-motivated to do so as well – it’s just… he’ll complain about it, at least internally if not outwardly, as a probable waste of energy and resources.
NEGATIVE 1. Lazy – If he can get away with not having to expend physical energy, he will. He’d rather lounge about, drink, smoke, and chat than get into a physical confrontation, and he prefers to just walk away if things get heated, if such an escape is feasible. Taking the path of least resistance is part of his make-up, and he’ll look towards the less physically intensive solution to a problem, even if it’s obvious such a choice will prove inefficient in the long run. He doesn’t fancy being in a leadership position and can be hard to motivate if he plays the follower’s role. 2. Slow to Ire – Linked to the above and to his iaido/reaction-based fighting style (counter-based and largely defensive minded/let the enemy defeat himself), Greyson tends to prefer cooling his heels, watching and hoping conflict and uncomfortable situations will dissolve with time, rather than confront them head on and “at that moment.” With the exception of situations involving children (as mentioned above), he tends to wait until the last possible second to react, and this can potentially leave him in “unwinnable” scenarios. Though this can be circumvented by companions, when left to his own devices Greyson will rarely intervene in anything, unless an exceptional benefit-to-self is realized or his hand is forced. 3. Stricken by Wanderlust – Save for his familial loyalty to his sister, Greyson seems to have exceptional trouble “putting down roots.” He seems to roam about at random and has yet to discover a group (guild or otherwise) to concretely belong to. (This, combined with his apparent lack of inherent magical talent, plus his “dissatisfaction” with his father steered him far and away from the Rune Knights.) Though he seems to be unaware of the traveling implications of this trait, he is aware of the “joining” aspect of it, and in times when he has had the opportunity to join a guild or group, he has always hedged his bets and remained non-committal and indecisive. Unfortunately, this also extends to individual relationships, leaving him with a lot of friendly acquaintances (and also quite a few miffed one night stands) and with a touch of “unreliable” when it comes to his reputation. The latter aspect may potentially be changed, but he will likely tend to wander forever. 4. No Quarter Given – Specifically meant to coincide with the “Child Guardian” trait mentioned above, this “negative” (put in quotations because such may be up to the interpretation of the individual) can extend towards individuals that put Greyson into inescapable/unavoidable “life or death” situations, combat-wise. Once compelled to strike in such a scenario, there is “logically” only one result for the target – its end. Because of this, Greyson has more blood on his hands than one might imagine given his social presentation… not that it necessarily bothers him – which may, in and of itself, be another negative trait. If a battle has moved beyond the “game” in his mind, a defeated enemy, even if begging for mercy, will find only stone cold silence and the flash of steel. Like other traits listed, intervention by individuals considered trusted may be able to circumvent this… at least for scenarios not invoking the “Child Guardian” trait. 5. Etiquette Avoidance – Dress code? Pomp and circumstance required? No thanks. Greyson is not one to conform to anything related to “formality” socially. If it’s a black tie affair, he’s showing up as is. If you’re supposed to stand up for an anthem or the entrance of some noble, he’s probably rolling a cigarette or taking a swig from his flask while lounging as “easy” (hard) as possible. Should some ceremony happen to have him as the star attraction, he’ll be late. And come in the back. And then, sit in the crowd and wait to be recognized, just to disrupt things. He just finds all the additional “strings” that are attached to such things and all the additional steps as wasted time and energy (despite how the “extra steps” he takes to show his displeasure effectively make this a hypocritical issue.) He smokes directly in front of the no smoking sign. This can certainly ruffle some feathers. The only “rules of etiquette” he truly appreciates are toasts and the timing of shots, the rules of an “established game”, curtain calls at the theatre (who knew?) and encores, and the very serious nature of one-on-one duels. 6. Cocky/Sarcastic – Though both of these, in the social setting, are employed primarily in jest, once the situation turns combative and Greyson finds no easy exit, they reveal themselves as part of his battle repertoire. Socially, the negatives associated with this combination of traits are impactful mostly on those who are thinly skinned and also do not accept Greyson’s usual “retreats” if he senses that he’s plucked the wrong chords for the individual he’s interacting with. Those that “can’t take a joke” or “have no sense of humor” (in his mind) are likely to be unappreciative of his “wit and charm” when it comes to this sort of banter and this, in turn, may lead to the combative scenario. Once such a scenario has been established, the cockiness and sarcasm do their work properly if they spur the opponent into attacking – preferably recklessly, directly head-on, and in melee range – as these kind of attacks play right into Greyson’s proverbial “wheel house” when it comes to combat. The unfortunate side-effect of this verbal strategy? He likely comes off as a self-important troll?
LIKES 1. Alcohol and cigarettes/the bar scene, in general 2. Pretty ladies – they don’t even have to notice him, just having them in the environment is perfect 3. His sister (who may be a pretty lady, just not for his own interest) 4. Music, in general, but his preferred genre extends from blues-based rock to metal 5. Children, obviously - he’d rather romp about in the yard with the kids than sit and discuss “adult” things with the grown-ups inside. Less stress, no responsibilities, more fun, and nonsensical imagination. …Also, it means all the alcohol is for him, yes? That’s just fantastic, naturally. 6. Opponents that prefer to attack him head-on/reckless opponents/”berserkers”
DISLIKES 1. Law enforcement/The Rune Knights (though not a specific individual, per se) 2. Miserable excuses for parents (by his measure) 3. Child slavers (slavers in general, but so long as those ‘traded’ are adults he is more likely to ignore them) 4. Sore losers/individuals (other than children) who throw tantrums (Kids are allowed to throw tantrums. Why? Cuz they’re kids! It’s what they do. …A lot. Some more than others.) 5. Last Call 6. Ranged opponents/opponents that force him to go on the offensive – or “support roles” – if an enemy does not attack, even if they support another that IS attacking, Greyson has some trouble convincing himself to target that individual (unless their identity invokes the “Child Guardian” trait.)
Abilities Brawler/Holder MAGICAL INVENTORY |
[/b] Aurora ITEM DESCRIPTION: To the casual observer, the scabbard (saya) that Greyson uses to house his sword appears as little more than a typical black-lacquered scabbard of little to no consequence. It is not ornately decorated and sports obvious signs of wear and various surface “patch up” repair marks. The magical nature of the scabbard, which is named after Greyson’s mother and, like his sword, is an heirloom from his father’s father, is well-hidden, as the lacrima that empowers it hides on the inside of the item and is activated when a sword is unsheathed from it (whether partially or in full.) The lacrima itself is a dull blue in coloration but glows green on activation, though this is only barely noticeable. The green is reflected on the steel of the blade at the moment of activation and is likely obscured by the effects of the ability used. [/ul] PHYSICAL ABILITIES[/b] Hard Day’s Night ABILITY RANK: Innate Novice ABILITY DESCRIPTION: Despite being generally lazy, the poor results one experiences from shirking weapon and combat training were made aware to Greyson very early in his life. Not wanting to experience such a disappointment ever again, he has not let his laziness get in the way of dedicated training… at least, on most days. This allows him to lift and throw weight equivalent to Innate Novice rank, and this strength is reflected in the potency of his normal attacks. Additionally, his endurance for both combat and alcohol consumption is greater than the “normal” person, on par with other dedicated fighter-types of equivalent rank (although the alcohol consumption tolerance may be quite a bit higher.) DURATION: Innate COOLDOWN: Innate ABILITY NAME: Nightrain ABILITY RANK: Novice ABILITY DESCRIPTION: An offensive "twisting slash" ability that sends Greyson dashing towards his chosen target, in a straight line, at a high rate of speed. The maximum range is 25 feet and the travel speed is approximately 25 feet per second. May be employed with any weapon currently available. The dash and attack are not independent of one another. Terrain may impact Nightrain’s utility or results. DURATION: 1 post COOLDOWN: 2 posts [/ul] MAGICAL ABILITIES[/b] Ace of Spades ABILITY RANK: Novice ABILITY TYPE/PINNED: Holder/Aurora (scabbard) ABILITY DESCRIPTION: A lacrima-enhanced, trademark iaido-style ability capable of providing a counter attack opportunity against regular melee attacks, physical abilities, and non-energy projectiles. In terms of countering abilities (not regular attacks), Ace of Spades functions as a self-shield, with appropriate rank considerations. Signified by a stance change, Greyson’s mobility is severely hampered when activating this ability. The stance may be canceled, but this negative always persists for at least 1 post. DURATION: 2 posts (may maintain stance for 2 posts, if activated by an attack on post 1 the ability enters cooldown) COOLDOWN: 2 posts (if stance canceled), 4 posts (if counter attack is activated) ABILITY NAME: Purple Haze ABILITY RANK: Novice ABILITY TYPE/PINNED: Holder/Aurora (scabbard) ABILITY DESCRIPTION: An ability that generates a spherical cloud, with a diameter of 3.5 feet, of shimmering purple mist that homes in, at a maximum speed of 12 mph, on the target’s head and face. The nature of the mist is mildly caustic, causing stinging, burning, and irritation and, along with its coloration, obscures the target’s vision and attempts to distract them from blocking Greyson’s next attack. DURATION: 2 posts COOLDOWN: 2 posts [/ul] [/div][/div] [/div][/div][/div][/div][/td][/tr][/tbody][/table] [/div]
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