Persephone
Character Summary
Name: Persephone (no family name)
Aliases: Seph
Age: 22
Race: Human
Alignment: Lawful Good
Place of Origin: Ravens Bluff
Gender: Female
Class: Monk
Stats
Strength: 13
Dexterity: 18
Constitution: 10
Intelligence: 14
Wisdom: 9
Charisma: 11
Physical Attributes
Height: 5'7"
Weight: 124 lbs.
Build: Light, toned
Eyes: Blue, almost violet
Hair: Black, shoulder length, wavy
Skin Tone: Fair, pale
Racial Abilities: N/A
Tattoos/Scars/Piercings: No major scars, but frequent nicks and cuts. No tattoos or piercings.
Day To Day Attire: See above image for reference. A white hooded robe, mostly form fitting above the waist, with a flowing knee-length skirt over grey leggings. Lightly plated knee-high boots. Extra wrappings for padding on her hands and forearms.
Strengths: Excellent agility and balance. Skilled in melee combat. Proficient and budding healer.
Weaknesses: Poor endurance in prolonged fights. Lacks a tactical mind. Often reckless when fixated on something.
Psychological Attributes
Generous * Brave * Passionate * Reckless
Sexuality: Bisexual
Relationship Status: Single
Personality: Seph is like a puzzle where the pieces have all been forced into place, and the image isn't quite right. She was excelling as a young monk, tempering her emotion and learning strong morals. Much of that still remains; she's generous and selfless, almost always willing to lend a hand even when there's no direct benefit for her. Though she's skilled in fighting, she has never killed anyone, and hopes to keep it that way. She's incredibly brave, and not opposed to taking on challenges much bigger than herself. She works well with others, so long as she approves of their goals. She's quite sociable, and able to make friends easily enough.
Recent events have caused elements of Seph's former self to start springing back up, though. Without proper guidance the last two years, she's grown to dislike isolation, and occasionally lets anger slip through. She's passionate about whatever she does, but this sometimes leads to stubbornness and recklessness. There was a great deal of anger and aggression worked into her before she changed her ways, and she was cast to the winds before it could truly be eradicated. She's now left to deal with her demons on her own.
Habits: She paces when agitated, and will absently twist something through her fingers when in thought, or idle (her hair, a stick, edges of her robe, etc)
Hobbies: Healing. She used it to replace her hobby of pickpocketing.
Fears: Her own aggression, the idea of whatever destroyed her monastery, and the undead.
Likes: Healing, conversation, physical activity, music, the countryside, animals.
Dislikes: Violence, isolation, waiting, cities, criminals, dishonesty.
Skills
- Melee Combat: Seph has had thorough training in the use of her quarterstaff, and was a natural learner in its use. She is by no means a master or even an expert, but she is very proficient and talented, and can best many opponents without killing them.
- Hand-to-Hand Combat: She also knows how to engage most kinds of opponents without any weapon at all. Not her preferred method of fighting, as her reach is somewhat lacking without the aid of the staff, but she's nimble enough to flow around most attacks, and close in tight for quick, debilitating strikes.
- Healing Arts: Her magical abilities aside, Seph has a growing knowledge of more mundane means to heal as well, for when a spell isn't called for, or she's too drained magically. This includes cleaning and stitching wounds, setting bones, and moderate knowledge of herbs to combat sickness or even poison.
- Underworld Knowledge: Seph comes from a thoroughly criminal background, and while she was never a high ranking member of any organization, she knows more or less how criminals think and operate.
- Physical Training: This includes acrobatics and gymnastic practice, moderate ambidexterity (though she's still best with her left), swimming, climbing, jumping, and sprinting.
- Languages: Seph was raised speaking Common tongue, and while she doesn't write well, she can read and write just fine. She was studying other languages previously, mostly Elvish and Orcish, but has since put aside the effort, and currently knows only bits and pieces.
- Riding: Seph doesn't currently own a mount she can use, but she does know the basics of riding horses.
Magic
- Cure Minor Wounds: Heals light wounds, bruises, or burns. Can be cast 5 times daily.
- Cure Moderate Wounds: Heals most surface level wounds. Can be cast 3 times daily.
- Cure Major Wounds: Heals the above wounds, plus broken bones and minor internal damage. Can be cast once daily.
- Cure Serious Wounds: Heals the above wounds, plus serious internal damage. Can be cast once every 48 hours.
- Purify Water: Purifies up to 3 gallons of water per cast, to be safe for drinking. Can be cast 5 times daily.
Possessions
Possessions Generally On Person:
- Clothes: The previously described robes, leggings, wrappings, boots, as well as her undershirt and undergarments.
- Belt: A sturdy brown leather belt with attached pouches for carrying her coin, potions, etc.
- Staff Harness: Not a harness exactly, but a buckled leather strap she can drape over her shoulder and across her chest, with an attachment to affix her staff to her back when not in use.
- Necklace: A thin necklace of silver chain, with a silver pendant depicting an intertwined moon and sun. Looks expensive. Typically worn under her robes, not in view.
- Amber Stone: A jagged, amber stone fragment of some kind. Originally glowed, now dull in color. Seph keeps it in a pouch on her person basically at all times.
Weapons:
- Quarterstaff: A sturdy wood quarterstaff with slightly weighted ends for more forceful impact. Cloth grip wound along the handle, and the wood is painted black.
- Steel Knuckles: An old remnant of her street days, one set of knuckles for enhanced punching attacks with her stronger left arm. Kept beneath the folds of her robe and out of sight, but still within easy reach.
Armor:
- Boots: Not necessarily armor, but lightly plated for a little extra protection, and steel toed for extra kick.
Animals:
- Donkey: Boro the Valiant - No, Seph didn't name him, nor does she particularly like him, but no one else is around to take care of him, and she makes good use of him as a pack animal in the meantime. He's often stubborn and frustrating, but after working together for a while, the two have developed a decent working relationship.
Pack Contents:
- Basic Supplies: Including her bedroll, blanket, towel, flint and steel, rations (dried fruit and meats), rope, soap, hairbrush, and waterskin.
- Clothing: One spare white robe, identical to her own, as well as an extra light undershirt, a thicker, warmer undershirt, and changes of undergarments.
- Medical Supplies: Bandages, herbs, and salves, as well as a kit for sewing and stitching wounds.
Magical Items:
- N/A
Potions:
- Bull's Strength: 3 Bull's Strength potions, ingest to increase physical strength and stamina for a short time.
Creation Materials:
- N/A
History
Parents: Unknown, couldn't care less.
Siblings: None known.
Childhood: Seph was a product of the streets of Ravens Bluff, a large city home to powerful criminal elements. She was an unplanned child to parents who had no intention of raising one, and thus given to an orphanage. Seph routinely fled the orphanage and lived on the street, eventually never going back. She was a budding pickpocket and thief before adolescence, and she had to fight and scrap for every bit of her youth.
Adulthood: At 16, before Seph could truly work her way into the ranks of the underworld, she attempted to steal the purse of a woman monk, who caught her in the act. Rather than beat or scold her, the monk offered her a place to stay for a few days, at a monastery miles out of the city. Seph expected free meals and a nice getaway, and some stuff to steal, and so accepted. She returned inspired by what she had seen, and the gift within her that the woman, Amelia, had shown her the beginnings of. She left the city behind, and became a monk, devoting herself to the lifestyle.
Special Moments: Leaving her friends behind was difficult, and the initial months of training were very difficult for Seph. Physically she was broken down and reformed into a stronger woman, and emotionally her old anger and aggression was whittled away at. She struggled at times, but the feeling she got when she healed people with magic convinced her to keep at it.
It was not to last. At the age of 20, Seph returned to the monastery from a trip to a nearby village, where she had been helping battle a spreading sickness. She found her home in ruins, obliterated, the remains of the stone structure scattered well away from the site of the building. She found only bits and pieces of the other monks, and in the center of the monastery, a glowing shard of some kind of amber stone, the light of which soon faded. She took the piece of stone. Distraught, Seph set out to find answers, and carry on what she was taught.
Current Events: Two years later, Seph has found no answers. She has found no one that recognizes the stone fragment she carries, even when she has managed to gain the ear of supposed experts. She is convinced someone was responsible for the destruction of the monastery, however, and will not give up the search.
In the meantime, she remains near the points of contention in the land, the war zones. With factions at war with one another, many people are caught in between, and suffer as a result. She finds much to do without looking very hard, as many have dire need of her assistance.
Relations
⚜ High Ranking * ☯ Neutral * ☮ Friends * ♥ Crush * ⚤ Significant Other * ☠Enemy
- ☮Anders: A man a few years older than Seph, a denizen of Ravens Bluff. They grew up together and were close friends, likely to become more if Seph had not left. He was disheartened by her choice, but they ultimately managed to part on good terms.
- ☮Amelia: Though she's presumed dead in the blast that destroyed the monastery, Amelia still stands as the person in Seph's highest esteem, her mentor and the closest she ever had to a mother. Her loss weighs heavy on Seph's mind.
- ☠The Monastery Destroyer: More an idea that Seph has than anything, of a dark, hellish figure obliterating her home and friends. She is desperate to find the one responsible, but terrified of it as well. If it happens, it will likely be ugly, for all parties involved.
Extras
Character Quote: "The right path is rarely the easiest one."
Theme Song: Deftones - What Happened To You?
Aura Color: Silver
Scent: Lavender masking blood and sweat.
Anything Else: N/A