Totes complete now.
"Where are my glasses?"Gender: Male?
Age: 22
Race: Galmin
Allereun is elegant, charismatic, and academic, all the things that you wouldn't expect from someone who dabbles in alchemy, botany, and a whole selection of sneezingly boring topics. With a youthful, androgynous appearance that finds favor amongst both men and women, he has the lofty aura of a noble, one that seems to glide above the common concerns of peasants and merchants, even though, all things considered, he's one of them. An expert at subduing his own emotions, he is a young man who enjoys dry humor and straightforward quips, as well as occasionally demonstrating his skills as a performer...to no one at all.
Indeed, despite his social skills, he spends more time by himself than with others. Being what he calls a 'botanical explorer' or an 'alchemical pioneer', Allereun spends much of his time in the wilderness, sleeping in self-made shelters, setting up snares for catching small prey, and, most importantly, finding new species of plants, or new uses for currently existing plants. While he doesn't have an obsessive hunger for new knowledge, the kind that would drive people to abstain sleep for days on end, Allereun has a quieter passion. He believes that progress is made best when one was healthy, clear-headed, and had a nice night's rest, though it may also be that, as an apothecary who experiments with unknown plants, it's necessary for him to be in top physical form before he dabbles with potentially toxic vegetation.
At his very core though, Allereun is a utilitarian of a sociopath. Or is he a sociopath of a utilitarian? He doesn't really care, either way.
Allereun was born in a merchant's family, the third and last son that his mother gave birth to. While his eldest brother was groomed to take on the family business, and his second eldest brother had taken up an apprenticeship under the local blacksmith, Allereun was the object of affection of his mother, all his whims indulged in. They were a well-off family, and, as a young child, he was always raised to be an inquisitive soul. He was well-educated by the many tutors for the maths, languages, and sciences that his parents brought in. He was well-mannered as well, instructed in the terms of proper etiquette by his parents. With his mother's eyes and his father's hair, he was a shining example of a good child, one that could control his impulses and emotions, even at an early age.
Despite this though, his eyes were never quite as good as his brothers, and he always appeared rather twitchy to those around him. Allereun was prescribed glasses by the neighboring doctor, but there was no cure for his erratic, subconscious movements. With those problems, all the normal trades were sealed off to him, while his bad eyesight sealed off his ability to become a military man of any success. Instead, those limitations fueled his curiousity further, and Allereun focused on his academic studies. His oldest brother took over the family business, his second eldest brother moved to another town with better job prospects, and Allereun chose to pursue the sciences further. Taking an interest in the developing scientific field of Alchemy, at the age of 12, the child had his parents seek out the services of the apothecary of the town, a young, unmarried man who was just working out the kinks of his profession himself.
For the next few years, Allereun spent his time as the 'little brother' of the apothecary, mixing different substances, learning the basic skills that alchemy and potion-mixing had in common. He even blossomed as a merchant, becoming quite the hit with the young ladies of the town during days where the two peddled their goods. More importantly, though, was that his master only further encouraged his passion. Often, they would go out for long excursions into the wilderness, the man teaching Allereun which plants were useful, and which were harmful, as well as basic survival skills. He learned how to preserve herbs, how to handle poisonous ones, how to treat injuries, and even a bit of gardening. There was so much that Allereun learned during his times with the apothecary that his brain was bursting with knowledge, yet, he always kept his teacher's words in mind.
“There's always more to learn.”
After getting his parent's blessings, Allereun left town, becoming a journeyman apothecary, always taking the less-travelled route in search of things that others have not discovered yet. He dabbled in both medicines and poisons, and every visit in town was accompanied with him doing his best to convince the apothecary or doctor or alchemist to divulge some industry secrets to himself. The path to knowledge was a road that he never stopped travelling on, and his social skills, so far, had allowed him to smooth over quite a few conflicts.
It also helped that he often carried a tidy sum of iL with him.
And when those things didn't work...Allereun was always happy to see the results of his discoveries on others.
Total XP: 66
Unspent XP: 0
Might: 2
Endurance: 5 (4 + 1 Galmin Swag)
Dexterity: 2
Aptitude: 7
Willpower: 4
Charisma: 6
Vitality: 25 (24 + 1 Hardiness)
Energy: 18
Luck: 3
Reputation: 6 (5 + 1 Comeliness)
Acrobatics (Dex): 2
Alchemy (Apt): (Rank 5 (5 EXP) + 7 Apt) = 12
Animal Handling (Cha): 6
Appraisal (Apt): 7
Arcane Craft (Apt): -
Blacksmithing (Apt): 7
Carpentry (Apt): 7
Climbing (Might): 2
Concentration (Will): (4 Will + 1 Hardiness Synergy) = 5
Disguise (Cha): 6
Engineering (Apt): 7
First Aid (Apt): (Rank 4 (4 EXP) + 7 Apt + 1 Herb Craft Synergy + 2 Apothecary) = 13
Fisticuffs (Dex): 2
Hardiness (End): (Rank 6 (7 EXP) + 5 END) = 11
Herb Craft (Apt): (Rank 7 (9 EXP) + 7 Apt + 1 Alchemy Synergy + 2 Apothecary) = 17
Knowledge (Apt): 7
Leather Working (Apt): 7
Linguistics (Apt): 7
Manipulate Device (Dex): 2
Negotiation (Cha): (Rank 4 (4 EXP) + 6 Cha + 2 Comeliness) = 12
Observation (Apt): 7
Performance (Cha): (6 Cha + 2 Comeliness) = 8
Riding (Dex): 2
Sailing (Apt): 7
Sleight of Hand (Dex): 2
Stone Cutting (Apt): 7
Sorcery (Apt): -
Stealth (Dex): 2
Survival (Apt): (Rank 3 (3 EXP) + 7 Apt + 2 Apothecary) = 12
Swimming (Might): 2
Tailoring (Apt): 7
Thrown Weaponry (Dex): 2
Melee Weaponry (Dex): 2
Projectile Weaponry (Dex): 2 [/hider
[hider=Traits]
Apprentice (3 EXP) – You had a teacher at some point in your life for a number of years who taught you a good number of things. For 3 XP you get a +2 bonus on all Rolls with a Talent of your choice (except for Sorcery, Arcane Craft, Alchemy, Hardiness, or Concentration). Your option is to be able to instead learn and use either Alchemy, Arcane Craft or Sorcery (you can purchase this Trait twice to get Alchemy and Arcane Craft or Sorcery if you want). Requires: Aptitude or Willpower 5
Profession – Apothecary (3 EXP) – You are a man of medicine, or perhaps poisons. You are experienced with plants and know how to find them, properly preserve them, and usefully use them in the creation of various salves, plant brews, poultices, poisons, or other such things. You also know how to properly use plants in even their base state due to your great experience in this field. You get a +2 on all Survival, First Aid, and Herb-Craft Rolls. Furthermore, you may start off with either 40 extra iL or three dried and preserved plant specimens (of common or uncommon variety) and one plant concoction. Requirements: Hardiness Rank 1, Survival Rank 3, First Aid Rank 3, Herb-Craft Rank 5, and Apt 5.
Comeliness (3 EXP) – You are quite attractive looking. +2 to Negotiation and Performance Rolls. +1 to Reputation for your good looks. Requirements: Charisma 5.
Nearsightedness (2 EXP) – Allreun is nearsighted, and while wearing glasses makes him appear to be the slim, sophisticated intellectual that he is, it also cripples his ability to see anything clearly at a distance. Sight-based Observation rolls suffer from a -5, whereas all other rolls requiring sight at a distance suffer from a -2 reduction.
An Involuntary Movement (2 EXP) – Allreun suffers from mild symptoms of movement disorder, occasionally causing random physical tics, such as jerking his hand or bouncing his knee. While this generally won't cause too much trouble in his daily life, it has a possibility of conflicting with any talent that involves continuous, accurate hand-eye coordination. When such a thing happens, a D15 Hardiness roll is required, to see whether there is an effect on his actions on not. If there is, the resulting Talent roll suffers an additional -5 reduction.
Craft-Related Items
Alchemy Kit (30 iL) – Basic kit for all Alchemists. Contains flasks, mortars, pestles, crucibles, and everything else required for basic alchemy. Also comes with 10 iL worth of alchemical materials.
Alchemy Pouch (2 iL) – A pouch that holds most alchemical materials. Currently holds 40 iL worth of alchemical materials.
Herbal Pouch (Free) – A pouch that holds preserved herbs. Currently holds two Mandrakes, one Tellim Herb, and one Lunar Blossom. Also holds a Lunar Blossom concoction.
First Aid Kit (5 iL) – Bandages, needle, threads, and cloths.
Items:
Two Sets of Clothing – Allereun carries two sets of clothing, one that he wears during his travels, made mainly of hardier materials, and another for travelling around in town with, made of finer, softer materials.
Map – Because when there's a place you want to go, you ask the Map.
Basic Survival Kit (20 iL) – Contains a fishing rod, rope, a large cloak, a firestarting kit (flint and kindling), a dagger, a whetstone, a hatchet, and a waterskin.
Food Rations for a Week
Wealth: 60 iL