Character Name: Shura
Age: 24
Gender: Male
Race: Human
Appearance: Height: 5'7"
Weight: 165 lbs
Hair Color: Dark Brown
Eye Color: Red?
Shura is an attractive young man with some slightly exotic features. His skin tone seems a bit darker than most, and his eyes have a curious, almost red color. He has a medium build with some toned muscle definition. His hair is slightly long and unkempt, which gives him a somewhat wild appearance.
Currently, his outfit consists of a dark brown shirt, black pants, and tall leather boots. The shirt is sleeveless, has a wide open collar, and its edges are starting to fray. The pants are modestly baggy, which give him ample room to move around, but are tied just below the knee so as to not be a hindrance. The boots resemble what could be considered typical of military issue, though perhaps with one buckle and strap too many. On a similar note, hide armor is strapped to his chest, which covers the front and back of his torso. The armor goes down past his groin, and although it leaves his arms and legs exposed, they are unencumbered. A small shield is attached to the gauntlet worn on his left hand. Meanwhile, bandages are wrapped over his right hand, presumably to offer some protection to his wrist, palm, and knuckles. Two belts are worn at his waist. One is attached to a small knapsack, and has a small crystal chained to it, while the other hangs more freely and droops slightly to either side. A pair of metal framed goggles rest on his forehead. The goggles have clear circular glass lenses and a leather head strap. Around his neck is a loose black cord adorned
Class: Fighter
Traits: Fighter’s Resolve - Unyielding determination, something that fighters are notoriously famous for.
Conscious Sleeper - Even while he is asleep, Shura is somewhat aware of his surroundings, and can wake up immediately if the need arises. The downside of this however, is that although he does not require absolute silence to sleep, nor is he easy to disturb, he does require more sleep than most people do, and has a hard time functioning without a full night’s rest.
Devil’s Mark - An unusual rune that slightly resembles a fiery figure wielding a scythe. Once an active symbol of power, it is now inert, and to Shura, is only a meaningless birthmark. Even so, he doesn’t like people bothering him about it. Shura typically keeps it covered, which is probably for the best, seeing as how some of the more scholarly types out there might recognize it for what it is. Located on the back of his right hand.
Information/Bio: Shura is a man of no great history. When he was young, his parents passed away, and he was taken in by his grandfather. His grandfather was formerly a fighting man in his youth, but as he grew older, became a hardworking and caring family man. One day, some years later, when Shura was out running errands, he had to cross a river. To get across, he boarded a small ferry. Shura had allowed his mind to drift, and was enjoying the peaceful ride until something suddenly grabbed hold of his attention. Sounds of a struggle, obscenities being thrown around as plentiful as rain in a storm, and loud as thunder. Looking to the nearby pier, Shura could see a man trading blows with several others. The man he soon recognized as a friend of his grandfather, but he did not know the other men that he was fighting with. Given the man’s presumed good standings with the local authorities, and more importantly, his grandfather, Shura knew what he had to do. Without so much as a second thought, Shura seized the ferryman’s spare oar that he kept on the boat and leapt onto the pier. Like some crazed wild man, Shura entered the fray. With the element of surprise on his side, Shura immediately crippled one of the attackers before he and his associates knew what had hit them. Together with his grandfather’s friend, Shura succeeded in fending off the attackers. When the excitement wore down, Shura questioned the man as to what had caused him to be attacked. The man responded by telling him about the mercenary life, and how a person can make enemies regardless of whether he does right or wrong by others. He followed this up by telling Shura that although his grandfather had grown out of the mercenary lifestyle, perhaps it might suit a young man such as himself. Before going on about his way, the man told Shura to seek him out if he was interested, and then thanked him for his assistance. The rest, as they say, is history. With his grandfather’s blessings, Shura sought the man out shortly thereafter, and showed up with oar in hand.
Shura finds himself drawn to the wastelands not due to prophecy, or bloodline, but because of the advertised opportunities for fame, fortune, women, sex, and of course, adventure. How much of that is actually obtainable remains to be seen, but like countless others, he boarded a ship in order to find out.
Unbeknownst to Shura, he is the direct descendant of a servant to the Devil King. His ancestor was arguably one of the Devil Kings greatest warriors. She wielded great magic and a powerful weapon, both of which she used to great effect. Her accomplishments in battle resulted in all manner of mayhem, death, and depravity. It is very likely that she would have fought, killed, and raped alongside the Devil King until her last days, but that was not meant to be. Her accomplishments drew the ire of her peers, and she was betrayed. Lead into an ambush, she killed and brutalized as many of her assailants as she could before she ultimately fell victim to all the pain and suffering that she had wrought on others. It was not a pleasant ordeal, but she was no frail flower found in a meadow. She survived through it all, and later claimed some degree of vengeance on her would-be assassins. Upon returning to what should have been her rightful place in the sun, she found out that she had been replaced. No longer in the Devil King’s favor, she was stripped of her magical powers, mighty weapon, high status, and was cast out. Not wanting to wait around and see what other benefits her pension plan might include, she gathered what closely resembled her clan, or family, and departed for lands unknown.
Personality: Shura is a fairly blunt and straightforward individual, which translates into something of an abrasive personality. So long as it doesn’t affect him in a negative way, he believes that honesty is the best policy. What this means is that he typically tells people the truth, unless he deems it necessary to do otherwise. However, there are times when he will flat out lie, or tell variations on the truth for simply no other reason than his own amusement. This can be somewhat attributed to his sense of humor, which is a little different from what might be considered the norm. Additionally, Shura is the sort of person who would much rather overcome a problem rather than try to avoid one. Conflict is at times unavoidable, and if he should find himself in a hopeless looking situation, Shura will fight tooth and nail in hopes of a better outcome. Although he is sometimes prone to violent and homicidal outbursts, Shura is usually quite peaceable, at least by mercenary standards.
Equipment/Inventory: Ferryman’s Oar - Normally used to propel a small boat, Shura’s current weapon is a long wooden pole with a broad rectangular blade at its head. Surprisingly durable, Shura has used it to deal with numerous foes, and will continue to do so until it breaks, or something better comes along.
Mercenary Cuirass - Nondescript armor that protects the torso. Made from animal hide, it is slightly weathered, and shows signs of use.
Shield Gauntlet - A buckler fixed to a metal gauntlet, which allows for the full use of the shield hand without sacrificing protection.
Messer - Multipurpose knife.
Goggles - Protective eyewear.
Pastiche - Slightly tarnished pocket watch.
Guiding Light - A slender, palm-sized crystal that has been enchanted to function as a light source. When activated, it illuminates the surrounding radius; up to ten-feet. The light it creates is seemingly gentle, but it is more than adequate for both travel and adventure. The crystal is attached to a small chain with a clasp and can be worn like a necklace, fastened to an object, or an article of clothing.
Compass - A common tool for determining a general sense of direction. Shows the directions of North, East, South, and West.
Wayfarer’s Toll - A black cord threaded through six copper coins and worn as a necklace.
Rucksack - A canvas pack worn at the waist. Smaller than a backpack, but good for those who want to travel light.
· Flint and Firestone (pyrite, iron, steel, etc.)
· Small Whetstone
· Rations (3 Days)
· Water Flask
· Alcohol Flask
· Bandages (1 Roll)
Warm Blanket & Bedroll (tied to waist pack)
Talons: 15
Techniques:Knockdown; When using polearms, you can attempt to trip your opponent by sacrificing your fighter bonus. A successful knockdown results in additional bonuses on following attacks. Only works on certain enemies.
IndirectTechnique - Investiture; Interesting things happen with demonic byproducts such as Luhix.