Alright, short of his biography- which I need to work on with Archangel, my potentially new character is complete [center][IMG]http://i60.tinypic.com/2ml3zo.jpg[/IMG][/center] [hr] [color=tan][b]Name:[/b][/color] Irving Whitepaw [color=tan][b]Alias/Nickname:[/b][/color] Irving the Artificer [color=tan][b]Age:[/b][/color] 40 [color=tan][b]Race:[/b][/color] Fae - Gæian [color=tan][b]Personality:[/b][/color] A technological savant, Irving is a serious hard working Gæian with a thirst for knowledge, and a knack for creation. Calm and mature for his age, Irving is a bit soft spoken but able to maintain his cool under fire, and is capable of operating at peak efficiency even in high stress situations. Very observant and highly intuitive, Irving is regarded as a bit of a mechanical genius, and has little to no difficulty understanding the workings of most contraptions after a few hours of study- technological, magical, or otherwise. While for the most part quiet, and in the background, the presence of exotic or unique technologies or objects interests and excites him greatly, and he will often take the initiative to examine and if possible, disassemble the object in question. [color=tan][b]Biography/history:[/b][/color] A young Gæian machinist hailing from the forested regions of Irith, Irving is the youngest son of the Whitepaw family, and younger brother to Silas Whitepaw. Widely regarded as one of the brightest children in the clan, from a young age Irving was shown to be innately intelligent and with a knack for fixing and creating. Irving's clan revolved around the concept of Suado, a code of honor and pride, with a rather strict hierarchical system. While Irving lacked the physical prowess of his peers- being much shorter and smaller than average, he made up for it with his technical capabilities and knowledge- devoting himself to Thurma, the Guider of Machinists at the age of 18. While he was no stand up fighter like most youths his age, he showed himself to be an effective sneak and saboteur, opting to slip past challenges, and take advantage of his mechanical skills rather than attack straight on with sword in hand. With his capabilities being suitable for espionage and sabotage, Irving was soon made one of the Clan's scouts, one of a small number of covert clansmen tasked with exploring and obtaining surveillance of their clans surroundings. When not scouting for his clan, Irving spent his time studying with the Clan's craftsmen- blacksmiths, techsmiths, artificers and the like, taking lessons from each craftsman to apply to his own personal craft. Wotj the knowledge he gained from the other members of the clan, Irving eventually designed and installed his cyberarm, with help from the clan techmaster. He would later install a variety of weapons and tools into this arm. Through a series of events, Irving and his older brother attempted to stop a conspiracy involving their liege lords, but were subsequently blamed and pinned as the culprits of the plan. Forced to fight against his own clansmen, the brothers fled from the forests and into civilized society. Leaving his clan's home with his older brother, Irving and his brother soon found their way to Angel's Landing, where they decided to situate themselves for the time being. While his older brother sought work to fit his skillset, Irving easily established himself as an engineer within the city, taking small jobs for individual customers and clients. He eventually joined his brother in the Knights of the Star, the boost in status allowing him to expand his workshop's business, catering exclusively to members within the Knights of the Star. [color=tan][b]Reason for recruitment: [/b][/color] Irving joined the Knights to follow his older brother, but now works for them as an engineer and part time saboteur and assassin. [color=tan][b]Strength of Will:[/b][/color] Potent [color=tan][b]Magic:[/b][/color] [color=tan]Wild Magic[/color] [list] [*][color=tan][b]Machinist's Intuition[/b][/color] - Sometimes, in times of great need, something just needs to [i]work[/i]. By using considerable quantities of ambient magic, in desperate times, Irving can use the language of machinists make a contraption [i]work[/i]. With this spell, any object, despite its status as broken, incomplete, or impossible to function will perform its intended function for a short period of time. This process is not without its quirks. For instance, with this spell, a car with no gasoline or engine, can be made to move, but it might not be able to turn left. An airship may be made to lift off, but it might not be able to stop. [/list] [color=tan][b]God relations:[/b][/color] Orcorum, the Wielder of Knowledge, is known to Irving as Thurma, the Guider of Machinists. Irving worships Orcorum/Thurma through the production of increasingly complex machines, which Orcorum/Thurma rewards by granting greater control over machinery. [color=tan][b]Tech:[/b][/color] [list] [*] [color=tan][b]Cyberarm [/b][/color]- Designed by himself, Irving's left arm is in fact a cybernetic limb. The mechanical limb is made of high quality carbon-fiber reinforced alloys and synthetic muscle bands, plated by lightweight titanium alloys and coated with a layer of removable synthetic fur. The arm itself has a range of movement considerably greater than a biological arm, with the elbow capable of bending 225 degrees and rotating a full 360. The wrist joint as well allows the hand to continuously rotate 360 degrees. [list] [*][color=tan][b]Cyberarm Integrated Weapons Suite[/b][/color] - Irving's Cyberarm also comes with a small arsenal of compact, easily concealable weapons for his own personal use. [list] [*][color=tan][b]Integrated Mono-filament Whip[/b][/color] - Deployed from inner wrist, Irving can use a thin, but sturdy mono-filament whip to attack his foes. The whip can be charged with plasmatic energy due cut more easily through armor, and flesh. [*][color=tan][b]Integrated Molecular Blade [/b][/color] - A blade deployed from the inner wrist with the express purpose of stabbing. It can be charged with plasmatic energy to increase its piercing potential. [*][color=tan][b]Swiss-Army Fingers[/b][/color] - Irving has a variety of tools quite literally at his fingertips. Deploying from the tips of fingers, Irving has access to small screwdrivers, saws, corkscrews, lockpicks, you name it. Irving even has a plasma powered finger-blowtorch, alongside a variety of mechanical plugs and jacks. His outer forearm has a jack for miniature computers and handheld devices to be plugged in. [*][color=tan][b]Multilauncher[/b][/color] - Mounted on the top of Irving's wrist is a multi-purpose launcher. With cartridges loaded in behind the launcher, Irving can launch climbing cables, stun wires, darts, and smoke [*][color=tan][b]Force Knuckles[/b][/color] - Mounted on the knuckle portion of his cyberarms are small Force beads. Smaller in scale than typical force weapons, these small beads nonetheless apply a small kinetic blast upon contact. [/list] [/list] [*][color=tan][b]Force Gauntlet[/b][/color] - to pair with his cyberarm knuckles, Irving wears a glove on his right hand with force beads embedded in the knuckles. [*][color=tan][b]Rail-lock Rifle[/b][/color] - (Ignore the Scythe blade) As his primary armament, Irving carries a bolt-action Rail rifle. Capable of firing 5 rounds form an internal magazine, the rifle's sights are synced to Irving's goggles. [*][color=tan][b]Goggles of Thurma[/b][/color] - Not actually Thurma's personal goggles, the term Goggles of Thurma refers to specially made goggles used by machinists. Often the first thing a machinist creates, this device is often created as their rite of passage for following Thurma. These goggles are fairly simple in function, they allow one to zoom in considerable distances, as well as detect amounts of ambient magic in the air, making them useful for inventing and creating. Irving's goggles are synced to his rifle, to allow him to use his goggles as a scope. [*][color=tan][b]Machinist's Cuirass[/b][/color] - Armor meticulously crafted by Irving himself, the magically enhanced alloys in the jacket's plating allows it to slowly repair itself over time. It is backed by a sheath of leather, and comes with multiple ports and slots for Irving to hook items onto. Irving currently has two daggers and two bandoleers of rifle cartridges strapped to his cuirass. [*][color=tan][b]Artificer's Rucksack[/b][/color] - A magically enchanted satchel that Irving bought from another Artificer at Angel's Landing. The satchel is enchanted to never bounce against the user's legs or body while they run, so as to not hinder the user while in motion. The satchel is also designed to neatly organize and sort anything placed inside of it, thus keeping the contents of the bag always neat and easy to access. Inside of this satchel, Irving stores a variety of mechanical parts and alchemical substances. [*][color=tan][b]Mana-grenades[/b][/color] - Alchemical explosives, there are many methods of creating these explosives, and most are fairly easy to obtain off the black market. These small, brass cylinders are filled with some sort of gaseous-liquidous green substance, and once primed, explode after 4 seconds, filling the local area (approximately 10 meter radius) with harmful magical fire and concussive force. [/list] [color=tan][b]Possessions/items/property:[/b][/color] [list] [*][color=tan][b]Irving's Workshop[/b][/color] - A small workshop located by the Angel's Landing's airdocks. A rather small garage/building, a variety of machines and contraptions, both magical and non-magical can be found filling the spaces here. While the majority of Irving's business comes from members within the Knights of the Star, few people- if any ever leave dissatisfied. [*][color=tan][b]Omicron[/b][/color] - A simple service android that can be found at Irving's workshop. It takes care of menial tasks and physical labor, as well as manages the shop while Irving is away. [/list] [color=tan][b]Skills:[/b][/color] [list] [*][color=tan][b]Artificing[/b][/color] - An adept machinist by trade, there is very little that Irving cannot build, given a schematic and appropriate materials. Capable of creating a variety of weapons, tools, and gadgets, magical and nonmagical, Irving often creates inventions exclusively for members of the Knights of the Star. He also carries enough supplies to make field repairs to most common mechanical devices. [*][color=tan][b]Sabotage[/b][/color] - A saboteur by nature, Irving is adept at the art of underhanded destruction. Explosive traps, cutting fences, disabling machinery, with the right tools, Irving can render common machinery not only inoperable, but potentially dangerous to its targets as well. [*][color=tan][b]Marksmanship[/b][/color] - While no sniper by far, Irving is a decent shot with his rifle, and generally avoids direct combat, preferring to fight from beyond arms reach, with his rail-lock rifle. [*][color=tan][b]Close Combat[/b][/color] - While he prefers ranged combat, Irving is not opposed to engaging in close quarters battle. While incapable of holding his own against a trained swordsman or professional fighter in a stand up fight, Irving rarely enters melee combat straight on. Instead, he prefers to sneak up on enemies, and use surprise and flanking attacks to defeat larger foes. [*][color=tan][b]Stealth[/b][/color] - Despite Irving's abundance of loud-noise causing contraptions and inventions, Irving's background and family heritage has instilled in him the values of stealth, and he understands its concepts fairly well. [/list]