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Celeste's Life
Things going on that concern me, or short stories that I come up with and have no where else to put them.
Quick Profile Of Cynthia Longfingers
Name: Cynthia Longfingers
Player: SailorCelestial
Class: Rogue
Job: Troubleshooter
Race: Human

Strength: 4
Dexterity: 6
Constitution: 4
Intelligence: 5
Wisdom: 4
Charisma: 3
Persona: 3

HP:10
SP:3
Level:1
Exp:0

Skills:
Locksmith ~The knowledge of locks; and the skill to build and dismantle them, as well as pick and key them.
Traps and Snares ~The knowledge of a variety of types of traps and snares; as well as the ability to set, detect and dismantle them.
Longknife Use ~The ability to wield a Longknife in battle, as well as knowledge about them and their care.
Legal Lore ~General Knowledge of common laws, justice, and due process; as well as knowledge of historical cases and criminals.
Dual Wield* ~The ability to wield two of the same weapon, simultaneously.

Abilities:
Detect Enchantment ~Due to their long exposure to artifacts and treasure of all sorts, the character has developed a sensitivity to Enchantment Magic specifically, and can detect its presence within 10 feet, and determine the object enchanted.
Ambidexterity ~The character is equally skilled with both hands in all activities, allowing them to perform the same activity with both hands at once (Such as wielding two weapons), and allowing them one free rank in the Dual Wield Skill*.
Poison Resistance ~The character has exposed themselves to a wide variety of poisons, toxins and venoms in order to build up an immunity. Only poisons of class F or higher may affect them.

Disadvantages:
What lies beyond ~The character can not resist the urge to explore. If there is a closed door, they must open it and look inside. Any sort of container (a sack, a box, a chest) must also be opened and examined. They may also be a compulsive mapper, to ensure that every room is visited, and no corner left un-searched.

RolePlay Abilities:
Troubleshooter's Code ~The character is bound by the Code of the Troubleshooter. Troubleshooters are on the side of the law. They must always return what they steal to its rightful owner, unless that person has refused to pay for their services (wether asked for or not). When not working, the Troubleshooter obeys the laws of the region, within reason. The Toubleshooter always has a calling card, which is left behind at the scene of an "examination," and contains advice for the client. Common theives and criminals are not trusted (although may be respected) by the Troubleshooter, as consorting with such individuals will ruin one's good reputation.

Inventory (ten slots):
[x2 Longknives 1d6 damage each]
[Thieves tool kit--lockpicks, hinge oil, chisel, lever, hammer, loop]
[Personal Journal-pen-nibs-ink]
[Rune of Protection (right arm) +1m/+1r/+1mag]
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