Name: Halfaerd Greenridge
Aliases: The Unseen Hand, the Dreaded One, The Spectre of Death, The Darkwraith Asssassin, The Dishonored One, Son of the House Greenridge, Master Assassin, The Devil's Blade, The Raven, the Black Baron
Age: 24
Species: Half-Elf
Classes: Rogue, Fighter, Ronin, Assassin
Powers: Black Hand Techniques (Darkwraith Transformation, Teleportation, Soul Absorption), Shapeshifting, Ninja Magic, Chi Manipulation, The Eyes of Dahkshasa (Accelerated Perception, Mind Control, Possession)
Abilities/Skills: Gadget Usage (Magitek), Ninjutsu, Flowmotion, Gun Kata, Flawless Coordination, Enhanced Assassination, Enhanced Thievery, Special Ops Mastery, Enhanced Swordsmanship, Enhanced Charisma, Unpredictability
Rune-Augmented Abilities: Magically Enhanced Physiology (Supernatural Condition, Unrestricted Movement, Assimilation Shield)
Racial Abilities: Druidic Magic, Animal/Plant Empathy, Nature Channeling
Alignment: Chaotic Neutral
Affiliations: The Darkwraith Guild, Himself, the Bloody Gale Crew
Motto: "The mistakes of my father will not be my own."
Quotes: "Y'know that guy over there? Long ass beard, hairy as hell, short as hell? His name is Gregrakar Ironshield and he's a freaking dwarf. Dwarves are tough, y'know; their ale is enough to kill fifty men. But I'm going to go over there and I'm going to beat the crap out of him because he's one of the people who set my father up. They say payback's a bitch; but I dunno, it's pretty sweet to me."
"Me and my boys? We take what we want. We kill who we feel deserves it, and we're our own masters. We're the kings of our own worlds, our own slice of eternity, and sword, club, or fist can beat that out of us. Freedom is invincible, you see. Even if you restrict us, we'll be wild in our very spirits. So, please, if you want to go against us, by all means. I just hope you're okay with being hung from the highest tree afterwards."
"Your hand is gone, your feet are cut off. You're bleeding on the floor, and you can barely breathe because your lungs are collapsed. The stinger? You never even saw me. And why, you might be wondering, would the Unseen Hand creep into your house and fuck you up beyond repair? There's only one thing I have to say to that, and if you survive, you best remember it: Don't. Hurt. Kids."
Theme: ~Killer Is Dead~ Chosen by the Moon
Occupations: Thief, Assassin, Adventurer, Ronin, Sky Pirate
Archetypes: Deadpan Snarker, Lovable Rogue, Big Ego, Hidden Depths, Jerk With A Heart Of Gold, Iron Woobie
Origin Story: Born in Lorthellanheim to a human father and an elven mother, Halfaerd lived the first eight years of his life in difficulty due to the stigma of half elves in both human and elven society. When Halfaerd was seven, his father's master was killed, and his father was dishonored. When he was eight, his father was killed and his mother abandoned him, leaving Halfaerd to fend for himself in an elven city prejudiced against him with only the few skills he learned from his father and the little inherent magic talent he had. A cunning boy, Halfaerd had little trouble outwitting merchants and stealing food or keeping away from the wrath of street gangs. When Halfaerd was nineteen, he was a full-fledged rogue, and the Darkwraith Guild, a secret society of assassins focused on chaos theory, recruited him. Now he's their hitman, killing whatever target they assign him, travelling to various planes, and enjoying the benefits of his lifestyle whenever it presents itself.
Personal Data:[]
Personality: Halfaerd is a free spirit, always caring about freedom above all else. His morals are loose and flexible; he's willing to commit just about any dirty deed he needs to if he thinks it's the right thing to do or that it'll benefit him in any way. His boisterous and unapologetic personality often gets him in trouble, but this isn't to say he isn't capable of being amiable or diplomatic, it's just because of his strong value of freedom that he doesn't hold his tongue in most settings. He is an agnostic; he doesn't really believe in the story of Enoch or the Civilization, but he doesn't outright deny that it's happened. Due to his freethinking nature and his charming personality, he's a large hit with the ladies, which is a luxury he enjoys greatly; but due to his difficult upbringing, he is highly defficient in romance and emotional communication.
Despite Halfaerd's seemingly immoral and arrogant personality, deep down he's an insecure individual. Due to growing up in a land where most hated his kind, he was the subject of heinous prejudices and almost the victim of hate crimes. He has difficulty trusting people, and he absolutely refuses to rely on anyone. He greatly dislikes people that are rich and greedy. Halfaerd is great with children and would never hurt one, not even if he was offered all of the gold in the planes. He tends to be very protective of children that grew up with nothing like he did, and Enoch help whoever endangers a child in any way...
Core Personality Traits: Cunning, Rebellious, Loyal, Protective, Free-thinking, Adventurous
Likes: Stealing, Travelling, Women, Children
Dislikes: Tyrants, People who use their powers to hurt those who he feels don't deserve it, People who hurt children, Prejudiced people, Elven purists
Fighting Style: Halfaerd's fighting style comes in two parts: Yaerl'drna and Forthell'jra. Yaerl'drna is the guerilla style of fighting that focuses on the incorporation of acrobatics into the in-and-out fighting guerilla warfare is known for. Users of this style often come from rooftops or alleyways or anywhere else they'd otherwise be seen, run to their enemy, quickly take them out, and then run. Included in this style are parkour techniques based on free-movement (flowmotion) that uses the environment around the user to their advantage, literally turning the battlefield into their playground where they can come out at the enemy from anywhere.
Forthell'jra is also similarly based on movement, but with dance acting as the medium instead of acrobatics. A purely Elven style of fighting, Forthell'jra focuses on the grace of movement, using quick, fluid motions to attack the enemy without needing to use strength or might. Countering is very important in Forthell'jra, as is parrying and using the opponent's strengths against them. Forthell'jra is often done with some weapon, in Halfaerd's case, dual katanas.
Halfaerd is perfectly capable of changing fighting styles in the middle of the fight, and with his trained adoptive muscle memory, he's perfectly capable of copying the opponent's fighting style and scanning them for weaknesses. In long ranged fighting, Halfaerd is shown to be incredibly capable with his elemental pistols and his spellcasting abilities. In long-ranged fighting, he often fires while dodging in a continuous style of countering, that way it's harder for his enemies to dodge.
Equipment:[]
-Dual pistols: Inside the barrels of Halfaerd's pistols are runes which allow them to shoot out different elements upon pulling the trigger. All he has to do is think of which element and he'll be able to shoot whatever element it is (fire, earth, air, water, wood, shadow, glass, metal, lightning).
-Blasting Rod: Halfaerd's blasting rod is the medium through which he channels his druidic magic. The rod is inscribed with runes that channel the ambient natural energy around him, allowing to use his magic without having to draw from his own chi.
-Amulet of Copying: One of Halfaerd's most versatile items, the Amulet of Copying allows Halfaerd to replicate any magical phenomenon/enchantment he sees. He can also absorb spells and reflect them back at his opponents and merge two spells inside of the amulet, creating a unique and deadly spell. Copied or absorbed enchantments can be replicated on any of his equipment. This amulet is what he uses to get new equipment or defenses against enemies that might be too tough.
-Ring of Telekinesis: The Ring of Telekinesis allows Halfaerd to do exactly what it implies: manipulate telekinetic force. The degree at which he can do this is depending on how much of his chi he's willing to pour into the ring. Usually he uses the ring for smaller reasons like controlling weapons in battle when his hands are full, simply pushing or pulling his enemy, or mundane utility.
-Pocket Dimension Gauntlets: Halfaerd's pocket dimension gauntlets do exactly as they imply: allow him to open personal pocket dimensions where he stores items. He can even store prisoners in these dimensions and go into them himself, where he has total control of the area. Halfaerd stores most of his extra weapons and items in his pocket dimension.
-Combination Sword: Stored in his pocket dimension, Halfaerd's combination sword is a massive broadsword that can split into several smaller swords. He usually uses this if he's disarmed or if he's taking care of multiple enemies. Each sword that makes up the Combination Sword has its own enchantment that allows Halfaerd a different ability. When combined into a massive blade, the Combination Sword can create shockwaves and cut through steel and concrete.
The Bloody Gale:[]
The crew is mostly made up of Darkwraith Assassins of lesser rank than Halfaerd, or recruited thieves and captured pirates. The crew is loyal to Halfaerd as per Sky Pirate tradition and also due to Halfaerd's general personal friendship towards the members. His stance among them is a lot like a big brother or a benevolent boss, always looking out for them no matter what. In short, the Bloody Gale crew is a big brotherhood that values adventuring and freedom much like Halfaerd himself. They adventure all over the planes, stealing from those they believe deserve it, pirate or politician.
Base of Operations: Darkwraith Guild Hideout[]
The Darkwraith Guild believes in the domino effect; that is, creating small changes so that bigger changes happen over time. With its "leaders" being oracles gifted with sight, wizards capable of calculating large-scale probabilities, and anarchists who believe in shaking the system, the Darkwraith Guild often engineers certain events to benefit their cause later on. This is done by predictive models made by oracles, which are right nine times out of ten. The Darkwraith Guild, due to their Anarchist roots, also don't really have a form of recognizable leadership. The so-called higher ups, like the wizards and oracles, are under unusual influence from the Monks, the spiritual leaders of the Darkwraith Guild and personal mouthpieces of the so-called "Mother Dark", the Goddess of Chaos; and the Monks are under the influence from the higher-ups. Furthermore, the Darkwraith Guild doesn't really have a ranking system, with orders and authority being given to those who prove suitable for the job at the time based on merits.