-----------------------
Personal Info:
-----------------------
Name: Sly
Nickname: N/A
Age: 22
Gender: Male
Sexuality: Straight
Species: Human
Alignment: Neutral
-----------------------
Guild:
-----------------------
Guild: N/A
Rank: N/A
-----------------------
Appearance:
-----------------------
Height: 6’1”
Skin/Fur/Scales, Etc.: Skin
Eyes: Silver
Hair: Blonde, flowing down to shoulders with a large fringe over his left eye
Looks: He normally prefers a formal attire that includes a white shirt, a sleeveless vest of any darker colour with matching pants, and a white cravat. As a butler, Sly would wear a long black tailcoat and white leather gloves. But when he was venturing out, he would substitute the coat with a simple trenchcoat.
---------------------
Specialties
---------------------
Strengths/skills:
Physical
Sly's physical strength is rather lacklustre, being no better than an average human being, but he is somewhat trained for speed. Despite this weakness, his ability to flex his muscles quickly is incredible, being able to move at blurring speeds, but he cannot keep this up or it will severely fatigue him. This becomes important when Sly is using a rapier, as being able to strike quickly and returning to respond against any sort of retaliation is vital to a duellist.
Mental
Sly excels when it comes to coming up with strategies or incorporating his tactics in any given situation. To overcome his poor physical strength, he would have to rely on vital points or weak spots on his opponents and concentrate there. Sly is able to think of last-minute strategies during a tussle with enemies to help him gain an advantage as well as maintaining it. Training himself mentally would also help him control his weapons, since they are linked to his mind anyways. However, extended fights can tire him out pretty quickly.
Swordsmanship
Sly is well trained in the ways of the blade, in particular the rapier thanks to its sleek nature for speed and precision. He has studied well on how to search for vital or critical points of any sort of body, as well as how to exploit them. Sly is considered a duellist, capable of single-handedly knocking or killing one target before they could even flourish their weapon if they are not prepared for his pre-emptive strike. Well is well adapted to the rapier that he is capable to taking down formidable opponents, be it how large or powerful they are. However, this becomes a different story if Sly is standing against multiple enemies, in which case he will need to rely on his wit and other tactics.
Weaknesses/Flaws:
-Completely weapon dependent. Sly is rather useless in combat without his pocketwatch, and will become nothing more than a defenceless medic if that happens. Though considering how Sly always keep his pocket watch close, it is very hard to disable his access.
-Multiple enemies. Sly considers himself to be a duellist with a rapier when fighting, meaning the more enemies he has to face, the weaker he becomes, since he doesn't usually have to formulate a plan involving many foes. However, Sly will have no problems dispatching a bunch of ordinary soldiers, or if his foes decide to line up one by one, allowing Sly to take them down one at a time.
Special Abilities: Hooman.
---------------------
Personality:
---------------------
Personality:
Sly adopts a cunning personality, preferring to stay away from any conflicts while getting to know everyone around him as much as possible. Outside of combat, Sly demonstrates his calmness and ability to assess his situation, as well as choosing his own words carefully (although he may tend to provoke some individuals). As a habit of his, Sly wants to know what makes people tick or even lose their sanity. For the purpose of saving them or to manipulate them, who knows?
However, this doesn't mean Sly is not trustworthy. Sly can be a very good friend to those who would welcome him to their lives. Being an apothecary, Sly has a strong sense of moral justice and considers himself responsible for the safety of his peers. He doesn't like seeing his friends in danger and will try to help out as best as he can. When Sly gets serious, that's when he would let his pocketwatch do the talking. Sly is extremely resilient and will only follow in what he believes is right.
Whenever Sly is not working, he would play chess with anyone who wants to play, or just tease his own mind with any puzzles he find along his journey. If none of those, then maybe a good book or enjoying the scenery around him. Despite his personality, there are times where Sly prefers to be alone.
Hobbies/skills:
- Sly is a good chess player, though he hardly considers himself a master at the game. He learned to play this at a very early age under the care of master Horus. Initially, his style of play was very aggressive to the point that it mostly reckless, but after countless of defeats, Sly learned to control such aggression and search for weaknesses rather than trying to charge head on. He is able to apply this in real life scenarios as well.
- He likes to indulge himself in puzzles whenever he has spare time, anything that will improve his cognitive abilities and such.
-Experimenting with his pocketwatch. Aside from a sophisticated weapon, it can also be a great brain teaser as Sly works out how to build a clockwork dove (for example) that can also fly.
- In case he wants to rest his mind a bit and stay away from books and puzzles, he would go and open a bar of his own. He likes experimenting with the different spirits, measuring their tastes before sending them out to potential customers.
-Sly himself is a cook, and experience he gained as a butler to master Horus. Although his meals and techniques are above average, his food does not stand out compared to those most passionate with cooking. However, Sly's specialty in crafting deserts is almost unmatched even to the greatest of chefs. He sees it as an opportunity to both balance art with taste and ensure they always depict a certain theme before serving them to his patrons. Deserts is therefore is forte.
Likes:
-Making cocktails
-Playing chess
-Reading books
-Snakes
-Puzzles
-Parkour
Dislikes:
-Anything that breaks his attention
-Being put in a corner (not in control of something)
-Most authorities (Sly had concerns over how they may abuse their power)
-Es'Rabmud
Fears:
- A group of people ganging up on him (related to his weakness)
- Being helpless to save anyone
---------------------
Family:
---------------------
Parents: Unknown
Mate: N/A
Offspring: N/A
Relative: Unknown
Brothers/sisters: Unknown
---------------------
History:
Nothing much is known about Sly's past or how he ever came across his pocketwatch. However, there was a huge bounty placed on Sly's head, particularly because of that magical artefact being able to form anything the wielder desires. It was confirmed that Sly was, before, a butler to a wealthy individual and had served well as his guardian until his sudden passing.
As of now, with no more purpose in staying with the deceased, Sly headed out to the cruel world. Because of his pocketwatch and the bounty, it was hard for him to start a new life. But he couldn't just discard the pocketwatch, as it had carried high sentimental value to Sly, and he had made a promise to keep it close to him until the day he had to pass his legacy to another person. So Sly went his own way and became an Apothecary, using the knowledge he gained from the large library whilst a butler.
Sly eventually came upon the city of Sympherna, which was easily the most advanced city in the world, based on technological advancement, magic and happiness. The only one to have came close to Utopia. However, the city’s queen had died early, leaving the city with an adolescent daughter as her descendant and therefore ruler of Sympherna. In order to maintain order, the city had decided to elect a government while they wait for this young daughter, named Chemia, to mature.
However, the government was actually trying to overthrow the current system and take Sympherna as their own, believing Chemia’s ancestors were fools to not exploit the true potentials Sympherna had in controlling the world. What protected young Chemia was the grand beast of a hundred wings, the Protector of Sympherna, and as long as it breathed, no one could harm Chemia. It was therefore the government’s priority to get rid, or at least subjugate this grand beast.
Sly decided to investigate the matter from the inside, pretending to be an official to the said government. There, he met a woman he fell in love with, named Vise. Like him, she had concerns over how Sympherna was changing and had doubts about this newly formed government. Together, they joined a rebellious group to combat the government and their ideals, and participated in missions to eliminate any special interest targets the government may had hired.
Until the moment where Sly had been separated, Vise was captured by the government. Restlessly, Sly worked and pushed to be placed in the front lines, where he could try and save her. But when he eventually got to her, she had been raped and, due to the wounds she sustained, she was unable to participate in the rebellion. Sly therefore led the group, but after countless pyrrhic victories, decided to stand down to recuperate and look after Vise.
Vise later had a miscarriage, and Sly diagnosed her as unable to have children ever again. Sly never found the missing foetus, and he assumed it had died somewhere. Against his wishes, Vise insisted to continue with the rebellion. After a lengthy argument between the two, Vise decided to go off on her own.
During his break, Sly worked within the poorer districts of Sympherna as an innkeeper. There, he met a young boy who seemed to have possessed similar interests as Sly himself, and took his curiosity to Sly’s pocket watch. For many years, Sly stayed at the area while raising the boy, who seemed to be kid left on the streets. Sly noted his potentials, took him to many places around Sympherna and taught him how to fight with a rapier. It later surprised Sly that the boy revealed himself to be Vise’s son. Sly couldn’t recall any moment where Vise was fully pregnant, although the boy would have been born some time after the miscarriage. Deciding not to think this too deeply, Sly still took the boy in, admitting that he felt like a father figure to him.
To this day, it was the last time Sly saw him.
Sly made a promise to him that he would give the boy his pocketwatch, but only when the time comes. After having his profile exposed to Sympherna, including the massive bounty Sly had incurred, it became obvious that Sly was no longer safe being inside Sympherna. Sly parted Sympherna in the middle of the night and wandered the country until he came upon the region known as The Beyond. Willing to start a new and fresh life for now, he remained there searching for a purpose, until the time comes where he can return to Sympherna once more.
---------------------
RP paragraph: This is Sly
Personal Info:
-----------------------
Name: Sly
Nickname: N/A
Age: 22
Gender: Male
Sexuality: Straight
Species: Human
Alignment: Neutral
-----------------------
Guild:
-----------------------
Guild: N/A
Rank: N/A
-----------------------
Appearance:
-----------------------
Height: 6’1”
Skin/Fur/Scales, Etc.: Skin
Eyes: Silver
Hair: Blonde, flowing down to shoulders with a large fringe over his left eye
Looks: He normally prefers a formal attire that includes a white shirt, a sleeveless vest of any darker colour with matching pants, and a white cravat. As a butler, Sly would wear a long black tailcoat and white leather gloves. But when he was venturing out, he would substitute the coat with a simple trenchcoat.
---------------------
Specialties
---------------------
Strengths/skills:
Physical
Sly's physical strength is rather lacklustre, being no better than an average human being, but he is somewhat trained for speed. Despite this weakness, his ability to flex his muscles quickly is incredible, being able to move at blurring speeds, but he cannot keep this up or it will severely fatigue him. This becomes important when Sly is using a rapier, as being able to strike quickly and returning to respond against any sort of retaliation is vital to a duellist.
Mental
Sly excels when it comes to coming up with strategies or incorporating his tactics in any given situation. To overcome his poor physical strength, he would have to rely on vital points or weak spots on his opponents and concentrate there. Sly is able to think of last-minute strategies during a tussle with enemies to help him gain an advantage as well as maintaining it. Training himself mentally would also help him control his weapons, since they are linked to his mind anyways. However, extended fights can tire him out pretty quickly.
Swordsmanship
Sly is well trained in the ways of the blade, in particular the rapier thanks to its sleek nature for speed and precision. He has studied well on how to search for vital or critical points of any sort of body, as well as how to exploit them. Sly is considered a duellist, capable of single-handedly knocking or killing one target before they could even flourish their weapon if they are not prepared for his pre-emptive strike. Well is well adapted to the rapier that he is capable to taking down formidable opponents, be it how large or powerful they are. However, this becomes a different story if Sly is standing against multiple enemies, in which case he will need to rely on his wit and other tactics.
Weaknesses/Flaws:
-Completely weapon dependent. Sly is rather useless in combat without his pocketwatch, and will become nothing more than a defenceless medic if that happens. Though considering how Sly always keep his pocket watch close, it is very hard to disable his access.
-Multiple enemies. Sly considers himself to be a duellist with a rapier when fighting, meaning the more enemies he has to face, the weaker he becomes, since he doesn't usually have to formulate a plan involving many foes. However, Sly will have no problems dispatching a bunch of ordinary soldiers, or if his foes decide to line up one by one, allowing Sly to take them down one at a time.
Special Abilities: Hooman.
---------------------
Personality:
---------------------
Personality:
Sly adopts a cunning personality, preferring to stay away from any conflicts while getting to know everyone around him as much as possible. Outside of combat, Sly demonstrates his calmness and ability to assess his situation, as well as choosing his own words carefully (although he may tend to provoke some individuals). As a habit of his, Sly wants to know what makes people tick or even lose their sanity. For the purpose of saving them or to manipulate them, who knows?
However, this doesn't mean Sly is not trustworthy. Sly can be a very good friend to those who would welcome him to their lives. Being an apothecary, Sly has a strong sense of moral justice and considers himself responsible for the safety of his peers. He doesn't like seeing his friends in danger and will try to help out as best as he can. When Sly gets serious, that's when he would let his pocketwatch do the talking. Sly is extremely resilient and will only follow in what he believes is right.
Whenever Sly is not working, he would play chess with anyone who wants to play, or just tease his own mind with any puzzles he find along his journey. If none of those, then maybe a good book or enjoying the scenery around him. Despite his personality, there are times where Sly prefers to be alone.
Hobbies/skills:
- Sly is a good chess player, though he hardly considers himself a master at the game. He learned to play this at a very early age under the care of master Horus. Initially, his style of play was very aggressive to the point that it mostly reckless, but after countless of defeats, Sly learned to control such aggression and search for weaknesses rather than trying to charge head on. He is able to apply this in real life scenarios as well.
- He likes to indulge himself in puzzles whenever he has spare time, anything that will improve his cognitive abilities and such.
-Experimenting with his pocketwatch. Aside from a sophisticated weapon, it can also be a great brain teaser as Sly works out how to build a clockwork dove (for example) that can also fly.
- In case he wants to rest his mind a bit and stay away from books and puzzles, he would go and open a bar of his own. He likes experimenting with the different spirits, measuring their tastes before sending them out to potential customers.
-Sly himself is a cook, and experience he gained as a butler to master Horus. Although his meals and techniques are above average, his food does not stand out compared to those most passionate with cooking. However, Sly's specialty in crafting deserts is almost unmatched even to the greatest of chefs. He sees it as an opportunity to both balance art with taste and ensure they always depict a certain theme before serving them to his patrons. Deserts is therefore is forte.
Likes:
-Making cocktails
-Playing chess
-Reading books
-Snakes
-Puzzles
-Parkour
Dislikes:
-Anything that breaks his attention
-Being put in a corner (not in control of something)
-Most authorities (Sly had concerns over how they may abuse their power)
-Es'Rabmud
Fears:
- A group of people ganging up on him (related to his weakness)
- Being helpless to save anyone
---------------------
Family:
---------------------
Parents: Unknown
Mate: N/A
Offspring: N/A
Relative: Unknown
Brothers/sisters: Unknown
---------------------
History:
Nothing much is known about Sly's past or how he ever came across his pocketwatch. However, there was a huge bounty placed on Sly's head, particularly because of that magical artefact being able to form anything the wielder desires. It was confirmed that Sly was, before, a butler to a wealthy individual and had served well as his guardian until his sudden passing.
As of now, with no more purpose in staying with the deceased, Sly headed out to the cruel world. Because of his pocketwatch and the bounty, it was hard for him to start a new life. But he couldn't just discard the pocketwatch, as it had carried high sentimental value to Sly, and he had made a promise to keep it close to him until the day he had to pass his legacy to another person. So Sly went his own way and became an Apothecary, using the knowledge he gained from the large library whilst a butler.
Sly eventually came upon the city of Sympherna, which was easily the most advanced city in the world, based on technological advancement, magic and happiness. The only one to have came close to Utopia. However, the city’s queen had died early, leaving the city with an adolescent daughter as her descendant and therefore ruler of Sympherna. In order to maintain order, the city had decided to elect a government while they wait for this young daughter, named Chemia, to mature.
However, the government was actually trying to overthrow the current system and take Sympherna as their own, believing Chemia’s ancestors were fools to not exploit the true potentials Sympherna had in controlling the world. What protected young Chemia was the grand beast of a hundred wings, the Protector of Sympherna, and as long as it breathed, no one could harm Chemia. It was therefore the government’s priority to get rid, or at least subjugate this grand beast.
Sly decided to investigate the matter from the inside, pretending to be an official to the said government. There, he met a woman he fell in love with, named Vise. Like him, she had concerns over how Sympherna was changing and had doubts about this newly formed government. Together, they joined a rebellious group to combat the government and their ideals, and participated in missions to eliminate any special interest targets the government may had hired.
Until the moment where Sly had been separated, Vise was captured by the government. Restlessly, Sly worked and pushed to be placed in the front lines, where he could try and save her. But when he eventually got to her, she had been raped and, due to the wounds she sustained, she was unable to participate in the rebellion. Sly therefore led the group, but after countless pyrrhic victories, decided to stand down to recuperate and look after Vise.
Vise later had a miscarriage, and Sly diagnosed her as unable to have children ever again. Sly never found the missing foetus, and he assumed it had died somewhere. Against his wishes, Vise insisted to continue with the rebellion. After a lengthy argument between the two, Vise decided to go off on her own.
During his break, Sly worked within the poorer districts of Sympherna as an innkeeper. There, he met a young boy who seemed to have possessed similar interests as Sly himself, and took his curiosity to Sly’s pocket watch. For many years, Sly stayed at the area while raising the boy, who seemed to be kid left on the streets. Sly noted his potentials, took him to many places around Sympherna and taught him how to fight with a rapier. It later surprised Sly that the boy revealed himself to be Vise’s son. Sly couldn’t recall any moment where Vise was fully pregnant, although the boy would have been born some time after the miscarriage. Deciding not to think this too deeply, Sly still took the boy in, admitting that he felt like a father figure to him.
To this day, it was the last time Sly saw him.
Sly made a promise to him that he would give the boy his pocketwatch, but only when the time comes. After having his profile exposed to Sympherna, including the massive bounty Sly had incurred, it became obvious that Sly was no longer safe being inside Sympherna. Sly parted Sympherna in the middle of the night and wandered the country until he came upon the region known as The Beyond. Willing to start a new and fresh life for now, he remained there searching for a purpose, until the time comes where he can return to Sympherna once more.
---------------------
RP paragraph: This is Sly
Last edited by sLy on Sat Oct 01, 2016 6:56 pm; edited 11 times in total