[Verified by Crosspatch] Cubb

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Cubb

Postby Cubb on April 15th, 2014, 3:20 pm


Cubb


Theme Song :

Race: Human
Gender: Male
Age: 25
Birthday: 68, Summer, 488 AV
Birthplace: Zeltiva

 
Appearance
ImageMeasuring in at slightly below average height, Cubb doesn't strike a very imposing figure. Neither a body-builder nor much of a fighter, Cubb isn't exactly brimming with muscle mass. He does a lot of walking through the wilderness of Sylira; his body is lean and built for stamina. Several small, faded scars criss-cross his body, with none of them exceeding an inch in length.

Cubb keeps his dark hair shoulder length, and will grow out his beard during the Winter. His eyes are olive and his skin in tanned, but beyond that he doesn't possess any particularly unique features, save for one. That one feature is his canines; as a side effect from overgiving while he was learning morphing, Cubb's canines are quite noticeably elongated and end in sharp points. While he is somewhat used to the mutation now, it caused him a great deal of trouble for several seasons; he would frequently bite his tongue or lip by accident. The inside of his mouth contains small patches of scar tissue.

Cubb's clothing is practical above all else, boasting no interesting colours or special designs. He wears leather gloves to protect his hands, leather boots to protect his feet and leather armour to protect his body. It's all brown, though nothing is quite the same shade. If he's feeling cold, he has a thick cloak that he wears around his shoulders... this too, is brown.

 
Character Concept
Mizahar is a continent of cities; of men and women who bundle together and live their lives contained within the relative safety of their walls, caves or towers; they are considered sensible. Some people are not made for lives of confinement; they are the people who, despite the dangers and the difficulty, try to survive in the harsh wilderness. These people are known as reckless, foolish, or simply insane... and one of them is known as Cubb.

Cubb is a man with little patience for the games of men; of the politics, the deceit and the corruption. Unfortunately, to simply run blind into the wilds is the equivalent of suicide; Cubb is no scholar, but he is by no means stupid. Instead, he got himself a job. It may be dangerous, but there are some professions that can only be applied outside of a city's boundaries, and a trapper is one of those jobs. Cubb spends most of his time in the wilds, only returning to civilisation to sell his goods and resupply.

Spend enough time in relative solitude, and one will lose their finesse in regards to dealing with social situations; Cubb is no exception. He is very blunt and will steer a conversation straight to the point in as few words as possible. Dealing with merchants is a chore and necessary evil for the woodsman. He will adamantly set a fair price and ignore any and all attempts to start haggling. Cubb takes pride in his work and loves the freedom it gives him.

Morally speaking, Cubb could easily be considered a neutral party. He is very sensitive to the idea of keeping balance and the natural order of things. He hates people who are wasteful. Cubb loves being outdoors, and dislikes large crowds. The woodsman would help out a stranger, but only if it didn't negatively effect him. At the end of the day, survival is Cubb's top priority.

Cubb cannot swim and is afraid of water too deep for him to stand in.

 
History - Creation
Born in Zeltiva, Cubb was the son of a dockworker and a waitress. At the ripe young age of five, he almost drowned, having fallen into the water while playing by the docks. Fortunately, he was rescued by a member of The Wave Guard. Despite this, the experience nurtured a deep fear of water, in particular the ocean, within the young boy. His near-death-experience aside, Cubb's childhood was pretty standard. He loved his parents, he played, and he grew up with little incident. Well... that's not entirely true.

Cubb was very socially awkward, and he had a hard time dealing with people, but it was more than that. He felt suffocated in the city. He felt uncomfortable whenever the ocean was in his field of vision, and he steered well away from it. As Cubb grew, so did his discomfort for civilisation; he wanted to simply leave it all behind... and he did. Taking advantage of the University of Zeltiva, he spent several seasons learning the skills he would need to work outside of the city as a trapper.

Initially, Cubb didn't stray too far into the wilderness as he worked to turn his theoretical knowledge and classroom practice into actual experience. This transitional phase was the most dangerous, for he made plenty of mistakes. Cuts, bruises and an abundance of failed snares plagued the young trapper, but he somehow survived. Call it luck, call it natural talent, call it whatever you will, but he survived, even if just barely. With the passing of every season he would return to Zeltiva, sell his wares, then venture off once more. As his confidence grew, he grew more ambitious in the distance he was willing to travel... willing to explore. It was around this time that Cubb met Her.

One of Caiyha's witches. The trapper happened upon her one day while he was doing his rounds; she was removing an ensnared rabbit from one of his traps. When the woodsman confronted her about it, she replied;
"I did not free him to scorn you. The rabbit asked me to help him, and so I did."
With his curiosity piqued, Cubb inquired the witch further. For the rest of the season, he followed the witch and remained in her company, and she taught him many things. She spoke of Caiyha, of the goddess's role and her part in it. She taught him the value of all things, and of the sin of wastefulness. Eventually, she even showed him her magic, and Cubb learnt what he could. When they parted ways, the witch gifted him with a small charm bearing Caiyha's mark and Cubb treasures the memento. He hasn't seen her since, and doubts he ever will again, but he will be eternally thankful for having known her.


Knowledge & Understanding
 
Skills - Physical
Skill EXP Total Proficiency
Wilderness Survival (Temperate Forest) 15 RB, 11 SP 26 Competent


 
Skills - Combat
Skill EXP Total Proficiency
Weapon: Dagger 5 SP 5 Novice


 
Skills - Social
Skill EXP Total Proficiency
NA NA NA NA


 
Skills - Mental
Skill EXP Total Proficiency
NA NA NA NA


 
Skills - Academic
Skill EXP Total Proficiency
NA NA NA NA


 
Skills - Trade
Skill EXP Total Proficiency
Hunting 5 SP 5 Novice
Tracking 5 SP 5 Novice
Trapping 14 SP 14 Novice


 
Skills-Magic
Skill EXP Total Proficiency
Morphing 10 SP 10 Novice

 
Lore
    Hunting
    >Small Mammals: Gutting, Skinning, Jointing and Curing

    Religion
    >Lore of Religion: Caiyha



 
Language
Fluent Language: Common

Basic Language: Fratava

Poor Language: None


 
Religion
Caiyha: Cubb gained exposure to The Goddess of Nature through one of her witches, who taught him about her. He wears one of Caiyha's charms and tries to live to her values. He thanks every animal he kills, and tries not to be wasteful with anything he takes from nature's domain. He effectively lives in the wilds, he has to respect them.

Kihala: Cubb knows little of Kihala, except that she worked with Caiyha and Dira to create a balance of life and death throughout Mizahar. Cubb is alive; he likes being alive, so for that he is thankful to the goddess.

Dira: Cubb knows little of Dira, except that she worked with Caiyha and Kihala to create a balance of life and death throughout Mizahar. While Cubb acknowledges that death is a necessary inevitability, he believes it is in the nature of the living to struggle against it. Death will come eventually, and he accepts that, but he will fight to delay that day for as long as he can.


 
Gnosis
N/A


Possessions/Inventory
 
Weapons
>Dagger, Steel
>Hatchet


 
Clothing
>Linen Shirt: Grey
>Trousers, Brown, Fine Wool
>Leather Gloves, Brown
>Low Soft-Leather Boots, Brown, Steel Buckles
>Leather Belt, Brown, Steel Buckles
>Fine Wool Cloak, Hooded, Brown
>Linen Undergarments, White

>Leather Armour, BrownThe breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather.


 
Survival
Shelter
>Tent, One-Person
>Bedroll
>Blanket, Winter

Light/Warmth
>Flint & Steel

Food/Water
>Waterskin, One-Gallon
>Waterskin, One-Gallon
> Eating Knife
>Dinner Fork
>Cooking Pot, 2-QuartHas two ring-like handles attached to opposite sides of the pot.

Hunting/Gathering/Trapping/Fishing
>Toolkit, Hunter/Trapper'sA medium-sized leather pouch containing a hunting knife, a roll of thin rope for making simple traps, a handful of vials containing common animal scents (rabbit, deer) and a preserving kit. Also includes a 10 square foot camouflage tarp.

Other
>Spade
>Rope, Hemp (50 ft.)
>Rope, Hemp (50 ft.)
>Whetstone


 
Mount


 
Miscellaneous
Storage
>Backpack
>Rucksack

>Jar, Pint
>Jar, Pint

Hygiene
>Comb (Wood)
>Brush (Wood)
>Soap

Currency
> Mizas


 
Heirloom
Wooden Charm - Caiyha: A gift from one of Caiyha's witches, the charm is a triskelion carved into a thick disk of dark wood. The disk has a diametre of two-inches and is approximately half-an-inch thick. The wood is rough around the edges and has an uneven texture. The charm possesses no special properties, it is just a token to The Goddess of Nature. Vann wears it around his neck on a leather cord.


 
Housing
Location: Cubb sets his camp in a small clearing South-East of The Seat of the World. His daily routine is to follow a circuit, which has The Seat as its halfway mark.

His traps are set along the route he takes, and he checks them every day; if they require maintenance, he repairs them. Any small game that he finds in his traps are killed (if the snare itself failed to do the job) and carried with him. At The Seat he refills his waterskins before following the return path to his campsite. The entire trip takes seven-eight bells on average.

A Poorly Drawn Diagram :
Image Obviously, this is not to scale. Furthermore, the track is not circular (it crosses game trails, etc.). That being said, hopefully this helps you get a better idea.


Ledger
 
Starting Package
Purchase When Cost Total
Starting Package Creation +100 GM 100 GM
Traded In Housing Creation +500 GM 600 GM
Hatchet Creation -6 SM 599 GM, 4 SM
Whetstone Creation -2 CM 599 GM, 3 SM, 8 CM
Jar, Pint Creation -6 GM 593 GM, 3 SM, 8 CM
Jar, Pint Creation -6 GM 587 GM, 3 SM, 8 CM
Waterskin, 1 Gallon Creation -1 GM 586 GM, 3 SM, 8 CM
Waterskin, 1 Gallon Creation -1 GM 585 GM, 3 SM, 8 CM
Dinner Fork Creation -1 CM 585 GM, 3 SM, 7 CM
Spade Creation -2 GM 583 GM, 3 SM, 7 CM
Cooking Pot, 2-Quart Creation -2 SM 583 GM, 1 SM, 7 CM
Toolkit, Hunter/Trapper's Creation -25 GM 558 GM, 1 SM, 7 CM
Rucksack Creation -1 GM 557 GM, 1 SM, 7 CM
Tent, One-Person Creation -2 GM 555 GM, 1 SM, 7 CM
Bedroll Creation -1 SM 555 GM, 7 CM
Blanket, Winter Creation -5 SM 554 GM, 5 SM, 7 CM
Rope, Hemp (50 ft.) Creation -1 GM 553 GM, 5 SM, 7 CM
Rope, Hemp (50 ft.) Creation -1 GM 552 GM, 5 SM, 7 CM
Dagger, Steel Creation -2 GM 550 GM, 5 SM, 7 CM
Leather Armour, Brown Creation -10 GM 540 GM, 5 SM, 7 CM
Sled, Two-Person Creation -18 GM 522 GM, 5 SM, 7 CM
Linen Shirt: Grey Creation -1 SM, 5 CM 522 GM, 4 SM, 2 CM
Trousers, Brown, Fine Wool Creation -3 GM, 6 SM 518 GM, 8 SM, 2 CM
Leather Gloves, Brown Creation -1 GM, 7 SM, 5 CM 517 GM, 7 CM
Low Soft-Leather Boots, Brown, Steel Buckles Creation -4 GM, 0 SM, 5 CM 513 GM, 2 CM
Leather Belt, Brown, Steel Buckles Creation -2 GM, 7 SM 510 GM, 3 SM, 2 CM
Fine Wool Cloak, Hooded, Brown Creation -2 GM, 2 SM, 5 CM 508 GM, 7 CM

 
Summer, 514 AV
Purchase When Cost Total
Start of Season Start of Season Start of Season 508 GM, 7 CM


Relationships
 
None
N/A


Thread List
 
Spring, 514 AV
Thread Date Notes
N/A N/A N/A


"Cubb's Speech" | Cubb's Thoughts | NPC
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Cubb
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Joined roleplay: April 15th, 2014, 2:23 pm
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