Post by Faustus on Apr 8, 2014 6:34:50 GMT
All of the following information is information that one can either see of Jericho right away, or is information that Jericho has revealed, either directly or indirectly. This is not an all-inclusive sheet.
Statistics and Appearance
Name: Jericho Joshua Jordan.
Age: About 27 years old.
Appearance: Jericho is about six feet even and weighs one-hundred and eighty-seven pounds, the weight distributed evenly in a lean, muscular build. His hair is noticeably orange, not red or copper. Jericho has bright green eyes. He has freckles, reaching highest concentration across the bridge of his nose and spreading out smoothly across his cheeks.
Jericho wears blue overalls with a shirt most commonly pastel yellow or purple but powder blue and slate gray have made an appearance on him before. He is sometimes wearing a straw hat, sometimes chewing on a piece of straw, but almost always smiling and with his sword.
Jericho has a country drawl.
Jericho is physically allergic to Sirens but still attracted to them.
Despite looking what most term a 'farmer', synonymous with someone technologically ignorant or otherwise of an unfulfilled education, Jericho grasps higher mathematical concepts with ease and is well-versed in advanced technology, magical theory and spellcraft.
Jericho is a master swordsman and skilled hand to hand technician.
Jericho, though generally well-reasoned and amiable, has a pattern of dangerous temerity. Some call it bold, others call it reckless, but the man does not seem particularly responsive to fear. Note this is only in respect to fear, rather than caution, care or concern.
Capability and Temperment
Jericho is a Majestic Sorcerer, familiar with the 8 schools of magic, specializing in 3 (abjuration, evocation, transmutation), and also familiar with Deep and Truename magic.
Jericho can 'jump good'. 'Jump good' is a skill that Jericho learned from a distant culture of aboriginal natives outside of the Valucre world. Their leaping ability is such that Jericho can leap straight up over five stories with what seems like practiced ease. It is important to note that Jericho cannot fly.
A golden retriever, one often assumed blind for it has peculiar eyes that resemble a stormy sky, can be seen following Jericho around on occasion. This dog is telepathic, wields great power, and calls itself the Guardian.
Jericho is known as an Arbiter in some circles.
Jericho has a leather satchel where he keeps his most prized possessions, containing as of now a feather, a necklace, and a chunk of star-metal.
Jericho technically has no 'past' and no 'future'. While he has impacted the past, and he exists in people's memories, to a diviner searching in the past, they will find no imprint of Jericho and looking to the future, it seems as if he has no destiny.
Cultural Knowledge
Jericho has visited a dozen cultures.
Due to his cosmopolite nature, Jericho long ago had a slightly modified version of the spell Tongues cast on him (with augmented spell permanency), allowing him to communicate across any language barrier without being able to cerebrally comprehend the language itself. A working example would be that he can speak with a merfolk, but not write their language. This does not grant him knowledge of cultural mores or social norms of the culture in question.
{Spoiler}{~Martians~}The Martians are one among a very few cultures that so heavily and comprehensively impacted Jericho's life. One of their principle methods for understanding nearly any subject matter, and which Jericho frequently employs, is grokking. They shared some other key concepts, such as spatial displacement, cognition-driven biological growth and healing, and immersion in their culture has given Jericho ample experience with telepaths and communal thought.
{Spoiler}{~Norjaw~}A culture of beast-masters that has taught Jericho how to hunt, how to trap, how to fashion rudimentary weapons from material at hand and how to make oneself seem either friendly or dangerous to a number of creatures by basis of their physiology. One of the handier 'tricks' Jericho learned from the Norjaw is how to ride a horse while engaging in REM sleep.
Inventory
A broken spell-watch
A pack of holding (with provisions)
Sally, his sword
(gilded with star metal. Highly conductive, resistant to magical effects.)
Purchased
Sachel of Holding(can hold an almost infinite amount of items due to a magically tempered rift within. When the satchel opens, this rift becomes relatively finite, and is then dependent on memory to achieve the desired item.)
Acquisitions[/font]