Difference between revisions of "Bones"

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|name= Barnabas (Bones)
 
|name= Barnabas (Bones)

Revision as of 00:43, 26 October 2014

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Description

A mess of hair and ink, the grungy man stands at a tall 6'4. Unkempt brown hair hangs down past his shoulders in a wavy mess, framing and in part overlapping the edges of his face. Brow is heavily pronounced over sunken, burnt umber eyes, casting a shadow across them in all but the harshest of light. Bushy and uneven facial hair covers his mouth, chin, and upper lip. Broad shoulders slouch, rarely supporting his head up to the full potential of his height. Thick arms are worked to size by hard labor, painted with all manner of grimly themed and scar stained tattoos. Chest is burly down to tapered waist, broadening out again to dense thighs that carry him in his casual yet unsettling shuffle.

WYSK

  • Originally from Saluda, a tiny hold on Nerat Peninsula.
  • Bones arrived at High Reaches Weyr on Day 23, Month 1, Turn 30 having hitched a ride on dragon back.
  • All of his arms and some of his chest are covered in tattoos. They feature a variety of skulls, tentacles, nightmarish creatures both real and mythical, and other creepy/threatening imagery. Some of them are muddy and harder to make out than others due to past infection, scarring, and dull needles in unsteady hands.
  • Voice is rough and harsh, even more so when he's excited and happy (think Beetlejuice).
  • Hates politics. Distrusts the dragon-oriented system of Weyr governance. Has general problems with authority all around.
  • Ex-convict, having served ten years in the mines for murder. He is not shy or ashamed of this.

History

Barnabas (or Bones to his friends) was born in Saluda on the Nerat Penninsula, the son of a alcoholic fisherman and prostitute. With dad out of the picture from day one, his loving mother did her best balancing work and child-rearing, but from a young age the boy learned to fend for himself during the long hours spent alone. Be it genetic predisposition or blind fate, he got his first job at age twelve aboard a small fishing boat, quickly proving his worth with a strong back and penchant for dirty jokes.

As he grew, he quickly found himself spending more time at sea than on land, finding work on bigger and busier boats, but always making a little time to return to his mother and give her a portion of his pay. When she died, he found little reason to stay in the small hold of Saluda, and changed careers from fishing, to merchant work. The ship ran a regular route between Half-Circle SeaHold and and Igen SeaHold, carrying spices and foodstuffs, earning a meager living that saw him with just enough marks to waste in many a tavern. Again, thanks to genetic predisposition or blind fate, he started to develop quite a taste for whiskey.

It was a very ordinary night of heavy drinking alongside the rest of the crew that would shake him out of what would have been a very routine life. A scuffle broke out between the second mate and an angry civilian, and it quickly spread to a full out bar room brawl. In the ensuing chaos, Bones battered a man unconscious, but struck him a few (dozen) too many times on the way down. The man perished later that night. Bones was left by his crew to take the blame for the entire incident, and was sentenced to ten years of imprisonment and hard labor in the Telgar mines. He swore off alcohol from that day forward.

He did his time without incident, earning his reputation among fellow inmates and guards as "the friendliest murderer in the mines". After his release, he was desperate to make up for time lost mining in the dark, yearning for a new life in new surroundings. Rather than look for more merchant work, he took to traveling as far away from Saluda as begging and borrowing could take him, eventually finding his way northwest to High Reaches Weyr, near the end of civilization.

Relationships

  • Azaylia: "Real sweetheart through and through. Gettin' better at standing up for herself too."
  • H'kon: "Just another politico who uses words like duty and right to justify bein' a jerkward 'bout what he wants. Least he ain't underhanded."
  • I'kris: "I get the feeling nobody got you. Didn't try to get you. I got you kid. Just wish I could'a said goodbye."
  • Taikrin: "Maybe putting Taikrin in charge of the entire weyr wasn't a good idea? Whatever, she's still alright in my book. "
  • Leova: "I think she's got ice for blood and gearwork in her head. Friendly and cold all at once. Weird."
  • Jo: "Gotta watch yourself with the bad girls. Is the bod worth gettin' shanked over? Probably."
  • Aishani: "Brieli's Aishani now? Bah, next thing she'll reveal she's a runnerbeast in a human suit. Nothing's changed, and that's not a compliment."
  • K'del: "Man, that guy always finds himself in charge don't he? Well there's sure worse options out there. "


Soundtrack

Oddly enough in sort of a chronological order...

George Thorogood - Bad to the Bone

Alice in Chains - Them Bones

Irish Rovers - Drunken Sailor

Apocalyptica - Nothing Else Matters

Andrew W.K - Party Hard

D&D Character

As per this:

Chaotic Good Human Barbarian'

Alignment: Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.

Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class: Barbarians- Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of 'sixth sense,' the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.


RP Logs

  • (2014.10.21)
Green Thumbs


Mentioned In... Logs

  • (2015.07.04)
Tempest in a Teapot
  • (2015.06.18)
Great Minds Think Alike


Icons

There are no icons available.

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