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Hidden 9 yrs ago 9 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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Instructions
- Using the provided template, please create a character sheet.
- Post only character sheets here. All other talk goes to the OOC.

Character Sheet
(Template Here)
Name:
Age: Orcs are fully mature by 14, and die at around 50-ish. 70 is considered ancient.
Sex: In tribal orcish society, females are subordinate. In the Company, it's a different story, though the old sexist attitudes do sometimes find expression.
Breed: The company accepts anything with orcish blood, including 'halfies.'

Appearance:

Skills/Abilities:
- Please list with most potent skills first.
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-
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Equipment:
- Typical company equipment includes half-plate, heavy, and chainmail with a helmet, either open-faced with a nasal or visored, a falchion and/or an axe (one or two handed) and some sort of dagger. The plate may involve spikes, fur, skulls and other 'decoration' keeping in with the orcish tradition and the helmets are often also embellished. Your characters, however, are elites within the organization, so the standards are different and they have a lot of discretion about what they carry/wear into battle.
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History:
(You can invent a tribe, name regions and countries and cities and so forth to pull this one off, but most important is how they came to Nar Mat Kordh-Ishi and where they served in the unit.)


Personality and Psychological profile:
Be sure to relate this to the character's history; the history ought to explain the character's outlook anyway.


Relationships and Acquaintances:
Perhaps some of the characters know one another, list those acquaintances here. Talk to each other in the OOC about it.
Hidden 9 yrs ago 9 yrs ago Post by GreivousKhan
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GreivousKhan Deus Vult

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Hidden 9 yrs ago 9 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Hidden 9 yrs ago 8 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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MelonHead The Fighting Fruit

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Hidden 9 yrs ago 9 yrs ago Post by SpookySquid
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SpookySquid 3 Spooky 5 Me

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WIP (Exiled Murderer that doesn't want people to know he is an exiled murderer.)

Name: Hallar "The Waterfall" (Name is longer but he refuses to share it)
Age: 23
Sex: Male
Breed: 100% Orc

Appearance:
Hallar looks like a fairly standard looking orc. He's an inch or two shorter than most, but he's much stronger than almost every orc he has butted heads with (that's a lot of orcs...) His skin is unusually dark, so many assume that he is over forty years old. He has scars covering his forearms but he doesn't proudly display them like most orcs like to share scars.
Skills/Abilities:
- Please list with most potent skills first.
Waterfall- The Waterfall has a unique fighting style. He uses his shield to push back enemies and protect himself so that he can make slower, but wider and more powerful swings with his axe. This is very helpful when fighting multiple enemies.
Sheer Strength- Hallar is very strong, even for an orc. He could easily strangle most other orcs to death.
Experienced Killer- Hallar has killed several beings before. He knows the fastest and most painful ways to kill people. He also knows plenty of different torture methods.
Anger Management Issues- Although Hallar doesn't get mad too easily for an orc, when he does get angry, he gets very, very, very angry.
Silent- Hallar isn't a conversationalist. He likes peace and quite and will typically only talk if necessary. As a result, he tends not to share his opinion.


Equipment:
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- Hallar's armor is fairly standard and is not embellished with spikes of any sort, although it does have a bit more red than the regular orcs. His helmet has a visor.
- He has a simple, yet sturdy, one handed axe
- Hallar has a huge shield coated in spikes. His shield has two uses- bashing enemies and protecting him from taking hits while he takes large swings with his axe.
- Hallar does carry a dagger, but it is more of a tool than a weapon.
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History:
(You can invent a tribe, name regions and countries and cities and so forth to pull this one off, but most important is how they came to Nar Mat Kordh-Ishi and where they served in the unit.)


Personality and Psychological profile:
Be sure to relate this to the character's history; the history ought to explain the character's outlook anyway.


Relationships and Acquaintances:
If the characters prod enough, they may realize who he really is.
Hidden 9 yrs ago 9 yrs ago Post by Meth Quokka
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Meth Quokka This Was Nutter's Idea

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Sparkwell

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Beach Burrito Tex-Mexromancer

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Hidden 9 yrs ago 9 yrs ago Post by Sypherkhode822
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Sypherkhode822 Hobbyist

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Name: Rassmata 'Fireblood' Trolno
Age: 20
Sex: Male
Breed: Full Orc

Appearance: Slightly larger than most orcs, Rassmata's skin is a gentle light green, where it isn't mottled darker from burn wounds or scars. His eyes are a twinkling blue, and his nose is a horribly crunched and disfigured mess. Rassmata is hard at hearing from close proximity to frequent explosions, and talks in a loud voice. His back is covered in whipping scars, and the pinky and ring finger on his left hand are missing. He walks with a slight limp from a stab wound he received as a piker. Much of his scalp is covered in burn wounds, and his cheek is pitted from flare-ups from his experiments. When not directly in combat, Rassmata dresses like a craftsman, a thick leather apron, sturdy leather gloves and boots, a light linen shirt and canvas trousers. When he's working with the more volatile explosives, he wears a prototype of a welding mask, a thick slab of metal attached with leather straps and has eye and mouth slits covered by a mesh grille. His leather apron and gloves are, of course, dyed a dark red. His right tusk has been broken off at the tip.

Skills/Abilities:
- Please list with most potent skills first.
- Munitioneer: Rassmata is a savant with making things go boom, and his talents with the creation and operation of explosives are matched only by his enthusiasm. He is likely to be found tinkering with new concepts for causing destruction or altering the ratios of completed explosives to see the resulting changes.
- Siege Engineer: Working as the indentured servant for a dwarven siege company for a decade, Razzmata has repaired and built almost every type of siege weapon out there, and was often used to operate the more unreliable ones. He learned through harshly beaten lessons and keen observation the best place to destroy a fortification, the best location to place siege weapons, and the numerous techniques needed by a successful siege engineer. Conversely, he is also skilled at creating durable fortifications, knowing how make something resistant to attacks.
- Literate: Taught so he could follow the munitions ratios by the siege company he was raised by, Rassmata can read and write in dwarvish, and has quite a head for numbers.
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Equipment:
- Munitions crafting tools- all the scrapers, tongs, chisels, molds, pliers and whatnot you can imagine. It's all second hand equipment, scrounged up from other sources, but lovingly maintained.
- Armor and weapons for when he needs something thicker than an apron: a horsehair padded jerkin, a dented half-plate, and cheaply made chainmail. A painted red roundhead helmet completes the look. He uses a giant dwarven forged battle axe, along with a dwarven forged short sword. Both weapons have a stamp of the Hellstrikers dwarven mercenary company.
- Small wagon loaded with explosives, pulled by Rassmata when on the march, as no-one else would be willing to.
-Journal containing the various ratios needed for explosives, along with carefully drawn instructions on how to make them.
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History:


Personality and Psychological profile:
Rassmata is unusual among orcs in that he doesn't let his temper get the best of him, or even appear in most occasions. When he is provoked, however, his wrath is usually so great that he could fell an ogre barehanded. He is also incredibly gentle, avoiding confrontations much of time, instead seeking to reconcile with others quickly. This makes many orcs contemptible of Rassmata, thinking him a spineless coward. When something comes up that relates to his area's of expertise, however, chiefly explosives and siege warfare, Rassmata is extremely vocal, and will not back down until he is acknowledged. When interacting with other races, especially dwarves, Rassmata shuts down, and will likely obey direct demands without thought. This habit has begun to be broken, however, as he spends more time with other orcs. Rassmata is insatiably curious, and will constantly try and understand new things. This also influences his munitioneering, as he constantly strives to improve upon his creations.


Relationships and Acquaintances:




















Hidden 9 yrs ago Post by Bright_Ops
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Bright_Ops The Insane Scholar

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Name: Bel-Gond the Metal Wall.
Age: 20
Sex: Male
Breed: Half Orc/ Half Dwarf

Appearance:
Bel-Gond is somewhat taller then the average dwarf, but is somewhat smaller then the average orc as well, resulting in many of those seeing him believing him to be much younger then he actually is. While he might lack the height that most orcs are known for it seems to have been compensated by having all the strength and endurance of the average orc warrior condensed into a smaller, more focused package; With a pair of broad shoulders and the muscles of someone seemingly made to wear and move easily in heavy armor, Bel-Gond is a dangerous orc to pick a fight with.

Bald by choice due to shaving to better wear his helmet, Bel-Gond does have a small but bright red beard growing out of his chin that he keeps surprisingly clean and tidy.

Skills/Abilities:
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- 'More Weight':Ever since he graduated from the Pikes into the Blades, Bel-Gond has proven himself an oddity by being able to wear a second layer of orcish plate into battle; While he might have moved slower then the rest of the blades, his prowess when he enters combat cannot be denied. This second layer of plate armor has allowed Bel-Gond to survive attacks that would normally hassle one layer of orcish armor.
- Ambidextrous: A skill that he has trained himself to take advantage of, Bel-Gond can use both hands easily enough.
- Shield Fighter: One of the few orcs in the company to have adopted the use of a shield, if in a slightly unorthodox way; Bel-Gond views the Shield to be a melee weapon cable of bludgeoning and slicing that just so happens to be good at defending the wielder. Many of Bel-Gond's foes have been surprised to find that the edges of his shield are as sharpened as any sword could hope to be... normally it is the last surprise they ever have.
-Blacksmith: Bel-Gond has the know-how and abilities to create and maintain his own equipment. He is happy to do the same for others if they ask respectfully enough.
-Knows Dwarfish:Bel-Gond can speak, understand and read most Dwarfish. A useful talent, but not one he gets to practice that often anymore.


Equipment:
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- Two layers of heavy armor (Left arm painted red, everything else painted white to better show off the blood.)
- One helmet (Visored)
- One falchion
- One shield (Custom made, it is a solid piece of metal with edges as sharp as a sword. Painted White to better show off the blood).
- One dagger.


History:
Bel-Gond was the bastard offspring of an orcish raider and his dwarven mother Cherri. Strange for this sort of situation was the fact that Cherri decided to keep the child, naming him Bel-Gond after her grandfather and raising him in as loving a family home as she could provide. While the small family were both considered outcasts and scorned by those around them, Cherri raised her son on good dwarven values and did the best she could with what little she could get. She even managed to convince a dwarfish blacksmith to take Bel-Gond on as an apprentice for a time.

When Bel-Gond came of age at 14 he left home to join the newly formed Nar Mat Kordh-Ishi shortly after he heard of it because it was the only organization he had ever heard of that had any chance of actually paying him a decent wage. Before he left he promised his mother two things. The first was that whatever he got paid, he would send half of it back home to her to help her out. The second was that he would always honor his dwarven heritage.

Bel-Gond's time in the Pikes was his first real introduction to his Orcish heritage and it was an eye opener in a number of things, but not as unpleasant as it could have been after Bel-Gond had orcish beaten into him. Bel-Gond was never a problem that the Drillmasters needed to smack back into line; This made them watch him like a hawk, wary that this strange and unorcish behavior was merely a cover for more subtle issues that needed to be beaten out of the halfie. This extra surveillance by the Drillmasters actually benefited Bel-Gond a bit due to the additional training that they would put him through, as well as discouraging the more problematic orcs from attacking him due to bringing themselves into the attention of the Drillmasters.

When his training in the Pikes was complete, Bel-Gond went to the blades and learned three important lessons. 1: Even while wearing the same amount of equipment as everyone else he was still much slower then them. 2. He could carry more weight then just about everyone else. 3. Shields were a weapon that few people understood the value of. These revelations resulted in Bel-Gond donning a second layer of armor and creating a shield worthy of an orcish warrior. While many of his fellow orcs considered him something of a strange coward because of the shield, this mockery did not last for long.

The next battle that the company took part in was a brutally bloody one for the Blades, resulting in a large number of losses. Bel-Gond was the center-point of his warband's defense, surviving blows that would have felled any other orc and dishing out more death and injury then their human opponents thought possible. His actions on the field rallied the survivors of his warband around him to hold the line until the humans finally routed and either died or fled. His skill and heroics earned him his ascension to the Chosen of the First Company.


Personality and Psychological profile:
Bel-Gond was born and given as dwarven upbringing by a loving mother, despite the hardship and pain that doing so caused her over the years. Bel-Gond is absolutely devoted to his mother for everything she has done for him and to this day still arranges for half of his earnings to be sent back home in order to give her something to help support her. While his six years with the company has taught him much about what it means to be an orc, Bel-Gond still practices some dwarvish traditions that mean a lot to him; He still highly treasures his dwarven roots, even if he dislikes a lot of dwarfs. They made his mother's life hell after all...

He is actually somewhat steady tempered and hard to provoke into anger... Unless you insult his mother. Insulting his mother is a fast way to wind up with several broken bones. To date, this has only happened once while he was still in the Blades. It's common enough knowledge that it doesn't happen again.


Relationships and Acquaintances:

Hidden 9 yrs ago Post by Hank
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Hank Dionysian Mystery

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Name: Apothecary Ungoth the Fleshweaver.
Age: 44.
Sex: Male.
Breed: Pureblood "Deep-dweller" (cave orc).

Appearance: Shorter than most orcs, Ungoth makes up for it by being built like a brick shithouse, a trait the cave orcs share with the dwarves. His skin is a dark, mottled olive-green, encrusted with tough, black scales -- another typical characteristic of a cave orc. His eyes are entirely pitch black and, as such, completely expressionless. In darkness, however, they reflect light much like a cat's eyes do, and as such glow at night. Ungoth has large hands with long, almost claw-like fingers of great dextrous ability; something cave orcs use to climb and feel their way through the darkness of the deep places of the world, but it also comes in handy when suturing a wound shut with great precision. Two large tusks jut out of his lower jaw almost up to his cheekbones; in his spare time, Ungoth uses his medical supplies to carve orcish runes into them. His hair is jet black and swept back out of his face, intricately braided to keep it there.

Skills/Abilities:
- Combat medic: Ungoth isn't what a human noble would call a fully-qualified surgeon, but he's very handy with a scalpel and a needle and knows enough about orcish anatomy to get a wounded tusker up-and-running again in the heat of battle. Orcs are made of sterner stuff than most races, so a little touch-up can be all that's needed to keep the greenskin alive until the battle is won. It is this ability that won him the moniker of "Fleshweaver".
- Backbreaker: Of course, as befits a Chosen, Ungoth is no slacker in combat himself. Cave orcs have great upper-body strength and Ungoth uses this to his advantage. In an impressive display of mental gymnastics, Ungoth reasoned that, because he knows how to stitch a cut-up orc back together, he's figured out the weakness of a bladed weapon. What he can't do, however, is bring an orc with a crushed ribcage back into fighting shape. As a result, Ungoth is one of the few of the Company's orcs that brings a large, two-handed warhammer to battle in lieu of a sword or a pike. It lacks absolutely every semblance of finesse, but when it connects, it kills instantaneously.
- A Good 'Ead: Ungoth's thinking is a little eccentric, perhaps, but by orcish standards, he is clever and occasionally even ingenious; a necessity when performing any kind of medical procedure. Of course, this extends to general problem-solving and abstract reasoning. His conclusions may be strange, but they'll never be stupid.


Equipment:
- Large, two-handed warhammer. Includes two spikes on the sides of the head in case something absolutely needs to be stabbed.
- Fairly standard plate armor, painted red across both arms and the chest; some of it is paint, some of it is blood, including orcish blood. He eschews the use of a helmet, reasoning that he requires unobstructed vision and full range of head movement while performing emergency surgery. Much like his tusks, orcish runes are carved into the plate.
- All sorts of medical equipment strapped to himself, including scalpels, needles, thread, gauze, bandages, sterilizing alcohol and a hipflask containing a brew of his own creation. Its purpose is to light a fire under a tusker's ass after he's been patched back together.


History:
Ungoth is one of the Deep-dweller orcs, a race of orcs that live in caves deep underground, a space they often share with dwarves and other, less savory creatures. Over time, cave orcs have adapted and evolved to thrive in darkness. The lack of trees (or wood in general) down there means that fire and other sources of light are sporadic.

Life in the caves is very different from life on the surface, and Ungoth doesn't speak of it often. Something drove his tribe of cave orcs to the surface when Ungoth had barely reached adulthood; something from even deeper reaches than the orcs. Most of his tribe died in their escape, and the tribe fell apart once out of the caves and into the (initially blinding) sunlight. Cursing the caves and the darkness within, Ungoth turned to a life of hunting and gathering, using his natural advantages to hunt prey at night. For a while, he lived off the land, avoiding contact with other people.

As it turned out, however, Ungoth's tribe had been living beneath human land. Eventually, annoyed that the king's deer kept disappearing, a group of humans searched Ungoth out. They almost killed him on sight, and attempts at negotiation were complicated by the fact that they didn't speak the same language, but the company of humans eventually settled on capturing Ungoth and bringing him before their king alive as a novelty.

Indeed, the king was amused by this unusual creature, as cave orcs are seldom seen by surface-dwelling races. The king had Ungoth taught human speech, and soon a more cunning and clever intellect was discovered than the king had thought possible. Ungoth was allowed to study and pursue academic interests, and he settled on medicine, a concept foreign to the cave orcs; to them, a wounded orc is all but dead. A pet orcish physician, the king laughed! Why, he would be perfect to show off to his own nobility and the neighboring royalty.

Fate, however, struck, and not more than four months later, a roving band of surface-orcs fell upon this human kingdom and tore it to shreds. Ungoth was saved from his captivity, and when the orcs learned that Ungoth was handy with a needle, they urged him to relearn his craft on orcish bodies. Ungoth was delighted to be amongst orcs again, even if they were of a different race, and enthusiastically rekindled his connection to his orcish heritage.

As time went on, a part of this orc warband was recruited into Nar Mat Kordh-Ishi. There, like all tuskers, Ungoth served in the Pikes and learned discipline. It wasn't much different from his time as a human captive, just a lot more physical, and Ungoth adapted well enough. Once again, the Fleshweaver was invited to ply his craft. The value of having a combat medic on hand to patch up orcs after a skirmish became quickly evident, and Ungoth was ordered to teach a few other orcs his skills. He sought out the smartest and cleverest of orcs and, to a certain degree of success, was able to impart his skills on them. Now there are several warbands with an attached medic, and it was this achievement, not necessarily any notable victories in combat, that earned Ungoth his spot among the Chosen; after all, they were going to need the best medic in the Nar Mat Kordh-Ishi.


Personality and Psychological profile:
More than anything, Ungoth is eccentric. Cave orcs are very different from other orc breeds and it shows; they have very linear and literal trains of thought that would usually raise eyebrows elsewhere. Combined with the suppressed trauma from his escape from the underdark and a highly sporadic development amongst both humans and orcs and you have all the necessary ingredients for a weirdboy. While he has picked up most of the normal orcish behaviors and habits from his time in Nar Mat Kordh-Ishi, he will always remain fundamentally different.

Ungoth has no opinion on dwarves or elves, but he's simultaneously fond of and cross with humans. He was treated well enough and allowed to explore his own interests during his time with them, which was nice of them, but the way they saw him as an inherently inferior creature, an oddity to laugh at, never sat right with him. Even Ungoth is too prideful an orc for that. The net result is that he enjoys talking to humans and he enjoys crushing their skulls. Sometimes at the same time.


Relationships and Acquaintances:
Hidden 9 yrs ago 9 yrs ago Post by Vanq
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Vanq The Chaos Ladder

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Name: Rulfim gra-Shug - “Runt” to friends
Age: 34
Sex: Female
Breed: Half Orc/Dwarf

Appearance:
Rulfim, fitting for one of her mixed blood, is all hard lines and muscle. Shorter than the average orc yet taller than the average dwarf, her features are wide and angular. From her face, with small dark eyes and a broad, bulbous nose, to her shoulders from which her body descends in a straight line to her hips. Every part of her is thick, mostly muscle, with a small layer of fat that slightly softens her physique.

Her skin is slightly ashen, a dulled and unsaturated green hue. At one time, her hair was kept cropped short or completed shaved, but since joining the company, she has allowed two swaths on either side of the top of her head to grow out. She keeps it in two braids, tight to her scalp, sometimes adorned with small bits of metal beading.

Rulfim’s tusks are small, barely protruding past her thin lips. Her face is marred by a long scar, starting at the top of her left cheek, it crosses lips and stops just at the bottom of the right side of her jawline. Although few others have seen them, her back shows a detailed history of past whippings.

Skills/Abilities:
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- Swordmanship: Rulfim has deft control of the falcata she wields, vastly preferring it to any other weapon. It may not be a thing of beauty to many other than orcs, but the path of carnage she can leave behind is something to behold.
- Endurance: She can push her body harder, beyond what she should be able to do. Whether it is in the heat of battle, or endless marching, body and mind have been conditioned to put aside weariness, hunger, and thirst, to achieve her objective.
- Tunneling: Time in the mines taught her a thing or two about making (mostly) safe underground passages.
- Managing coin/haggling: An inherent knowledge that hasn’t been truly tested, Rulfim has an eye for a good deal that doesn’t always amount to taking things by force.


Equipment:
- Typical company equipment includes half-plate, heavy, and chainmail with a helmet, either open-faced with a nasal or visored, a falchion and/or an axe (one or two handed) and some sort of dagger. The plate may involve spikes, fur, skulls and other 'decoration' keeping in with the orcish tradition and the helmets are often also embellished. Your characters, however, are elites within the organization, so the standards are different and they have a lot of discretion about what they carry/wear into battle.
- Falcata
- Stiletto Dagger
- Chainmail armor - hauberk, light plating across the chest, over a linen, thinly padded, gambeson
- Nasal Helmet


History:
Though she wouldn’t be eager to admit it, Rulfim’s life didn’t truly begin until she joined Nar Mat Kordh-Ishi just about six years ago at its formation. She served her time in the pikes, already middle-aged and a lifetime of experience behind her, she rose to the challenges that awaited. Much of her six years with the mercenary group was spent in the blades, under Jagath. It was in this role that her mastery of the sword was tested. It was in the blades that she finally stood out for more than being a halfie with bright red hair. She rose to be a warleader, commanding a small group of tuskers. A key decision to go under rather than brute force through an obstruction, as well as the effort’s success, brought her to the ranks of the Chosen.

Early life was a story lost to time. Her earliest memories were of working in the dwarven mines, no older than seven or eights years of age. Surrounded by other orc slaves, even as an adolescent, she proved to have a mind that could be nurtured to be more than just brutish, menial labor. Rulfim never stood a chance, though. The mines may have occasionally rewarded a higher than average intellect, but as a female halfie, danger lurked everywhere.

She was not sure how she came to work in the mines, whether she was born to a raped Dwarven woman, or sold by her tribe as punishment for her blood, the why did not matter. By the time she was thirteen, on the precipice of adulthood, she knew she needed to get out, or die trying. She would not die in the mines, just another body dumped into the mass graves of nobodies.

She fled, alone. Once to the surface, she quickly discovered that disguising her sex made many things easier. Rulfim became Durzol for a time. Freedom was short lived, she fell on the wrong side of deal gone wrong, and found herself in chains again. This time, bound for a merchant ship that required muscle to push it through it’s journeys.

A few years later, “Durzol” and a few others staged a mutiny in open ocean. Surprisingly successful, they found themselves with a ship to command, and an ocean to sail. The unlikely alliance of humans, orcs, and other halfies like herself worked together for just a few short months before things began to fall apart along racial lines. A second mutiny followed, and again a third mutiny, before they found a port.

It was, unfortunately, not a very friendly port to their kind, and after a stint in a dark dungeon where she was certain she would die, she again found herself released. This time, it was to a criminal organization that seemed to have bought her freedom after hearing the story of her role in the mutiny. Still going by Durzol, she was indebted to the organization, but found it a role with more freedom than she had ever had before. She was never quite sure if she was actually a body-guard or just there to intimidate the shit out of those who had done the boss wrong. It could have lasted, had her secret not been exposed. Perhaps the boss would have let it slide, but the other men didn’t stand for it. She fled before they had a chance to act on their revenge for her treachery.

She drifted then, from job to job. Never quite sure if she was safe, she didn’t stay with any one company or crew for long. Not until she heard about Nar Mat Kordh-Ishi.


Personality and Psychological profile:
A lifetime of nearly always being on the run from something or someone, has left Rulfim with some trust issues and unease in remaining in one place for too long. Her time with the Nar Mat Kordh-Ishi has somewhat allayed those feelings. She is highly defensive of her sex, having had to live a good portion of life hiding it like it was a crime against nature. Rude comments directed to her regarding it are met with swift rage.

She prefers to play up the savagery that waxes and wanes inside of her, rather than the "smarts" that occasionally mark her as being different. She can't hide a good idea when she has one though, and praise for it is more likely to result in curses than thank yous.


Relationships and Acquaintances:
Hidden 9 yrs ago Post by Peik
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Peik Peik

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