[center][img]https://i.pinimg.com/564x/9b/5c/7c/9b5c7cec2664293b7525490e982fd0d5.jpg[/img] [h3][color=darkgreen]Skarsat Ma'dawc[/color][/h3][/center] [b]Level:[/b] 1 [b]Class:[/b] Mercenary/Thug (novice) [b]Currency:[/b] 99G, 39 bits [b]Ammunition:[/b] 44 arrows [b]Armor:[/b] +1, heavy leather [b]Vitality:[/b] 9/10 [b]Status:[/b] normal [hider=Skarsat] [h3]BASIC INFORMATION[/h3] [b]Gender:[/b] Male [b]Age:[/b] 31 [b]Race:[/b] Tork [b]Origin:[/b] Great plains of the Marth (nomadic, so no distinct location) [b]Religion(s):[/b] Su-Mar-Kaan, the council of nature spirits [b]Attire:[/b] Simple gray-white linen cloth, furs and boots for everyday life, armor for when it's needed. [b]Demeanor:[/b] Sarcastic, rough and reckless at times, but also honest and straightforward [h3]ATTRIBUTES[/h3] [b]Awareness:[/b] 2 [b]Intelligence:[/b] 2 [b]Strength:[/b] 3 [b]Wit:[/b] 2 [b]Dexterity:[/b] 2 [b]Willpower:[/b] 3 [b]Charisma:[/b] 1 [b]Luck:[/b] 1 [h3]SKILLSETS[/h3] [b]Archery:[/b] 3 (familiar weapon +2, archery +1) [b]Brawn:[/b] 2 [b]Hand to hand:[/b] 2 [b]Intimidation:[/b] 2 [b]Knock-out:[/b] 1 [b]Extortion:[/b] 1 [b]Horseback riding:[/b] 1 [h3]FLAWS[/h3] Skarsat has a serious tendency to go forward without putting that much effort into planning ahead. It has gotten him into more trouble than would have been necessary to achieve his goals in the past and is bound to do the same in the future. Also his Tork nature and physiology brings its own bunch of major and minor problems with it, such as his unfamiliarity with the details of what many consider 'civilized' customs or his sheer, extraordinary size. [h3]BACKGROUND[/h3] Skarsat was born into a tribe called 'The Vanyr' as one of three childs, two brothers and a sister, of his father Marrask and his mother Cafol. The tribe, just as many Tork, follows a lifestyle of never settling down too long in one place, and thus Skarsat's early life follows pretty much the story the average western or eastern citizen might tell about them: He learned how to ride from early on, soon had to help picking up and dissecting hunted down animals and then got trained in the art of archery himself. There was no such thing as a real settlement, just an allotment of tents that were placed down near water and then picked up again some days or weeks later when there were no more local resources to collect. However there is a small twist to the Vanyr that ultimately forced Skarsat to learn the concept of town and cities after all. Each and every child, once having reached the age of 17, has to go on a two-year journey on his or her own that has to lead outside of the Tork's native soil and go either west or east, the further the better. It is there for them to learn about the world and to respect it and the others living in it, but of course also a test of both survival and character as noone is actually strictly obliged to return to the tribe. However those who don't are either assumed dead or, should it become known that they are still alive, scorned. From that point of view Skarsat has failed the test. He tried to return, but life isn't easy and he got stuck in affairs that ultimately forged him into what he is now. However the Vanyr are just one tribe of many, and others might have entirely different views on things and not care about his past in the same way. [h3]PERSONAL EFFECTS[/h3] [list][*]Simple linen cloth, fur and leather boots for everyday life.[*]Heavy leather armor for those rugged times[*][hider=Champion's bow]DMG: 1d8 + Strength CRIT: 18-20 (X3) RANGE: 110ft[/hider][*]39 common steel broadhead arrows (+1 to piercing damage)[*]Bow and a makeshift quiver with some arrows, adjusted to his large size[*][hider=Iron knuckles]DMG: 1d3 + Strength CRIT: 18-20 (X2) RANGE: 5ft[/hider][*]Leather bag for personal belongings that can't be carried otherwise, such as his spare coins[/list][/hider] [b]Dice campaign:[/b] https://www.roleplayerguild.com/campaigns/807