Name: Oliver ('Live) R. JewelsonAge: 25
Appearance: Personality:Negative - Cavalier: prone to discounting (or acting like he's discounting) the consequences of his actions.
- Greedy: easily distracted by the possibility of gain, usually in the form of treasure or magic.
- Liar: often just makes crap up off the top of his head for no reason at all -- particularly when it doesn't seem important.
Positive- Honorable: keeps his word, as long as it was freely given.
- Optimist: sees -- and helps other people see -- hope in dark situations.
- Opportunist: spots opportunities where other people see only problems.
- Easygoing: not prone to being overly tense or worried about the future.
- Smooth: transitions easily from one activity, one emotion, one lie, etc. to another; rarely ruffled or emotionally off-balance.
Origin: Hullen: the Capital: Aria. Raised a merchant, but didn't have the wherewithal to stick with it; ran away from his traveling parents to take up permanent residence in Aria. Tried his hand at several entry-level occupations, but realized that the easiest money was taking it from the honest, hardworking people around him.
From the Interest Check thread: Oliver R. Jewelson -- 'Live -- was a starving thief, living off of the meager coin he got by fencing the goods he stole from the houses he broke into. A one-time mugger with a penchant for knocking out decent folk and taking whatever they had on them, he got lucky and took a small crystal shard from a corpulent nobleman. He noticed rapidly that when he held the shard just so, he could walk up behind just about anyone and K.O. them without drawing any attention.
He rapidly evolved from mugging to burglary, figuring sneaking in and taking the good stuff was easier than risking accidentally clubbing some tough guy and getting his face beat in. Unfortunately, 'Live tried to shoot the moon and steal directly from the Royal Family. They had defenses his talents couldn't penetrate, and he woke up to find himself without the shard and with a long stay at the dungeon.
Then, suddenly, he received an unusual pardon: a commission. Go with these couple of other locals, and help them find more of the shards. He would be given his shard back -- the assumption was that having one would make finding the others easier -- but all of his traveling companions would be acutely aware of his history and have strict instructions to take him out (and take his shard) if he got out of hand.
The theory, it seems, is that the shards tend to end up in the hands of powerful people -- so the country wanted a thief on their side to help liberate them. He's not stupid -- he knows that, at the absolute minimum, if they get their country's gem back together, the economy will improve. Even if he ends up back on the street, he'll have better targets for his skills. His dedication to the quest might not be as focused has the others', and he is easily distracted by targets of opportunity, but he is determined to see his country restored to its former glory.
Spells: Somebody Else's Problem: 'Live's signature spell. Doesn't exactly render him invisible, but rather convinces everyone around him that someone else needs to deal with him. Doesn't work on targets who believe that there isn't anyone around to back them up, but is quite effective on city streets where there's a lot of
potential backup, even if none appears to be in the immediate vicinity.
Slight of Spell: If he's aware of a spell coming at him, 'Live can redirect it to another target that's within arm's reach.
Shadow Juggling: 'Live can reach into a shadow and pull out a few 'balls' of shadowstuff. These act basically like hard rubber balls except that 'Live can dissipate them at will.